Megimu (EUW)
: Best supports/mage supports for season 10 Silver
Concidering silver can contain a decent amount of wifi users you might want to concider {{champion:50}} support. 2th place probally goes to an old time favorite {{champion:63}} Als 3th I would say {{champion:143}}
Silent Note (EUNE)
: Did the support role change much?
The issue with this season right now is that supports fall off much harder than it used to be. A game could go on for like 50 minutes and it's very possible your still not full build yet. It's been a while I managed to reach full build without having to collect some cs and shutdowns for myself. I don't think that's healthy.
: Your idea of a filtering tier between gold and plat is actually good i think. But anyway, people sticking P4 after a all season and who played many game are prolly hard stucks (or ebays it's not imossible too). If you check people which were on the tier 4 of their league, i'm pretty sure they dropped way harder than other on the same league. I mean i dropped a little lower than previous seasons with my main, while i climbed nearly equally the ladder. The thing is i lost one game more than last time so it's nearly ok to me. I dropped only 5 divisions which isn't a big deal, while my smurf with way higher winrate dropped like 8 or 9 divisions. But it depends of many things. Who you played with for your placement, which can decrease your mmr for example. On my lower accounts i played with friends to have some funs on others roles to improve on the game overall. But i have no doubt that i will get back my previous elo, get higher and no motivation loss because of that.
Indeed most players will eventually get back to where they belong. And thanks, I'm been thinking about this a while but last time I suggested this this the community didn't really like this suggestion. I glad I finally see some positive feedback. I warned them before that this plat issue might start happening. I just hope riot finally does something about it.
: "Support" Ziggs once again
I don't think you have ever seen a good Ziggs support. It's a really fine pick so long your team is on point with the game plan. I have won games on 11 minutes with him before. You just need to siege the hell out the game. Up to high plat it's viable. Maybe an onetrick would pull it off iin grand-master.
PurpleOrk (EUW)
: You don't appear to disconnect in the video. What do you mean?
That's the odd part, I was disconnected but no message popup. I disconnected briefly before I reached the blast cone. If you look closely I walked over it and didn't even fire my auto attack.
PurpleOrk (EUW)
: Those 3 players are premade. They might be playing on the same connection, and get lagged out for a second together. It happens very often (although normally you see it with 2 people). The 2 of you that aren't premade with them didn't have any trouble, did you?
I got a disconnect as well and they where not my premades, I just didn't notice the message in the reply
Rioter Comments
Rioter Comments
: Bruiser items should be a little bit cheaper
I wouldn't mind seen cheaper bruiser items if the stats on hit are cut to compensate for it. Bruisers can be 1v5 machines when ahead and part of the reason is these stats value item slots. Keep in mind I support this because I don't like bruisers. So you should think carefully why I support this. Hint (base stats can be nerfed again and what do you think what would happen if you make items cheaper that enchance them).
davpet (EUNE)
: I literally lost 8 matches due to feed, troll, afk and so on. Since I play support it's kinda difficult to carry but I do try my best. If I take enhancing support 9 from 10 complains that I'm useless and if I take dmg support they complain that I ks them and I'm useless. It is almost impossible to carry or to climb if you dont have alot of time, luck and skills. Let's say from 100 games you won average 65. How many matches your team carried, or one person, or two ? Or how many matches you won cause you all played decently? Now, how many matches you carried when you had literally a bad team! 10? Less, more? No wonder this game is slowly dying.
Best part is if you a bit unlucky when you hit your promo's you kinda %%%%ed. Keep in mind you need during the games of your promo's 75% winrate to progress (since you need to win before promo's start). Than ones you achieve that you useally skip a few divisions. It's really unlogical {{sticker:zombie-brand-facepalm}}
: Where is Gold supposed to come from for Supports?
The solution would be rather simple. After 25 minutes the minion tax slowly decrease up to 45 minutes. Currently the gold value is reduced to 50% − 80% based on taking 20 - 50 cs. So let's say after 25 minutes. This value is increased with 10 vs every minute: **Example:** - 26 minutes: 30 - 60 cs - 27 minutes: 40 - 70 cs - 30 minutes: 70 - 100 cs - 35 minutes: 120 - 150 cs - 40 minutes: 170 - 200 cs - 45 minutes: 220 - 250 cs This would still gate supports but when they are forced to grab a wave they actually can get more than 7 gold for it...
