: > [{quoted}](name=Overlord Morde,realm=EUW,application-id=39gqIYVI,discussion-id=6Xlqwdl2,comment-id=0002,timestamp=2019-01-01T16:37:57.402+0000) > > But what he lacks is mobility and CC, even other Juggernauts have some kind of built in slow or a pull or a speed up. Also Mordekaiser has some strong counters such as low mobility, has to build full AP, is very weak to hard CC as if you stop him from using his spells he's as squishy as any other mage, his proper power spike takes a while and he is in no way a Carry despite being very damage focused. he lacks on cc? He can literally push a whole team with his E LMAO, and he doesn't need mobility because he has a shield that has a very low cooldown and that stacks very fast and he is an ap bruiser not a mage, he's just unbalanced and needs a huge nerf
You do realise this was about pre-reworked Mordekaiser right? The one with 3 hit auto attack buff on Q, the 10 second curse ult and zero cc in his abilities.
: Traditional Skin for GP
It's a shame they probably won't cause I do love the traditional skins. Since Mordekasier's rework some people on the Morde mains subreddit have made quick mock ups of a traditional Mordekasier using the design of his old armour on the new model (Also we all can hope to have Adam Harrington Voice Mordekaiser again atleast for a traditional skin). Alas probably won't happen.
: Why Riot seems to hate Taliyah?
You never know true champion hate like the Shen mains do. Those poor Shen mains, their champ has always been decently popular yet it still took 6 years for him to get a non-Worlds championship skin. Plus he used to be more fun to play when his Q actually did a decent amount of damage to minions.
Pitayah (EUW)
: PBE changes seem REALLY good so far!
I feel like with Karthus that nerfing both his ult base damage and scaling seems a bit harsh to do all at once. Targeting his base damage is good, makes it harder for early picks and still takes a decent amount of damage off in the mid game (50 damage is quite a lot). But hitting his scaling as well seems a bit hasty. If we look at it from Karthus' (pre-buffed before 7.24) ult; 250/400/550 base with 60% scaling it would change from 200/350/500 base with 65% scaling which is clearly a lot worse. I'd say change his base damage and either leave the AP ratio alone or only lower it by 5% (to 70%) because then at least if you look at it from the pre buffed ult you lose base damage, but you can make up that base damage by getting 500ap from the 10% extra scaling. If it's still to strong then look at the AP ratio or perhaps revert the mana change.
: How to play against zed as viktor?
Most of the time as Viktor you're going to have to play safe once at 6 especially against Zed. His ability to swap positions with W makes your gravity field useless against him. You're going to have to just sit back farm with E and maybe try to get both Minions and Zed in your E. You're basically just going to force Zed to roam which then you can only counter by shoving in the wave.
: Idea for Mordekaiser
"If they ever decide to touch Morde"? Dude his rework is gonna be dropping either the soon coming PBE rotation or at the next rotation a couple weeks later.
