it's not chaser shit if it's an artist I like

it's not chaser shit if it's an artist I like

Kinda dudes who insist Kirara is a man or lost their shit when Bridget's gender was confirmed bringing up imaginary GNC people as if criticizing a fictional portrayal means invalidating anyone specific.

u/DeadAndBuried23 — 7 hours ago

With the success of Dusk and Dawn, here's some new items the design team has cooked up

(this is satire)

DnD successfully made effects that were only supposed to apply every 3rd hit so strong that it even outclassed the fact it doesn't have stats some of its users wanted from Rageblade. So we've decided to make more items that help you meet the "champion fantasy" of not having to deal with silly things like balance mechanics.

First off, we're giving Stridebreaker back its dash, and bringing back both Galeforce and Prowler's claw-- with the ability to target minions. No more will something like being immobile because you're ranged or a statstick be a hindrance.

Now for the new items:

* Timewarp Tassle: A new Adaptive tear item. At full stacks, grants 50% CDR to your first rank 5 ability. This CDR is counted separate from AH. Can't let something silly like costs or cooldowns stop you from using your abilities more often.

* Glordoth's Glassbreaker: A lethality item with an active (100s cooldown) that allows your abilities to deal damage through untargetability. No more pesky Zhonya's stopping your faker Zed plays.

* Bob's Bow: AD+AS+Crit, critical strikes no longer occur normally, instead Attacks grant 0-100 stacks of *Bobeye*, with minimum and granted stacks both scaling with crit chance, and will critically strike at 100. This is also an on-hit effect because fuck it why not. Chance be damned, now you can always know when you'll crit.

* Dad's Belt: HP, armor, MR. Buildpath: 3 Giant's Belts. Your immobilizing crowd control deals %max HP true damage scaling with your HP. Because a full tank build shouldn't mean you don't get to do Tons of DamageTM.

* Spellslinger: Adaptive force, AH. Half of AH applies to summoner spell cooldowns. Don't worry, we'll let Zoe abuse it for a month or so.

* Dawn and Dusk: it's just Dusk and Dawn but AD. Vi mains rejoice.

We know we told you there was going to be a shift away from game-changing item spikes in favor of champion kits, only to make an item that fundamentally changes how some champs *can* be played once it's finished, and we figured the best solution is making more of them and never addressing our mistake/lie.

reddit.com
u/DeadAndBuried23 — 3 days ago

lost in translation

The shit people who don't read their own holy books say when confronted with the words on the page gives me migraines.

u/DeadAndBuried23 — 4 days ago

The weekly chroma rotation needs major changes

Week after week after week, chromas are showing up that have been repeated 3-6 times already. Or that are already currently available in ongoing events that brought them back. All while over a quarter have still never showed up once.

Maybe it's a mathematical coincidence, but it's really suspicious that it happens to be the same chromas for the same champions over and over. We even had three for one champion in the rotation last week. It's getting ridiculous.

Either the rotation rate or the pool needs to be majorly expanded. It's not even a fomo model. Fomo would be limited releases so people rush to buy mythic essence when what they want is available. That's not what it is if you miss the part where you make the thing available at all.

Waiting an entire week just to log in and see 3/4th of the options are repeats for the champs that get Luna Snow level favoritism is so annoying.

reddit.com
u/DeadAndBuried23 — 7 days ago

There should be more keystones, with more variety

I'm getting deja vu from the treatment of Hail of Blades the last two changes. Just like Lethal Tempo, AS was too niche, so they gave it raw damage. That was too broad, so they nerfed it.

Is it wrong to want keystones to be niche? If champions that don't actually want AS do want damage, make a new keystone. Let us have different playstyles instead of flattening every rune until they're all just on-release Conqueror with a different icon.

reddit.com
u/DeadAndBuried23 — 7 days ago

Changes that would support fighter builds more

To be clear, this is *if* they continue trying to force him away from lethality, towards AD items with health.

**If** that's the direction all future changes will go as well (and I'm looking forward, past the inevitable heavy nerfs he'll receive as a result of items getting their strength back), then I've got a few suggestions.

Think of the numbers more as negotiable, not the for sure amounts.

