GreenMoriyama

aka Green Moriyama

Content Moderator Discussions Moderator
  • I live in The Realm of the Forest
  • I was born on September 6
  • My occupation is Animator, Doctor, School Teacher, Translator, others more...
  • I am the Forest-Guardian Samurai
an anonymous contributor
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  • Recently people have been making accounts just to post 1 hate comment on pages such as CertainlyT's profile.

    It's annoying to see people make accounts just for that while contributing literally nothing useful to the community at all.

    While I know we probably can't stop those accounts from being made, could we delete such things next time and block the users?

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  • Long time no see Mr. Green, can I ask for the template of the update ability skill templates or just give me the link for those tutorials that includes it. thanks!

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    • an anonymous contributor
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  • Canonically, in Shurima language, Sai, as in Rek'SaiSquare Rek'Sai means "desert". This is indeed a (near-)homonym of Turkic saï, yet the Turkic word means only a sub-type of desert surfaces, namely "desert pavement", not any kind of barren wastelands in general, like Shuriman Sai. So, it's likely that Sai is a native Shuriman word for desert & resemblance to Turkic saï is purely coincidental.

    The full name of the great Shurima desert is Sai Kahleek. Kahleek sounds, perhaps coincidentally also like Arabic خَـٰلِقُ aliq, which mean "creator" (albeit masculine; feminine "creatrix" would've been ḵaliqa(t)). It shan't take much of a stretch to to leap, meaning-wise, from "creatrix" to "mother" (just like "provider ~ protector" > "father" in Proto-Indo-European).

    Is it possible that the Shurimans, whose language is fictional, borrowed Kahleek from a subtrate language based on real-life Arabic (the TaliyahSquare Stone Mage's name Taliyah is definitely non-native & borrowed from a Hebrew-based substrate)? Or because "creatrix" is ḵaliqa(t) in Arabic, & it is very unlikely that the Shurimans had borrowed the incorrectly-gendered word if they intended the meaning "Creatrix~Mother Desert", Kahleek is actually just native Shuriman for "mother" after all?

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  • Me and another user are in conflict as to how to edit Karma's abilities. Could you decide which is the better edit to put on the page?

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    • View all 7 replies
    • Hm, rather than put it under ability descriptions, I think it's better to move it to notes.

      And the maximum thing isn't needed, so I rather we remove it.

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    • Put the mathmatics into the notes? I believe it could go either way. Currently, it's hidden behind the "30% of the total amount" so it does its job just fine.

      Currently, there is no con in keeping the maximum values in the notes, so I'd be fine with keeping them.

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    • an anonymous contributor
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  • Got some free time during my university's vacations, upcoming birthday and country setting itself on fire to fully updating Izo's ability descriptions and details.

    Be warned before hand of some minor changes to kit:

    •  You'll see a few "X" values for elements that weren't set by your description, so you can fill them.
    • To avoid both clarity troubles and convoluted interactions, changed GreenMoriyama Izo W Vibrant Hoarfrost's damage to be autoattack damage from ability damage, so that GreenMoriyama Izo Passive Frozen Edge's description doesn't has the convoluted "non-basic attack related ability damage" or theorical convoluted/unfair interactions with other sources, otherwise works exactly the same.
    • GreenMoriyama Izo Q Crushing Bolverk no longer bypasses Unbreakable Unbreakable nor Wind Wall Wind Wall, because unless isn't stated otherwise does seem to be described as a projectile (although I suppose your intention was for it to work like Steel Tempest Steel Tempest?).

    That's about it, tell me what you think and clarify anything that I missed or got wrong, hope you like it!

