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[Patch 5.12] Runeglaive General Discussion - Page 11

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las91
Profile Blog Joined May 2011
United States5080 Posts
Last Edited: 2015-06-26 16:28:27
June 26 2015 16:28 GMT
#201
So I just played through a game and at the end the score screen was like... really messed up and now the match isn't in the match history but it seems to have counted towards my series.

Is there something wrong with the Riot API today?
In Inca we trust
Alaric
Profile Joined November 2009
France45622 Posts
June 26 2015 16:44 GMT
#202
Twitch is an "assassin" because of the pattern of "go invisible -> stack passive -> blow them up with evenom" I guess. Kalista kinda does that with Rend minus the invisibility, and she's also more recent (keep in mind people went all "wtf?" when Morgana was originally tagged as "support" (role), when nowadays she almost only sees play as one (position)).
It's only Twitch's secondary tag anyway, he's mainly a marksman.

The fun part comes when you look at the Fighter tag, both primary and secondary.
Cant take LMS hipsters serious.
Parnage
Profile Blog Joined February 2010
United States7414 Posts
June 26 2015 18:37 GMT
#203
Everyone is a fighter, but not everyone is a fighter.
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
Caiada
Profile Joined January 2015
United States3052 Posts
Last Edited: 2015-06-26 19:02:36
June 26 2015 19:02 GMT
#204
Their tags are ridiculously general. Kiiiiiiiinda obvious. It's more of a 'hey this champion's playstyle vaguely resemble x champion in the x pool, tag them with x.' And they don't update them either, so basically, why bother
XDG Mata
Kinie
Profile Joined December 2011
United States3106 Posts
June 26 2015 19:23 GMT
#205
On June 27 2015 01:18 Seuss wrote:
I'm aware of the history, but I'm grinding an axe.

My reaction is largely because people were talking about fixing Diana by giving her things she doesn't have (e.g. pre-6 ganking potential). Maybe that will ultimately be what is necessary, but I don't think that kind of change should be undertaken lightly, even with her history.

Fundamentally I don't see the need for a full rework when conceptually a dramatic reduction in her ultimate's damage would fix her burst, and further numbers tweaks could put her closer to an Irelia-style AP than an Akali.


Ok, let's look at Irelia. She has built-in sustain on the W, a gap closer on Q, a melee stun/slow on E, and more sustain + burst damage on her R.

Diana's gap closer is on her R, but if you land a Q before the R hits, R will reset. So in theory you get a decent burst of damage with a Q-R-R combo, that'd be the closest comparison to Irelia's R. Diana's W is not sustain specifically, but it does help her win trades, so it's a similar function to Irelia's W. The Q is wave clear and part of the engage tool, so that matches pretty well with Irelia's Q. Diana's E is an AoE mini-vaccum effect that does damage and slows whoever it hits briefly, and is the only form of CC in her kit and is arguably not as strong as Irelia's E.

So why is Irelia so much better than Diana when you build her tanky? Irelia gets true damage on the W active and her passive means she is near immune to any form of CC in a teamfight. Where-as Diana's passive helps her clear minion waves/monster camps faster and push down towers.

If you don't want to give Diana pre-6 ganking potential in a theoretical rework of her, then you need to provide some sort of payoff for it, and right now her Q+R isn't enough. And in lane Diana either has to build Zhonyas or Abyssal first depending upon what her lane opponent's damage source is because the shield isn't as strong as Irelia's W passive sustain, where you can put a single point into it and just heal up off AAing a wave.
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
June 26 2015 19:27 GMT
#206
http://www.surrenderat20.net/2015/06/626-pbe-update.html

"This unit's Devourer is Sated. Basic attacks deal X bonus magic damage and every other basic attack will trigger on Hit effects twice."

Holy shit this is terrifying.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
Gahlo
Profile Joined February 2010
United States35174 Posts
Last Edited: 2015-06-26 19:42:34
June 26 2015 19:34 GMT
#207
On June 27 2015 04:23 Kinie wrote:
Show nested quote +
On June 27 2015 01:18 Seuss wrote:
I'm aware of the history, but I'm grinding an axe.

My reaction is largely because people were talking about fixing Diana by giving her things she doesn't have (e.g. pre-6 ganking potential). Maybe that will ultimately be what is necessary, but I don't think that kind of change should be undertaken lightly, even with her history.

Fundamentally I don't see the need for a full rework when conceptually a dramatic reduction in her ultimate's damage would fix her burst, and further numbers tweaks could put her closer to an Irelia-style AP than an Akali.


Ok, let's look at Irelia. She has built-in sustain on the W, a gap closer on Q, a melee stun/slow on E, and more sustain + burst damage on her R.

