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[Patch 5.8] Ryze Rework General Discussion - Page 48

Forum Index > LoL General
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Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2015-05-13 19:47:14
May 13 2015 19:45 GMT
#941
meh. super disappointed in his ult. it's just a shitty heal with a boring pbaoe nuke :[

his W also looks kinda shit too unless there's no cast time. It already has a 3 second delay... If it doesn't have a cast time it'll be reasonably legit. 2.25 large aoe stun is no joke.

it also looks like Ekko is 100% an AP champ, but I'm sure some people will try to play him as an AD bruiser
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2015-05-13 19:46:44
May 13 2015 19:45 GMT
#942
On May 14 2015 04:42 Zdrastochye wrote:
Just needs resets and he's AP Aatrox/Lucian pre-release already.

more like AP rengar on release.
On May 14 2015 04:45 Ryuu314 wrote:
meh. super disappointed in his ult. it's just a shitty heal with a boring pbaoe nuke :[

I'm guessing they put damage on his ult so his pre-6 kit wouldn't be overtuned to make up for a non-damage ulti.
liftlift > tsm
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2015-05-13 19:49:27
May 13 2015 19:48 GMT
#943
On May 14 2015 04:45 wei2coolman wrote:
Show nested quote +
On May 14 2015 04:42 Zdrastochye wrote:
Just needs resets and he's AP Aatrox/Lucian pre-release already.

more like AP rengar on release.
Show nested quote +
On May 14 2015 04:45 Ryuu314 wrote:
meh. super disappointed in his ult. it's just a shitty heal with a boring pbaoe nuke :[

I'm guessing they put damage on his ult so his pre-6 kit wouldn't be overtuned to make up for a non-damage ulti.

yea iunno. I guess I was just hoping for an actual "time-rewind" ult. Instead of healing for X+%damage taken it would heal for 100% damage taken - 100% hp healed in last X seconds and have the ult scale by how long the X seconds is. So something like revert hp level back to where it was 2/3/4 seconds ago.
kongoline
Profile Joined February 2012
6318 Posts
Last Edited: 2015-05-13 19:58:15
May 13 2015 19:55 GMT
#944
On May 14 2015 04:35 Scip wrote:
Show nested quote +
On May 14 2015 04:12 Fildun wrote:
@Scip/other mathcrafters, could you upload a pic of the ideal mastery page (both 9/21 and 21/9) to imgur and post a link?

suggested 9/21/0:
http://i.imgur.com/31IEE7Y.jpg?1
possible changes champions: 10% slow reduction instead of perseverance (depending on enemy champions), another point in perseverance instead of 10% crit reduction (if the enemy has urgot ADC), 2 points in enchanted armor instead of a point in perseverance and legendary guardian (when playing Rammus). The 9 in offense depend on your champion obviously. I'm still not sure about 21/9/0.

i usually just go full yolo ignore legendary guardian(700 range is pretty short) and perseverance instead get resistance + evasive + enchanted armor
wei2coolman
Profile Joined November 2010
United States60033 Posts
May 13 2015 19:57 GMT
#945
On May 14 2015 04:48 Ryuu314 wrote:
Show nested quote +
On May 14 2015 04:45 wei2coolman wrote:
On May 14 2015 04:42 Zdrastochye wrote:
Just needs resets and he's AP Aatrox/Lucian pre-release already.

more like AP rengar on release.
On May 14 2015 04:45 Ryuu314 wrote:
meh. super disappointed in his ult. it's just a shitty heal with a boring pbaoe nuke :[

I'm guessing they put damage on his ult so his pre-6 kit wouldn't be overtuned to make up for a non-damage ulti.

yea iunno. I guess I was just hoping for an actual "time-rewind" ult. Instead of healing for X+%damage taken it would heal for 100% damage taken - 100% hp healed in last X seconds and have the ult scale by how long the X seconds is. So something like revert hp level back to where it was 2/3/4 seconds ago.

I wish they attached more background info or lore into the abilities to champions. So something along the lines of "reverting himself [ekko] back in time tears a violent hole in space/time continuum creating a resonance blast dealing damage to those around him when he reverts back" It would make riot think before they implement random shit like he creates a clone to throw slow field, when could just toss the damn thing physically.... lol.