    {{Ability frame|I|
    {{Ability info
    |name             = Frozen Edge
    |icon             = GreenMoriyama_Izo_Passive.jpg
    |icon2            = 
    |icon3            = 
    |icon4            = 
    |icon5            = 
    |description      = {{sbc|Innate:}} '''Izo's''' [[champion ability|damaging abilities]] apply {{sbc|Rime}} on enemies for 5 seconds. Against enemy {{cci|Champion icon.png|border=false|champions}}, '''Izo''' additionally gains {{as|45% '''bonus''' movement speed}} that decays over 2 seconds.
    |description2     = {{sbc|Rime:}} After the first {{fd|1.5}} seconds, '''Izo's''' next [[basic attack]] or {{cci|GreenMoriyama_Izo_R.jpg|User_blog:GreenMoriyama/Izo,_the_Blizzard_Prince#Field_of_Rime|Field of Rime's}} activation deals {{pp|18|label2=Base Damage|useformula=20+8x|displayformula=20{{plus}}(8{{times}}level)}} {{as|(+ 30% AP)}} {{tip|magic damage|{{as|'''bonus''' magic damage}}}} and {{tip|slow|slows}} by {{pp|6|25%|28%|31%|34%|37%|40%|1|4|7|10|13|16|displayformula=25%{{plus}}3% every 3 levels.}} {{as|(+ {{fd|3.{{recurring|33}}}}% per 100 AP)}} that decays over 2 seconds.
    |description3     = '''Izo''' cannot trigger ''Frozen Edge'' on the same target again for a set duration.
    |description4     = 
    |description5     = 
    |flavorsound      = 
    |leveling         = 
    |leveling2        = 
    |leveling3        = 
    |leveling4        = 
    |leveling5        = 
    |range            = {{ap|}}
    |target range     = {{ap|}}
    |attack range     = {{ap|}}
    |travel distance  = {{ap|}}
    |collision radius = {{ap|}}
    |effect radius    = {{ap|}}
    |width            = {{ap|}}
    |angle            = {{ap|}}
    |inner radius     = {{ap|}}
    |tether radius    = {{ap|}}
    |speed            = {{ap|}}
    |cost             = {{ap|}}
    |costtype         = 
    |cooldown         = {{ap|}}
    |static           = {{ap|}}
    |rechargestatic   = {{ap|}}
    |customlabel      = {{tt|On-Target Cooldown|Not affected by Cooldown Reduction}}
    |custominfo       = {{tt|2|Starts once Rime expires or the Slow expires}}
    }}
    |{{Ability details/New
    |targeting        = Passive
    |affects          = Self, Enemies
    |damagetype       = {{tip|magic damage|magical}}
    |spelleffects     = Single
    |spellshield      = true
    |onhiteffects     = 
    |parry            = true
    |projectile       = 
    |grounded         = 
    |knockdown        = 
    |callforhelp      = 
    |notes            = *{{tip|spell shield|Spell shields}} can block ''Rime's'' application or detonation, but not both.
    |yvideo           = 
    |yvideo2          = 
    }}}}
    
    {{Ability frame|Q|
    {{Ability info
    |name             = Crushing Bolverk
    |icon             = GreenMoriyama_Izo_Q.jpg
    |icon2            = 
    |icon3            = 
    |icon4            = 
    |icon5            = 
    |description      = {{sbc|Active:}} After {{pp|10|type=[[File:Cooldown_reduction_icon.png|15px|link=cooldown reduction]] [[cooldown reduction]]|label1=[[File:Cooldown_reduction_icon.png|15px|link=cooldown reduction]] [[cooldown reduction]]|label2=Time Delay|0.5|0.475|0.45|0.425|0.4|0.375|0.35|0.325|0.3|0.275|0%|5%|10%|15%|20%|25%|30%|35%|40%|45%|displayformula=0.5{{times}}(100%{{minus}}[[cooldown reduction]])}} seconds, '''Izo''' summons '''Bolverk's''' spirit-head to bite in a target direction, dealing {{tip|magic damage|{{as|magic damage}}}} to enemies it passes through. The first enemy hit also takes {{tip|on-hit|on-hit effects}}.
    |description2     = Hitting an enemy {{cci|Champion icon.png|border=false|champion}} with ''Crushing Bolverk'' {{tip|heal|heals}} '''Izo''', increased by {{as|{{pp|8|type='''missing''' health|label1=Izo's Missing Health|label2=Heal Increase|0%|30%|50%|70%|90%|110%|130%|150%|0%|15%|25%|35%|45%|55%|65%|75%|displayformula=2% per 1% of '''missing''' health. ''This is capped at 75% '''missing''' health.''}}|health}}.
    |description3     = 
    |description4     = 
    |description5     = 
    |flavorsound      = 
    |leveling         = {{st|Magic Damage|{{ap|40|60|80|100|120}} {{as|(+ 40% AD)}} {{as|(+ 60% AP)}}}}
    |leveling2        = {{st|Healing|{{ap|20|30|40|50|60}} {{as|(+ 20% AP)}}|Maximum Healing|{{ap|50|75|100|125|150}} {{as|(+ 50% AP)}}}}
    |leveling3        = 
    |leveling4        = 
    |leveling5        = 
    |range            = {{ap|}}
    |target range     = {{ap|475}}
    |attack range     = {{ap|}}
    |travel distance  = {{ap|}}
    |collision radius = {{ap|}}
    |effect radius    = {{ap|}}
    |width            = {{ap|250}}
    |angle            = {{ap|}}
    |inner radius     = {{ap|}}
    |tether radius    = {{ap|}}
    |speed            = {{ap|}}
    |cost             = {{ap|30|35|40|45|50}}
    |costtype         = Mana
    |cooldown         = {{ap|7|6.5|6|5.5|5}}
    |static           = {{ap|}}
    |rechargestatic   = {{ap|}}
    |customlabel      = {{tt|}}
    |custominfo       = {{ap|}}
    }}
    |{{Ability details/New
    |targeting        = Direction
    |affects          = Enemies, Self
    |damagetype       = {{tip|magic damage|magical}}
    |spelleffects     = AoE
    |spellshield      = true
    |onhiteffects     = 
    |parry            = 
    |projectile       = false
    |grounded         = 
    |knockdown        = 
    |callforhelp      = 
    |notes            = * ''Crushing Bolverk'' uses [[quick cast]] by default.
    |yvideo           = 
    |yvideo2          = 
    }}}}
    