LordChampa (EUNE)
: Does this seem as legit as possible ? Here are the changes.. >Bria, the Impenetrable [Passive] [Impenetrable cooldown: 28/24/20s (based on champ level) | Front static cooldown: 30s | Cap: +100 true damage| Front marked ground radius: 400units | Front trigger radius: 760units] >Impenetrable: When Bria’s health drops below 30% of her maximum health her armor and magic resist get increased by 30/40/50% and can’t be lowered until she has more than 30% health. Front: When Bria gets accompanied by an ally, she marks the ground around her as Front. While on the marked ground both Bria and her allies deal bonus (20% of Bria’s armor) true damage with their next basic attack or ability. >[Q] [cooldown: 9/7.5/6/4.5/3s]. Target Lockdown: By press-n’-holding the ability on an enemy champion Bria aim-locks onto them. She slows herself for 8%, except when chasing them. Aim-locked champions are dealt 8/16/25% (based on level 1/6/11) of the damage as true damage. Bria can’t attack other units until Target Lockdown is released. Target Lockdown applies 80% of on-hit effects. Bria always faces the aim-locked champion. >[W] [cooldown: 11/10/9/8/7s]. Undershot: Bria slides for 300/310/320/330/340 (+20% base movement speed) units in the direction she’s facing. Sliding under enemies makes them flee from her for 0.5s. Bria must be moving to cast Undershot. She can’t slide through minions or pass walls with Undershot. >[E] [cooldown: 16/15/14/13/12s | root: 0.5s | blind: 1s]. Flashbang!: Bria throws a flashing capsule that blinds enemy champions. If it is cast infront of them they get rooted as well. >[R] [cooldown: 130/115/105s]. Exalted One: Bria burns in fury, instantly gaining 15/20/25 Fury, 40% tenacity, 15% movement speed, and returning (15/20/25% of missing health) health over 3 seconds. Bria cuts 3/4/5 Fury per enemy champion kill in her vicinity. Avenge - Innate: Enemies that kill an ally champion get a Target mark. Bria gains 20 Lethality against champions marked as Targets. Fury decays a point every second. Exalted One cancels when all Fury is exhausted.
I like it a lot. It seems that it could be an actual champion that could be released in the near future.
RayleighTT (EUNE)
: nautilus
Naut is in the best spot he's been in since like season 6, sure I would love it if they updated his model to be like the New Dawn animation but really he looks fine and his kit is fine as well.
LordChampa (EUNE)
: Is "Bria and allies deal 20% of bria's armor" enough of a boost? And the cooldown being 30s, no more no less?
Yeah that seems fair to me.
LordChampa (EUNE)
: > [{quoted}](name=Overlord Morde,realm=EUW,application-id=Mpd1UjGe,discussion-id=T9ExHo4V,comment-id=0001,timestamp=2019-05-07T19:07:51.803+0000) > > Hey dude it's me again. This concept is actually really sweet and really interesting. > Something I'd like to suggest is that if she's a bulky frontline commander it could be cool to make her ult some kind of Rally ability. Like what if when she ults she creates an area around her, and the stat boosts she gains are given to surrounding allies by half her amount (Maybe change the health return to a %missing max health restored so as to be useful with low health allies but not so strong as to outclass Janna). This may need to removal of the innate part of the ult though, and perhaps less up time but you could add some Armour and MR to the stats she gains. > > So it would like as such: > [R] [cooldown: 130/115/105s] > Bria bellows out a rallying cry creating a zone around her (say about 650 units for now (as wide as Nunu's ult)) for 8/12/16 seconds, during this time Bria gains 20/30/40 bonus Armour and MR, 20/30/40% tenacity and heals 30/65/100 +5/7.5/10% missing max health per second. Allies moving towards Bria gain 30% movement speed out of the area (moving towards it), halved to 15% while in the area as well as gaining half of Bria's stats while within the rally area (10/15/20 armour and Mr, 10/15/20% tenacity and heals for 15/32.5/50 +2.5/3.75/5 % missing max health per second). > > That would be my idea but that maybe more suited for a full fledged tank rather than a tank juggernaut hybrid. Overall though I love the idea, you did a good job on this. Hey thats a good idea, but maybe its far too tanky as u said so, I want her to be a leader, to be the "strongest" and therefore her allies mustn't be weak for her to heal them or whatsoever. But hey the idea was so cool so i think ill change FRONT into this: Front: Every 34s, when Bria gets accompanied by an ally she marks the ground around her as "Front" (400units). While on the marked ground Bria's next basic attack deals bonus (15% of Bria's armor) true damage and all of the allies' next basic attacks deal bonus (10% of their armor) true damage, both capped at 110. And so on, i don't have to change the ult. what do u think ??
So kind of like a automatic Sona damage boost with the area, yeah that sounds pretty good. Although for a passive on a fairly long static cooldown it seems like it could do with a bit of a power boost, perhaps all champions could gain the bonus damage equal to 15% of Bria's armour since a lot of other champions are barely gonna gain over 10 bonus true damage from it. Then again could be worth bumping the value up to 20% considering the long cooldown and the fact that it relies on allies being near, and that to reach the 100 cap with the 15% scaling you'd need something like 670 armour which is pretty unreachable unless you're Rammus or Malphite.