I'm much bigger fan of designing champ abilities around lore first, then making mechanics/numbers fit that, instead of the other way around.
liftlift > tsm
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
May 13 2015 19:58 GMT
#946
--- Nuked ---
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
Last Edited: 2015-05-13 20:02:34
May 13 2015 19:58 GMT
#947
On May 14 2015 04:55 kongoline wrote:
Show nested quote +
On May 14 2015 04:35 Scip wrote:
On May 14 2015 04:12 Fildun wrote:
@Scip/other mathcrafters, could you upload a pic of the ideal mastery page (both 9/21 and 21/9) to imgur and post a link?

suggested 9/21/0:
http://i.imgur.com/31IEE7Y.jpg?1
possible changes champions: 10% slow reduction instead of perseverance (depending on enemy champions), another point in perseverance instead of 10% crit reduction (if the enemy has urgot ADC), 2 points in enchanted armor instead of a point in perseverance and legendary guardian (when playing Rammus). The 9 in offense depend on your champion obviously. I'm still not sure about 21/9/0.

i usually just go full yolo ignore legendary guardian(700 range is pretty short) and perseverance instead get resistance + evasive + enchanted armor

possibly viable against a LOT of AoE magic damage.
700 range is fairly short but if you're playing a cinderhulk jungler you're probably close to at least 3 people for most of the teamfight. Evasive line is obviously better for 1v1/2v2s vs. magic dmg champs though.
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
Seuss
Profile Blog Joined May 2010
United States10536 Posts
May 13 2015 19:58 GMT
#948
His other damage ratios aren't amazing. 0.8 on his Q if you hit with both parts (the bulk of it on the return) and 0.2 on his blink attack. 2.3 total isn't anything special.

You can also see his trail so long as you have vision of him, as I suspected, so it's going to be hard to catch multiple people with it. Still, the salt from people wandering into brush will be real.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
cLutZ
Profile Joined November 2010
United States19574 Posts
May 13 2015 20:01 GMT
#949
On May 14 2015 04:58 Seuss wrote:
His other damage ratios aren't amazing. 0.8 on his Q if you hit with both parts (the bulk of it on the return) and 0.2 on his blink attack. 2.3 total isn't anything special.

You can also see his trail so long as you have vision of him, as I suspected, so it's going to be hard to catch multiple people with it. Still, the salt from people wandering into brush will be real.

Looks like the goal is to set up a W>R wombo to me.
Freeeeeeedom
Ryuu314
Profile Joined October 2009
United States12679 Posts
May 13 2015 20:03 GMT
#950
On May 14 2015 04:58 Seuss wrote:
His other damage ratios aren't amazing. 0.8 on his Q if you hit with both parts (the bulk of it on the return) and 0.2 on his blink attack. 2.3 total isn't anything special.

You can also see his trail so long as you have vision of him, as I suspected, so it's going to be hard to catch multiple people with it. Still, the salt from people wandering into brush will be real.

it goes up to 3.6 if you land the ult though. on top of that, depending on whether W has a cast time and how telegraphed the projectile is, he could be pretty gross in his nuke potential.

I can imagine scenarios where he's being chased, throws his W on his position and keeps running. Counts to 3 then hits R for #LCSBIGPLAYS
wei2coolman
Profile Joined November 2010
United States60033 Posts
May 13 2015 20:04 GMT
#951
On May 14 2015 04:58 Seuss wrote:
His other damage ratios aren't amazing. 0.8 on his Q if you hit with both parts (the bulk of it on the return) and 0.2 on his blink attack. 2.3 total isn't anything special.

You can also see his trail so long as you have vision of him, as I suspected, so it's going to be hard to catch multiple people with it. Still, the salt from people wandering into brush will be real.

Regnar's double W was only 2.0 ratio, still enough to make AP rengar cancer as hell. Not to mention with Ludens that's plenty of ratio to be annoying as fuck.
liftlift > tsm
Kinie
Profile Joined December 2011
United States3106 Posts
May 13 2015 20:04 GMT
#952
So the Q's ratio is weaker on the outward toss and hit, but after it expands and returns it does more damage and the ratio is better? I guess that sort of makes sense, as you throw a compact, non-activated version out then have the activated version return. It doesn't hit the same target twice though, right? Cause otherwise with proper positioning and skillshot that's 280 damage at level 9 at least, not including the slow and ratios on the two hits.

