Rioter Comments
: Same here, my missions haven't updated for the past 10 or so games even though I have met all the criteria to complete them. I also tried playing both normals and ARURF to complete them but neither worked. {{sticker:slayer-jinx-unamused}}
{{sticker:zombie-nunu-bummed}} This one's for the both of us.
Rioter Comments
: Quite simply, top lane is called an"island" because usually people will play there champions that does not scale in lategame as good as ADCs or Mid laners. What the point, for example, of ganking for a {{champion:57}} if Maokai is going to be tanky AF in late anyway, regardless of being fed or not? Adding to that, in the bot side there is the dragon, which is a reason why you want to have always at least 2 people there to either contest and/or take it. If the support goes top in the first 5 minutes of the game, by all mean the enemy team should try to force a dragon immediatly, because he will for all intents and purpose fight in superior numbers (in the worse case it's still a 4 vs 4 if the other toplaner uses teleport). Of course, circumstances can sometimes change these dynamics. For example a team can have in the toplane a scary lategame champ like {{champion:114}} or {{champion:75}}, and in this case it's advisable to help them, or for the enemy team to pressure them. It's not completely unheard the lane swap between bot and top lane in case there is such a nasty champ in the top. However your top laner, in this case, should be able to fend for himself vs 2 and possibly have a champ that is particular good for that ({{champion:36}} can be one).
You I actually forgot about Dragon? Feelsbad. Also I was gonna say "Okay what about if Support can go to mid" but then again, I think Mid and Bot are pretty similar in terms of their job. It makes sense that the enemy team would just be more aggressive against dragon anyway. It was a need idea while it lasted, but I guess it would be more of a backfire instead.
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Rioter Comments
Rioter Comments
: MetaMath: ADCs Calculations - Leathal Tempo (WIP)
Let me Know if I've at least somewhat helped you guys. I'll be sure to Add out more ADCs once the Champion Rotations are out weekly!
: MetaMath: ADCs Calculations - Press the Attack (WIP)
Let me Know if I've at least somewhat helped you guys. I'll be sure to Add out more ADCs once the Champion Rotations are out weekly!
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Rioter Comments
: MetaMath: Can APCs be a Thing? + Can ADCs come to Mid Lane?
Also, I'm going to be doing Calculations and Crunching Numbers for who is Truly the Best ADC for League of Legends, For all Games, but one of Each. (Example: The Best Early Game ADC is Ezreal or Draven, while the Best Late Game is someone like Vayne.) Here's How I'll do it. Now Oviously, this will never happen, but it just shows you how much DPS and Power they can truly pull off based upon thier Kit, and Build-Wise. How well are they some thing, or if others are able to do great at other things. I'll be Testing ADCs so far, but I'll only pick those that are on the Champion Rotation, since I don't have all the Champions yet. And I'll be also see the difference between Press the Attack, and Lethal Tempo, too. Maximum AD: [6 Bloodthirsters] AD Crit: [6 Infnity Edges] Maximum DPS: [The Most DPS Possible; Not the Most Damage Possible] Botrk Percentage DPS: [1 Blade of the Ruined King and 5 Bloodthirsters] Full Percentage DPS: [1 Blade of the Ruined King, 1 Bloodrazer and 4 Bloodthirsters] Full Lealithy DPS: [1 Youmuu's Ghostblade, 1 Duskblade of Draktharr, 1 Edge of Night and 3 Bloodthirsters] Full Armor Pen DPS: [Youmuu's Ghostblade, Duskblade of Draktharr, Edge of Night, Black Cleaver, Mortal Reminder and Guinsoo's Rageblade] Early Game Maximum Burst DPS: [The Most DPS Possible with a Realistic Build] Mid Game Maximum Burst DPS: [The Most DPS Possible with a Realistic Build] Late Game Maximum Burst DPS: [The Most DPS Possible with a Realistic Build] Average Player's Build: [Note that Blade of the Ruined King and Bloodrazer will be Disabled due to DPS Confusion] I'll start doing this once 8.2 Is out. P.S. Yeah, that's where MetaMath came from.
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Rioter Comments
: You must be in love with this champ
Lol, Yeah. I just want to use him for ADC without being shit on because "it's not meta".
Rioter Comments
: wtf is this thing?
This legit confused the heck out of me. It's not just in League. It's in my Runescape, too. I thought it was a Bug because it was something that was out of nowhere, and the Visual comparison looked like it was from League the first time I saw it. I still don't know what it is.