OddOwl (EUW)
: That's a good point you are making with the W and buffing his waveclear. However I still feel like his passive needs a bump. Yes it does true damage but the amount is so negligible that it doesn't really matter. It's one of the worst passives in the game in my opinion. As I mentioned in the post the maybe biggest problem with it is that it feels very unrewarding. Even when you fully stack it to 6. Just compare it to modern champs/reworks. I don't want it to be over-buffed, but right now it just feels like a placeholder passive.
Concidering his passive already scales with attackspeed. Giving it an AD scaling wouldn't change much. In fact they PBE tested this before I believe. Twitch already has to be gated in the earlygame with how strong he can become later on. So giving it AD scaling wouldn't give the intended effect desired in fact it would give him acess to more early-midgame power and removes his only meaningfull weakness. His passive is already kinda strong to be honnest. It just scales poorly with only a few items. What could be a solution to this is giving him more interactions with teamcomps for example targets that are already poisoned by other champion poison abilities like {{champion:17}} {{champion:27}} will have twitch his true damage enchanced or give him some sort of bonus effect. Something like this really could spice up draft.
OddOwl (EUW)
: My thoughts about Twitch and his current state in the game
We have to be very carefull when buffing a true damage champion like twitch. We already knewn what happend when Vayne got a buff. Now imagin a champion that is able to get in a similar state with higher range & stealth. What I think what should happen is that twitch waveclear should be buffed. It's been a really really long time I have seen a Twitch roaming towards another lane. He just can't keep up with the waveclear other adc's have. As a solution I suggest buffed the exact opposite of abilities for him and that's simply buffing his Q Venom Cask by giving it some magic damage with a bonus AD scaling. This would also help out his jungle position that some still are trying to make work somehow.
: There’s someone who hates every champion that’s not what I’m talking about. Think about it, the champions you just mentioned are all unique, Senna and pyke both share something which is one of the main reasons why they are considered issues and hated... at that point purposefully adding more like them is outright dumb until riot digure out how to make one that isn’t going to be a shitshow
Concidering support was one of the least class variant roles in the entire game (beside botlane) the shock was just greater when classes where expanded. They litterly created a new subclass just to give support more options. That's how we got champions like {{champion:427}} {{champion:412}} {{champion:497}} {{champion:202}} and existing champions redesigned in the role {{champion:53}} {{champion:143}} {{champion:25}} and most of them where a hugh succes. if you look on other roles they have a lot more variation. Will it be tanks, fighters, markmen , mages or even a champion with their own unique playstyle. Even an unpopular subclass like Echanter has seen Lulu play. Recently even Botlane became a mixture of marksmen, skirmishers, juggernaut and mages. Even saw someone playing Akali recently.
: Sett isn’t what I’m talking about. That’s a top lane champion, he might become viable as a support but an argument could be made for most champions being viable as a support. Same as how miss fortune could be played as a support marksman, or Leblanc as a support assasin... these aren’t who I’m talking about. I’m talking about Senna and pyke, champions designed for the support role and have been some of the most hated champions of this decade... imagine a juggernaut designed along the same lines as these two, now imagine the community reaction... that’s why I’d much rather not have this.
What's your agrument for {{champion:114}} {{champion:39}} {{champion:84}} {{champion:157}} {{champion:523}} {{champion:145}} {{champion:141}} {{champion:105}} than? Champions like {{champion:107}} {{champion:238}} {{champion:7}} {{champion:245}} {{champion:131}} {{champion:17}} became so hated add some point riot had to overnerf these champions so hard just for trying to reduce their pickrate. People hate these champions as much as Senna and Pyke. They just %%%%% less about it. I find it very funny that all these solo lane & jungl%%%%%%%%% about Senna but when you see a support stream they just pick a counter and be done with it. Isn't that how league suppose to work. Senna is strong but I trade her for a good {{champion:84}} player any hour of the day in a draft. It's not like t%%%%%%%%%ing is new. Before Senna & Pyke it was Braum & Tahm and before that it was Thresh and before that Alistar%%%%%elieve %%%%%ing about one of the most squishy champions in the game Zyra was somewhere in the middle. And have we forgot about Blitz. Edit: Hm seems that riot censors normals words now...
Morrhen (EUW)
: Theoretically, that's Sett. If he manages to be what I thought of him to be... he'll esentially be Juggernaut support. He already has good kit for it. Think of it as Alistar but with less utility in exchange for damage. Q is made for chasing, AA reset and damage tool W is a true damage slapped on top of a gigantic shield, helps a lot with winning the engages. E is a two man stun if positioned well or positioned in a minion wave. R is a mighty displacement tool and ''suppression'' on top of it. Hell, you could probably play him as tank too, until he gets nerfed to point where it's not worth it.