    {{Ability frame|W|
    {{Ability info
    |name             = Frosted Coating
    |icon             = GreenMoriyama_Izo_W.jpg
    |icon2            = 
    |icon3            = 
    |icon4            = 
    |icon5            = 
    |description      = {{sbc|Passive:}} ''Frosted Coating'' and consuming {{cci|GreenMoriyama_Izo_Passive.jpg|User_blog:GreenMoriyama/Izo,_the_Blizzard_Prince#Frozen_Edge|Rime}} on {{cci|Champion icon.png|border=false|champions}} and [[monster]]s grants '''Izo''' {{sbc|Vibrant Hoarfrost}} for a few seconds.
    |description2     = {{sbc|Vibrant Hoarfrost:}} '''Izo's''' next 3 [[basic attack]]s occur in the span of one attack at {{as|{{fd|6.0}} attack speed}}.
    |description3     = Each attack is modified to deal {{tip|magic damage|{{as|magic damage}}}}, increased by {{as|1% per 5% '''bonus''' attack speed}}, with 40% [[on-hit effects|on-hit]] damage and cannot {{tip|critical strike|critically strike}}.
    |description4     = {{sbc|Active:}} '''Izo''' {{tip|dash|dashes}} in the target direction, and {{tip|shield|shields}} himself with a coat of ice for X seconds.
    |description5     = 
    |flavorsound      = 
    |leveling         = {{st|Duration|{{ap|3|3.5|4|4.5|5}}}}
    |leveling2        = 
    |leveling3        = {{st|Damage Per Attack|{{ap|15|25|35|45|55}} {{as|(+ 40% '''bonus''' AD)}} {{as|(+ {{ap|12|16|20|24|28}}% AP)}}|Total Magic Damage|{{ap|45|75|105|135|165}} {{as|(+ 120% '''bonus''' AD)}} {{as|(+ {{ap|36|48|60|72|84}}% AP)}}}}
    |leveling4        = {{st|Shield|{{ap|50|80|110|140|170}} {{as|(+ 65% AP)}}}}
    |leveling5        = 
    |range            = {{ap|450}}
    |target range     = {{ap|}}
    |attack range     = {{ap|}}
    |travel distance  = {{ap|}}
    |collision radius = {{ap|}}
    |effect radius    = {{ap|}}
    |width            = {{ap|}}
    |angle            = {{ap|}}
    |inner radius     = {{ap|}}
    |tether radius    = {{ap|}}
    |speed            = {{ap|X}}
    |cost             = {{ap|60|65|70|75|80}}
    |costtype         = Mana
    |cooldown         = {{ap|16|15|14|13|12}}
    |static           = {{ap|}}
    |rechargestatic   = {{ap|}}
    |customlabel      = {{tt|}}
    |custominfo       = {{ap|}}
    }}
    |{{Ability details/New
    |targeting        = Passive, Direction
    |affects          = Self
    |damagetype       = {{tip|magic damage|magical}}
    |spelleffects     = false
    |spellshield      = false
    |onhiteffects     = true
    |parry            = 
    |projectile       = 
    |grounded         = true
    |knockdown        = true
    |callforhelp      = 
    |notes            = * '''Izo's''' attack speed during ''Vibrant Hoarfrost'' is fixed at {{fd|2.0}} and it's unaffected by attack speed slows/buffs for the duration.
    ** Buffs that allow for the normal {{as|{{fd|2.5}} attack speed}} cap to be broken, such as {{ri|Lethal Tempo}} and {{ri|Hail of Blades}}, will also break the ''upper'' limit of the {{fd|2.0}} cap, but not the ''lower'' one. This means that while these buffs are active, '''Izo''' can exceed {{as|{{fd|2.0}} attack speed}}, but cannot fall below it.
    ** After the effect ends, the attack speed cap will not revert to {{fd|2.0}} but to {{fd|2.5}}. However '''Izo''' will still not be able to go below {{as|{{fd|2.0}} attack speed}}.
    * While ''Vibrant Hoarfrost's'' description states that strikes at {{as|{{fd|6.0}} attack speed}}, '''Izo's''' in-game tooltip will display as having {{as|{{fd|2.0}} attack speed}}.
    * ''Vibrant Hoarfrost's'' damage increase that '''Izo''' can obtain has no set limit as the attack speed component is not affected by the attacks per second cap.
    ** {{tip|cripple|Attack speed slows}} will both affect '''Izo's''' attack speed and ''Vibrant Hoarfrost's'' damage modifier.
    * The damage of {{cci|GreenMoriyama_Izo_Passive.jpg|User_blog:GreenMoriyama/Izo,_the_Blizzard_Prince#Frozen_Edge|Rime}} and {{cci|GreenMoriyama_Izo_R.jpg|User_blog:GreenMoriyama/Izo,_the_Blizzard_Prince#Field_of_Rime|Field of Rime}} are '''not''' reduced by ''Vibrant Hoarfrost''.
    * ''Vibrant Hoarfrost's'' attacks are performed as a flurry that takes one attack cycle to complete. ''This is similar to {{ai|Ranger's Focus|Ashe}} and {{ai|Lightslinger|Lucian}}.''
    ** The lesser attacks of ''Vibrant Hoarfrost'' behave entirely like standard basic attacks: Although cannot {{tip|critical strike|critically strike}} and [[on-hit effects|on-hit]] damage is reduced, they will trigger all on-attack effects, and will apply on-hit effects.
    ** ''Vibrant Hoarfrost's'' attacks apply {{sti|life steal|link=true}} but only interacts with the {{as|attack damage}} component.
    ** ''Vibrant Hoarfrost'' will not trigger on structures.
    ** All damage dealt by [[Named_item_effect#Spellblade|Spellblade]] on the enhanced attacks is converted into {{as|magic damage}}.
    ** The {{as|{{fd|2.0}} attack speed}} is still important for the effect as ''"one attack cycle"'' at {{as|{{fd|2.0}} attack speed}} takes {{fd|0.5}} seconds.
    * It is possible to change target mid-flurry and secondary targets will automatically be chosen if the primary target dies - though the time window for changing targets manually is short.
    |yvideo           = 
    |yvideo2          = 
    }}}}
    
