Rioter Comments
: Smite's Damage Display in the Left Corner?
I agree that it should be moved. I was so confused when I didn't see the damage anymore, and it's so far to look out of the way in the left if something's going down, you need to smite a thing and you don't remember offhand how much damage you have at x level. (I don't jungle much, so the number on the spell really helped with that).
: Reksai, I'm not feeling the fury here
I gotta agree here. Sans burrowed Q, the fury mechanic feels like the least engaging part of her kit. Ideas I've considered (which mostly revolve around fixing her low sticking power) include: * She gains stacks of MS the higher her fury is, which would reward her for managing to stick to a target for a short period with slightly better chasing potential above ground * With more fury stacks she gains a very weak slow on Q. It begins when you reach the halfway mark and then increases at max fury. This would enhance what seems to be her fantasy of 'giant predator that will hunt you down and eat you' without reducing opponent counterplay so much. You can escape if she doesn't spend much time wailing on you, and you can CC her to prevent her stacking more fury. In this case the fury bar would probably have to fall off faster. * E would feel much better as an execute spell. Because it has such a long cooldown (will probably only get used once per fight, really) and its best use scenario is "wait till max fury" I think it could work very well. If you manage to stick to a target long enough to generate max fury you're eventually rewarded with a true damage execute something along the lines of Volibear (but probably lower damage numbers due to true damage). Essentially most of these turn into "don't let Rek'sai max fury fighting you or you won't be able to escape and she'll eventually eat you".
: > Poachers knife on live actually does one better right now, it halves the CD of smite (30 seconds off rather than 15). > > Most of its problems come from the fact that it becomes near useless lategame, doesn't scale, and gives away your jungle strategy to the enemy team. When you pick up poachers you're basically asking the enemy team to ward up their jungle and murder you when you walk in. Meanwhile, pick up Trailblazer and you get reduced Smite CD on every creep, faster clear, sustain, and you can steal enemy creeps without it being obvious from item choice alone... > > It's a difficult issue to balance. > > (Also, OP, I share the sentiment about your post. You do a good job :) ) Late game it is worse than skirmish sabre or stalker but that is cause they can use those on chapions There is a huge misconception with the idea of poachers knife. You don't pick poachers knife when you are going to ACTIVELY counter jungle. If you are ACTIVELY counter jungling you are going to run into the enemy jungler more often than not and you SHOULD pick skirmish sabre. If you are going to jungle like a standard player poachers knife is a good choice because when they gank bot and you are top you can counter jungle very effectively and make a ton of money. If you are going to farm like crazy then don't get poachers get trailblazer.
While I don't disagree with you, the fact remains that picking up poacher's knife tells the enemy team you plan to enter their jungle at some point. I guess you could pick it up in a gambit to never enter their jungle and instead cause them to waste money on wards, but then you're not getting use of the passive either. It's just a weird situation that item is in, really.
: While targeting the item you actually get a ring that shows up on the minimap that gives the approximate distance the voidspawn will travel. Doing a timeout bar on the voidspawn itself is tricky. A voidspawn could technically last a very very long time if you heal it enough. That said, a timeout bar to when it enters the self damaging mode could be interesting.
Ah, sorry about that. Went back and looked and there was the range indicator I didn't notice. It may still be worthwhile to note the voidling self destruction on the tooltip, though. Someone picking up the item for the first time (like I did xD) may not realize there are range limits until they use it.
: That's a good idea. I'll see about hooking that up.
Do you think the voidspawn could get timers as well, and perhaps include that information on the item tooltip? I was messing with the item in custom games to find clever spots to hide it, but quickly realized the voidlings will disappear automatically after a few seconds. The only way I could figure out how far from towers I could place the structure without voidlings timing out before reaching it was through trial and error. I guess what I'm trying to say is that there should probably be some indication on the item that you can't just hide the gate in a less traveled part of the enemy jungle and expect it to push lanes, because the voidlings may not have the reach to be effective from that location.