How he plays he seems to be more like a Diver/Vanguard to me. But I don't think he's going to work for support. The reason for that is that it seems that his scaling is very exp & item depended. As a support he might just get blow up before even finishing his ult channel. He seems like a guy that wants to trade all the time. Unless in a melee vs melee matchup. Perhaps into Yasuo/Alistar or something I don't think he's going todo that well.
: Doesn’t matter if support is more popular, what matters is that juggernauts have already been difficult champions to balance and can be oppressive when not, and Senna and pyke have already seen a shitshow of a community reaction and their balancing is an equal shitshow... a supportive juggernaut would be an abomination.
It's been like this for every new champion upon release. They are underpowered record breaking the 30% winrate example {{champion:420}} {{champion:350}} only to become problematic after one minor buff or they are broken and permabanned every game {{champion:523}} {{champion:235}} {{champion:39}} {{champion:157}}. Don't act like supports are a special case in this matter.
: this would be incredibly busted and bought even by ADC's because the survivability it gives far outweighs the 10% damage reduction
I think you underestimate the 10% damage reduction after been reduced by armor, crit reduction & attackspeed cripple. Keep in mind a lot of marksmen also have mixed & true damage involved in their kit so a 10% reduction can still effect them. I have kept the number low so far since their is a lot more involved than just straight up disable a tank entire damage output with just one item. The idea to make tanks lose out damage in return for more durability. It's a very similar concept to {{item:3193}} but in a more sideline and scaling oriënted environment while letting them lose damage over time compaired on straight out removing it. This is just the first iteration their where other options like giving it 1.5 self damage reduction instead and even go as far as dubbling it for range champions. It's really not that hard to prevent marksmen from abusing it and if they really have scaling to spend gold on an item like that I don't think many are playing that game serious on that moment.
GLS Jonga (EUW)
: Season 10 Placements are an Issue to complain about.
It's a strange season. I have see high diamond players been placed into bronze after placements. It's odd and what's the deal with the low placement this time. I currently have done about 8 placement games so far and for some reason I'm still only Silver I. I would be lucky to start this season off in Gold IV. No way i'm doing my placements on my main account right now it would just be a waist of time. What's strange as well is that I have seen many last season Plat IV's that are now are placed in Iron. So what's the deal with this, did they suddenly became worse add the game or are their way to many Plat IV that don't deserve their rank. Something has to be changed about the system because I'm 90% sure the a big part of the reason why the quality of games are that bad is because the large amount of ranked players located in Plat. Maybe it's time to have a selection tier between Gold & Plat. A tier that works similar to master/grand-master/challenger. Where you can stack up LP and the highest x amount of players are promoted to plat IV - I. You can demote to Gold but you no longer need to go through the selection tier for your promotion to plat. A system like this can also help to filter out the smurfs since ones their out they are probally promoted to plat I while new plat players will probally be arround Plat IV - Plat III.
Rioter Comments
martin501 (EUNE)
: Why cant riot nerf mages?
This won't work for a few reasons: Buffing magic resistance would not just nerf mages but every champion that is using ap as a damage source. This includes some fighters, some slayers, some marksmen and most tanks & controllers that are in the game. Not everyone deserves to be nerfed towards that point. we reached a point in the game you don't auto lose the game when you don't have both morello's as void in your inventory. Secondly most of the strong mages out their are dealing that damage because of their true damage and not just their magic damage. The cheap shot rune is a good example of this while champions that already have true damage have the spellvamp rune that does a similar thing covering the condition to aply that true damage. 3th a lot of their damage comes from scaling items. Items like {{item:1082}} are very popular purchase earlygame in competive matches 4th mages have no mana tax anymore. This was needed in order to make AP junglers viable and to ballance out the scaling buff minions recieved. The problem is that mages no longer need to decide what to buy. They can buy AP for teamfight or they can buy AP for waveclear. Their is no strategic choice anymore. Mages are fine, since none of these points can be solved without creating issues in another department.
Shamose (EUW)
: According to the wiki it does. I'm gonna hop into a practice tool game and check it to be sure, brb. EDIT: Yeah it works. Having sunfire cape and Morellos gives enemies grievous wounds by standing near them.
Intressting it used to not work (might be a bug). Does this aply to {{item:3751}} and {{item:1401}} as well. I'm also intressted if it works on {{item:3116}} now.
