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League of Legends: Let's Talk About uhhh??

It wouldn't be sight range, it may be 300-600 range.

Actually that would make MORE sense for Eve than Twitch, making me wonder if he is the one having problems getting reworked (cause nothing was really wrong with Eve before they nerfed her).
 
I know it will be smaller than sight range but it just seems silly. It also prevents Twitch from running away from a gank with his stealth but what do I know. More concerning is the removal of Oracle's that they're talking about. Apparently they're against ward-sweeping. It seems like a necessity for a low level player like me. If I didn't buy Oracle's and clean out the enemy team's wards my teammates would get ganked constantly. No map awareness at low levels.
 
How? Oracle's is essentially combat stealth right now. The stealth rework would essentially just mean every champion has a pseudo-oracle's.

Pseudo Oracles wouldn't reveal Combat Stealth, meaning Akali, Shaco, Vayne, etc., could only be spotted through pink wards.
 
gravesr.png

Games like this...
 
Been playing Dominion again recently. It's fun with Graves. I just build all the BF Sword items. Sanguine, Black Cleaver, IE. He just burst people down with his spells and they're usually off cooldown by the time the next person comes up to you. The AS from E is all you need so pure damage rocks.
 
building bruiser on some AD's isn't terrible
you sacrifice a lot of damage for a lot of survivability
still i prefer glass cannon because it's easier to carry with if your team is competent at all

of course if they aren't then feel free to build atmog's
 
I have found this game to be really quite fun.
I just started playing 2 weeks ago and have spent more time on it then I've liked to admit.
Blitzcrank is my favorite hero, his grab is awesome.
I would reccomend this game to people that havent played it before but the learning curve is huge since there are a ton of hereos and things you have to pay attention to during the game.
 
Blitzcrank is my favorite hero, his grab is awesome.

we need more people like you. Of course, you have to be able to actually land those Q's... but yeah, Blitzcrank supports should be rising!

Had a Poppy in my successful ranked game. seems like ages since I last saw her. Still holds one of the better passives in the game.
also, does anybody still build rageblade on anyone at all
 
Be prepared to ignore the caustic and immature player base. Play the tutorials to learn the game. Play your first few games in the Co-Op Vs. AI mode.

And learn to lasthit. Lasthitting is only hitting a minion once and having that hit be the killing blow. You get gold from killing minions but only if you deal the killing blow. By learning to properly lasthit you will have more gold and thus better items than your opponents. It also will cause battles to be fought closer to your towers which gives you an advantage.
 
I've designed a champion, the first of a few. I don't know how many people give a fuck, but it's honestly better to post it here than in the shit hole on the LoL forums.

I didn't make Lore or even a name, as this is purely design based. Anyway, the concept is a Ranged Carry who switches roles on the fly to Melee Carry. As a Ranged Carry the champion is safe, has good poke, and is relatively tanky (compare to Urgot or Graves). As a Melee Carry the champion gains respectable steroids. In this the champion can wear opponents down in safety while in ranged mode, then turn melee and turn the tide of a fight when it is safe to do so. As a glass cannon build, contrast to characters like Master Yi or Xin Zhao who lose viability because they can't safely enter a teamfight until a certain point. This champion can build glass cannon and have a role in fights at all times. Contrast to other champions that switch between melee and ranged; Kayle is always better off in ranged mode, while Nidalee is built in a way that both forms are usable in the same setting. The difference between a good and great player with my champion is knowing when to change forms. Melee gives great 1v1 potential, while range is more useful going into any team fight.

