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  • posted a message on Azir-busted ap tank

    Since he scales obscenely well with CDR, why not RoA and then tank items that have CDR (Spirit Visage and Frozen Heart for example).  I've also thought about Banner of Command; Even IF his soldiers dont benefit from the 20% stat bonus, he's still a pusher and the promote + stronger minions + CDR + AP is all stuff he should love.

    Posted in: Champions and Gameplay
  • posted a message on Whats the best kit ( MOST OP ) u can create out of current abilities ?

    Actually, this would make for a rather hilarious featured game mode... 

    Either 1) Riot designs "dream kits" from pre-existing champion spells, or 2) when you roll your champion, his or her abilities are randomly selected from other champions' abilities to give you a completely new kit.

    Posted in: General Discussions
  • posted a message on Sejuani Support guide by ForceObscure
    Quote from KulliKekkonen »

    Why no Taric matchup, don't you consider him a real support :(

    He's not a real champion, period.

    Posted in: Written Work
  • posted a message on Xiel, The Undying Sword
    Quote from JHoff23 »
    Quote from allenswain »
    Quote from Baconman »

    That passive is very boring and has absolute no gameplay aside from one revive which might sort of help sometimes, even though he respawns faster? Doesn't make a ton of sense.

    Other than that he just kills everyone in a teamfight without much else happening. Yasuo/Riven mix basically. Or a sort of really high damage. I would hate to see him in the game as he doesn't add much of anything. Like his ideal gameplay is dashing around murdering people with his dashes, which is an obnoxious playstyle, as shown by old Kasssadin.

    I am so tired of these really poor comparisons to make the champion sound "broken," but really don't apply.  Yasuo never was a broken champion and is easily dealt with BY JUST KILLING HIM, so let's get that straight right now.  

    This champion does have some similarities to RIven, but he has far more limitations, such as: 1) His dashes can only be used offensively, and never defensively (Riven's can, and that is why she is so fucking toxic; you can't punish her), unless you want to blow your entire ultimate to get one medium-range escape dash, 2) his ultimate is FAR weaker than Riven's.  Her's is a free aoe mass-damage execute that gives her a giant AD steroid.  Xiel's dashes are body blocked by opponents, meaning if you manage to hit squishies, either their positioning is poor or you flanked their entire team.  If you manage to do that, you DESERVE to put the hurt down, just like any melee carry would.

    Now let's dissect your lazy comparison to old Kassadin.  Old Kassadin was toxic because he had an endlessly spammable SUPER LONG RANGE teleport that he could go anywhere he wanted with.  My character cannot do that.  All of his dashes have less than HALF the range of Kassadin's spammable blink, and all of them require a target, thus limiting where he can dash to (in every case the answer is right into your team's face and not back out).  Old Kassadin also had enough burst in his combo to one-shot people while they were silenced.  That is not the intent of my character, and if the numbers indicate that he can, it's because I'm not an expert on numbers; however, if you're going to comment on champion designs you should be able to look past the numbers to the design of the skill, which you seem unable to do.  Finally, old Kassadin benefited greatly from building Rod of Ages, meaning he could be tanky as fuck if he wanted to.  Your comparison is flat out stupid. 

    If you can't deal with criticism you shouldn't be posting. If you can't comprehend that some people aren't going to like your champion you really should just keep it to yourself, unless you are willing to objective view your ideas you wont get anywhere with this. You are just defending your champion because its your champion. You have to learn to look at everyone's, including your own, ideas and evaluations without bias.

    The kass comparison is actually pretty accurate. The way it is right now, this champ can get by purely on Base values of his abilities meaning he can build full tank if he wanted to and spam mobility based crowd control. The way the ult is worded, even if it got blocked by a minion somehow it would just reset the CD. You can also just use the W and Q to re-position and endlessly spam R because it has nothing controlling its useage.

    That's flat out crap, sorry.  Several people have already made criticisms that I have listened to and made changes accordingly.  There is a difference between "X,Y,Z is broken, here's why, and here's some suggestions on how to fix it" and "your champion is stupid, you suck, and go die in a fire."

    No, I DON'T have to take unhelpful criticism.  Not every opinion is equally valid, and I demonstrated why his isn't.

    Did you read the ultimate?  It's not a full reset if it hits a target.  It gives you a 4 second window to cast it again before it goes on its full cooldown. You CAN'T sit on it indefinitely, which you can with old Kassadin's ultimate.  The only CC he has are the stuns from his ultimate (which, if he hit every single enemy champion with it STILL wouldn't be as much CC as morgana hitting that same team with hers), and the brief knockup (which is the same language used for Maokai's Q) on his W.

    Posted in: Written Work
  • posted a message on Xiel, The Undying Sword
    Quote from Migotliv »

    I like the direction of that new "Death Can't Hold Me" passive. It ranges from nearly useless early to situationally broken lategame, mostly because ideally you would want to splitpush like mad and run back to the lane you're pushing as soon as you die, over and over, while your team holds off the enemies without you. Along with Teleport he could walk to one lane, crush that tower, Teleport to the opposite lane, crush another tower, die and start walking to splitpush again. Even if the enemies see him they can't really stop him from splitpushing them to death without either burst or the right CC, or both. Especially once he buys a GA or BV. Don't get me wrong, it has potential but it needs some more work.