: If poachers knife took ranger's trailblazers 15s cd for killing enemy creep as well then it would be a pretty good pick up. You would be able to work a very successful 70/30 80/20 % farm/gank junglers. The reason why chain vest doesn't build into warden's mail is so you don't always build chain vest. They idea is to make the basic defensive items (cloth armor and null magic mantle) build into everything, but after that you need to choose sunfire or randuins, for example. if chain built into wardens the only reason to not build chainvest is to for glacial shroud. It does take away from flexibility but there isn't enough diversity in resistance to set it up in another way. * btw really enjoy your posts. you really put some hard work into your posts and they are good reads. keep up the good work man :)
Poachers knife on live actually does one better right now, it halves the CD of smite (30 seconds off rather than 15). Most of its problems come from the fact that it becomes near useless lategame, doesn't scale, and gives away your jungle strategy to the enemy team. When you pick up poachers you're basically asking the enemy team to ward up their jungle and murder you when you walk in. Meanwhile, pick up Trailblazer and you get reduced Smite CD on every creep, faster clear, sustain, and you can steal enemy creeps without it being obvious from item choice alone... It's a difficult issue to balance. (Also, OP, I share the sentiment about your post. You do a good job :) )
: Void Gate - Free Gold
Wait, why do they give 25 gold? If I mathed right, that's more than melee and caster minions before 30 minutes, and more than casters before... about 80. D: That's a bit ridiculous. Imo they should probably give about the same as a champ pet. Maybe around 10 gold? Heimer turrets and Elise spiderlings give 5, Zyra plants give 10, Malz voidlings give 12.
: Maybe. However, if you need armor, you can go for Ninja Tabi, Frozen Heart, Sunfire Cape or Randuin's Omen right after Juggernaut. If Juggernaut had armor, you could end up in a situation where one of the following would occur: * You're against heavy AP comp (top Maokai, jungle Amumu, mid Syndra, ADC Ez/Corki, support Zyra). You feel like any amount of armor past runes is a waste, and you'd like to postpone any armor purchase until you're towerdiving in teamfights. * You want Frozen Heart for the AS debuff, or Thornmail for the AA reflection. Those items grant more than enough armor, so you'd wish for Juggernaut to have as much health as possible in that situation. * Overall, if we had armor Juggernaut, why no MR Juggernaut? And no pure health Juggernaut? Regen Juggernaut? AP Juggernaut? CRICITAL STRIKE CHANCE JUGGERNAUT! :D Anyways, when you have a big chunk of health, you can make much use of big armor items. 500 HP into Frozen Heart makes a better purchase than 400 HP + 20 armor into Frozen Heart. --- Juggernaut could use a small buff to be comparable with Magus and Warrior, but I'd rather replace the loose Ruby Crystal with a Crystalline Bracer.
Replacing the ruby crystal with bracer would also be a good solution. Really anything that would make the item feel better as a first completed item/item slot in general (especially if it helps with jungle clear or sustain). Armor had just been my first thought due to Ancient Golem previously giving it. If Crystalline Bracer was added to the recipe, Juggernaut would get something like 100% base regen?
: [Loading Screen] New Red-Blue color scheme is not colorblind friendly
I'm not colorblind, but it is still difficult to read the red text regardless. Certain splashes are particularly troublesome like Caitlyn's base.
: Shadow Prince Malzahar
I agree that he should get some particle changes, but this is just texture rebalancing, not a model update. As far as I know they haven't updated particles on any of the reblances. He'll likely get yellow effects when he gets a model/texture update, though. Essentially, I totally agree he should get that change but it'd probably happen when the spell effects themselves get updated during his model update.
Rioter Comments
: I found a placement spot outside red base (below and to the right of mid inhib tower, beside the wall) where voidlings just kinda got lost and bunched up together. Couldn't replicate it, but gonna go try in a custom to see if I can get it. I'll get a picture or something up here if I can get it to bug out again.
Haha, I guess I found the spot before the item was disabled. It's attached. Dunno why you'd want to put a portal there in plain sight anyway but woe to whoever does and has all their voidlings get stuck :(
: Void gate
I found a placement spot outside red base (below and to the right of mid inhib tower, beside the wall) where voidlings just kinda got lost and bunched up together. Couldn't replicate it, but gonna go try in a custom to see if I can get it. I'll get a picture or something up here if I can get it to bug out again.
: [TEMP] Rek'Sai Feedback + Known Issues Temporary Post
Yo, I don't know if it's come up here but her E seems to not be benefiting from CDR at all. I know the cooldown to travel through tunnels isn't supposed to, but both the bite and tunnel creation abilities aren't having their CDs reduced. I tested this is in a custom to make sure. EDIT: Nvm, someone else did bring it up already xD. I didn't check if it was the tooltip that was wrong either (just noticed it wasn't reducing on mouseover), so probably go with theirs.
: [Clarity] Aggro Display Changes
This change is great for minons and monsters. It's much easier for me to tell when minions are aggro'd on me or when they stop, especially when several of them are bunched up. I didn't feel it contributed much to visual noise. The icon is large enough to be noticeable but small enough not to be distracting, at least over minion waves.
: [Minor bug] Audio not working for Xerath.
I can confirm that this also happens on Kog'maw. Haven't tried other champs, but it seems to be anything related to voice. I can hear noises from auto attacks and minions but not from jokes, moving, attacking, ect.

roymbrogv2

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