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Hidden Sniper Hidden Sniper 24 September 2012
21

Riot's hand in the meta as we know it

Think about it. All the nerfing of Soraka, Sona, and such have lead us to... A heavy cc burst 100-0% lane game. What was better?


My point is, we don't make the meta. Riot guides it with their constant nerfing of the game, instead of letting it evolve. This bot cc burst game would probably be just as effective before the passive support nerfs. Nerfing is fine and all, but they typically go a bit far as seen with this. Cait was played mid quite often, and destroyed people, she got her early game nerfed. And, look at her now. She doesn't really fit in bot lane, and the buffs Riot are giving her are hardly signifigant, don't fix her problems, and I feel the nerfs she got before (that being hurting her early) are greater than how they are buffin…


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Hidden Sniper Hidden Sniper 23 June 2012
0

Buffs for ranged carries!

I don't think any of this is gamebreaking, but this is what I was thinking since I see fewer variety of ranged carries in games...


Vayne: +5 base movespeed

-All her movement nerfs have really affected how she plays. With the most recent PD nerf she is slower lategame as well. Some other carries have more than 300 base movespeed, so this will make her a bit more on-par.


Miss Fortune: 5% more slow on make-it-rain, ult changed to magic damage

-The ult change to physical damage actually reduced the damage of the ult on targets like carries, since everyone gains armor every level, and not everyone gains magic resist. The 5% slow is to make the slow on-par with Varus.


Varus: 10/15/20/25/30 magic damage on blighted quiver (+1 damage per level basicall…



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Hidden Sniper Hidden Sniper 27 January 2012
6

An interesting thread about last hit mechanics among other things and changing them

http://na.leagueoflegends.com/board/showthread.php?t=1723873

From the LoL NA forums. It's an interesting idea. The document that talks about 4-5 changes and whatnot, it's the link in the post (it's a PDF).


I don't like:

-Removing last hitting (Will make the game worse and less involved imo)

-What it might mean for the jungle (Will it make jungling even worse of an option?)


I do like:

-Increasing rewards for tower destruction (Since early in the game destroying a tower isn't that good)

-Risk Zones (The further in your opponents base you are, the more gold/exp creeps give)


He talks about a different mode and keeping the current SR as "classic", however I think a few of the ideas should be added anyway. A red seemed to give it a good response too. So…




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Hidden Sniper Hidden Sniper 24 January 2012
4

Entropy on SR

Without the active with permaslow and true damage of course. So it's like this on SR:

Entropy

+70 Attack

+275 Health

25% chance of slowing by 30%


Basically atm, if you want health and attack you have two options. You can either pick Trinity Force, or Frozen Mallet. The problem with both of these is they slow ranged AD builds down considerably. Why? Because the champs have low base attack and need to build lots of attack to be useful. So either option doesn't really benefit them THAT much. Tankier AD champs who want lots of health and base attack, and champs that are caster ADs that don't have to only normal attack for damage, benefit more from both of them.


So, if you want attack and health you would have these 3 options instead of 2:

Trinity For…



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Hidden Sniper Hidden Sniper 24 December 2011
13

This game is like a box of...

This game is always fun, you never know what you will find when you click play. Today I got into a queue with 3 assassins and a lux... Needless to say, I laughed. Then I said: "Assassin teams are fun. What the heck." And I picked Akali. The funny part is, Akali, Talon, Katarina, Irelia and Lux... We all went positive to my surprise and won. Yes, we won. The other team consisted of Tanky individuals too, Garen, Rammus, Lee Sin, Etc...


So, before you get angry and/or dodge a queue, embrace the randomness and have fun.


Also, assassins are OP nerf now plz. (

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