    I like his Q, even with its magic damage, I'm not sure the numbers are right but thematically this seems the most solid of his abilities, although at the same time it's the most similar to what's already in LoL, so hard to mess up but not exciting.

    His W is confusing with its three casts. I think if the 1st use is a targeted dash then the rest can be damage oriented and/or based around restoring his energy, once he dashes in he can land a Q point blank and then have its movespeed buff while the enemy is slowed so they really can't get away anyway.

    For E I think you're onto something, but % damage reduction from every ability or basic attack is not the way to go. You can keep it at 1 free stack +1 stack per nearby enemy champion, but make the stats give him temporary bonus resists instead, plus that CC reduction as long as he has at least 1 stack. Abilities and auto attacks that hit him remove the stacks one by one, but if he isn't focused immediately he'll survive to get off his damage or give his team time to wreck havoc. Smart enemies will remember to auto him before blowing important abilities though, but then Xiel can jump in and wait on the E a little, giving it some counterplay.

    The R feels strange. It's a skillshot gap closer with damage and a stun that screams 'I want to spread my damage around as many targets as possible'. Sadly, Master Yi does this better with Alpha Strike and Highlander's resets, and gets invulnerability during it too, all on a basic ability. A melee carry that jumps the tank and fighter first before going for the backline with the next casts will get CC'ed and focused before he gets there, even with his E, or the enemies just back off, meanwhile if he flanks and reaches the backline first, then the additional casts are largely wasted, except as a free catch up (without the stun or damage though) on one of his targets that escaped with Flash, or else he'd forget them to damage and stun the tank in the front, but then why would he want that instead of chasing the squishy? Worse yet, the AS bonus feels wrong because it rewards such stacking, but it delays his accessing full damage by a lot - now if only the first cast granted him all the AS upfront, then he could auto the enemy to death afterwards. Probably ArPen like Yasuo gets would be all kinds of better though... and I really, really feel he shouldn't stun the target with this dash, he has mobility and damage already, and the stun is enough to remove what little counterplay the enemy has through having a short time to peel him off. It's arguably much more effective in a duel when you're splitpushing and one guy was sent to stop you, you hit ult, stun them, hit Q point blank, hit E for good measure, then weave auto attacks and W casts and even R reset as the enemy tries to fight you or run away and can't manage either.

    I wonder what kind of itemization path you envision for this champion. Rushing Hydra and Guardian Angel to join his E and 1v5 enemy teams with no way out? Or just the standard (melee) ADCarry items?

    -Yeah the split push concern of the new passive could be problematic.  I will have to think about how to fix it, if it can even be fixed.

    -Yes, the Q is definitely the most "vanilla" part of his kit, but in this case I don't know if that is a bad thing.

    -I hate that you're right about this, because it almost removes the need to have it be three casts at all, unless I put a require delay between the casts.  Otherwise, the cleanest solution is just to fold all the damage of all three casts and the dash of the first into a single cast, and subtract the "energy restore" from the original cost. :(

    -That's pretty much what I had in mind for the spell, yes.  I don't know how much difference it makes whether he gets flat resistances or percentage damage reduction, so can you can explain why the resists would be better?

    -I stripped the bonus damage off of R altogether because everyone was complaining how overpowered this guy is, yet I have received a couple of suggestions to give him the full bonus up front on the first hit? IDK.  As for your suggestion that R is somewhat useless in team fights because tanks will just CC you, that is the player's fault for going in first before CCs are absorbed in my opinion, and so I don't think it's useless unless the player plays poorly.  As for your concern that his R makes him way too good of a split-pushing duelist, you are probably right that he is one, but I think the real culprit for that is his W, not his R.

    Thanks for the feedback.  I'm taking away from this mostly that I really need to do something about his W.  I never much liked it anyway... it always felt uninspired.

    Posted in: Written Work
  • posted a message on Xiel, The Undying Sword
    Quote from Baconman »

    That passive is very boring and has absolute no gameplay aside from one revive which might sort of help sometimes, even though he respawns faster? Doesn't make a ton of sense.

    Other than that he just kills everyone in a teamfight without much else happening. Yasuo/Riven mix basically. Or a sort of really high damage. I would hate to see him in the game as he doesn't add much of anything. Like his ideal gameplay is dashing around murdering people with his dashes, which is an obnoxious playstyle, as shown by old Kasssadin.

    I am so tired of these really poor comparisons to make the champion sound "broken," but really don't apply.  Yasuo never was a broken champion and is easily dealt with BY JUST KILLING HIM, so let's get that straight right now.  