Diana's gap closer is on her R, but if you land a Q before the R hits, R will reset. So in theory you get a decent burst of damage with a Q-R-R combo, that'd be the closest comparison to Irelia's R. Diana's W is not sustain specifically, but it does help her win trades, so it's a similar function to Irelia's W. The Q is wave clear and part of the engage tool, so that matches pretty well with Irelia's Q. Diana's E is an AoE mini-vaccum effect that does damage and slows whoever it hits briefly, and is the only form of CC in her kit and is arguably not as strong as Irelia's E.

So why is Irelia so much better than Diana when you build her tanky? Irelia gets true damage on the W active and her passive means she is near immune to any form of CC in a teamfight. Where-as Diana's passive helps her clear minion waves/monster camps faster and push down towers.

If you don't want to give Diana pre-6 ganking potential in a theoretical rework of her, then you need to provide some sort of payoff for it, and right now her Q+R isn't enough. And in lane Diana either has to build Zhonyas or Abyssal first depending upon what her lane opponent's damage source is because the shield isn't as strong as Irelia's W passive sustain, where you can put a single point into it and just heal up off AAing a wave.

Moonfall doesn't do any damage.

Dat devourer change, ouch.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2015-06-26 19:52:01
June 26 2015 19:47 GMT
#208
On June 27 2015 04:23 Kinie wrote:
Show nested quote +
On June 27 2015 01:18 Seuss wrote:
I'm aware of the history, but I'm grinding an axe.

My reaction is largely because people were talking about fixing Diana by giving her things she doesn't have (e.g. pre-6 ganking potential). Maybe that will ultimately be what is necessary, but I don't think that kind of change should be undertaken lightly, even with her history.

Fundamentally I don't see the need for a full rework when conceptually a dramatic reduction in her ultimate's damage would fix her burst, and further numbers tweaks could put her closer to an Irelia-style AP than an Akali.


Ok, let's look at Irelia. She has built-in sustain on the W, a gap closer on Q, a melee stun/slow on E, and more sustain + burst damage on her R.

Diana's gap closer is on her R, but if you land a Q before the R hits, R will reset. So in theory you get a decent burst of damage with a Q-R-R combo, that'd be the closest comparison to Irelia's R. Diana's W is not sustain specifically, but it does help her win trades, so it's a similar function to Irelia's W. The Q is wave clear and part of the engage tool, so that matches pretty well with Irelia's Q. Diana's E is an AoE mini-vaccum effect that does damage and slows whoever it hits briefly, and is the only form of CC in her kit and is arguably not as strong as Irelia's E.

So why is Irelia so much better than Diana when you build her tanky? Irelia gets true damage on the W active and her passive means she is near immune to any form of CC in a teamfight. Where-as Diana's passive helps her clear minion waves/monster camps faster and push down towers.

If you don't want to give Diana pre-6 ganking potential in a theoretical rework of her, then you need to provide some sort of payoff for it, and right now her Q+R isn't enough. And in lane Diana either has to build Zhonyas or Abyssal first depending upon what her lane opponent's damage source is because the shield isn't as strong as Irelia's W passive sustain, where you can put a single point into it and just heal up off AAing a wave.


AD generally favors Bruisers more than AP because of its consistent damage output.

An AD bruiser can just continue to auto for a decent amount of damage, and their skills can be tuned down to just supplement this.

An AP gets most of their damage from skills, and there is usually no/less incentive to not use all of them as fast as possible, naturally becoming an assassin playstyle (low sustained damage compared to burst).

The ways to prevent this are giving them an extremely low CD AP skill (evelynn), or a diana onhit passive. This unfortunately basically makes them into an AD champion who just happens to build AP (kayle). Not extremely interesting.

Its quite hard to get a melee bruiser to build AP, look at jaxes CD's and ratios. they are pretty great, but why build ap and do .9AP every three attacks, when you can build AD and do 1.0AD every attack. Lifesteal is also much better and easily accessible than spellvamp.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
kongoline
Profile Joined February 2012
6318 Posts
June 26 2015 19:55 GMT
#209
are they really buffing kennens team fight which is already OP zzzzzzzzzzz
Alaric
Profile Joined November 2009
France45622 Posts
June 26 2015 19:56 GMT
#210
Irelia you build tanky because she doesn't get that much more mileage out of other itemisation stuff once she's past her peak. Diana will continue because AP ratios.
Yi deals a fuckton of damage because of massive AS steroid and a ratio on his E so you build AD and crit, same with Yasuo's AS and crit (early on).

Irelia doesn't have offensive ratios (E and R aren't high enough to justify it).