Quimsi (EUW)
: People are MONSTERS in ranked
On my 3th smurf I decided to not unhide chat and it was a great experience. Yesterday I turned it on and now I just got 5 people banned... just hide chat again. It's not worth it. {{sticker:slayer-jinx-unamused}}
: Change Pantheon to the one man army as you promised us
Pantheon is a diver and not a juggernaut. So that one man armor should never be the case. Pantheon similar to his old kit is a champion with a strong early-midgame. Just like the old Pantheon he's really good add snowballing the game and really bad if your monkeys of a team managed to stall the game out. That's just how Pantheon is and should be. He's fine
: It’s not even the case of exclusions... you saw what’s happened when riot tried to make a support assasin, or a support marksman... imagine the backlash one of the most hated classes getting a support.
And yet support is more popular than ever before. People will always complain no matter what you throw add them. Everyone hates Teemo, Yasuo, Zed, Katarina, Fizz. Yet midlane is more popular than ever before.
: How about we draw a line with this support craze with assasins and marksmen... I don’t want to know what monstrosity a support juggernaut would be.
I disagrea, no way a role should have class restrictions. Offcourse they could be classes that a favored but total exclusion shouldn't be allowed.
: How to make Health Regen a useful stat once again?
Could be intressting for juggernauts where health regen grants you bonus AD. But until we actually get juggernaut supports this item would be rather pointless.
: > [{quoted}](name=CoolKnightST,realm=EUW,application-id=39gqIYVI,discussion-id=156YEbwV,comment-id=000100000000000000000000,timestamp=2020-01-07T12:12:32.640+0000) > > Amumu, Galio, Malphite, Zac, Gragas, Nunu and even recently Nautilus are all building AP. A lot more than they should been building. The only real viable tanks on your list are: Leona, Rammus, Sejuani and the secret why those 3 can work as tanks is simply because they are stat sticks (rammus & leona particular that gain raw stats from their abilities). While Sejuani get's it from a stat boost on her passive. It's less up compaired to rammus & leona but still provide a big factor in the game. > > You have to look add it as early vs lategame tanks. While Rammus, Leona and Sejuani are great tanking damage in the early-midgame. Picks like Amumu, Galio, Malphite, Zac, Nunu take this over towards the lategame. The problem is that their early tankness is to weak to survive for lategame so they are forced to build damage to compensate on ever reaching it. Another great example of this is {{champion:14}} that has a similar issue but than in the AD department rather than building AP.In that regard shen is every similar in this and only start to get tanky towards the lategame and really loves to starting building AD and attackspeed. > non of that takes away the fact they are tanks. > Jarvan is a diver and shouldn't be on this list. Why do you think someone that rushes {{item:3071}} into {{item:3026}} is a tank?? He's probally one of the better designed divers out their and so way he should ever be conciderd in the same pool as tanks. > jarvan is actually officially classified as main tank, he is incredibly tanky even if he doesn't build full tank. > Blitz is not a tank but a catcher. He's provided with some early tankness because of his passive but that's mainly to protect himself from burst. He's not your I frontline your ass type of guy. He builds tank items to allow him to get in hook range not in order to soak damage. He's more a guy that is sitting in the middle of a teamcomp that goes to front from time to time. same as jarvan blitzcrank is also officially classified as tank, all the champions i mentioned were made as tanks, its later some of their classes changed, and i witnessed this over the years...... riot has issues classifying, still doesn't take away they are tanks though.
> jarvan is actually officially classified as main tank, he is incredibly tanky even if he doesn't build full tank. > > same as jarvan blitzcrank is also officially classified as tank, all the champions i mentioned were made as tanks, its later some of their classes changed, and i witnessed this over the years...... riot has issues classifying, still doesn't take away they are tanks though. Nop... your a few seasons off... J4 was originally introduced as an tanky dps initiator and was classed as a tank for that reason since the concept of divers classification didn't exist back than. In the early days he was classed as a tank / fighter in seasons where he was much more tanky and builded way more tanky than he is right now. This all changed and his tankness has been repeatedly been nerfed over last seasons and actually is more damage oriënted than he ever was. But even in early seasons it was visible where he took offensive runes & masteries when building tanky the moment he got a lead (like any champion in that season, even assassins). Blitz on the other hand was released as a toplane tank. He's one of the more tanky catchers we have right now but he not nearly as tanky as a real tank and most of his tankness becomes from his base stats as support & his passive.
POMÆ (EUW)
: OR you can make AP low tier item have worse grievous wounds effect like apply it only for 1 second, or apply it only on targets below 40% hp so it won't be pretty powerful on its own while still giving reasonable options to fight back champions with insane heals.