    {{Ability frame|E|
    {{Ability info
    |name             = Glacial Spire
    |icon             = GreenMoriyama_Izo_E.jpg
    |icon2            = 
    |icon3            = 
    |icon4            = 
    |icon5            = 
    |description      = {{sbc|Active:}} '''Izo''' stabs his blade into the ground, sending a surge of ice towards the target location.
    |description2     = After {{fd|0.5}} seconds, a spire of ice surges from the target location, dealing {{tip|magic damage|{{as|magic damage}}}} and {{tip|airborne|knocking back}} enemies within for 1 second.
    |description3     = The spire remains as an impassable terrain for {{fd|3.25}} seconds before shattering.
    |description4     = 
    |description5     = 
    |flavorsound      = 
    |leveling         = 
    |leveling2        = {{st|Magic Damage|{{ap|80|120|160|200|240}} {{as|(+ 75% AP)}}}}
    |leveling3        = 
    |leveling4        = 
    |leveling5        = 
    |range            = {{ap|}}
    |target range     = {{ap|1100}}
    |attack range     = {{ap|}}
    |travel distance  = {{ap|}}
    |collision radius = {{ap|}}
    |effect radius    = {{ap|100}}
    |width            = {{ap|}}
    |angle            = {{ap|}}
    |inner radius     = {{ap|}}
    |tether radius    = {{ap|}}
    |speed            = {{ap|X}}
    |cost             = {{ap|75}}
    |costtype         = Mana
    |cooldown         = {{ap|16|15|14|13|12}}
    |static           = {{ap|}}
    |rechargestatic   = {{ap|}}
    |customlabel      = {{tt|}}
    |custominfo       = {{ap|}}
    }}
    |{{Ability details/New
    |targeting        = Ground
    |affects          = Enemies
    |damagetype       = {{tip|magic damage|magical}}
    |spelleffects     = AoE
    |spellshield      = true
    |onhiteffects     = 
    |parry            = 
    |projectile       = Bypass
    |grounded         = 
    |knockdown        = 
    |callforhelp      = 
    |notes            = 
    |yvideo           = 
    |yvideo2          = 
    }}}}
    