Rioter Comments
: INCOMPLETE: From Summoner, To Riot, With Love: More than just an Ask Riot/Riot Pls: Items
**UPDATE - Warning TL;Dr**: Zeke's Harbringer: {{item:3050}} Zeke's is forsaken gizmo for my point of view because every thing about this item is just plain bizarre. Sure you could say that this was the AP version for Knight's Vow, but unlike Knight's Vow, players are still buying that item Instead; Leaving Zeke's to be at the left and buried in the sand. So I'm giving it a makeover, to make be an Actual AP Support Version for Knight's Vow. CURRENT STATS: +250 Mana +30 Armor +50 Ability Power +10% Cooldown Reduction UNIQUE Active - Conduit: Bind to a target ally (60 second cooldown). UNIQUE Passive: when within 1000 units of each other, you and your ally generate Charges. Attack or Casting spells generates etra charges. At 100 Charges, causing damage consumes them, increasing your and your allies Ability power by 20% and Critical Strike Chance by 50% for 8 seconds. TWEAKED STATS: +400 Mana +60 Ability Power +10% Cooldown Reduction UNIQUE Active: Disingate an allied champion as your Partner (90 second cooldown). UNIQUE Passive - Conduit: When your Partner is nearby, you gain 3 charges per second upon moving, and 12 Charges when you cast abilities; regardless if they miss or hit. Upon 100 Charge, the basic attack or damaging spell from either you or your Partner consumes all of the charges, and granting you 15 + 15% Ability Power and your Partner 50% Critical Strike Chance for 4 seconds. This Item cannot have Multiple Partner Binds. Righteous Glory: {{item:3800}} Although Righteous is also a Gizmo, one of the mains to why it's still bought is to chase an enemy, to quickly ward Dragon or Baron before the enemy team shows up, Backdoor Potential, or because it's just a Hecarim Thing. I want to make Righteous Glory more of a 'Partner' Item, where you and your Partner both base gain the Bonus Speed, and making it being used more as a 2v1 or a 2v2 Item to still be able to chase enemy Champions, but not completely busted in Mid and Late Game, because of you gaining +1500 Movement Speed to Backdoor and Win with a push of a button and because of Homeguards. CURRENT STATS: +500 Health +300 Mana +100% Base Health Regen UNIQUE Passive - Eternity: 15% of the damage taken from champions is gained as Mana. Spending Mana restores 20% of the cost as Health, up to 25 per spell case. UNIQUE Active: Grants 75% Movement Speed when moving enemies or enemy turrets for 4 seconds. After 3 seconds, a shockwave is emitted only from your Partner, slowing nearby enemies Movement Speed by 75% for 2 seconds (s) (90 second cooldown). This effect may be reactivated to instantly release the shockwave. NEW STATS: +400 Health +400 Mana +75% Base Health and Mana Regen UNIQUE Passive - Enternity: 15% of the damage taken from champions is gained as Mana. Spending Mana restores 20% of the cost as Health, up to 25 per spell case. UNIQUE Active: Designate an allies champion as your Partner (90 second cooldown.) UNIQUE Active: You and your Partner Grants 50% Movement Speed for 5 Seconds. After 3 seconds, a shockwave is emitted, slowing all nearby enemy champions Movement Speed by 40% for 2.5 seconds (90 second cooldown.) This effect may be reactivated to instantly release the shockwave. This Item cannot have Multiple Partner Binds. (This Item does not proc with Homeguards.) Thornmail: {{item:3075}} Whenever you need just one super defensive item to really tank the damage and being able to farm is usually Sunfire Cape, or the other Cheaper and Uncommon Thornmail. Since Thornmail acts similar to Sunfire in terms of damaging minions, it almost feels like it's just another Sunfire but with no Health and more Armor. So I want to give Thronmail some love, by making it so that Tanks and Supports can start popularize this baby back again. It's also one of my favorite items, so I had to give it some attention, one way or another. CURRENT PRICE: 2350g CURRENT RECIPE: Chain Vest + Armor Cloth + (1250 Gold) CURRENT STATS: +100 Armor UNIQUE Passive: upon being hit by a basic attack, reflect magic damage back to the Attack equal to 25% of your bonus Armor plus 15% of the incoming damage. (Bonus Armor is Armor from items, buffs, runes and masteries.) (reflect damage is calculated based on damage taken before being reduced by Armor.) NEW PRICE: 2400g NEW RECIPE: 2 Thornmails + (800 Gold) NEW STATS: +90 Armor UNIQUE Passive: upon being hit by a