LordChampa (EUNE)
: Manaless Ranged Gun Female Champ
Hey dude it's me again. This concept is actually really sweet and really interesting. Something I'd like to suggest is that if she's a bulky frontline commander it could be cool to make her ult some kind of Rally ability. Like what if when she ults she creates an area around her, and the stat boosts she gains are given to surrounding allies by half her amount (Maybe change the health return to a %missing max health restored so as to be useful with low health allies but not so strong as to outclass Janna). This may need to removal of the innate part of the ult though, and perhaps less up time but you could add some Armour and MR to the stats she gains. So it would like as such: [R] [cooldown: 130/115/105s] Bria bellows out a rallying cry creating a zone around her (say about 650 units for now (as wide as Nunu's ult)) for 8/12/16 seconds, during this time Bria gains 20/30/40 bonus Armour and MR, 20/30/40% tenacity and heals 30/65/100 +5/7.5/10% missing max health per second. Allies moving towards Bria gain 30% movement speed out of the area (moving towards it), halved to 15% while in the area as well as gaining half of Bria's stats while within the rally area (10/15/20 armour and Mr, 10/15/20% tenacity and heals for 15/32.5/50 +2.5/3.75/5 % missing max health per second). That would be my idea but that maybe more suited for a full fledged tank rather than a tank juggernaut hybrid. Overall though I love the idea, you did a good job on this.
Rioter Comments
LordChampa (EUNE)
: > [{quoted}](name=Overlord Morde,realm=EUW,application-id=Mpd1UjGe,discussion-id=28lbgfpe,comment-id=0001,timestamp=2019-05-02T22:36:21.665+0000) > > Well there is quite a lot of variation between manaless champs. Some like Garen and Katarina are only limited by there cooldowns, others like Rengar and Renekton have the same thing but they have a separate bar which empowers there other abilities in some way. Some have health costs like Zac and Mordekaiser which seem to have slightly stronger abilities due to the health cost but they always have some form of sustain built into their kit. > > From your other comment making a ranged manaless champions seems like it would be difficult since they would most likely have to have fair low range like Vladimir to compensate for only having to deal with cooldowns... also Crowd control would probably have to be kept to a minimum like around 1-2 slows max. So none the less a ranged manaless no-cost champion would be *stupid* and difficult to make, did i get u right ?
Well it wouldn't be stupid per say but it could be difficult to balance depending on what kinda of ranged manaless you want to make. Vladimir at the moment is the only ranged manaless champion at the moment I think and he's a battlemage meaning he's an in-your-face ap caster with some tanky elements and no real hard crowd control. His strengths are his sustain/tanky-ness and his good scaling without needing to manage a resource. His weakness are his long early cooldowns and that his defensive ability (Pool of blood) costs 20% of his current health to cast. In any case I would like to give you a few suggestions on the weaknesses that could be used to balance being resourceless. -would usually have to be short ranged (Probably around 800 units should be the max of a spells range). This is usually a must. -generally a weaker early game in the sense that they wouldn't have really strong farming early and their abilities would probably be below average for damage (since it's more of a quantity over power thing for manaless champs). -would often be a cooldown reduction reliant champion, this can actually be useful for building the champion as you know that they will have to build certain CDR items depending if they are either AD or AP based (Although the issue is that majority of AP CDR items come with mana, you'd probably have more of a broader area to work with if you make and AD ranged champ cause you have items like {{item:3161}} {{item:3071}} {{item:3142}} {{item:3078}} to work with). -A unique new resource bar could be interesting similar to Renekton's who generates fury which empowers his abilities if he has over 50 fury. That's the few that come to mind, when I say it would be difficult to make I mean more of that it will be complicated due to the amount of factors that would have to go into make it right. Despite that if you're up for a challenge I encourage you to try as there is no reason for it not to work.
