: [5.14] Zeke's Herald update coming to PBE
Hey RiotJag, Can you please keep the previous version of Zeke's Herald or latch it onto another item ? I really loved using it on my kill lane supports and full AD teams. [ {{champion:421}} {{champion:41}} {{champion:59}} {{champion:5}} support, if you're curious. ] The Live version of the item is expensive thus difficult to obtain for a support, making it a balanced and an aware, niche purchase. Thank you for your time, please consider creating a new item to fit in both the current and new Zeke's Herald!
Rioter Comments
: laser towers
Why do they reduce true damage ?????? {{champion:122}} {{champion:31}} {{champion:2}} {{champion:103}} {{summoner:14}} {{item:3708}} {{item:3716}} and red buff all have their dmg reduced by the towers, that's ridiculous.
: PBE Bugs & Feedback Thread: Knockout Lee Sin!
Looks awesome, if lee punched the ground with E it would look better. Also dance animation should change, looks weird with him using his feet when the theme of the skin is punching.
: The Brutalizer is out of the build path because an item with flat armor penetration and stacking percent shred (really, any percent shred or penetration) together just gives you the power to kill everyone - flat armor penetration is best at bursting squishy targets, while percent shred/pen make you better at dealing with the kinds of champions that you'll have to fight for a while to beat. This means that an item which does both has to be pretty crappy at both jobs, because if it's ever good at either job, its user is automatically good at fighting everyone. An item which only gives one of the two can actually be good at that one thing. For what it's worth, the first thing I tried was keeping the Brutalizer but having the finished item lose the flat pen (basically, the flat pen turns into the shred on the finished item), and that was simply too weird for people to understand or appreciate. There are a whole bunch of oddball optimization cases because finishing the item changes you from best at fighting one kind of opponent to best at fighting a different kind of opponent. It'd be somewhat the same as if we put in an MR item for defending against {{champion:10}} and {{champion:17}} that built out of {{item:3082}}. All that said: we do want to get a better handle on assassin itemization at some point and The Brutalizer sits at the center of that picture for AD Assassins. Unfortunately, though, nothing imminent.
{{item:3151}} has the same effect of {{item:3071}} right now, you sit on {{item:3136}} until the enemy grows beefy then you upgrade it. Please don't lock {{item:3134}} out of {{item:3071}}, do remove flat penetration from it late game; AD casters like {{champion:6}} & {{champion:122}} rely on it for early game kills. Even if you propose that "cheesing" strategies don't necessarily work in diamond+ elos, consider that over 50% of the player base is below that. Allow us to feel good with {{item:3134}} and allow AD casters to capitalize on their early game by choice, please.
: I have a question, have you guys put into consideration {{item:3142}} VS {{item:3035}}'s ability of penetrating squishies late game? Because I'm under the impression that even though {{item:3142}}'s has flat penetration, it is not as good as {{item:3035}} in terms of penetrating armor. So the way the game works right now, the way I understand it; is that flat armor pen will burst early. %pen will hurt more late. For example, {{champion:92}} top players sometimes buy {{item:3134}} and leave it there until they complete {{item:3035}} on live. I think it is okay to keep {{item:3071}} functioning that way, upgrade it when the enemy armor becomes more than the flat pen can handle. [ so that {{item:3134}} will have flat pen, and {{item:3071}} will have %pen ]
Another example is {{item:3136}}. It works the same way, it's an AP bruitalizer that you upgrade once the enemy grows beefy. [ I know it still has flat Magic Pen, but the point is that you upgrade it for the lategame stats. Aka %pen which kills everyone, not just squishies because lategame everyone has high defenses. ]
: You're totally right about where this leaves Brutalizer. I'd contend that Brutalizer is already in a pretty bad space due to {{item:3071}} on live being underwhelming, but this change definitely exacerbates the issues. Ultimately, though, the things that define The Black Cleaver as an item (setting up a delayed payoff) directly conflict with things that define The Brutalizer (bursting someone down as fast as possible). We do need to reassess the purpose of The Brutalizer in the game, and ensure that it builds into the right set of items, but in the meantime it didn't seem worth keeping The Black Cleaver in a relatively bad spot just because Brutalizer's problems get somewhat worse.
I have a question, have you guys put into consideration {{item:3142}} VS {{item:3035}}'s ability of penetrating squishies late game? Because I'm under the impression that even though {{item:3142}}'s has flat penetration, it is not as good as {{item:3035}} in terms of penetrating armor. So the way the game works right now, the way I understand it; is that flat armor pen will burst early. %pen will hurt more late. For example, {{champion:92}} top players sometimes buy {{item:3134}} and leave it there until they complete {{item:3035}} on live. I think it is okay to keep {{item:3071}} functioning that way, upgrade it when the enemy armor becomes more than the flat pen can handle. [ so that {{item:3134}} will have flat pen, and {{item:3071}} will have %pen ]
: Let's talk about The Black Cleaver
I think the new item is at an "okay" state, but it could be better. My concerns: 1. Phage now has a second build path, great! But at what cost? Brutalizer now only has 1 build path. Why fix a problem by creating another one? Just do {{item:3044}} + {{item:3134}} + gold = {{item:3071}}. Phage + Brutalizer = 45 AD, that's okay. Reduce the result CDR/HP accordingly. It would be nice if there was another 15% CDR item btw. 2. So you lost on the {{item:3044}} killing creeps passive? I don't like that, it helps immobile champions like {{champion:122}} & {{champion:114}} be more mobile. [ Q minion and run ] IMO, follow the above recipe. It's okay if {{item:3071}} doesn't have flat penetration, it is not the reason for upgrading {{item:3134}} into it. {{item:3142}} fills that space. 3. As mentioned above, I like my {{item:3134}} killing potential in lane while staying relevant late game. {{champion:58}} {{champion:107}} {{champion:86}} {{champion:122}} {{champion:114}} {{champion:92}}. I still want {{item:3071}} to build out of {{item:3134}} as it is the AD caster item, {{item:3044}} is better suited for onhits but fighters generally auto attack so it works fine if you mix both.