That wouldn't work because AP champions are very item depended when it comes to burst & waveclear. You can already feel the differents when you have the rush defensive items. Your waveclear just isn't the same anymore and that's add the cost of mana you need when a fight breaks out. Having another componement on morello's would only hurt the build path because I doubt they ever going to create a weaker version of an grievious wounds item build out of blasting wand and only has a combine cost of let's say 200 gold. Keep in mind you only have 550 gold of combine cost to work with so it's going to be build out of {{item:1052}} 's and give you less raw AP or the price is going to increase. Both scenario's doesn't seem to have a nice outcome for both supportive as carry mages. Edit: Keep in mind both bramble as Executioner have a combine cost of 400 & 450. So the best thing they could do is having the blasting wand upgrade with a combine cost of 350 and having the morello combine cost on 200. Overal it would just create a rush the morello's meta again.
: 2020 Zyra
Would love to see a jail themed ultimate skin where her thorns become chains. If they can change a fish like Fizz into a dog why can't she be turned into something else.
: > [{quoted}](name=swampert919,realm=EUW,application-id=39gqIYVI,discussion-id=156YEbwV,comment-id=0001000000000000,timestamp=2020-01-06T13:10:53.030+0000) > > Mundo isn’t a tank, amumu gets played ap so barely counts anymore, Leona is a support tank so gets to bypass most of the issues > mundo builds full tank and destroys the rift utterly, amumu builds both ap and tank items and still functions as tank, what have leona her class is still tank. > Top lane tanks have been dead for years, and frankly there’s never been a tank meta it’s akways bruisers or assasins causing issues nonsense, gnar/riven/renekton/urgot/illaoi/nasus/kled/garen/darius/mordekaiser/mundo/shen/sion/malphite are all played top and are all more than succesfull and are all accomplishing tank roles...... only mundo, shen, sion and malphite are actually classified tanks, and heck i even left out most of the skirmishers and bruisers that are incredibly tanky, its that they don't have a tank role or else, and ofcourse jungle has some tanks like amumu/rammus/zac/nunu/olaf/kayne/sejuani/jarvan/vi and lee, lets not forget support tanks like tresh/rakan/leona/nautilus/galio/pyke/blitzcrank and braum, and don't give me that crap about bUt ThEy AReNt AlL taNkS, idc about riots classification, they all absorb damage like crazy for their team, and the ones i mentioned are most played, there are more tanks. https://universe.leagueoflegends.com/en_GB/champion/amumu/ https://universe.leagueoflegends.com/en_GB/champion/blitzcrank/ https://universe.leagueoflegends.com/en_GB/champion/galio/ https://universe.leagueoflegends.com/en_GB/champion/jarvaniv/ https://universe.leagueoflegends.com/en_GB/champion/leona/ https://universe.leagueoflegends.com/en_GB/champion/malphite/ https://universe.leagueoflegends.com/en_GB/champion/nautilus/ https://universe.leagueoflegends.com/en_GB/champion/nunu/ https://universe.leagueoflegends.com/en_GB/champion/rammus/ https://universe.leagueoflegends.com/en_GB/champion/sejuani/ https://universe.leagueoflegends.com/en_GB/champion/shen/ https://universe.leagueoflegends.com/en_GB/champion/sion/ https://universe.leagueoflegends.com/en_GB/champion/zac/ 13 out of 32 champs i mentioned are offical tanks, where tresh/pyke and rakan are classified as support, leaves 29 champions not classified as tank, but still functioning as a tank, and heck the ones i mentioned are not the only ones, there are more...... you don't find it an issue when one of them walks in on you while you stand under your turret, taking 5+ turret hits and full attacks and ults from you and 4 of your teammates, and still manages to kill 2 or 3 of your teammates whilst walking out ALIVE, healing to 100% hp due to warmog, to come for you again........? yes bruisers and assassins are an issue, but so are tanks, the rest is underwhelming, with some exceptions.