Stats
Ranged DPS into Melee DPS
Health: 360 (+92)
Health Regen: 4.5 (+0.55)
Mana: 230 (+40)
Mana Regen: 6.5 (+0.45)
Damage: 46 (+3.3)
Attack Speed: 0.658 (+3.01%)
Armor: 12 (+3.2)
Movement Speed: 300
Range: 550

In coming up with these stats, I compared ranged dps and melee dps characters. Melee DPS were healthier, slightly tankier, and with more damage. This champion is very steroid heavy to make up for a loss in range, but I didn't want to include a health buff. So I put the HP fairly high for a ranged carry, coming in at second most under Urgot. Everything else is middle of the road, with Armor even a little low. Movement speed is as low as possible due to a steroid later. Most ranged carries have 550 range, and I didn't think anything about this champion warranted any more than that. I almost considered 525, but thought it would be too detrimental to an already difficult to balance character.

Passive
(Passive): For every 3% of his health missing, this champion gains 1% life steal.

I'd probably have Grave's passive here if he didn't already have it. This just goes to accentuate the champion's tankiness. It doesn't offer an overbearing amount of sustain in lane, but gives enough life steal to really make melee mode worthwhile.

Q
(Active): The champion fires a skill shot. On impact it will deal physical damage, while an explosion will deal half damage in a radius.
Range: 1000
Radius of Explosion: 300
Cost: 65/70/75/80/85 mana
Cooldown: 13/12/11/10/9 seconds
Physical Damage: 30/70/110/150/190 (+.8 per attack damage)
Explosion Physical Damage 15/35/55/75/95 (+.4 per attack damage

A fairly simple poke ability to enhance ranged mode, Q offers great pre-team fight poke and a harassment tool in lane that isn't hard to hit with. I expect this ability to be maxed first.

W
(Active): The champion creates a wall directly in front of him to block off all enemy units, even preventing dashes. In addition, he gains a shield to gain further damage. This effect lasts for 5 seconds, and is not useable with E.
Cost: 55/65/75/85/95 mana
Cooldown: 18/17/16/15/14 seconds
Shield Strength: 80/140/200/260/320 (+0.8 per ability power)
Wall Length: 400/450/500/550/600

This ability drives home the safety factor of being a ranged carry. The wall spawns directly in front of you, allowing you to get a few extra shots off an a melee enemy before they can reach you. The shield offers some protection against ranged and mages. While not usable at the same time as E, W can allow you to soften up opponents safely before dueling them with E.

E
(Passive): The champion passively gains armor, magic resist, and movement speed.
(Active): The champion charges an enemy, dealing physical damage and slowing them for 2 seconds. He then switches to melee attacks for 10 seconds, gaining attack speed. Not useable with W.
Cost: 60 mana
Cooldown: 20 seconds
Range: 550
Movement Speed: 20
Armor & MR: 10/15/20/25/30
Physical Damage: 45/65/85/105/125
Slow: 20/25/30/35/40%
Attack Speed: 30/40/50/60/70%

Difficult to balance because it does so much and yet is not the ultimate. I had to decide on what a champion would really need for trading range for melee to be worth it, and the answer is everything frankly. Originally all enhancements were part of the active, but I worried about players forgoing E (like Ez's or Kass's W) because it's not a "traditional" ranged carry ability. When the truth is it can make them so strong early game. I felt a dash and a slow were necessary to "close the gap" between ranged and melee, both are somewhat meager though.

R
(Active): The champion changes the terrain at target location for 10 seconds, gaining attack damage while his allies gain half the amount. The location becomes littered with traps that deal physical damage to enemies upon contact.
Cost: 80 mana
Radius to Center of AoE: 900
Radius of AoE: 1000
Cooldown: 80/70/60 seconds
Attack Damage: 30/45/60
Physical Damage: 150/200/250 (+0.2 per attack damage)

E offers the means to melee carry, but R massively bolsters the character in both ranged and melee modes. In addition, it is a boon to any team fight. The size of a Trundle W, it's not terribly difficult for a teamfight to move out of the effect range. However, traps are arranged not in a way that players can't avoid hitting several, but in a way that makes straight movement and kiting impossible.
 
Rageblade is good on Jax after Gunblade and on Skarner if you want damage after you get some tankiness. Still decent on Kayle but only after you get a few items.
 
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