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Quick Gameplay Thoughts: June 2

RiotMeddler··1 votes·80,578 views

Hi all,

Longer post here catching up on the lack of a post earlier in the week.


Usual Disclaimers

These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get put delayed or even stopped. If you'd like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler


Runes Reforged

As I'd imagine almost everyone's seen already we've got some big changes coming to runes and masteries at the end of the year, with the two systems getting merged into a new system that's still called Runes but free and modifiable in champ select. Detailed explanation of how the gameplay works from yesterday can be found here:

http://na.leagueoflegends.com/en/news/game-updates/features/coming-preseason-runes-reforged

A few other things important to note about the new Runes system:

  • It's still pretty work in progress. We're talking about this stuff far in advance because we want to give you folks context into what we're doing and to get feedback on the design while it's in development. That means some things will change from what we show, some questions aren't ready to be answered yet (e.g. what happens to existing runes/runepages?) etc.
  • Speaking of showing content in development we'll be continuing to reveal work in progress runes for discussion every couple of weeks or so. Goals there are to help people get a better understanding of the system and get feedback as we work on individual runes. Given how far out numbers certainly won't be final and other details, or even the concept of a specific rune could change. Feedback on how you'd expect a rune to be used, what sort of choices it offers/skills it tests etc's going to be really helpful. Comments like 'that's busted and will break the game' or 'I don't like it' by contrast need good explanations paired with them otherwise they're not very useful.
  • The updated Runes system has been called 'Perks' internally for quite a while. That's never intended to be a final name, but we did want some way of clearly distinguishing it from existing runes while we were working on it initially. Mentioning that since it's all but guaranteed that someone (probably me...) will refer to Perks at some point while we're talking about Runes over the next 5 months.

Some 7.12 Changes Context

  • Doran's Shield - Good to see it getting used when you want to give up lane offensive power for survivability. Looks a bit too strong though. We'll likely increase its cost a bit as a result, shift it to a 1 health pot start item instead of 2.

  • Singed - We're testing some Singed changes at the moment aimed at letting him be a more meaningful damage threat later in the game. That means shifting some power later in the game, giving him better AP ratios to reward builds that mix some AP and some tankiness. These changes won't be ready for 7.12, so expect to see them vanish from the PBE at some point soon, we'll be continuing to investigate them in future though.

  • Xayah and Rakan - Looks like Rakan's a bit weak and Xayah probably a bit strong. We'll likely buff Rakan (E CD probably) and might nerf Xayah a bit, now or next patch (most likely targets: W attack speed and/or ability to AA while Q missiles fire).

  • Support Items - We're working on a big pass on Support items at present too, looking to allow more build diversity and iron out a range of smaller issues. That includes things like Locket having a smaller base shield but gaining a bonus HP ratio so it's more rewarded with some build paths than others, Athene's giving AP based off your % mana regen etc. That work's still going through some iteration, so expect to see ongoing changes over the next few days (e.g. Talisman's build path is likely to go back to something similar to its current one).


Warded Ping

Can't make any guarantees on timeline, we're gonna be looking at this though.


Ancient Coin Hotfix

We fixed a bug earlier in the week where the Coin line was giving non mana resources to champs with other resources. Most visibile with Rengar getting a bunch of Ferocity whenever he picked up a 'mana' coin. Script was set to restore resource, not mana specifically. Oops.


New Champs and VGUS (full updates)

Now that we're past Xayah/Rakan we should be back to generally alternating new champions and VGUs again for a bit. Up next's a new champ, then Urgot, then another new champ, then Evelynn.

278 Comments

DorkunedAuras37 votes

Hi, have you heard that a lot of people are dissatisfied with Rek'Sai's new ult? It's very unreliable. It can fly through people, enemies can side step it easily, it just feels like an ability that cannot be relied on to do its job. Do you have any input on that?

Ark Sorcerer4 votes

I have seen a player flash away from it and took no damage. It was spot on AS Rek was on top of them.

