Feedback from an outsider.

Süjo·12/8/2018, 12:22:42 PM·1 votes·903 views

Hi all, I would first like to warn you that I am from a "minor" server and my primary language is not English, so I apologize for any grammar errors.

I did some questions to support the NA because as on my server there are no developers, and the forum has few visits.

Some questions: Poacher's Dirk I had reported a year ago a bug that made it not stack and nothing had been made, to my surprise Riot decided to remove the game item with a ragged excuse that does not make the slightest sense, the item gives you 1200 gold if you use to get draktar and youmu, it's really good but it was bugged ... Well I'll go ahead and report directly to the NA support that the skarner is bugged again, his passive is not working properly, apparently it's 2 visual bugs, 1 makes it look like a zz rot that does not attack, and the other does that the circle on the ground does not change when an enemy takes the passive from its side of the map, the passive only changes the color of the circle in the river and on the enemy side, on the map it changes but not on the ground.

why do not they change the source of damage of the abilities of some champions so that they are easier to balance and make builds that make more sense. Nunu Passive Physical damage> Magic damage Warwick passive, Q and R magic damage> physical damage Passive Poppy and W magical damage> Physical damage, are some examples

Because they do not use the adaptive system in items and skills, item example (but can extend for all mana itens): The AP jungle item could of adaptive life for non mana champions who were known to do jg being AP such as Zac, Mordekaier, Rumble, Akali . Example ability: ZAC O W if your AP was larger than your Armor or MR (considering whichever is greater between the two defenses) would have the % damage per life that was before the nerf, with the removal of that % the ZAC AP died.

I still do not understand the change in the dark harvest, turned the rune into a laner rune, more specifically poke, though there are several runes for it, comet, aery, kleptomancy (if based on giving AA as Ezreal, Lucian or Varus). As laner rune for trade you have precision runes and hail of blades. For combo killers you have to electrocutar, for predator movement, utility has the runes of inspiration, tank determination, however there are no more runes for the jungle domination style, a rune that you can farm and reach with damage on the lanes, predator does but at the end of the game occupying a boot slot is not so attractive and off it is a rune that warns your opponent that you are going (I hate this rune because of these 2 reasons). I think there were better ways to balance the dark harvest, some options. Dividing the stacks into 2 types (similar to cho'gath ult) the stacks that manages to farm and the stacks of champion / tower / objective the numbers are on account of you but I think it could go up to 100 farming (3 per big monster / large troop) and 5 for champions, towers, and goals. This would make it reach the fastest farm max number and force the hunters to do something on the map instead of just farming (it would be healthy by the way)

And another form was also using separate stacks but instead of a maximum number of stacks to reach in the jungle, the limit would be given by the time reaching 13 min of play the rune would not accumulate more without being slaughtered, towers or objectives, this would be very cool because with 13 min of game the hunters would have to move to arm the move for when the barricades fall (which would also be very healthy both for competitive and for Q) Anyway numbers are sketches but what matters and the shape of the balance and function of rune, the current rune vc need not be efficient enough to take a poke and ready picked up the stack, becomes toxic (if an camepao of DoT as brand becomes unbearable to play against), the old rune in addition to having a reward (the damage when accumulated, which in this way new damage never compensates in relation to electrocuting unless the game is prolonged much even thing that does not happens) it required you to be efficient, you had to master the rotations to ensure maximum stacks and prevent your opponent from being in front of you, and most importantly when you appeared you had to be efficient, you had to make the move because otherwise you would not get the stack.

And one more thing, because the passive of the nunu activates the talisman, and the passive of the Galio and the target not? I like to play diana and Galio jg, I loved the update they did in the Galio but without the passive of these 2 champions activate the talisman they lose a lot of potential in the jungle.

I've been reading something about a nerf in Pyke that will reduce the damage it inflicts on monsters, so the question is that it's no longer viable in jg, as much fun as the champion is, the truth is this. Making this nerf will make it completely unfeasible ... Why not go in the opposite direction and give one more chance to the diversity of the game? Why take this option from who likes to play with the champion in jg ... He is interesting with jg, but the fact is that he is not as good as he is as support, reducing his damage to monsters will kill him completely in jungle, I agree with the nerf in troops because he really is very annoying to play against the bot lane, but nerf in the jg I see no sense ... On the contrary would be nice if they give him one more chance.

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