: LEAVE LUX OUTTA THIS
No, she's had it too good for too long. A bit of suffering builds character.
LordChampa (EUNE)
: How do i create a manaless champion ???
Well there is quite a lot of variation between manaless champs. Some like Garen and Katarina are only limited by there cooldowns, others like Rengar and Renekton have the same thing but they have a separate bar which empowers there other abilities in some way. Some have health costs like Zac and Mordekaiser which seem to have slightly stronger abilities due to the health cost but they always have some form of sustain built into their kit. From your other comment making a ranged manaless champions seems like it would be difficult since they would most likely have to have fair low range like Vladimir to compensate for only having to deal with cooldowns... also Crowd control would probably have to be kept to a minimum like around 1-2 slows max.
: Lux Poke / Hunter's Potion Removal
I would say that Lux's poke is fine since its change in 8.9 with the slower projectile speed and smaller radius because it's actually possible to dodge the long range ones consistently now.
: Within the next few patches. Maybe 9.11 or 9.12. I will pray for you that they don't completely cjange the Tinman.
I wouldn't be too worried, MaliciousMetal (Who has play tested the new Morde) said that his Identity is still very much the same. Although he did say that some Morde mains might be upset at what they've had to remove from his kit. Other than that it sounds that riot have just revamped majority of his skills if you look at the wording of the roadmap.
: Yumi is not a good name for the thematic champ
hmm, well i'll compare to my main few champions I suppose. {{champion:111}} okay pretty self evident that the name is just taken from the Cephalopod of the same name, which is an armoured mollusc. {{champion:112}} Either just because Viktor is a stereotypical name for a Russian character since he has a Russian accent or perhaps a reference to Victor Von Doom? {{champion:82}} Name loosely translates to Murder Emperor in German, also just an extension of the regular name Mordecai. {{champion:41}} Is a Pirate and has perhaps the most stereotypical Pirate name possible. {{champion:16}} Not sure but Wiki says her name in Japanese Romaji mean celestial fragrance... so, I mean she is/was a celestial being so I guess? So i'm not sure, perhaps the name Yuumi may have some unknown relevance which might be cleared up on the wiki later.
: Yas is just that champ that everyone hates because of his kit. A lot of players don't realize he is high risk high reward. He seems broken but he isn't unkillable. He just becomes a massive threat if hes fed. And he has a high playrate because hes has a high skill cap and hes really fun. Probably best to just figure out what counters him.
Plus his two item spike is really strong, even behind quite a few champs will lose in a 1v1 when he's got his 100% crit. It's either burst him quick deal more sustained damage or kite.
: League of tanks, again...
The only Tank I'm having issue with is Sejuani. A couple times now when I've been playing a bit of Nautilus jungle or Viktor Mid she has built Cinderhulk into Warmog's getting about 3600 health so early on while being able to out tank anyone with aftershock and her passive together and also dealing quite a bit of damage since her W buffs.
: Riot needs to start nerfing and buffing with utility and not just damage
As someone who thoroughly enjoys Nautilus top lane when I'm not mid, this seems a little awkward. First off saying that I love Nautilus, I mean he's my highest mastery point champ, but nevertheless I really like playing him top. Sure he's completely out of the meta in any role outside support but that's only because people can't be bothered with him top where he is actually pretty strong. Also he has been slowly receiving mostly utility buffs over the past few seasons, such as the CDR reduction on his Q, the 50% mana cost return for Q'ing onto terrain, W shield changing making it a little weaker for it have a lower cooldown, his passive on hit cooldown being reduced to 6 second always rather than scale down from 9-6, and now on the PBE the change of his passive root duration changing from 0.5-1.5 (between level 1-18) to 0.75-1.5 (between level 1-16). I believe the last damage change on him was back in early season 6 on his E.