Shíny14 votes

It isn't so much that you can flash away from it, that's fair play.

It's more that walking in a straight line in any direction dodges it .

https://media.giphy.com/media/3KeDVHzcqk0WQ/giphy.gif

https://plays.tv/video/5930547577c3e1d001/interesting-ability

Cosmic Warper7 votes

{quoted}

It isn't so much that you can flash away from it, that's fair play.

It's more that walking in a straight line in any direction dodges it .

https://media.giphy.com/media/3KeDVHzcqk0WQ/giphy.gif

https://plays.tv/video/5930547577c3e1d001/interesting-ability

That's both sad and hilarious

DeadUnborn6 votes

yeah, it should only be dodge able by flash or dashes

420 grams5 votes

This is my first time seeing it. So it's basically an auto aimed bronze 4 warwick ult?

RiotMeddler19 votes

The intent is that Flash/dashes/fast movement speed like powerball can be used to avoid the ult. Slower effects (e.g. boots + a small ability speed boots) shouldn't let you avoid it however. Current tuning's allowing people to get out it too easily so we'll be tightening it up.

Frozne9 votes

{quoted}

The intent is that Flash/dashes/fast movement speed like powerball can be used to avoid the ult. Slower effects (e.g. boots + a small ability speed boots) shouldn't let you avoid it however. Current tuning's allowing people to get out it too easily so we'll be tightening it up.

Excuse me but that sounds absolutely terrible, I can understand something like a flash but considering the fact that basically ANYTHING can be used to avoid it ( something like a lucian E) it sounds like one of the worst ultimates in the game. I mean why would you be able to dodge an ultimate ability with something that would be on like a 5 second cooldown? What makes it even worse is that it's a point and click ability, so that it limits your ability to control it and possibly aim it. It makes no sense that a point and click would be able to be dodged if you guys wanted that you could've just made it a long range skill shot like an underground warwick ult. The range is also pretty small as well to chase, along with the fact that you have to mark them first there's too many things that need to be in place in order for your to use it, like I could understand it if it actually did something instead of being able to be dodged you know, the point and click ability. So we're just gonna special snowflake it to reksai because she's been a balancing pain before but warwick follows your flash if he holds q on you right xD on top of the reason you guys made it be able to be dodged by a normal ability and not just a summoner spell. This rework seems pretty awful, and i'm hella scared for azir because if this is what they did to reksai oh boy rest in peace.

C9 Squeeky 4 votes
  1. A single targeted ability that requires Rek'sai (not her team like Jhin W) to damage them recently, that can miss, is unfun. I was under the impression new RekSai ult couldn't be dodged/miss unless target went untargetable and the like. Vi
Tormentula14 votes

Honestly it shouldn't be this avoidable, especially for the huge risk it puts rek'sai in when using it in a team fight, and the likelyhood of her using on isolated targets higher up the ladder decreases, making her feel more "low elo monster, high elo weak pick".

I think I speak for most when I say we'd rather see consistency and satisfaction come from the ultimate with the removal of its incredibly easy counterplay (if you really are tightening it up to your description, that still sounds awful to use since nearly every champion will have mobility or flash up and throw rek'sai into 1v5s for nothing.). If that becomes too strong, cut into its damage, we rek'sai players are very disappointed with these changes to her ult, and the fact that the tremor sense nerf from season 6 was kept in so we can't even land Q to ult despite the rest of her problematic utility for pro play being taken out.

EDIT: Reworded for clarity.

swampert9192 votes

By making it avoidable they can put more power into it... I mean compare old warwick ult to new warwick ult, almost double the power in various places in the ult in exchange for it not being guaranteed... because guaranteed effects have to be on the weak side to balance out their reliability.

So by allowing people to flash it and such riot can put even more damage and range onto it than they would otherwise... Plus it is behaving no differently to any other dash which behaves in this way.

Tormentula7 votes

{quoted}

By making it avoidable they can put more power into it...