* Empowered E base resistances removed. Instead, Mortal Will stacks grant 1-7 (the same amount as current, but split by stack) (+1% bonus HP) Armor and MR per stack. At 5 stacks, Attacks deal 1% (+1% per 100 bonus HP) max HP physical damage.

* Empowered E grants Armor and MR equal to (2.5% bonus HP, its current scaling) + Mortal Will's maximum for 4 seconds.

* Empowered W's triple strike will deal Mortal Will's on-hit damage. (With just Sundered+Cleaver, that's a 19% *max HP* total, stronger than even a full HP bork triple proc)

The passive on-hit isn't to incentivize you not to use abilities. It's more like Rumble's on-hit when he's overheated. I.e., not the thing to focus, but the right call sometimes.

* Power budget for these buffs would ideally be taken from R's damage, possibly nerfs to its passive pen and snapQ's refund to compensate as well.

This would give him more of a way to fight back against champions that are supposedly in the same class, while leaning harder into the health on fighter items, as well as better synergy with more of them. You could buy AS and actually get some kind of benefit.

Evidently had to reword things to avoid confusion, and clarify what the amounts mean.

reddit.com
u/DeadAndBuried23 — 8 days ago

I wish he were a little more of a fighter

To start, I'm not a fan of their push to force him to buy health. I liked him more before. But what they have given him feels tacked on and not very well thought out, with the sole goal of pushing him away from assassin builds and no real mind to what buying fighter items should mean.

But if that's the direction all future changes will go as well (and I'm looking forward, past the inevitable heavy nerfs he'll receive as a result of items getting their strength back), then I've got a few suggestions.

It's odd, but I'm going to start with the nerfs that would balance out the other changes, to show where I think power should be shifted away. Think of the numbers more as suggestions than the actual amounts.

  • Empowered E base resistances removed.
  • Snap Q cooldown refund reduced from 60% to 50%.
  • R passive armor pen reduced from 10/20/30 to 15 at all ranks.
  • R spear no longer slows.
  • R damage reduced from 300/500/700 to 300/400/500.

Now, for the changes:

  • Mortal Will stacks grant 1-7 (by level) (+1% bonus HP) Armor and MR per stack. At 5 stacks, Attacks deal 1% (+1% per 100 bonus HP) max HP physical damage.
  • Empowered W's triple strike will deal Mortal Will's on-hit damage.
  • Empowered E grants Armor and MR equal to (2.5% bonus HP) + Mortal Will's maximum for 4 seconds.

This would give him more of a way to fight back against champions that are supposedly in the same class, while leaning harder into the health on fighter items, as well as better synergy with more of them. You could buy AS and actually get some kind of benefit.

reddit.com
u/DeadAndBuried23 — 8 days ago

Suggestion for a visual/animation update

It's been a topic since her reveal that slappy manta ray is a really goofy concept.

I propose that instead, the manta fin part be hiding tentacles and/or buglike limbs. Akin to Cho and Kha. At lower attack speeds, she'd whip/slash alternating between the limbs, and at high AS she'd thrust with them similar to how she does now.

Not exactly like this, obviously, but something along these lines.

u/DeadAndBuried23 — 10 days ago

PSA: There's now an option to learn a spell by pressing it

https://imgur.com/a/rSuId0f

Since I can't even find it in the patch notes for when it was added, I bet a lot of people haven't heard.

A few months ago they added a toggle in the Game option section that allows you to learn a spell by simply pressing it, instead of using control or assigning it to another key. Makes for faster level 2/3 engages.

Even if you're already used to using another method, this could shave a fraction of a second off of your engage early. You could even just spam the button while waiting for level 2.

Edit for clarity: This is only unlearned abilities. It won't interrupt using spells when you level up. It will normally only be used levels 1-3 and 6.

u/DeadAndBuried23 — 12 days ago

How a lotta you seem to want Darius to be

If I ever try to bring up how unhealthy movespeed-focused Darius is and has been for years, I get nuked. Just today I see someone suggesting he get movespeed during bleed.

So let's drop the pretense of this Stormraider/Ghost/Youmuu's character being a juggernaut entirely, and make him AD Lillia.

Trade the bonus AD for the same movespeed passive as her, adjust damage numbers as needed, and let the champion be the Deerius you clearly wish he was.