    This champion does have some similarities to RIven, but he has far more limitations, such as: 1) His dashes can only be used offensively, and never defensively (Riven's can, and that is why she is so fucking toxic; you can't punish her), unless you want to blow your entire ultimate to get one medium-range escape dash, 2) his ultimate is FAR weaker than Riven's.  Her's is a free aoe mass-damage execute that gives her a giant AD steroid.  Xiel's dashes are body blocked by opponents, meaning if you manage to hit squishies, either their positioning is poor or you flanked their entire team.  If you manage to do that, you DESERVE to put the hurt down, just like any melee carry would.

    Now let's dissect your lazy comparison to old Kassadin.  Old Kassadin was toxic because he had an endlessly spammable SUPER LONG RANGE teleport that he could go anywhere he wanted with.  My character cannot do that.  All of his dashes have less than HALF the range of Kassadin's spammable blink, and all of them require a target, thus limiting where he can dash to (in every case the answer is right into your team's face and not back out).  Old Kassadin also had enough burst in his combo to one-shot people while they were silenced.  That is not the intent of my character, and if the numbers indicate that he can, it's because I'm not an expert on numbers; however, if you're going to comment on champion designs you should be able to look past the numbers to the design of the skill, which you seem unable to do.  Finally, old Kassadin benefited greatly from building Rod of Ages, meaning he could be tanky as fuck if he wanted to.  Your comparison is flat out stupid. 

    Posted in: Written Work
  • posted a message on Xiel, The Undying Sword
    Quote from ukibytow »

    so it's like fiora and riven combo on steroids. This is bad champion design, too much dmg for too much CC, and granting less gold on deaths is not fun for the ones that got kills, even going 1 for 1 is bad for them. Death timers shouldn't be touched imo, due to this his late game would be better just because he will respawn faster then anybody. Just too much of everything. Oh and energy based champs have ult for free :P 

    This comment hardly deserves a response, except for one thing: he may need to become a mana champion.  If he does, I'll probably need help tuning the mana costs of his abilities because of the recast nature of several of them.

    Posted in: Written Work
  • posted a message on Xiel, The Undying Sword
    Quote from Abel9210 »

    I feel like you should remove the AS stacking on his ult. This ability functions as a gapcloser/cleanup mechanic, but if you're using it, you have a limited time to use up all your charges on enemies. In the best case, the AS is not anything special, and in the worst case, you may as well not have it to start with.
    Instead, replace it with another mechanic. Take your pick of bonus AD, getting the enhanced autoattack immediately, or bonus movespeed for X seconds.
    Your current passive rework doesn't seem all that fun to play with. Being a moving ward is useful for scouting purposes, and in the best case, you can sort of reposition yourself to do things. However, the only benefit is being able to move around while in greyscale, which won't feel all that different from being in greyscale and watching as they push into your nexus if you don't respawn fast enough.

    I can see the problem with the bonus Attack Speed steroid.  Honestly, he may not need any steroid at all on this ultimate.

    The major benefit of this passive is that when his timer finishes, he resurrects wherever he currently is, instead of at the summoner platform.  That's HUGE.  The fact that you won't be able to stop them from pushing for a win when you're dead is sort of intended; death still needs to be a penalty.

    Posted in: Written Work
  • posted a message on Why did Zyra support fall out of favour?
    Quote from TruthFace »

    Really, I don't remember her getting any changes that affect her that much as a support from 2013 when she was commonly played.
    Now the mainstays seems to be Nami, Thresh, Braum and Morgana, but I don't see what puts them above her.

    She has good poke, free vision, strong burst, a great root and a great teamfight tool in her ult.
    Looking at the other supports she only seems a bit more lacking in sustain/protection in lane, but instead deals more damage.

    Is that the reason, or something else?

    I just think she's high risk-high reward.  She is extremely vulnerable to hard engage bot lanes before level 6, with the main offended being Leona.  Braum and Morgana negate a lot of her kill potential and can harass her out of lane, thus being more useful than her after lane phase since she isn't fed.  

    She can be a good matchup against Nami, but it's very much a skill matchup in my mind; whoever lands the bubble/root first, but also who has the most synergistic adc.  If yo have Jinx with you, for example, she's probably going to be able to turn "a lot of damage" into a flat out kill when she follows your snare or bubble up with chompers, a zap, and some autos.

    Posted in: Champions and Gameplay
  • posted a message on Xiel, The Undying Sword

    I thought about a possible rework of the passive, removing both of the ones that are currently there.  Comments appreciated.

    Passive- Death Can't Hold Me: While dead, Xiel may wander around the map as a ghost, visible to all players (with a resurrection timer over his head).  As a ghost, Xiel moves at 70% normal speed and cannot attack or use any abilities, or be targeted or take damage.

    This is definitely a passive with more gameplay, but potentially abuse cases, which I am trying to determine in my head.  At early levels, he's not going to get far from the summoner platform before he ressurects anyway.  At later levels, being able to basically "skip" the walk back to action is pretty huge, but I kind of intend it to be; he still can't actually DO anything until he ressurects, except grant his team vision.

    Posted in: Written Work
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