But if its avoidable, then there is simple no power to it period. This is a point and click ultimate ability, you have no control of whether it'll land or not and thats the flaw in this design, and the channel adds more moments for mobility spells on the target to come off CD as well. Rek'sai could easily be left with only 3 abilities if the enemy team simply has a karma, or if they consist of nothing but mobile champions like talon, camille, ezreal, elise, rakan, etc.

Yea the ult is powerful as all fuck, and the scaling is actually stupidily high as it is, but theoretically with all that power it should be broken, and it feels it needs buffed and that alone speaks for itself on how putting power into this ult doesn't matter when its more the issue of how it works.

swampert9191 votes

if they consist of nothing but mobile champions like talon, camille, ezreal, elise, rakan, etc

Couldn't that be said about every skill shot ult... if you've got someone who is quick enough they can negate your ult. Rek'sai is sitting in a better spot than them because even without the damage you've got a long range gap closer.

it feels it needs buffed

Well firstly meddler has already said they are toning it down so that whole karma thing won't happen.

Secondly if you incorrectly use any ability it will feel like it needs buffs... the thing about the new rek'sai ult is that we don't actually know how to properly use it yet, if we do then it might not need buffing after all.

Consider this... instead of using it to get on top of people just use rek'sai's natural mobility for that, I mean she has been getting onto people for years now and none of that got changed... when you jump on them they will use their mobility, let's say you jump on an ez, do your knock up combo and he uses E to disengage, you've already got him marked so you can ult him then and either he flashes (win for you as a flash for an ult is a worthy trade) or he gets hit because he has already used his mobility. Honestly this is how the ult is likely designed to be used... it relies on you damaging them first and is % missing health damage so it implies your not supposed to start with it... So these things combined with this way negating your issue is why this is prob a better way to use ult, instead of combining with prey seeker to turn her into a glorified Lee sin.

Tormentula3 votes

{quoted}

Couldn't that be said about every skill shot ult... if you've got someone who is quick enough they can negate your ult.

Except the new ult isn't a skillshot.

For example, lets say you have an ashe, she can control which direction the arrow will go. You can predict where the target will blink to or walk to.

Another example, WW ult, you can get into a range for it to land or you can ult in a different direction to where they may go, such as ulting over a wall catching them doing the same to avoid it.

Rek'sai's ult is point and click. You can't "aim it" or "calculate it" you have to just press it when they're low (assuming you're trying to execute) and hope the game works in your favor because besides the button you press all control is taken off of you. Its fair for a skillshot to be dodged, but a point and click ability should come with point and click results, not the results of a skill shot which you can't aim or redirect.

Secondly if you incorrectly use any ability it will feel like it needs buffs... the thing about the new rek'sai ult is that we don't actually know how to properly use it yet, if we do then it might not need buffing after all.

Consider this... instead of using it to get on top of people just use rek'sai's natural mobility for that, I mean she has been getting onto people for years now and none of that got changed... when you jump on them they will use their mobility, let's say you jump on an ez, do your knock up combo and he uses E to disengage, you've already got him marked so you can ult him then and either he flashes (win for you as a flash for an ult is a worthy trade) or he gets hit because he has already used his mobility. Honestly this is how the ult is likely designed to be used... it relies on you damaging them first and is % missing health damage so it implies your not supposed to start with it... So these things combined with this way negating your issue is why this is prob a better way to use ult, instead of combining with prey seeker to turn her into a glorified Lee sin.

I have a few things to say but I'll hold off on them because your point about "nobody 100% knows how to use the ult" is correct. My points would involve explaining what the ult is meant to do, but again, that would contradict the undeniable point above. I do still believe there is some tuning because the way the ult is meant to work seems to contradict with rek'sai's kit. (a burst assassin move it seems, on a fighter who's been diving as you described).