Amumu, Galio, Malphite, Zac, Gragas, Nunu and even recently Nautilus are all building AP. A lot more than they should been building. The only real viable tanks on your list are: Leona, Rammus, Sejuani and the secret why those 3 can work as tanks is simply because they are stat sticks (rammus & leona particular that gain raw stats from their abilities). While Sejuani get's it from a stat boost on her passive. It's less up compaired to rammus & leona but still provide a big factor in the game. You have to look add it as early vs lategame tanks. While Rammus, Leona and Sejuani are great tanking damage in the early-midgame. Picks like Amumu, Galio, Malphite, Zac, Nunu take this over towards the lategame. The problem is that their early tankness is to weak to survive for lategame so they are forced to build damage to compensate on ever reaching it. Another great example of this is {{champion:14}} that has a similar issue but than in the AD department rather than building AP.In that regard shen is every similar in this and only start to get tanky towards the lategame and really loves to starting building AD and attackspeed. Jarvan is a diver and shouldn't be on this list. Why do you think someone that rushes {{item:3071}} into {{item:3026}} is a tank?? He's probally one of the better designed divers out their and so way he should ever be conciderd in the same pool as tanks. Blitz is not a tank but a catcher. He's provided with some early tankness because of his passive but that's mainly to protect himself from burst. He's not your I frontline your ass type of guy. He builds tank items to allow him to get in hook range not in order to soak damage. He's more a guy that is sitting in the middle of a teamcomp that goes to front from time to time.
: Well, "support" role is probably hard for plenty of newbies to understand, since it's quite quirky to have 4 sources of income (3 lanes plus jungle), but 5 players. The same for the concept that a marksman/ADC can be fine with sharing exp with someone, but not sharing gold, while a carry mage is mostly not fine sharing either... All the support item changes over the years clearly show how much Riot has struggled with the role even existing...
I disagrea, The problem with support is that it's a role that is often hard to execute in lower mmr. The so called traditional support are often a very bad idea in the lowest brackets of play since what's the point of having a marksmen that doesn't known how to auto attack. But the concept of support can be explaned in a sence: #Concept The support role is a position where you try to take the least amount of resources possible and try to shift as much resources into your damage dealers. You achieve this with an support item {{item:3854}} {{item:3858}} {{item:3862}} {{item:3850}} that allows you to harvest a different source of income and later on use the wards it provide to create an safe environment for them to achieve more resources. The support is their to create a gap between the enemy and your damage dealers. The better job you do to achieve thisthe bigger chance you have to win that game. #Types Similar to other roles a champion has a class that allows him to achieve this goal. In the support role this not any different. The 2 most most main classes in the support role are Controllers & Tanks. Example: {{champion:412}} {{champion:53}} {{champion:40}} {{champion:16}} {{champion:89}} {{champion:12}} {{champion:201}} {{champion:223}} But their is a champion for every class these days: * Marksmen: {{champion:235}} * Mages: {{champion:63}} {{champion:99}} * Slayers: {{champion:555}} * (Fighters*): {{champion:106}} {{champion:48}}
Fast Enough (EUNE)
: Can we get a Master Yi rework?
Let's clear something up: Yi is a Slayer with as specialisation class: Skirmisher > **Skirmishers (also known as Duelists)** aim to shred through any nearby enemy that approaches. Because Skirmishers lack high-end burst damage or reliable ways of closing in on high-priority targets, they are instead armed with situationally powerful defensive tools to survive in the fray, along with extreme sustained damage to cut down even the most durable targets. > > Examples of Skirmishers: > {{champion:11}} {{champion:157}} {{champion:114}} {{champion:24}} {{champion:92}} {{champion:23}} So what's the differents between Skirmishers & Assassins: > **Assassins** specialize in infiltrating enemy lines with their unrivaled mobility to quickly dispatch high-priority targets. Due to their mostly melee nature, Assassins must put them themselves into dangerous positions in order to execute their targets. Luckily, they often have defensive tricks up their sleeves that, if used cleverly, allow them to effectively avoid incoming damage. > > Examples: > {{champion:84}} {{champion:55}} {{champion:238}} ... So an assassin is basicly designed to get in & get out. While a skirmisher is useally forced to remain in the fight. That's why Yi works better with a carry build because he's more of a duelist than an assassin. You are mixing the old naming of Slayers. Before the classnaming rework it use to be named assassins.
Uraraka (EUNE)
: Support discussion: Is Soraka the best support right now?
It's because of 3 things: * The biggest is the unnoted {{item:3504}} change that seem to a feature now (despite the {{champion:131}} abuse). Where you now can recieve the buff when you heal or shield yourself. So unless patched every time you Q someone you get the ardent buff. Basicly she can have ardent up all the time. * The {{item:2065}} rework that she seems more play. Players are starting to build more health & health regen on her. It used to be {{item:3083}} but now it's more in the direction of {{item:3107}} {{item:3109}} and you still have that op item {{item:3174}} that never ever has recieved any nerf. * More casters are showing up in the meta: {{champion:131}} {{champion:236}} solo lane, {{champion:245}} so it's normal their's going to be a response. A good Soraka player has the following strengths: * Powerfull poke * Powerfull early trades * Good friendly sustain * Good self sustain * Good lategame scaling * Powerfull silence that can disrupt casters like mages, divers, assassins and some skirmishers. * Global ultimate Her main weaknesses are: * She's rather squishy * She has no escape * She need to remain high health to remain be usefull * She's very weak against grievious wounds both on herself as her allies. Overal in my opinion she's not problematic yet during the high counter of grievious wounds. {{item:3165}} might not be as popular anymore & {{item:3075}} is often build to late. Their still is {{item:3123}} that an marksmen can buy for just 800 gold and so long that's in the game. Soraka will be just fine.