I don't see the point of comparing them. Diana has waveclear and pseudo poke with Q, she's got initiation power from R's superior range and E, she's more vulnerable pre-6 and doesn't spike harder in normal circumstances (she snowballs way harder) but she doesn't fall off.
Her lack of sustain makes the sidelanes harder for her, while Irelia's lack of burst makes the short lane harder for her. She also does better on low farm because she mostly uses levels, but she can't make up for it by farming later if she misses her power spike.

I don't see why you compare them.
And if you look at Riot's take on "roles", their tags actually make sense and can be explained fairly easily... save for Fighter because Fighter is a mess. Basically it's in the middle of tank, mage and assassin, and every champion who gets a bit of elements from other roles or doesn't go all the way inside its archetype gets "fighter" slapped on it.
So Riven who's an assassin with tankiness and AoE damage is also a fighter, Nautilus who's a tank is tagged fighter for no reason at all, Ekko's an assassin because if they didn't fuck up he wouldn't burst people but would need to stay in, Mundo's not a mage with only Cleavers, nor a Marksman despite E, nor a tank because he's sturdy but cc-less, so he's a fighter.
etc.

It's actually telling (the non-fighter part): Tryndamere and Yi are assassins because a melee character can't be a marksman, needing burst if he doesn't build tanky to actually contribute to the fight.
Cant take LMS hipsters serious.
Slusher
Profile Blog Joined December 2010
United States19143 Posts
June 26 2015 20:01 GMT
#211
so I was looking up some alkali builds last night and I saw that save was skipping gun blade in favor of Trinity. He goes either armguard or hex drinker to counter his lane, then builds trinity force. Actually seems kinda legit when you think about it, it should be noted that he only has a 33% win rate on her but I can see the logic and I kinda want to try it.
Carrilord has arrived.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
June 26 2015 20:11 GMT
#212
On June 27 2015 04:23 Kinie wrote:

...If you don't want to give Diana pre-6 ganking potential in a theoretical rework of her, then you need to provide some sort of payoff for it, and right now her Q+R isn't enough...


That's perfectly reasonable, even intuitive. A champion with weaknesses should have strengths to counteract them (though perhaps asymmetrically).

As a reminder, I'm working off the premise that Riot wants to shift Diana from an AP Assassin to an AP Bruiser. Here's a little more detail on why I made the suggestion I did at the end of my previous post.

The core mechanism that seems to drive Diana's assassination power is her ultimate. Without her passive prepped it represents a full half of both the base damage and AP scaling of her burst combo (WQRR). Even with her passive prepped it's still roughly 35-40% of the burst combo's damage/scaling. As such it seems like the best focal point for reducing her potential for assassination.

Now, reducing the damage on Diana's ultimate is obviously a nerf and given that she's being targeted for improvement it doesn't make sense to stop there. The question is how do we fiddle with her numbers so that she could serve as an AP bruiser without simply being better as an AP assassin? My answer would be:
  • Add a little more base damage to her passive, and improve her attack speed scaling to shift her power toward auto-attacks.
  • Increase the base shielding and scaling on her W significantly.
This is where "number are hard" kicks in, but I think that's a good direction if we're looking to make her an AP bruiser.

However, I'm not a core Diana player so if that's antithetical to how you want to play her I (as a Xerath player who liked him better pre-rework) can completely understand.

As a footnote, I excised your Irelia/Diana comparison because it's already been quoted, but also because it rambled along when you could have just said, "Irelia works because she has self-healing, true damage, and strong resistance to CC. All Diana has is a shield and waveclear".
"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
June 26 2015 20:25 GMT
#213
On June 27 2015 05:11 Seuss wrote:
Show nested quote +
On June 27 2015 04:23 Kinie wrote:

...If you don't want to give Diana pre-6 ganking potential in a theoretical rework of her, then you need to provide some sort of payoff for it, and right now her Q+R isn't enough...


That's perfectly reasonable, even intuitive. A champion with weaknesses should have strengths to counteract them (though perhaps asymmetrically).

As a reminder, I'm working off the premise that Riot wants to shift Diana from an AP Assassin to an AP Bruiser. Here's a little more detail on why I made the suggestion I did at the end of my previous post.

The core mechanism that seems to drive Diana's assassination power is her ultimate. Without her passive prepped it represents a full half of both the base damage and AP scaling of her burst combo (WQRR). Even with her passive prepped it's still roughly 35-40% of the burst combo's damage/scaling. As such it seems like the best focal point for reducing her potential for assassination.