Cosmic Warper3 votes

{quoted}

The intent is that Flash/dashes/fast movement speed like powerball can be used to avoid the ult. Slower effects (e.g. boots + a small ability speed boots) shouldn't let you avoid it however. Current tuning's allowing people to get out it too easily so we'll be tightening it up.

Why is it even avoidable in the first place? I understand zhonyas and invul abilities dealing with it, but why can a small dash dodge her ultimate? A simple lucian E or riven E should outright dodge rek'sai ult? That doesn't sound fair at all since her ult takes more setup than something like ww ult.

Carnicore2 votes

Does it really need more counterplay on top of the marking mechanic?

Nutella no Kami2 votes

Thank you for listening. Do you know when we can expect this change to happen? Also atm her W feels extremely clunky do you think we might see some changes with her W for minion prioritizing (small/big creeps) (creeps/champions). Also is her Ult meant to dodge skillshots? Because when fiddlesticks casts his W and you ult you cannot dodge his W or if you ult and master yi uses his q you will still take damage from these abilities even though you are undrerground.

zaphod4248 votes

Hey Meddler,

Can i suggest that with Leblanc, you consider a revert and rework, the majority of LB mains dont like current leblanc, and she seems impossible to balance, so the best approach, as far as i can tell, would be to give up on current LB, and go back to how she was before, take the lessons learnt, and do a small heimer style rework to old LB.

if u do take this approach tho, can i ask that you revert the rework soon, and keep her in her old state until such time as you are ready to update her, if necessary, as old LB was much better balanced, and imo, much healthier to play against, as well as more fun to play as. Leblanc item 3070

Michael Sykes6 votes

{quoted}

Hey Meddler,

Can i suggest that with Leblanc, you consider a revert and rework, the majority of LB mains dont like current leblanc, and she seems impossible to balance, so the best approach, as far as i can tell, would be to give up on current LB, and go back to how she was before, take the lessons learnt, and do a small heimer style rework to old LB.

if u do take this approach tho, can i ask that you revert the rework soon, and keep her in her old state until such time as you are ready to update her, if necessary, as old LB was much better balanced, and imo, much healthier to play against, as well as more fun to play as. Leblanc item 3070

just transfer more damage into the mark of the q/qr and the q+r nuke would be fixed yeah

zaphod4244 votes

yeah, if i was working on her, i would backload damage on q and rq like u say, but also make the q mark work similar to passive now, so qw or qr doesnt proc thunderlords, the other change i think is necessary, even though it pains me to say, is keeping the W delay on return, as while it makes it a bit clunky, it does mean she has to be more careful when going in, and any assassin should have to get in melee range to assassinate, and that is the chance for the enemy to catch them and kill them, which lb didnt really have, as she could w in and out so fast

Cosnirak8 votes

as old LB was much better balanced, and imo, much healthier to play against

I highly disagree on both counts. I also doubt Riot agrees with you, and that's likely why they wouldn't revert her at all. To be clear, I don't think new LeBlanc is a big improvement, just a minor improvement at most so far, but I do see the potential for it to be a big improvement if handled correctly.

Azureee7 votes

{quoted}

Hey Meddler,

Can i suggest that with Leblanc, you consider a revert and rework, the majority of LB mains dont like current leblanc, and she seems impossible to balance, so the best approach, as far as i can tell, would be to give up on current LB, and go back to how she was before, take the lessons learnt, and do a small heimer style rework to old LB.

if u do take this approach tho, can i ask that you revert the rework soon, and keep her in her old state until such time as you are ready to update her, if necessary, as old LB was much better balanced, and imo, much healthier to play against, as well as more fun to play as. Leblanc item 3070

I want her W to do damage. I want her to be in the enemies face, like an assassin should be. Not this safe Q > RQ gunblade bot that the nerfs you guys done made her. Gutting W ruined the champ and goes against ur goals of making her more "riskier" it just makes her even safer.

RiotMeddler5 votes

Agreed on need for risk on champs with assassination patterns like this. Think it's very likely that's part of the LB changes.