: Any ideas how to nerf ekko? He clearly has everything. an assassin burst, a shield based sustain, dps with passive, teamfight aoe stun and a revive ultimate. imo what makes ekko, well, ekko, is his revive ultimate, and the whole go in burst go out. So, his damage against tanks (dps with passive) should be gutted in his kit. He is an assassin, not a do it all.
The problem with Ekko is that his design has to much Diver elements inside it. In fact he's been played a lot similar to Elise in previous seasons and only recently became a true assassin again. In terms of base stats he seem to be in an ok spot. I don't think nerfing his ultimate cooldown would solve much. He need the surviability. What they should do instead is nerfing the damage of his ultimate. It's way to strong for that cooldown. His Parallel Convergence could recieve a possible nerf too but maybe this time in the cooldown department. His tankness comes from the combination of his W & R and unless his base stats are cut they need to hit the abilities. So their you have it, the only real ability that need to be hit is his Parallel Convergence. Will it be the cooldown, the removal of the %health damage or a nerf on the shield. That's up to riot to decide.
: I feel like the game was more balanced before Senna and Aphelios
Senna shouldn't get more heal buffs. Her enchanter build is already relatively good. No need to make it any stronger. What should be hit with Senna is her trading patern. She's way to strong in trades early on for a marksmen. She can match trades with a lot of lane bully support and with her added healing she even wins them. A base stats nerf should be enouge. Aphelios need more clarity, he's so random to trade against: * You never known what gun he's going to get, their is not even an animation when he switches guns. * His ult windup animation is so unclear. It doesn't have that ultimate vibe. The entire animation need to be reworked. * His scaling is so random, this is no consistency in his kit. Yi is a strange case but he should be kept the way he is. Having an easy to play champion is not a bad thing. Tryndamere is fine On Ekko I agrea on, he away was to strong and he causes many bugs. But I must say, it's not like he's out of controle right now. To add someone on the list: {{champion:145}}, she's still not nerfed. Guess her skins sell to good...
: Your Elo system is broken and i have proof.
I known why this happends if you known how the matchmaking system works: Every player has an hidden ID and loops through it from the lowest to the highest. This is nice and so but now imagin you have milions of accounts and the higher ID goes the later the creation date is. This means when your getting into ranked you will most likely be matched with players arround the same creation date. The real veterans (those we having we playing league longer than most others) will be forced to play with the same pool where the competiveness is a lot more drastic than the one that just recently created an account and plays in the same elo. This has it's pro's and coins that sure gives advantages to new players that join the game but coins to veterans that decide to climb after a few years after creation of their account. I have seen it many times where someone struggle to climb and eventually he jump so many division after he's out of the crowed it's just ridiculous. I'm glad the system benefit new players but now after so many years the elo gap has become so big the really need to make some changes to their database. To give an example of my own on my main account I got placed arround gold II and it took more than 30 games to get to Gold I. While on my smurf I got placed in Gold IV and it took about 15 games to get to Gold I.. On another smurf I was Silver and their it took I believe only 12 ...
Kalviras (EUW)
: When did Rammus become so OP?
Happends when everyone goes AD. What you expect what would happen if you see Irelia top, Yasuo mid, Lee Sin jungle Aphelios bot and Pyke support. It's like opening a christmas present for Rammus. Outside Vlad & Zoe it's not often you see a mage popup.
HercaZ (EUNE)
: Current state of the game?
