: Corki PBE Feedback Thread
I like the package, that's fun and unique. My main concern is the magic damage that Corki does. By end game my auto attacks were doing 400 physical damage, ontop of about 500 magic damage. In addition to the IE I had built. That is insane damage. I feel like with all of these adc changes, you're overextending with their damage outputs. The ideas are fine, fun, and bring something new to the game. You just need to know where to limit those changes. In all the adcs I tested out so far, their damage output exceeded far beyond anything I've ever experienced.
: Graves Gameplay Update Feedback
Conclusion first: This is very bad. I'm sorry, I don't really see what's going on in the minds of Riot. These adc changes are completely exaggerated, and really need to be toned down by like 80%. I was just testing them in custom games, so obviously I can't speak as far as fighting other players. But in terms of just the jungle. By the end game I was able to 2 hit red buff. I don't think there's anyone in the game who can do that currently. I really like the change to the Q, but the damage is ridiculous. It's like Ekko release all over again. You overextend, and hopefully you'll calm back down. I love the shotgun mechanism, I do think it adds an interesting and fun way of making something different. However, it isn't really till late game where that really starts to help. Early game, you'll be bullied by the other add, because they'll be able to attack you whenever. You need to build some as first. Once I did that, I found reloading to be no problem. But then that brings up another thing. I understand that to give a disadvantage like that, you need to boost something else. In this case, it's the power of his auto attacks. The thing is, they hit a little too hard. Overall: Graves damage needs to be reduced. Everything else, I'm rather ok with.
: Kog'Maw PBE Feedback Thread
I only tested in a custom game, but as far as I can see, Kog (ad or ap) dishes out insane damage. For the AP I used: Nashors Wits End Berserks Guinsoo Hurricane Rabadons At level 18, this got me to 4XX ap and 5.0 as. My conclusion with Kog is, with his W up, he's completely overpowered. I really feel bringing something like this into the live servers is going to create chaos. The one disadvantage Kog has is the fact that without his W, he's basically back to normal, so that's usually the opportune time to attack. The 60% damage doesn't really mean anything considering he'll throw 3 shots out in the time of one normal. So that damage reduction is negated completely, and then amplified by the numerous attacks he can dish out. I'd say, either: 1. Reduce how long it lasts. 6 secs is a very long time for anything to last for (outlasting even Tryns ult). Basically meaning he can have it up for the entire fight, so unless you get hard cc on him, you're probably dead. And it shouldn't really have to result to chain CCing someone to stop them from exploding. It's not a very balanced system.


Level 30 (PBE)
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