    {{Ability frame|R|
    {{Ability info
    |name             = Field of Rime
    |icon             = GreenMoriyama_Izo_R.jpg
    |icon2            = 
    |icon3            = 
    |icon4            = 
    |icon5            = 
    |description      = {{sbc|Active:}} '''Izo''' stabs his blade into the ground, {{tip|root|rooting}} nearby enemies for {{pp|11|type=proximity|label1=Proximity to Izo|label2=Root Duration|0.5|0.6|0.7|0.8|0.9|1|1.1|1.2|1.3|1.4|1.5|375|350|325|300|275|250|225|200|175|150|125|displayformula=0.5{{plus}}0.1 per 25 units.}} seconds and covering an area with rime for 14 seconds, {{tip|slow|slowing}} enemies by 15%.
    |description2     = While inside the field, '''Izo's''' {{as|'''total''' movement speed}} increases, and his [[basic attack]]s and {{cci|GreenMoriyama_Izo_Q.jpg|User_blog:GreenMoriyama/Izo,_the_Blizzard_Prince#Crushing_Bolverk|Crushing Bolverk}} deal {{tip|magic damage|{{as|'''bonus''' magic damage}}}}, modified upon consuming {{cci|GreenMoriyama_Izo_Passive.jpg|User_blog:GreenMoriyama/Izo,_the_Blizzard_Prince#Frozen_Edge|Rime}} and on {{cci|GreenMoriyama_Izo_W.jpg|User_blog:GreenMoriyama/Izo,_the_Blizzard_Prince#Frosted_Coating|Vibrant Hoarfrost's}} last strike.
    |description3     = For ''Field of Rime's'' duration, {{cci|GreenMoriyama_Izo_E.jpg|User_blog:GreenMoriyama/Izo,_the_Blizzard_Prince#Glaciar Spire|Glaciar Spire}} is {{sti|cooldown reduction|link=true|set}} to a 4 seconds {{tt|static|Not affected by Cooldown Reduction}} cooldown.
    |description4     = 
    |description5     = 
    |flavorsound      = 
    |leveling         = 
    |leveling2        = {{st|Total Movement Speed|{{as|{{ap|20|30|40}}%|ms}}}}
    {{st|Bonus Magic Damage|{{ap|30|50|70}} {{as|(+ 20% AP)}}|Modified Bonus Damage|{{as|{{ap|9|11.5|14}}% {{as|(+ {{fd|3.75}}% per 100 AP)}} of target's '''maximum''' health}}}}
    |leveling3        = 
    |leveling4        = 
    |leveling5        = 
    |range            = {{ap|}}
    |target range     = {{ap|}}
    |attack range     = {{ap|}}
    |travel distance  = {{ap|}}
    |collision radius = {{ap|}}
    |effect radius    = {{ap|900}}
    |width            = {{ap|}}
    |angle            = {{ap|}}
    |inner radius     = {{ap|375}}
    |tether radius    = {{ap|}}
    |speed            = {{ap|}}
    |cost             = {{ap|100}}
    |costtype         = Mana
    |cooldown         = {{ap|110|100|90}}
    |static           = {{ap|}}
    |rechargestatic   = {{ap|}}
    |customlabel      = {{tt|}}
    |custominfo       = {{ap|}}
    }}
    |{{Ability details/New
    |targeting        = No Target
    |affects          = Self, Enemies
    |damagetype       = {{tip|magic damage|magical}}
    |spelleffects     = DoT
    |spellshield      = true
    |onhiteffects     = true
    |parry            = true
    |projectile       = 
    |grounded         = 
    |knockdown        = 
    |callforhelp      = 
    |notes            = * ''Field of Rime's'' {{tip|slow}} lingers on enemies for {{fd|0.5}} seconds after leaving the rime field.
    * ''Field of Rime's'' bonus damage is only applied once to enemies hit by {{cci|GreenMoriyama_Izo_Q.jpg|User_blog:GreenMoriyama/Izo,_the_Blizzard_Prince#Crushing_Bolverk|Crushing Bolverk}}.
    |yvideo           = 
    |yvideo2          = 
    }}}}
    