APM Silence (EUNE)
: Suggest me a nickname for Zed main
A funny one I remember seeing which is still probably taken is "OhHiDeathMark" a quip from the Film 'The Room'
AIKTIFO (EUNE)
: NERF TRYNDAMERE
The problem with Tryndamere is that his early game duels rely on blind luck majority of the time. Since now at level 6 he can get a max of 40% crit chance from his passive alone and fights against him just come down to if he doesn't crit he loses and has to back off and heal but if he gets a couple crits then he just auto wins most of the time. Really Tryndamere should probably have a rework on his Passive to get rid of the chance part of his Kit. If I would rework his Passive i'd still keep it a fury generating but I would have it grant bonus AD and attack speed (to keep in theme of him being a berserker like champion) which scales with Level and maybe grants some lifesteal against champs and jungle monsters when your at max Fury. Really I would think that it fits better to Tryndamere's thematic if it acted more like a diver who can tank from lifesteal and deal a good amount of damage rather than just a mad man who can just go unkillable and auto a squishy target 3 times to kill them.
Ðeathwish (EUNE)
: There is still time to fix Zed's face
It will most likely fall on deaf ears, Shen mains asked if his regular sword could be made smaller on his pulsefire skin since the model of his regular sword is even bigger than his Spirit Blade. But sadly nothing. Then again you might get the prestige K/DA Ahri treatment where the issue with the colour of her tails was changed within less than a day.
MissJJess (EUW)
: Nautilus
As a main of him for nearly 3 years now i'd say that although he's not in the best of spots I would recommend trying him out. Although I'll admit I don't really know Support Nautilus all that well since I prefer him Top and Jungle. If you try him top he can be very oppressive. Runes would be either Grasp (better for easier matchups) or Aftershock (Useful for tough matchups) with Shield bash, any from the next 3 as they are situational, and then either revitalise or overgrowth (both work well). Secondary runes go either sorcery with Manaflow band (you are rather mana hungry) and Transcendence, or go Precision with Presence of Mind and either Legend: Alacrity or Legend: Tenacity. Little rune buffs I'd run either the bonus attack speed or scaling CDR and then either double armour or double Magic Resist depending on my match up. You'd want to start Corrupting potion or Doran's Ring and go either W for aggression or E for defence (if it's a tough match up and you have Corrupting pot a dark seal can be very useful for sustaining yourself). Your dueling is pretty good when past lvl 3 with an auto, W auto, E, auto and by level 6 you can hold down your laner very well for easy jungle ganks you'll want to go E max then W then Q (I like to scatter a few points into W and Q before maxing E tbh). With top lane you'll want to preserve your Mana so ideally you want the lane to push into you since you have easy farming under tower because of your passive. The strength of Nautilus top is that there aren't many matchups where you don't atleast go even because of your immense tankyness (Although some you will hard lose like Darius, don't even attempt it). Obviously Tank items are great on him, Sunfire cape and Abyssal Mask are probably some of the best, movement items are useful to help you engage like Dead Man's or Righteous Glory. Jungle Nautilus might be coming back a bit with the buffs to Cinderhulk and his own buffs he got a few weeks ago. If you try Jungle Naut mobility boots are a must since your mobility is very low, Predator can be quite fun on Nautilus for the speedy ganks.
: Let's talk about Ohmwrecker
I would suggest a rework of it which still kept it's base identity. Essentially my idea would be to change it to be a sort of semi fortify spell with the anti turret active still in place. Although I'm not sure if the stats will change on it but i'll write down the new active. The idea for the new passive would be that you can activate it on both enemy and friendly towers. On friendly towers it would buff the attack speed and/or ad by a bit and maybe create a zone the size of the Tower range that gives damage reduction (Like 10-20%) for friendly characters, minions and the tower for like 5-10 or so seconds. And against enemy towers it would reduce it's attack speed and AD by a bit (It wouldn't know what kind of numbers cause this would need to be tested). So the idea is to give it more versatility and more usability as it could be used to dissuade tower dives and hard pushes (If the damage reduction is involved) and it can be used offensively as well for tower dives (but not just completely disabling the tower) and well as for pushing (Since less attack speed and AD would lower how fast minions die under it). I still think it should stay a semi tanky support item stat wise so it wouldn't be abused on other champs, like maybe a few top lane tanks could take it but ideally would be best for supports (also considering how often bot lane receives 4 man ganks it could be very useful). Still this is just spit balling, would love to here some thoughts.