basic attack or by an AD Damaging spell, reflect magic damage back to the Attacker equal to 20% of your bonus armor, halved if it's an AD Damaging spell (10%), and absorbing 15% of the incoming damage as health. (Spell Vamp will not increase the proc of getting more heals whilst taking damage.) (Bonus Armor is Armor from items, buffs, runes and masteries.) (reflect damage is calculated based on damage taken before being reduced by armor.) - Redemption: {{item:3107}} The 'New and Improved' Item for a lot supports to grab their hands on, Redemption has been a pretty popular item ever since it's PBE release. Since Supports have gotten some more love, It's fear to say that Although King's Vow is mainly used for Bodyguard-Type Champions (Regardless if you're a Support, or maybe a Top laner.) Almost or if not All Supports in the Higher ELO System (Gold, to all the way Challenger.) will tell you get Redemption because it's such a powerful item, So I have my version to how I would see this to be toned down just a little bit. CURRENT STATS: +400 Health 75% Health and Mana Regen 10% Cooldown UNIQUE Passive: +10% Heal and Shield Power UNIQUE Active: Target an area within 5500 range. After 2.5 Seconds, call down a beam of light to heal allies for 130 (=20 per level of targer) Health, burn enemy champions for 10% of their maximum health as true damage and deal 250 true damage to enemy minions (120 second cooldown) Can be used while dead. (hald effect if the target had been affected by another Redemption recently.) NERFS: The 10% Cooldown is now swapped as a Unique Passive. The Target Area is Tone down a little bit to 5000 Range from 5500 Range. The Beam of light will not Heal allies for 140 Health but +18 per level of target, from 130 Health + 20 per level of target. Maximum Health now Nerfed from 10% to 8.5% Locket of the Iron Solari: {{item:3190}} Locket has been a pretty solid Item for protecting those in need, but ever since the Assassin Rework, Riot has also made a Mini Support Rework too, to give them some love. An Issue with the Solari is not only the Cost being one of the cheapest you can buy, but you also have a free shield for you and you're team, and the Magic Resistance is a bit too high, for an item that cost around 2200g. +30 Armor +60 Magic Resit UNIQUE Active: Grants a decaying shield to nearby allies for 2.5 seconds that absorbs up to 35 (+35 per level, up to 665 shield helath) damage (90 second cooldown.) (Half effect if the target has been affected by another Locket of the Iron Solari recently.) NERFS: Magic Resit is lowered to 50 from 60 The Shield Formula is now 70 + 30 per level (up to 610 shield health), from 35 + 35 per level (up to 665 shield health) Knight's Vow: {{item:3109}} Just a tiny nerf, to make it so that why You can't have Multiple Partner Binds.
: INCOMPLETE: From Summoner, To Riot, With Love: More than just an Ask Riot/Riot Pls: Items
On the 9th and 10th of December, I am going to come back to try and see if I can find any more Items that needs some Tweaks, and If I can Mini-Rework the 'Bring Back' Items. List of Items that I see Needs some Modifying (so far): **Nerfs**: Locket of the Iron Solari: {{item:3190}} Redemption: {{item:3107}} - **Tweaks**: Rightous Glory: {{item:3800}} Thornmail: {{item:3075}} Zeke's Harbringer: {{item:3050}}
Rioter Comments
TheLynxMan (EUNE)
: Thoose items were removed with a purpose. DFG was a bad thing. Atma was replaced with titan hydra and is more effective, HoG is a bad thing, and you explained why. You don't want a lee to jump around with it.Spirit items were bad, it locked out a lot of junglers back then, bc they had no souch good use of them. The new junger items had a positive impact. FoN was removed bc it tighted the amount of available mages. that item was too strong and hard to fix, so they removed.
I've Read through all of these, and I will see what I can do with the Items again. (At least for DFG and FoN.) As for the 'Replacement Items', I'm not too sure if I should Scrap all of the Items, But I'll try and think of something one by one. Thanks for the Info.
: INCOMPLETE: From Summoner, To Riot, With Love: More than just an Ask Riot/Riot Pls: Items
Obviously these Items need some Tweaking as time goes by, but it's a Start. Let me know how you feel about any of these Items, if they Feel OP, UP or if it Looks good for these Stats!
Rioter Comments

EksSkellybur

Level 58 (EUW)
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