T8 Speedwagon7 votes

I read in the subclass list that lb was classified as a burst mage. At that point i got scared. Are you going to aim towards that class or bring her back to be an assassin?

RiotMeddler8 votes

Not certain. My personal inclination is that we should make her an actual assassin, complete with all the requirements that came with that which she's never had (higher risk in particular through close proximity for a meaningful period, meaningful CDs that are required for 100-0 squishy kills etc). It's possibly after an assessment the conclusion is burst mage is the way to go though to preserve as much of the good parts of LB's playstyle as possible while solving her issues however.

RiotMeddler13 votes

Not much new to say yet about LB after comments last week:

https://boards.na.leagueoflegends.com/en/c/developer-corner/uVg5hbiI-quick-gameplay-thoughts-may-25

In terms of reverting to old LB we did talk about that as an option. Conclusion was that since old LB was highly problematic too that wasn't the right call, creating additional work, balance cost and disruption without getting her closer to the right long term changes.

Pregnant Pony2 votes

Would it be possible to approach a new rework on Leblanc from the old state? So the new rework would be more played like the old leblanc? I was thinking about maybe making the chain of the old leblanc a melee abilitie. So she can keep the oneshot potential but it's a lot harder to flank in teamfights and oneshot the adc for example.

Firestorm6 votes

As someone who has managed to get near 80% xayah winrate over ~50 games across 2 accounts (in mid plat and low diamond) the very first thing that I think should be nerfed in her kit is W interaction with turrets (especially with the rakan interaction on top of it). The 20% damage increase working on turrets on top of the already good AS steroid makes her as good at pushing as trist or jinx and I'm fairly sure this is not one of the things xayah is supposed to be good at. It's literally the same problem as when reworked ashe Q worked on turrets. This needs to be adressed before you consider doing anything else to her. Removing QautoE snare combo would make her a little bit clunky. If her Q was castable while on the move a la syndra Q this kind of change would've been necessary but with the way her Q works now I can't agree with it. QautoE is truly strong only with RFC (which is otherwise vastly inferior to PD/runaans) and it has a fair tradeoff: if you go for QautoE even with full CDR you can't E again for 5 seconds (with less CDR and less than 5 points in E it's much longer than that). That's a ton of damage and utility gone in exchange for a 1s root. It's worth doing if you have a teammate with damage in range to follow that up or if you're so ahead you can kill the rooted target on your own with no need to E. If you're looking into addressing xayah's overall performance would be to give her a bit of jinx rockets/caitlyn treatment: reduce the scaling with bonus AS a little. Something that would keep her earlygame AS unchanged but tone down the attack speed values she can reach later a bit. The amount of autos xayah can pump out in a short amount of time with ER + double zeal item or ER zealitem zerkers is pretty ridiculous. Just be very careful with this kind of change because it would be twofold, not only decreasing direct autoattack damage but also lowering potential E damage. Rakan E cooldown is pretty ridiculous early on (20s base cooldown rank 1). With the post release set of changes he received that was trying to push him away from maxing E and into maxing Q (or perhaps W?) E is now used as a one point wonder and could definitely use going from 20-12s to, say, 17-12s. Rakan's bulids generally don't involve much CDR (unless you were to sacrifice a lot of defense) so the E is nowhere near close to being abusable as some free escape (especially without xayah). Out of other ideas for changes to rakan: the Q heal is not very satisfactioning, especially later on when people have a lot of health (a 4k HP zac will never even notice he got healed by 150). Throwing in a small % missing health ratio on top of it (2,5%?) would make it much nicer. That would make for a "my team's tank will be aware he got healed by me" heal without at the same time making it a "I top off my ADC from 80% to full" heal. I know that % teammate's HP heals are pretty volatile because the same amount of HP is actually a lot more effective HP on a tank/bruiser. The only heals like this I remember existing throughout the time I play league are pre-rework karma RQ (long gone) and the previous iteration of mikaels crucible (huge cooldown, also gone). I think rakan's Q is a good candidate. Lastly you should consider making rakan count as melee, opening him up to using relic shield line, full gold from bandit and full effects of knight's vow. That change alone would be enough to make him strong right now, I don't know how that would go with the upcoming pregame setup overhaul and support items changes though. I definitely agree with the dshield change and I would like to point out that it affects one more thing that was probably not the intended target of the nerf but I agree with it nonetheless: it prevents the possibility of starting double dorans if you manage get first blood in an invade. This is a bit of an edge case but I have seen it happen a few times and it was disgusting every time. The "warded" ping will definitely be a very welcome addition. None of the currently existing pings are a clear enough message that a place is warded and stopping to type that is often not an option. This resulted in many unnecessary awkward situations with junglers and supports. As it was already brought up reksai ult needs to be fixed, I understand the necessity of a targetted dash ability not dealing its damage if the target moves too far away but that is meant for the "ezreal E'd and flashed away" situations, not the "anivia with tier 2 boots walked in a straight line" ones. In fact I would like to see reksai's ult possibility to miss embraced more strongly: my suggestion would be to give its target the ability to see how wide the zone within which they will take damage from it is, make that zone aim directly at the point where the target will be if they continue moving in the same direction with their current movement speed (you can probably borrow some code for that from draven's axes). This will allow counterplay to her ult in similar fashion as already existing counterplay to her burrowed E: make her use it in a certain direction then walk in the opposite direction. This is of course not always possible (you aren't exactly going to turn around and walk back into the enemy laner when ganked very often) and it will give her much more counterplay in 1v1. Especially if the "new" reksai turns out overbearing in top lane a change like that would maker her ult not be like "I am slightly below half HP and reksai has touched me with something within the last 5 seconds - that means I am dead, period". Also reksai ult could leave a tunnel behind it - it already visually spawns one except it disappears right away. Make it not count towards E tunnel cap and be on cooldown at first (so that it can't be used by reksai to get out right after until later into the game) and if not that then at least give it a slight cooldown refund if it misses. An ult like this would make for nice prey/predator gameplay with meaningful decisions to be made by both sides and not just some generic dash with damage.