mitsos19 (EUNE)
: Neeko nerf
It's Viktor top all over again, except this it's solely down to the champion this time with Neeko. Since Viktor top was exploitable because he was able to bully top laners at a range and take Klepto for maximum money making, plus Iceborn synergised with him well. But with Neeko it's now that her W on hit is just so much more reliable than her Q which almost requires her to land an empowered E to get the whole Q off so why bother with her Q?
: New walking animations...
And here I am still waiting for Viktor's updated walk cycle to be added to his skins. Really makes it feel like it was added for those who hadn't played Viktor before or much but wanted to use Viktor top back in 8.24 rather than actual Viktor mains.
: The new walking/running animations suck
And here I am still waiting for Viktor's bootless animation to be added to his skins.
: How the hell is fiddle a counter to vlad in any way what so ever?
All I know is that Fiddle's W drain stays on Vlad if he enters his pool. That's the only really useful thing I can think of for Fiddle.
Ladrac (EUNE)
: Year 2022- Ahri has already 19 skins
Don't forget Kalista who does have 3 skins, but 2 of them are legacy.
nostroll19 (EUNE)
: new conqueror
Spell wise you will only get 1 stack per button press. So spells that do multi-hits will only count for 1 stack.
: Zyra's plants should stack Conqueror
well the thing with conqueror is that spell wise you can only gain 1 stack per button push, so as an example if Karthus activates his E he will only be able to gain one stack from it no matter how long he keeps it up, but if he keeps toggle switching his E it can generate an extra stack per activation. I'd suggest testing it with other pets to see if they work with conqueror, like {{champion:74}} turrets, {{champion:1}} Tibbers autos cause for balance reason it may be that pets cannot proc Conqueror stacks.
: The problem is that Traditional skins exist on champions that minor visual work (Lee Sin, Trundle, Sejuani). For a Traditional Kayle skin to exist, they'd have to create a completely new skin.
I suppose, although Trundle's old model compared to his new one is quite a big model change overall. But now with the quality of skins now a Traditional Kayle one would probably cost around 1350 (since all of the new passive changes and such). Or hell they wouldn't even need to call it traditional Kayle, they could just in a year or two create a skin called Judicator Kayle which can be similar to her old model look.
Rioter Comments
: [FEEDBACK] Aether Wing Kayle - give us the option to ctrl+5 to her previously unlocked forms
The skin I feel seems really bad is Pentakill Kayle, since before level 11 she just looks like a groupie for the band rather than an actual singer. Like it takes till level 11 for Pentakill Kayle to look like her splash art. Luckily for me Iron Inquisitor Kayle has very quickly become my favourite skin, easily makes me feel like a true angel of judgement.
papaparra (EUW)
: zoe's blancing problems / suggestion
You could kinda say that Karthus only really has two damage abilities (Sure E does damage but it's nothing more than a little boost like Zoe's W homing bolts or her passive) but Karthus works since his kit revolves mostly around his Q and the fact that he's a dps mage rather than a burst mage works in his favour. I'm never sure what to think about Zoe since I quite enjoy facing off against her as I main Mordekaiser mid so I can just relentlessly push her under tower and deny her farm since my waveclear is a lot stronger. Plus I can rush some Mercury Treads making it harder for her to land a good E, Q and even if I do take a fair amount of damage she never really has enough to kill me and I can just go to either raptors or wolves to heal half my health with one W.