Now, reducing the damage on Diana's ultimate is obviously a nerf and given that she's being targeted for improvement it doesn't make sense to stop there. The question is how do we fiddle with her numbers so that she could serve as an AP bruiser without simply being better as an AP assassin? My answer would be:
  • Add a little more base damage to her passive, and improve her attack speed scaling to shift her power toward auto-attacks.
  • Increase the base shielding and scaling on her W significantly.
This is where "number are hard" kicks in, but I think that's a good direction if we're looking to make her an AP bruiser.

However, I'm not a core Diana player so if that's antithetical to how you want to play her I (as a Xerath player who liked him better pre-rework) can completely understand.

As a footnote, I excised your Irelia/Diana comparison because it's already been quoted, but also because it rambled along when you could have just said, "Irelia works because she has self-healing, true damage, and strong resistance to CC. All Diana has is a shield and waveclear".

I also think you can fiddle with her E radius/damage to push her to more teamfight oriented, or more skirmish/duelist/ganks.
Freeeeeeedom
Frolossus
Profile Joined February 2010
United States4779 Posts
June 26 2015 20:27 GMT
#214
i think anivia top is my current hipster pick. still fumbling over what runes/masteries/item order i like most for top.
Ethelis
Profile Blog Joined September 2008
United States2400 Posts
June 26 2015 21:05 GMT
#215
On June 27 2015 05:27 Frolossus wrote:
i think anivia top is my current hipster pick. still fumbling over what runes/masteries/item order i like most for top.


Always MS quints, never not MS quints.
Disabled gamer - Diamond 3 (LoL) D+ Rank scrublord on BW. Bisu doesnt need DTs, He uses probes. just ask Flash.
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
Last Edited: 2015-06-26 21:28:10
June 26 2015 21:25 GMT
#216
Terrifying.

+ Show Spoiler +



'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
Blooshy
Profile Joined April 2015
Peru3 Posts
June 26 2015 21:27 GMT
#217
Finally they nerfed Ekko
Purge
Profile Joined November 2010
Canada372 Posts
June 26 2015 21:47 GMT
#218
I'm more of the opinion that a Diana rework would be more in tune with the logic behind the Xerath rework. Xerath was a perfectly fine champion before, but he was just a flat experience to play as and his playrate showed that - noone played him regardless of the fact that he was in the upper quartile of winrates almost permanently. Diana similarly is a flat as hell experience. How do you display mastery on Diana? how can I show that im playing well? I mean like really her whole damage combo is targeted except for Q and moonfall's effect is not nearly pronounced enough for it to have the teamfight impact its supposed to so all you can do to be good on Diana is properly trade with W, properly manage Passive Stacks and land Q. By comparison look at Rumble, who is a stable part of the game constantly and fills a similar niche as an AP Bruiser. Rumble has so much going on - Constant weighing of overheat, choosing which spell to trigger dangerzone with, flamespitter direction management, equalizer usage, and it goes on.

If thas not how you're gonna display mastery, then youd have to demonstrate it like a leona or Alistar player, who can demonstrate skill using solid decisionmaking on initiation, which is more what Riot thought would be her niche.
But this part of Diana has been nerfed so hard into the ground its not funny because she has burst where other similar champions do not. We have to start looking away from this identity for her to play around imo.

I'd make the case for Diana to be reworked and to be given a kit that has more player controlled nuance than her current W and R, and a moonfall that is actually a teamfighting and her defining tool. I know that Mount Targon Champs are famous for being linear and easy to play, but Id love it if she had mechanical depth to her. Maybe an energy system to gate her Q spam but make her manaless, even better an energy system like Rumbles or Gnars that locked her out of using a ranged Q after crossing over a certain threshold (eg. all spells add 10 to her counter, above 30 her Q changes from ranged poke to a midranged duelist tool). Im just spitting out ideas here and i am heavily biased towards high mechanical complexity personally so i prob would go overboard but thats what i think should happen to her.

She's an awesomely conceived character in terms of personality and art (my 3rd fav behind Yas and Riven) and its just sad that shes fun to become but boring to play. :/


Now that people brought it up im not gonna be able to get diana rework ideas out of my head lol.
"Never do an enemy a small injury." - Machiavelli
IamPryda
Profile Joined April 2011
United States1186 Posts
June 26 2015 22:29 GMT
#219
The last thing this game needs is feral flare part 2 nothing worse then have games decided by which teams feral flare jungler doesn't suck. Also not intersted in seeing master yi's and udyrs in every game
Moar banelings less qq
Slusher
Profile Blog Joined December 2010
United States19143 Posts
June 26 2015 22:33 GMT
#220
I don't know why they don't just make devour into poor mans Botrk, I mean thats kinda the thing they have going

warrior > budget bruta upgrade
Magus > budget lichbane
Cinder > budget sunfire
Carrilord has arrived.
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