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    • View all 6 replies
    • Sure! ouo

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    • Here it is:

      • Innate: Still a Fury system, however it works much like RenektonSquare Renekton, although the Enraged version of abilities are more unique on its own cooldown (this means she can cast enraged Q without putting normal Q on cooldown, outside a gate of possibly 1 or 2 seconds to prevent spamming the two in succession).
      • Q is now does not cost Rage, instead being Sauna's main ability that'll grant her it.
        • Normal Q is more like a dash-AA, dealing one punch on the next AA.
        • Enhanced Q is much like current Q, dealing three instances of on-hit while going Master YiSquare Master Yi.
      • W is either going to remain how it is, or change into the following:
        • Normal Q causes Sauna to mark a target, granting her a shield while gaining bonus MS when moving towards the target.
        • Enhanced Q has Sauna mark a target, nearsighting Sauna except for the target (and the terrain outlines), while gaining a strong shield and bonus MS when moving towards the target.
      • E now does not have Sauna "channeling." Instead Airborne icon knock-up is now 0.75 seconds default, and consumed Fury only increases damage. No more "hit nearby enemies" for normal.
        • Enhanced E causes Sauna to also damage nearby enemies, like default. Then, she follows up the knock-up with a Airborne icon Knock Down as she jumps with the target, slamming them to the ground to Stun icon Stun them for a little longer. This means there is two instance of damage, instead of modifying the knock up damage any further.
      • R may activate instantly. Duration dropped to 10 seconds.
        • Her Rage meter remains full at all time, while reducing how often she can activate enraged abilities to 1.5 seconds.
        • Second activation is still an AoE, but also inflicts a decaying 75% slow for 1 second on enemies. It also Cleanses her, while making her immune to CCs for the next 1 second.
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    • an anonymous contributor
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  • After checking several of his contributions, even on other wikis,

    I find that this person is a member of childish games like Neopets and etc.

    And they're aggressive and rude.

    Must be some 5 year old.

    I recommend giving them a warning or banning them.

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    • A person is entitled to play what games they want to play, be it Neopets, Club Penguin, or any other game. If you hold any issues to people who play such games, that is your issue with them, not a general consensus.

      If the person is aggressive and rude, then for certain, they should be reviewed. However, I would also like to point out that at times, TAG, your attitude in the comments section lead to being an instigator of these other editors. As a result, you are also held responsible for certain incidents too, even if it was not your intention to do so too. It may not be a welcomed statement for everyone, but I would like to warn you again about your actions. Be aware of what you say, reflect upon them before you press that publish button, or else you are just a hypocrit when pointing out other people's flaws, when your comments may be just as flawed. We are entitled to opinions, but it's beyond irresponsible to just state opinions without a bit of conscious awareness of what is said behind the words; for you, it may just be that you too need time in the world, or that you may need to look up to other people on how to change your attitude for the better.

      TLDR: your intentions are appreciated, and each of us can say opinions. However, TAG, you may need to review what you say, because sometimes, your actions can be hypocritical. Even if you want to help with the situations, I recommend that you comment less to prevent instigating the problem.

      Tylobic has dealt with Darkesia already otherwise.

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    • Not a problem with the games they're playing,

      Just stating what their age might be.

      But you're right, I probably make a lot of rude comments without realising it.

      I'll take your advice and try to change my ways.

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    • an anonymous contributor
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  • @green: can I ask what is wrong about my last custom champion: Cesar, the Rune Champion? I think there's no wrong about my post..could you state or tell me so that I could change it.

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    • Seems like I did not specify on the template what kind of mistakes I was referring to. Updated it.