: um when she is borrowed why is she not stealthed? it kinda defeats the purpose of a ambush....I understand the fin makes her visible but in the video she was able to hide it for a few seconds..
actually stealthing during tunnel is a good idea. Not during burrowing but tunneling.
: My 2 cents. I feel like this champion is very cool thematically. If I'm not considering gameplay, I like everything about this champion. However, when thinking about gameplay, I feel like this champ is kind of in a weird spot. She is a jungler with low CC and no ability to burst a target, while the thematic feel of the champ is that of a hunter stalking prey. This reads like an assassin, but she plays similar to a fighter, yet at the same time lacks a fighters durability and/or ability to stick to a target. My personal feel to what this champ needs: 1. Slight increase in base ad & armor. 2. Burrowed Q should have a small slow or should mark a target so that she not only gains vision, but a burrowed speed boost while moving toward them. 3. Successfully hitting with Q should lower the CD of E by a second or something, or maybe hitting with all 3 Q strikes lowers it by a certain amount. 4. A full fury E should also stun or have a huge slow. 5. R feels like it doesn't quite do enough. Maybe she should a bonus effect after using it, like for a few seconds after using it she gains double her ults passive or bonus MS or something. This is just my suggestion to make her feel more like a fighter. The alternative is to move her to more of the assassin role and give more burst. Just my 2 cents. Thank you.
I agree completely. I think a stun/strong slow would make her a regular fighter, it should be a silence/reset the knockup timer for creativity & diversity reasons. It also makes sense that Rek'Sai throws a champion off balance when she bites a champ.
: [TEMP] Rek'Sai Feedback + Known Issues Temporary Post
As most summoners mentioned: * sub-optimal waveclear * low base movespeed * lack of CC * burrowed form feels very weak and vulnerable (it should be the opposite, think shaco's passive when dealing with nightmares.) * ultimate feels weaker than any global ultimate, even tf's gives global vision for a secondary usage. Proposed solutions (use a working combination of them): * Tunnels deal damage & slow. * When beam Q lands on a target, Rek'Sai is able to **start** a tunnel from the position of impact and dig to a new location with Q ( similar to Lee Sin Q mechanic ) * When Rek'Sai ults, similar to Noc & TF she enters a stance. During this short duration Rek'Sai may reactivate the ability within a short window, Rek'Sai's tunnels (grant vision? root? cannot be destroyed? will allow her to dash through all of them until she recasts ult/duration ends? In other words rework it, it's the least satisfying ult in the game in my opinion.)
: I really **REALLY** like the pseudo-stealth idea above. If she hasn't taken damage in the last 8 seconds or something from a champion while burrowing, she is not shown on the minimap and her bars do not appear above her for enemies until she takes champion damage. So a pseudo-stealth, one you can see if you have a ward on river and you actually look for her. This would allow her a much more reasonable way of ganking than she has right now. Give her burrowed Q more utility, less damage, or the other way around. Either have it slow, speed her up if it hits an enemy champion, small snare even. She cannot only have one small CC in her whole kit as a jungler, she will not be played often at all if that is going to be the case. I would like to see more done with her ult. It requires you to have an offensively placed tunnel on their side of the map to be useful offensively, and it will only get harder and harder to use offensively as you push enemies back into their base, as they can clear it if its unguarded pretty easily. As of right now its much more of a defensive/map movement ult, and its cooldown does not match its uses. I can hardly ever see her ulting + knocking up. She will have to ult to the nearest tunnel then head to the enemies for the fight, not optimal with her single 1 second at best cc move.
^ 100% true Riot please listen to this guy.
: The problem with her as a champion somewhat stems from her lack of the ability to maintain her tunnels. The enemy constantly clears them making her ult and the re-usability of them less practical. If all of her tunnels were invisible, this champion would be ridiculously much more fun, and much more viable. I believe they should be considered "traps," if they were invis, so they could be swept/disabled by the red trinket. ALSO on an important note, you would be able to destroy them REGARDLESS OF VISION, meaning if you see her slither down a tunnel you could destroy it, as to prevent her return.
Yes, yes this is genius. Or you could do the opposite: You see the tunnels ( so she doesn't set up crazy ganks with her ult ) But you need to sweep or have oracles to be able to kill them.
: Reksai, I'm not feeling the fury here
Agreed, also the ult is not satisfying, literally the least satisfying global ult in the game. Even Pantheon's feels better. & She needs a freaking slow, I get she's not supposed to duel, but seriously she does not have a single slow in her kit. IMO the burrowed Q makes sense to grant a slow at least; I also hope that Q reveals stealth because her stealth detecting theme fits with Lee's.

draqxqard

Level 30 (PBE)
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