Overall I like a lot of the recent balance decisions. Good work, keep it up.

patmax175 votes

Welcome back! How was your trip? ^_^

RiotMeddler6 votes

Thank you! It was great, really enjoyed getting to see some of New York for the first time. Good to be back into things here now though too :).

DCYOUNG8882 votes

Great to hear, what places did you visit in New York (e.g. Statue of Liberty, Empire State Building, Central Park, Rock Center, Nintendo World Store, etc.)?

RiotMeddler5 votes

Did a lot of the usual touristy stuff yeah. Highlights for me were the Met (really large art museum with an impressive collection), a Broadway show (Hamilton) and a Craft Beer Barcade we randomly stumbled across.

Archlord Aatrox4 votes

Hey Meddler, this might be a question for Reav3, but when can we expect teasers for Urgot (if any)? Any hints or tidbits of information of what he's like now? And I believe you or Reav3 answered this already, but when will the next state of the champion blog come out? I'm super curious as to whom the next two champs are slated for VGU's (fingers crossed it will be Pantheon and Nunu).

RiotMeddler6 votes

As above keep an eye out for Urgot stuff after the next new champ release.

Chromatic Eagle2 votes

Any teasers for the new champ?

RiotMeddler7 votes

There will be, yes!

Can offer that it's neither a marksmen nor a champ we'd expect to see much in the support position (targeting different player bases to Xayah/Rakan).

Raxistaicho1 votes

The next champion is another support?

Jeddy0176 votes

......He just said the next champ won't be someone they expect to see in the support role. Meaning that they intended to go to another position (unless players move them down to support).

Ez dePaz4 votes

So it's a tank or mage then, as they are usually the ones that ain't planned to be supports but ends up there anyway.