Zanador (EUNE)
: He might be talking about a lot of different things. First, Galio. Demacians have been hauling him to battle fields for centuries now and when enough magic is being cast around him, he comes to life. That's quite the magical weapon if you ask me. Second, Lux. Garen suspects her of being a mage, but he tries to ignore even what he clearly saw himself. Also as it turns out Demacia has a full order of mages secretly working for them outside of their borders, so a well informed enemy of Demacia like Swain probably have faced mages working for the city state before. Third, the petricite, the stone they use for buildings, armor, Galio, etc. It comes from the stone woods around Demacia. We know from Ryze that these trees were created by the world runes power when the stone absorbed the magic and it turned into life. This is further confirmed by Sylas' lore, when he found out that petricite does not nullify magic, but rather absorbs it. The Demacian army is literally dressed head to toes in magic armor and they have no idea about it. So no, Garen can't use magic on his own. Even if he was a mage, he isn't good enough to get past the spell absorption of his own armor. But he has never been on the battlefield without magic being on his side either.
I believe the armour which Garen and other Demacian soldiers isn't Petricite but something called Demacian steel (Since Petricite is a white colour while most of the soldiers wear a metallic coloured armour) as quoted in the Mordekaiser story 'Shadows od Damnation' which says "Mordekaiser pointed, and a cone of malignant unlife burst towards the knight. The knight's armor shone brightly for a second, then returned to its normal, mundane form, leaving him unharmed by Mordekaiser's necromantic sorcery. "Demacian steel", sneered Mordekaiser. "It will not save you."" so it seems their armour is able to dispel or negate magical attacks against the wearer which I assume for Garen's case is his W. But in any case his Q is able to become enchanted to silence enemy magics, and his ult does summon forth a giant god blade from the sky.
Lissanaa (EUW)
: i keep telling my league friends he reminds me of magic Mike... haha it does look like male stripper dance xD
It's a shame that they didn't make his dance reference the Ricardo Milos meme which is going around these days. That man is hot, plus it'd be funny seeing Sylas dance like that.
: New Kayle
Yeah I've no idea why Kayle doesn't wear any armour on her torso if she's meant to be an angel of battle, like is she just going to hope she won't her hit by a stray arrow or whatever in any of her vital organs? Hell Swain wears more effective looking armour and it's more of a ceremonial chest plate also he's a General, someone who won't be fighting in close quarters in a war.
: I realise everyone is entitled to their own opinion and it's great that you love the new Kayle so much... But and it's a big but. I can't help but feel disappointed with the direction Riot went with her looks as I am a sucker for plate armour (Which was part of the reason why I mained Kayle when I started league at the start of season 6) and I despise that they stripped her of most of her armour. seeing her regular armour I thought it's was going to evolve from a basic okay looking armour into a divine looking full body plate armour but no, she actually sheds of armour as she evolves. I also hate how over the top see looks as she ascends to greater states. I just hope her skins are more bearable and less over the top cause I love playing Kayle as she was the OG champ that got me into league but I can't help be see new Kayle as a complete butchering of her original look. Obviously this is just my opinion, you are free to love it as much as I am free to hate it. (Not sure if the link will work since this is the first time i'm actually trying it on the message board, but it does sum my thoughts on Kayle quite well.) [](https://www.youtube.com/watch?v=pQzCptidLmw)
Cryptidian (EUNE)
: Ty Riot, I only looked at the new Kayle, fell in love and instantly knew she'll be my new main! ♥
I realise everyone is entitled to their own opinion and it's great that you love the new Kayle so much... But and it's a big but. I can't help but feel disappointed with the direction Riot went with her looks as I am a sucker for plate armour (Which was part of the reason why I mained Kayle when I started league at the start of season 6) and I despise that they stripped her of most of her armour. seeing her regular armour I thought it's was going to evolve from a basic okay looking armour into a divine looking full body plate armour but no, she actually sheds of armour as she evolves. I also hate how over the top see looks as she ascends to greater states. I just hope her skins are more bearable and less over the top cause I love playing Kayle as she was the OG champ that got me into league but I can't help be see new Kayle as a complete butchering of her original look. Obviously this is just my opinion, you are free to love it as much as I am free to hate it. (Not sure if the link will work since this is the first time i'm actually trying it on the message board, but it does sum my thoughts on Kayle quite well.) [](https://www.youtube.com/watch?v=pQzCptidLmw)
: Kayle and Morgana (En version ) The Righteous and the Fallen Champion Ga...