It's not exactly drop is still and more regarding what happend over the seasons: * **Ranked system:** To be fair Silver V used to be the average elo, Silver used to be the place where the average player was located. Because some experimental changes towards the ranked system this line quickly changed to Silver I and ever since the removal of the V division it's everyone silver became gold and every gold became plat. Currently Gold IV contains 1/3 of the entire silver division!!! Yes you heared it right. Gold IV contains almost 15% of the ranked playerbase. Silver I contains about 7%, Silver II has 8%, Silver III 6% and Silver IV about 9%: https://www.esportstales.com/league-of-legends/rank-distribution-percentage-of-players-by-tier But hey plat IV only contains 9% of the playerbase right... It's flat out stupid... So next time you see * a Master, don't worry he's just Diamond * a Diamond he's Plat * a Plat he's Gold * a Gold, he's Silver; * a Silver, he's Bronze * a Bronze, he's Bronze * a Iron, he's Bronze V * **The fall of marksmen:** having bot diversity in the botlane was a really nice change. The problem is now they changed it up again where it's required to have a markmen in the botlane again. You see many inexperienced marksmen popping up. They haven't play it since last season so it's not mistery they make & break teamfights not just in lower mmr.
: Option to disable elemental drake special effects?
Compleetly removing it would be a bad idea and it's not like it's that unrecognizable, I would rather do it for pc performance & clearity. Something like disabling the sound effect, the screen eye candy (like the shake screen), removing the pulse animation and lower the animation intensity of the transformed terrain could be helpfull.
: Varus PBE Changes -_-
Buffing close range Varus would also buff AP Varus. Secondly, Varus is an artillery champion so it makes sence he works add a distance. I personally think he need some changes on his ult. It's a nice ability but it seem to contrast his kit a little bit. Maybe some changes to help it transition with his kit could be intressting.
Phishye (EUW)
: Why is people so hesitant to use flash?
Because burning flash is a hugh tradeoff. What happends when you lose flash on level 1 as a laner: * You are losing lane priority, you have to play more passively in order to not get killed. This means in an overal lane you will get zoned off a minion wave if the enemy knowns what he's doing. An average minion wave gives you 125 gold. So that's basicly 875 gold you potentionally get zoned away from. This is hugh for a lane that will get outside resources from the jungle. So even if you play perfectly their is a chance that 50% of that gold is gone. It's still worth less than giving up first blood but you don't known who's going to get it and how he's going to use that advantage. When laning against someone you have controle. * Speaking over gold, add some point when behind enouge you get towards a point you are no longer safe from an exp distance, and that's a point where the lane is compleetly over. Without flash you can't risk it anymore and sometimes you even have to take the risk because dying would give up less of an advantage that missing that wave. Some time ago their was a discussion about this in competive where an adc kept getting caught in a sidewave. Their was simply no answer, if he didn't catched it they would just get even further behind. It's not always black and white. * Than you have something called as damage controle. Let's say you got caught and you flash and still get killed. Your not just behind from losing that Flash, your lane is compleetly over. You come back in lane with probally an exp disadvantage. You get zoned from the waves losing about 100 gold. You have a bad recall time, you delay your powerspike, you get killed because you didn't had your powerspike, etc..
Rioter Comments
: Ardent Censer Diana
Their is a bug with ardent that's all.
Rioter Comments
Rioter Comments
: Fornite have tournaments almost every day with tons of money , we know they are rich as %%%%, but riot games has money too and they are doing nothing in this matter. This would help grow the player base and people will take it more seriously
I rather see them using that money to fix their got dam server. Yesterday the servers where down again and today I heard their where problems yet again. Clash was running so I assume they %%%%ed something up again -_-
: Diana is complety broken, but not in the way you think.
Diana has many bugs including some interactions with items like {{item:3124}} & {{item:3504}}. But she's skill broken even when she's almost like the old morde as far bugs goes. Diana's problems is not her abilities but her base stats. Currently Diana has 92.2 armor on level 18!! Just to give an example a champion like Irelia has 87, Jax 87, Swain 90.72, Karma 90.6, Talon 89.5 armor on lv 18. Keep in mind that on top of that Diana has a stackable shield that benefits extra hard from that base armor. To bad we don't have a chart of mitigated damage but Diana sure somewhere on the top of the list for a non-tank champion. The amount of damage she can soak for someone that can oneshot you without building any tank stats it's really not healthy.
: PETITION TO RIOT GAMES (TOURNAMENTS WITH PRIZE MONEY)
I think this would be a nice feature to spice up the competiveness of the regions their could be 3 formats: * 1v1 where any player can join, this can be held every 1-3 months. * 2v2 where any duo can join, this can be held every 2-4 months. * 5v5 where any team of 5 can join, this can be held every year. As far the funding of the money goes, they simply have to prepare some icons, recall animations and possible some ward skins to fund it. Maybe some chroma's or even a skin for bigger events. Since their is money involved people will take it much more serious but since it's open for all players you could see some fun outcomes and with the money on the table players will probally keep their shedule open when their is money involved.
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CoolKnightST

Level 140 (EUW)
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