Morning Raven3 votes

I'm convinced it's a mage since Rakan/Xayah take care of bot lane, and Camille and Kled took care of top lane with Ivern in the jungle, so it's probably a mid laner at minimum.

Celio Hogane HD23 votes

Not a viable support? that sounds like a CHALLENGE to me.

BarbaJhini4 votes

Nothing planned for Jhin? Some threads ago you mentioned he was being looked at, is he still or he is in a decent spot right now? Are you happy of how BotRK nerf impacted the game,only a few champs were building it after crits item were buffed and many had already switched to DD and BT, thereare even more of this now, pls do not make the mistake of slowly nerfing all the items and bring adc back to the awful spot they were in at the beginning of the season.

RiotMeddler7 votes

A Q buff (ratio probably) and an R buff (restoring a bit of base damage) are likely for Jhin.

We're fairly happy with how BotRK has affected the game this year.

StrangerL4 votes

Love the changes with item 3174. How about item 3222? Any changes for its active?

Also, it looks like we will have 3 building paths for item 3105. item 3060, in my opinion, will never be an appealing choice for anyone given the base stats and passive are not that useful to any class of champions. For supports, tank sup will still choice locket, and aim for HP CDR defensive items afterward. Mage sup won't find it useful at all. Enchanters still find locket and new zeke's more useful because of its passive. I think this item passive should be reworked and its build path should move away from Aegis.

Silver Singed4 votes

Hi meddler!

I'm a singed main. I was wondering if you guys have considered options for singed that let him choose to build AP items (when he wants them) by making him more innately tanky.

The way I see it, there are two things the kind of person who plays singed wants out of the champion. (it's not ult + Ghost + RG derp tank initiations.)

We're looking for a reason for the enemy team to chase us (so that our team can get objectives) and the utility, tankyness, and speed to escape when we are chased.

We're primarily interested in global map pressure and disruption. Ideally we provide our team with unparalleled split pushing power and a unique form of indirect objective control.

While the extra damage is very nice, I don't feel like it addresses most of our primary concerns with our main. It feels like we have been relegated to a team-fight oriented role lately because we lack the tools to survive when the enemy comes for us.

Thanks so much for looking into our main and sending some attention our way!

-Silver Singed

FlakFlayster1 votes

Not sure i can agree with this... I main singed as well, and have made the whole mastery 7 challenge (multiple S+ in ranked) without ever needing to touch ghost. In fact, i ALWAYS run ignite+flash combo, and seem to have on average low death count, and high kill ratio (not only per game, but across the average in league's singed players). Although my 70% win average dropped to 50% i dont think it has anything to do with the above request mentioned. However i can agree that the teams are assuming our roles to be team-fight oriented. Singed isn't built for those playstyles, and i dont want to promote the idea of him being reinvented to accommodate that suggestion. He IS a split-push champ, and behaves well as one. I personally enjoy the challenge of absorbing all the focus of the other team, by even inviting the 1v2+ top lane battles, sometimes even forcing enemy mid AND junglers (sometimes support) to leave their lane, to aide their top to defeat me. Though some teams often misses the opportunity to seize the opening in out-numbering for objective control, that doesn't mean when it comes down to late game grouping 5v5 mid, that i'll be the one to lead that charge. (There's nothing in my kit for me to survive a frontal engage, and i actually prefer to keep split-pushing as it's usually a strong a viable option for singed mains).

Silver Singed2 votes

I think you must have misunderstood my post, friend. I cited our recent reliance on team fighting initiations as a bad thing. We both enjoy taking on multiple players on the enemy team and getting into chases. It sounds like we agree. :p

58697132DEL12 votes

Do you think any of the current Keystone Masteries might find a place in runes reforged?

RiotMeddler5 votes

I'd expect to see updated versions of at least one or two in there.

58697132DEL11 votes

Thanks! Crossed fingers a reworked thunderlords makes the cut :D It's one of my favorites.

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