I gotta say... what on earth is Kayle's new look? She's looking like a generic mobile game angel.
Marcua (EUW)
: Your favorite champion and why?
Really hard choice for me... {{champion:41}} Because he's a mother%%%%in' Pirate and he's incredibly fun to play Or {{champion:82}} Cause he's a beefy mage essentially with a lot of BS in his kit, plus a lot of people underestimate you. Would be better if the dragon ghost and champion ghosts could be controlled better... or just didn't break sometimes. or {{champion:111}} Cause he's such a tank and a great diver (no pun intended) who although he has mana issue at almost every stage of the game can carry team fights with how disruptive his CC is.
: That's the point mate, he's a tank not able to tank anymore. Even late he lacks something to let him deal with people decently. You no longer can fight back most of the fights just couse you get so low hp they wreck you before you are able to do your stuff.
I don't play Tanks that often anymore but atleast I can find some solace with the first champion I mained {{champion:111}} . Although I don't play him very much anymore (Since I mostly main mid) he still has the highest champion points out of all my champions nearly 150,000 and I still love bring him out a few times either top or Jungle (I really hate playing him support). Sure he's fallen out of meta top and jungle and he often has mana issues because of his E's high mana cost and low cooldown but he is just such a tank, a great engage, decent AoE damage, a fairly big shield, a lock on ranged knock up and a pilferer of CC to lock the enemy down. It must feel pretty shit for a tank to lose their shield and the only real compensation being an extra masterwork item and a 10% armour and MR boost which is like roughly 20-30 bonus armour and MR late game pretty lame considering {{champion:86}} gains 40 armour and MR from his W when he's killed 160 minions.
: Everybody who also have 100 Lunar Revel tokens (from red envelopes only)
I got 100 tokens in one which is nice, shame I don't play any of the champions who have the chromas available. The free Orb is nice though.
: Which champion should I play now?
Go for a big 180 and flex on people with {{champion:82}} mid, might as well enjoy him as he is now before the rework.
: ORNN & why now he is trash.
Yeah Ornn does seem really weak without his shield I haven't played Ornn in quite a while but I did have a game against him recently. I was playing {{champion:41}} against {{champion:157}} mid and I was 1 death down, my friend was playing {{champion:517}} into {{champion:516}} and they were 2/1 and 1/2 respectively. At around level 9 the {{champion:157}} and {{champion:516}} swapped lanes (I assume it was the Yasuo's choice since Ornn was mostly building Magic Resist) and it was probably even less fun or Ornn. I was able to constantly poke him down with Q and Barrels (sure he didn't have as much armour as he would if we laned together from the beginning but still) and that the few times he was able to get me with a combo I would either side step the W or just outsustain him with Remove Scurvy. A few tank champions do exist who don't have any shields namely {{champion:113}} {{champion:33}} and {{champion:32}} come to mind although they have something to offset the lack of shield/healing. {{champion:113}} has a massive amount of initial armour/MR and CC resistance, {{champion:33}} has activatable armour/MR buff and {{champion:32}} takes reduced basic attack damage and has a debuff against enemies. And what does Ornn get? A 10% boost to all armour and MR he gains, good for late game but early game it doesn't feel like it does anything.
Tiltana (EUW)
: Which champs would u date and why?
{{champion:16}} because she is a sweet sweet cinnamon roll
Lyfial (EUNE)
: Adaptive Damage RIOT failure, again.
I will say it would be pretty useful to be able to choose whether you get AD or AP especially on tanks as well as a few others such as Gangplank since before adaptive force you would usually start Doran's ring for the survivability and mana restore.
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Mr Chad Chungus

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