      However, to summarize, you have been making many kit-based mistakes (be it unbalance or wrong identifiers of the kit's direction) or in the sense of creativity. I've pointed them out before, but you continue to perform the same mistakes over and over, as if you haven't reviewed what I have commented for you and for other content creators.

      I understand that the community is purposed so that you can receive criticism for what issues there may be in your custom content. But when you repeat the same mistakes over and over, criticism on the matter becomes less tolerated, as it becomes "babying the mistakes you make." You are held responsible to critically review how custom content is made, and realize your mistakes. People can help you by pointing it out, but the best way to improve is to realize and know what mistakes are being made on your own.

      The fact that I see a lack of this supposed development is, in honesty, why I haven't commented to your custom blogs. You keep posting new blogs, but your concepts have not appealed to me. Even if the concepts seem intriguing, the content of what you make of the kit or theme are not attractive, showing sight of your weakness in the creation of custom content.

      Thus, I recommend to you again: stop posting more content, and instead review ALL of your older concepts, and any good concepts around. Review criticism you have received, see what you may have been doing wrong, and improve. And if anything, join the discourse of a more active community when given. That is the very reason why I made the Discord community, because commenting on a blog can become stale when interacting with "active" members.

      Being wrong in itself is not wrong, we are flawed. If you continue to press wrong ideas around though, that is when it becomes wrong. It's just an acceptance that we are flawed, but have room to improve. And if you can't wrap your head around that, or do not understand anything I've said above, that is all I can provide. My ignorance of your blogs is nothing more than to show in a different way than criticism that you need to improve your concepts and not make new ones. May you have a good day.

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    • I keep reviewing my last works and I consider every comments and reviews by other blogger.. I know you're telling me to interact with other blogger so that I can polish and get unique ideas from others.. I have a Discord but it seems I was out of place to involve and then talk about my work.. It's like a new foreign guy walks in and talks about his work just to help him to improve what I have done..that's why I prefer to consider the critics of other who comment in my work here in wiki.. And then critics in the comment is the only thing I have to do some rewoks in my blogs..thank you green for your guidance

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    • I'm glad that you do review your works. However, your repeated publishing of new ones feel like you are publishing them just to get as many ideas out there in public. Yet, take my word, that is very counter-productive.

      The reason why it is counter-productive is that the more you publish, the more you have to monitor and keep working on. Look at RITO and how they have so many champions, that to a lot of people, their update speed can be slow (seriously, they need to update some of the voiceovers to match their new lore). The more you have to monitor, the more stretched out the attention of the public is. Not everyone is going to zoom to each and every custom champion you make; for the creator, who is you, there is only so much attention you can give to any one concept when you have so many.

      There is a reason that I don't just release champions on-the-go: because I rather develop each and every concept before I move onto the next. I have the list of potential ideas, boiling over time, but I don't publish them when I think the kit is complete. I have released for the most part, and would like to continue releasing, champion concepts that have an eye-catching lore and kit, and engage with those who comment on the long run. But if I released every other week... I can only expect that any creativity I have will be diced up, and I find that is the issue with your concepts. I won't say that it could also be an issue with your mindset from the start, but take it that seeing you publish blog after blog may look cool, but I see the pattern that a content creator publishing not-so-satisfying concept ideas.

      Communication!

      I see that you have witnessed what is dissatisfying of some Discord communities. And if you have joined ours... then I can only apologize. However, I beckon you to come back, at least to the one I am attempting to foster with some of the other people on the wikia. Why? Because seriously, a person's creativity does better in a community. The comment-blog style of the wikia does do that to an extent, but I find that it is limiting. Not immediate enough.

      But I find a personal problem with your attitude. "A new guy comes in, talks about his work." In a larger community, you will have ot face the wave of other people having their ideas. But that's the responsibility you should take on if you want to be a recognized content creator. As much as you may want other people to pay attention to you only, that is something you have to do for them, the readers. I find it closed-minded to just opt out for the wikia comments, because seriously, you are asking for a limited pool of comments, ones that may not even come. I don't like making this claim, but you are not fearing the right things. You are centering on your comfort, but not really the benefits of your ideas. To me, your ideas are greatly hampered by some of the habits or decisions you make, and I can only help so much if those actions do nothing in the wake of criticism. I've given you criticism, and even if you say you've absorbed them, to me you look like you have learnt none.