And this is only half joking. I'm serious that it seems a lot of you would have more fun with the character if they leaned into movespeed as his thing instead of having to use it as his crutch. Swap his model for a slimmer, more realistic one like the Noxus cinematic, and have him fight like that too, using speed over raw strength.

u/DeadAndBuried23 — 14 days ago

How would you feel if he were melee?

With the upcoming Cleaver ranged MS nerf, and years of having to be adjusted separately weeks or months after the fact whenever a melee/range split changes items/runes he uses, why not just make him melee?

He's the lowest range "ranged" champion, at 350. Which is only 25 more than the highest base range melee champion, Lillia at 325.

I'm thinking just drop him to 325 as well and add a note in his passive that he's melee. He likely wouldn't even need buffs with how it'd increase his ability to use items made for his class. Might even need nerfs.

Edit: I didn't include them, but think of all the things he would gain simply by being flagged as melee. Arguably the range nerf isn't even necessary, but I included it because it has precedence with Lillia.

If he were melee, so many effects he would otherwise want would be twice or even three times as strong as they currently are on him:

  • Grasp
  • Doran's Shield
  • Heartsteel
  • Titanic, and other Hydra items
  • Sundered Sky
  • Hullbreaker
  • Death's Dance (from 10% to 30%)
  • Eclipse
  • Bork
  • And of course Cleaver after they nerf it.
reddit.com
u/DeadAndBuried23 — 16 days ago

A bunch of ADC augment ideas, to add more options and diversity

Before you say, "this is just weaker [x]," keep in mind that's what a lot of augments are. I will try to make them different while staying class-specific, and include an explanation. Imagine numbers/effects would be adjusted for the tier and for balance. Taking quite a bit of inspiration from old items/effects.

Typhoon Claws: Every 4th attack becomes 3 Attacks at 50% power and 300% AS.

  • If you were around for Black Market Brawlers, you'll recognize the effect from the item of the same name. It'll apply on-Attack effects, unlike other augments.

Cursed Blade: Attacks' total AD scaling is reduced by 20%, but you now apply on-hit effects as if you were melee.

  • Similar effect to Draw Your Sword but instead of overblown states in exchange for range, you keep the range and take a big hit to anything other than a dedicated on-hit build.

Focus: If you have not attacked in 8 seconds, your next Attack will critically strike. If it would already critically strike, it deals 300% (345% with I.E.) critical strike damage instead of 200%/230%.

Orb Walker: Attacks within 10% of our maximum range deal 20% bonus true damage.

Scripting!: Your Attack Range is always visible.

Thunderlord's Blessing: Your Energized effects can critically strike for 75% bonus damage.

Occult Classic: Gain 2 stacks per kill and 1 stack per assist. Stacks grant 5 bonus AD, up to 160. Lose 60% of stacks on death.

Must Have Been the Wind: Replace one of your summoner spells with Cloudburst III: Dash a fixed distance in the target direction, though not through terrain, and fire three homing missiles at the lowest health enemy nearby. 40s cooldown.

  • Other options for more mobility exist, but I figure people would like having this back.

Hail the Size of Minivans Gain an enhanced Hail of Blades. It is active for 6 attacks instead of 3, and deals triple the true damage.

I Cast Gun: Your Attacks now deal magic damage instead of physical (but still scale AD and crit as normal).

Commander: If you Attack a champion, nearby minions will reset their attack timer, gain 50% AS on their next attack, and switch focus to your Attack target for 4 seconds. Refreshes on subsequent Attacks, but cannot be reactivated on a different target until it ends.

Personal Space: Your next Attack against a champion will knock them back to your maximum attack range. 40s cooldown per target.

Pocket Sand: Attacking a champion applies a stack of Sand. At 5 stacks, they're blinded for 1s.

Basic B!tch: Gain 100% AS, 100% Total AD, 20% bonus critical strike damage, 10% MS, 50% summoner spell CDR, and remove your level cap. But all of your abilities are sealed.

reddit.com
u/DeadAndBuried23 — 17 days ago
▲ 8 r/Soda

Finally got one that matches the box

I only buy these when the store near me is out of strawberry, but the last few times it was still the old green can in a red box. Surprised me the cans were red.

u/DeadAndBuried23 — 17 days ago