Fonction recherche, post-it, merci
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15:25 GMT+1 : Les problèmes serveurs ont été résolus pour le moment. Nos équipes techniques en cherchent encore la cause exacte et restent prêtes à intervenir au moindre souci. Nous vous tiendrons au courant dès que nous en saurons plus.
Avant de jouer à nouveau à Lol, je te conseille de lire ceci (en nous excusant d'écrire majoritairement en minuscules)
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Beschwörer, wir wissen von den aktuellen Problemen mit Verbindungsabbrüchen und "Server beschäftigt" Fehlermeldungen.
Wir entschuldigen uns für diese Unterbrechungen und tun unser Bestes, um dies so schnell wie möglich zu reparieren. Ranglistenspiele wurden beim ersten auftreten der Probleme deaktiviert, sodass Spieler, die Disconnected wurden oder deren Mitspieler Disconnected wurden, keine Niederlagen zu beklagen hatten.
Update 14:25 GMT+1 : Wir haben Ranglistenspiele wieder freigegeben und untersuchen weiterhin den Ursprung des Problems
Invocateurs,
Nous sommes au courant que les joueurs subissent des problèmes de déconnexions et des messages "serveur occupé".
Nous vous présentons nos excuses pour ces interruptions et faisons tout notre possible pour résoudre le problème au plus vite. Les files classées ont été désactivées dès l'apparition du problème afin que les joueurs déconnectés pendant une partie, ou jouant avec des équipiers victimes de déconnexion, ne soient pas pénalisés pour une éventuelle défaite.
Merci de votre compréhension.
EDIT :
15:25 GMT+1 : Les problèmes serveurs ont été résolus pour le moment. Nos équipes techniques en cherchent encore la cause exacte et restent prêtes à intervenir au moindre souci. Nous vous tiendrons au courant dès que nous en saurons plus.
Summoners we are aware of the current problems with disconnects and server busy errors that you may be experiencing.
We apologize for these interruptions and are doing everything we can to fix this as soon as possible. Ranked queues were disabled at first sign of the problems so any players that were disconnected or in a game with teammates that disconnected, will not have the loss counted against them.
I can't actually vote in these polls.
That being said, this thread is now about 7.
I think I need to clarify my postion here. While I am no real place to have an opinion on Girls Generation Ahri, as it's not on my cultural or personal radar, I have no problems with it being a thing is that's what appeals to players and isn't simply catering to a niche. If it ain't a niche, fantastic!
I think people my have been confusing my having no positive feelings as thinking I had some sort of strong negative feelings. Again, if it's something that makes sense for the character, and it's what the fans feel is valuable. By all means, let it be so.
| I would say 0.1 extra ad ratio on W is justified if you're gonna remove the passive proc potential. |
You are literally advocating for giving a 21/9/0 Kha'Zix +26 more damage on W when he has a fully stacked Bloodthirster + Black Cleaver + Muramana. With just a fully stacked Bloodthirster and a Brutalizer, we're talking a difference of +15.5
CMAWN.
I wonder if you're overvaluing the power of those jungle buffs. Sure you'll feel slightly weaker for not having them, but by no means are they necessary for Nunu's overall power. He used to be a strong invade jungler, and we buffed that with Consume dealing more damage. Jungle Nunu doesn't run low on HP past his first back - even with the new Consume - and the new jungle consume buffs are just icing on the cake.
Quite literally we buffed jungle Nunu even without the consume buffs and you're saying that he feels weaker when his buffs are off - sure, but in comparison to old Nunu, that's simply not true!
10% HP, 1% of HP dealt as damage, and a 15% movement speed buff for 3s on minion kill does not differentiate between mega strong Nunu and weak Nunu. They make a difference, certainly, but at max level Consume they're up for 4 minutes!
While the changes are still under iteration (looking at you, ultimate), Kha'Zix's evolved Void Spikes would always slow if used correctly, because he would always use it to proc his passive (Unseen Threat). We're talking up to an additional 190 magic plus a 25% slow for two seconds on top of 235 + 90% bonus AD per Void Spike.
This change significantly reduces that damage (since it no longer deals bonus magic damage) but retains the utility of the slow. He's got less poke (for so much mobility and a resetting leap, him having so much poke is suspect), but he's stronger for in-fighting.
I'd also like to note that Talon has a very high internal win rate, so it's not like he's been deleted from the game ;(
Two quick things!
You do realize that Nunu simply has to use consume on a jungle monster to get the buff - he does not have to kill it? That means Nunu in any lane can run to the jungle to consume something for a buff, and if he's feeling particularly generous he can even use it to help a teammate with a jungle creep (or leashing). So the consume buffs help in that regard. If you never go to the jungle as a lane Nunu, then you're literally ignoring the high objective control value of Consume, which is a problem in itself.
Second point, I wonder if you're misconstruing variability here for general lack of interaction. The thing about lane Nunu was that he has no real lane interaction in terms of 1v1 mechanics. You'd get snowballed to the face, and then he would heal back your harass with a consume. Sure he works in lane if your idea of working in lane is to come out of it equal or ahead of your opponent, but in terms of gameplay he was just a big rock that sat there.
I think live design in general is alright with pushing a champion to the jungle (see Udyr) if that champion's power levels and gameplay design flow better form the jungle. Old Udyr and old Nunu in lane used to just sustain without much interaction, while new Udyr and new Nunu work a lot better in the jungle and their power flow lends better to that. It's one thing to reduce variability if a champion is fun and interesting and interactive in a role (unless that "fun" factor is being super strong and crowding everyone out), but it's another to think that flat non-interaction is a form of viability.
But still, it's not like lane Nunu is completely dead, or do you think these changes really obliterate him?
On a serious note, I used to build it in lieu of tear because I didn't want to build up tear (and it gave mana in replacement). Damage wasn't as high as I'd have liked it to be. Randuins is probably the choice if you need the slow, but otherwise Triforce for the high burst. Kha'Zix just isn't on the frontline long enough to use Gauntlet to its full effectiveness.
I gotta say, some weird stuff gets dredged up every now and then. This is definitely that.
| Would be awesome to work for Riot, Perhaps one day I'll apply ![]() |
Again guys, I just want to emphasize that this thread is a purely personal curiosity.
Not asking on behalf of Riot, despite the reddit thread title ;P
Edit: that said, please continue sharing! I always enjoy the opportunity to better understand the player base 