W's passive is... Shit tier? Like you get an extra % damage based on their missing health when they're at/below 30% HP. So the passive basically just lets you make sure you kill someone when they're low. Meanwhile, the stun field is OP as all hell; throw it out, dash in, boom, get a shield AND stun your target for 2.25 seconds at rank 1? What is this, Veigar wall all over again?

The E is fine, it's probably going to be what you use to engage on a champ after stunning them with W.

The ulti's damage is dumb, especially that ratio. Like you just pop it, dash in with E, stun with W, then walk away until your shadow gets to where the stunned enemies are, reactivate it and watch them blow up with an AoE that heals you and does insane damage to enemies nearby? And it seems like once you hit 6 and skill the ulti you get the ghost trail following you around wherever you walk. There is no range indicator/distance listed, so it could lead to recall shenanigans where you recall, buy items and quickly ulti back to lane.
kongoline
Profile Joined February 2012
6318 Posts
Last Edited: 2015-05-13 20:11:10
May 13 2015 20:05 GMT
#953
On May 14 2015 04:58 Scip wrote:
Show nested quote +
On May 14 2015 04:55 kongoline wrote:
On May 14 2015 04:35 Scip wrote:
On May 14 2015 04:12 Fildun wrote:
@Scip/other mathcrafters, could you upload a pic of the ideal mastery page (both 9/21 and 21/9) to imgur and post a link?

suggested 9/21/0:
http://i.imgur.com/31IEE7Y.jpg?1
possible changes champions: 10% slow reduction instead of perseverance (depending on enemy champions), another point in perseverance instead of 10% crit reduction (if the enemy has urgot ADC), 2 points in enchanted armor instead of a point in perseverance and legendary guardian (when playing Rammus). The 9 in offense depend on your champion obviously. I'm still not sure about 21/9/0.

i usually just go full yolo ignore legendary guardian(700 range is pretty short) and perseverance instead get resistance + evasive + enchanted armor

why

its not like 1 point in perseverance is going to change anything ( its 3 points or nothing mastery imo, i get it often just not vs aoe comps which is like every game nowadays) legendary guardian doesnt help in 1v1/skirmishes plus its only 700 range so doesnt guarantee full effect in team fights either i prefer to get 5% from enchanted armor in that case and + 5mr, -4% aoe magic dmg which is pretty op
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21244 Posts
May 13 2015 20:07 GMT
#954
On May 14 2015 04:58 JimmiC wrote:
Just won a game with a jungler who did 33 damage to champs. He did have a disconnect but I still find it amazing. It's by far the least I have seen that is still above 0. impressive!


What were his KDA numbers? 33 damage seems like an accomplishment lol.
TranslatorBaa!
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2015-05-13 20:09:56
May 13 2015 20:07 GMT
#955
On May 14 2015 05:01 cLutZ wrote:
Show nested quote +
On May 14 2015 04:58 Seuss wrote:
His other damage ratios aren't amazing. 0.8 on his Q if you hit with both parts (the bulk of it on the return) and 0.2 on his blink attack. 2.3 total isn't anything special.

You can also see his trail so long as you have vision of him, as I suspected, so it's going to be hard to catch multiple people with it. Still, the salt from people wandering into brush will be real.

Looks like the goal is to set up a W>R wombo to me.


You need help though. Your stun is only 2.25 seconds, and your ult trail is 4 seconds ago. It'll be tricky.

On May 14 2015 05:03 Ryuu314 wrote:
it goes up to 3.6 if you land the ult though. on top of that, depending on whether W has a cast time and how telegraphed the projectile is, he could be pretty gross in his nuke potential.

I can imagine scenarios where he's being chased, throws his W on his position and keeps running. Counts to 3 then hits R for #LCSBIGPLAYS


2.3 includes all of his damage ratios (except the W passive, which is missing health %). W active doesn't do damage, it just gives Ekko a shield with a 0.8 ratio.