      I still invite you to the discord. I invite you because you are to an extent capable of some possibly interesting ideas, even if not the best out there. I, or anyone, wouldn't take their time to lecture on your qualities, unless they are a jackass who likes insulting people. And you know me, I am not a jackass (or I'll claim so if you do think I am). If you seek to better your ideas, I beckon you to at least make satisfying connections on the discord. And if you don't, that is your boat that has sunk.

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    • an anonymous contributor
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  • Mdrsspike just sent me a message with profanity in it. Can we look at all accounts containing less than 100 contributions and remove them?

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    • Some 100 or less contirbutors are fresh editors, while some are just long standing people who do not edit much. We thus cannot just "remove all 100 or less contribution accounts."

      However, Mdrsspike has been dealt with. He's been banned once, and this is his second bann. One more offense and the ban will become indefinite.

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    • Thank you

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    • You're welcome.

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    • an anonymous contributor
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  • Dear friend Moriyama

    I think that as you know more about Japanese than I, you can answer these two questions satisfactorily.

    According to etymologists (like Robbeets), Nami "wave" can be parsed into two elements:

    *Na- denoting possibly a large body of water, whose well-known derivative is 灘 nada "open sea", possibly "large, immesurable mass of water" from *na- + suffix-ta denoting an uncountable mass.

    The other element *mi is more tricky. It is usually found in compounds like:

    • idumi "spring < outgoing water" with idu- 出づ "to go out";
    • mio < miwo "canal < water-thread" with -wo 緒 "thread";
    • 水月 miduki "moonlight reflected on water" with tuki "moon"

    These are my two questions: given that in Japanese, water is 水 midu.

    Is mi the shortened form of midu?

    Or midu is actually a compound of mi "cold water" & du < yu 湯 "hot water" (with /y/ hardened into /d/ > /dz/)?

    Note: Old Japanese tu & du become modern Japanese つ tsu & づ (d)zu

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    • You are very much entering old Japanese history, which I too am not fully knowledgable in (nor is any normal native Japanese person). Maybe in a parallel vein to old English, old Japanese is a monster of its own.

      Anyways, I'll bring this topic to my colleagues at my Uni (UC Berkeley), as they have likely encountered this before. However, from my current pool of knowledge, I wouldn't go as far back as old Japanese, as these names were likely made from only the modern interpretation (though this suggestion contradicts why other names have their old language etymology... so tell me if you still want to put them in).

      Hardened "y" wouldn't have changed to "du" as I don't have any examples in mind of Japanese letter changing like that. There have been cases of the consonant falling off 思し->思い (not the best example, even for myself, but just one to offer what I mean), but none as grand as hoping consonant lines.

      As for tu & du, take it that Japanese has always been an oral language, and tsu and dzu always existed before. Tu & du were simplified into being used along side tsu and dzu because of what some would call the softening of the language. Yet again, I wouldn't go as far as point this out on the wiki page as old Japanese was likely not considered into the naming conventions at all, as they differ from Modern.

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    • an anonymous contributor
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  • Recently, I've provided my reconstructed forms of champions' names from Semitic language & also corrected many mistaken interpretations of Semitic names which I myself added in the past (my understanding of Semitic grammar is better now).

    Now onto my main point, the name JannaSquare Janna definitely originated from Arabic جَنَّة "garden, enclosure, paradise". Officially, Rioters explain that the name means "Guardian" in Ancient Shuriman, a reasonable derivation considering that the root verb was g-n-n "to protect".

    However, Arabic janna & the proto-Semitic form *gann-at always mean "garden" (possibly, a piece of land protected by a fence) & never "Guardian". Hypothetically, "guardian" (feminine) would've been *ganin-at > Arabic **Janina & Hebrew gonenet lit. "she (who) protects".

    So should I add the hypothetical, yet grammatically correct Janina for "guardian," or just leave Rioters' official explanation as it is?

    Many thanks beforehand.

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    • I would put in all those information. It would be very informational to know what approach RITO took, compared to what it should have been if fully correct. It would help readers know that not everything RITO has put out is supposed to be 100% perfect in the sense of translations, and have been derivatives with some changes.

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    • You know, friend, your sympathetic & supportive, yet at the same time cautious & prudent approach, has been helping me very much to inform gamers of the world's most-played game.

      Again, my sincerest thanks.

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    • I am glad to be of such great help ^.^

      I too offer my gratitude to your efforts in bettering those etymologies.

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    • an anonymous contributor
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