On May 14 2015 05:04 wei2coolman wrote:
Show nested quote +
On May 14 2015 04:58 Seuss wrote:
His other damage ratios aren't amazing. 0.8 on his Q if you hit with both parts (the bulk of it on the return) and 0.2 on his blink attack. 2.3 total isn't anything special.

You can also see his trail so long as you have vision of him, as I suspected, so it's going to be hard to catch multiple people with it. Still, the salt from people wandering into brush will be real.

Regnar's double W was only 2.0 ratio, still enough to make AP rengar cancer as hell. Not to mention with Ludens that's plenty of ratio to be annoying as fuck.


Right, but Rengar's double W didn't have a 90 second CD.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2015-05-13 20:09:20
May 13 2015 20:07 GMT
#956
On May 14 2015 05:04 Kinie wrote:
So the Q's ratio is weaker on the outward toss and hit, but after it expands and returns it does more damage and the ratio is better? I guess that sort of makes sense, as you throw a compact, non-activated version out then have the activated version return. It doesn't hit the same target twice though, right? Cause otherwise with proper positioning and skillshot that's 280 damage at level 9 at least, not including the slow and ratios on the two hits.

W's passive is... Shit tier? Like you get an extra % damage based on their missing health when they're at/below 30% HP. So the passive basically just lets you make sure you kill someone when they're low. Meanwhile, the stun field is OP as all hell; throw it out, dash in, boom, get a shield AND stun your target for 2.25 seconds at rank 1? What is this, Veigar wall all over again?

The E is fine, it's probably going to be what you use to engage on a champ after stunning them with W.

The ulti's damage is dumb, especially that ratio. Like you just pop it, dash in with E, stun with W, then walk away until your shadow gets to where the stunned enemies are, reactivate it and watch them blow up with an AoE that heals you and does insane damage to enemies nearby? And it seems like once you hit 6 and skill the ulti you get the ghost trail following you around wherever you walk. There is no range indicator/distance listed, so it could lead to recall shenanigans where you recall, buy items and quickly ulti back to lane.

W has a 3 second delay though. That's fucking huge. Then if it has a cast time, that's probably going to end up being 3~3.5 second delay from between casting the spell and it landing. Then you have to actually walk/E/R/flash into the field, which gives the enemy even more time to gtfo.

Iunno...Veigar's old stun was much better.
On May 14 2015 05:07 Seuss wrote:
Show nested quote +
On May 14 2015 05:03 Ryuu314 wrote:
it goes up to 3.6 if you land the ult though. on top of that, depending on whether W has a cast time and how telegraphed the projectile is, he could be pretty gross in his nuke potential.

I can imagine scenarios where he's being chased, throws his W on his position and keeps running. Counts to 3 then hits R for #LCSBIGPLAYS


2.3 includes his Q and E damage ratios, though I'm excluding the W passive. W active doesn't do damage, it just gives Ekko a shield with a 0.8 ratio.

1.3 (from ult) +2.3 (Q+E) is 3.6... I mentioned the W since it lets him set up his ult nuke.
wei2coolman
Profile Joined November 2010
United States60033 Posts
May 13 2015 20:08 GMT
#957
Just noticed, Ekko's ult doesn't cost mana....
liftlift > tsm
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2015-05-13 20:11:13
May 13 2015 20:11 GMT
#958
On May 14 2015 05:07 Ryuu314 wrote:

1.3 (from ult) +2.3 (Q+E) is 3.6... I mentioned the W since it lets him set up his ult nuke.


Q+E is only 1.0 total. 0.2 for the first half of Q, 0.6 for the second, and 0.2 for E.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Kinie
Profile Joined December 2011
United States3106 Posts
May 13 2015 20:11 GMT
#959
On May 14 2015 05:08 wei2coolman wrote:
Just noticed, Ekko's ult doesn't cost mana....


Yeah, but considering how expensive his abilities are to begin with, I think that's needed. We still don't know his base stats though, so it could be that he has insane base mana regen.
Fusilero
Profile Blog Joined July 2011
United Kingdom50293 Posts
May 13 2015 20:13 GMT
#960
http://oce.leagueoflegends.com/en/news/game-updates/patch/patch-59-notes
Glorious SEA doto
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