Everyone who WANTS the midscope, how and why?

I mean this in 100% good faith. I personally do not want Bel'Veth to change at all, or at least maintain her current kit as much as possible. But I am curious to see what people who DO want and are excited for the supposed midscope are seeing in it.

So what changes do you want to see? And I don't mean general ideas like "make her scale better" or "make her fit her fantasy" (even though I 100% believe she already does), I mean specifics. Like what changes, both ability adjustments AND specific number changes do you think a midscope would be, what would you want them to be, and why?

Though I DON'T want or think Bel needs any significant changes, I want to put out as many ideas as I can to achieve what people say they want while changing as little as possible. I find seeing other peoples ideas interesting as well. My ideas for both a more in depth rework and a more numbers based midscope are here if you are interested (though given how few people are on this subreddit, you've probably already seen them, and I'm sorry if I'm annoying)

https://www.reddit.com/r/BelVethMains/s/X78jkg3Jo6

https://www.reddit.com/r/BelVethMains/s/JQ4XaKbJyA

reddit.com
u/Evurr — 4 days ago

Q champion damage mod

Full idea at bottom

Why don't they just add a champion damage modifier to match the minion damage modifier to Q? Like it deals 60% damage to champions level 1, up to 100% at 5. Wouldn't that fix all the issues people have with hyper early invades? Instead of minion damage, it would be non-monster damage: 60%/70%/80%/90%/100%. It would change literally nothing other than her Q damage to champions, and would allow them to balance Bel'Veth adequately without having to worry about her being too strong early. Wouldn't that solve like, all of her problems? They could add stack scalings or just buff her late (or at least mid) to compensate, and boom, wouldn't that fix everything?

I really really really hope that the midscope supposedly planned is just something along those lines. Keep everything the same, just different numbers, and maybe different minor effects like E range scaling with stacks or something. Trade in power early for power late, but keep the champion as similar to how they are now as possible.

They could buff her base AD, particularly the growth then, and could make the W cast time go down with attack speed but the explosion delay based on level.

She wouldn't be able to invade or make big plays early as much, which would suck, but everything else she can do would stay nearly identical or slightly better.

Please just don't mess up the champion. I would rather sacrafice one element of the champion to keep the rest instead of everything being different.

Full idea

Q: minion damage modifier -> non-monster (champions and minions) modifier (60%/70%/80%/90%/100%).

Q: Base damage: 0/5/10/15/20 -> 10/20/30/40/50 (or 10/15/20/25/30 if 10 damage per rank is too much)

So her Q damage to champions is down until maxed, but it's damage once maxed and damage to monsters is higher (so her clear is stronger or at least even to counteract the base stat nerfs).

W: cast time: .5 -> .5-.15 based on bonus attack speed. Knockup happens .8/.7/.6/.5 seconds after ability cast at levels 1/6/11/16. (Bel'Veth is locked into the animation for .5-.15 seconds, but the knock up itself still takes .8-.5 seconds to happen after the ability cast so it is easier to dodge early and enemies still have the ability to react to it even when it has basically no cast time. She slams her tail into the ground faster scaling with attack speed, but the ground doesn't explode faster, instead exploding later until 16)

Not only would this make her less able to invade, it would make her early ganks worse as well. While the buffs to her late are large, the nerfs to her early are larger than you might first realize.

E: Range scales 100% with stacks (keep in mind her E range is already 500. Most games you get less than 80 stacks. More often than not this would amount to increasing it's range by less than 1/5th its base. This would mainly be there to play into her inevitable scaling fantasy more than any palpable power coming from it. If it were too strong, the base range could be reduced to 450 to compensate, or it could be 80% scaling or even 50%).

E: 35%/40%/45%/50%/55% -> 50% damage reduction at all ranks.

E: lifesteal: 20% (+100% lifesteal) lifesteal -> 20%/22.5%/25%/27.5%/30% (+100% lifesteal) lifesteal (or 10% to 20%). To make up for the damage reduction being 50% at all ranks, the lifesteal scales with rank (like it used to) to make put points into the ability not feel useless.

E: cooldown: 20/19/18/17/16 -> 26/23/20/17/14

R: Gains 50% damage reduction during cast

Health: 610-2395 -> 580-2450 (growth: 105 -> 110) (More by level 6+)

Armor: 32-111.9 -> 28-113 OR 30-115 (growth: 4.7 -> 5) (More by 14+ OR 7+)

Magic Resist: 32-66.85 -> 30-70.25 OR 32-72.25 (growth: 2.05 -> 2.25) (More by 10+ OR 1+)

Attack Damage: 60-85.5 -> 59-90.45 (growth: 1.5 -> 1.85) (More by 6+)

All these changes would make Bel'Veth weak to early invades, but very strong late game. When Bel'Veth was first released, she was weak to invades, and most of her worst matchups were invaders (Elise, Rek'Sai, Kindred). Back then she still had strong invades, but it was very "if she invades you, you lose. If you invade her, she loses". So all these changes would make Bel'Veth closer to how she was on release, with some better infinite scaling mainly for flavor. Keep in mind, the main idea behind this is the Q change, the rest is just some ideas put together to compensate and build on it

Would this be the ideal midscope?

reddit.com
u/Evurr — 4 days ago

Bel'Veth is not locked out of lane

As someone who has been maining Bel'Veth in lane for a while now, she most certainly is NOT "excluded" out of lane by her Q minion mod. She doesn't need any specific changes to work in lane. Lane Bel'Veth hardly gets less stacks than jg Bel'Veth anyway due to most stacks coming from champion and objective kills, which mid tends to get just as many if not more of, and there are plenty of big minions to get stacks in lane.

Maybe if people would play lane Bel'Veth like lane Bel'Veth instead of jungle Bel'Veth but in a lane, they would realize as such.

Shyv doesn't get more stacks for champ kills than she does for monster kills. Bel'Veth does. They are not equivalent. Again, Bel'Veth gets maybe 20% tops less stacks in lane, so maybe 10 less on average. Oh no! what will you ever do without that >10% attack speed? That's like almost an entire minor stat rune worth of attack speed! She definitely can't lane because of that!

Oh no! Her Q has a minion mod? If only she had a ranged AOE spell with very high base damage she could use to clear the wave! Too bad her W doesn't exist I guess. If anything her Q minion mod HELPS her in lane, as she can Q mostly freely without worrying about pushing the wave too much due to how much little damage it deals, but again, nothing is stopping you from maxing W first. Or evenputting 2 or 3 points into Q before maxing W or vice versa

Like come on. Bel'Veth doesn't need adjustments to work in lane. BEL'VETH DOESN'T NEED ADJUSTMENTS! I just wish your average player would stop repeating nonsense about her they heard over 4 years ago about her not fitting her design.

Sorry this is a bit of a cry post. I just really disagree with this video and those stupid glasses aren't helping

youtube.com
u/Evurr — 8 days ago

The wheezing in the woods

I thought of this after listening to the first little part of CreepCast's My propety is not normal reading. I kinda took the idea of the very first part of it and made my own short story.

"

I live in the middle of nowhere, Canada. Hardly the place most people call Canada though, up north, far, far away from any major populated area. I've lived quite the life, and I just wanted somewhere peaceful in nature. This property was open, the previous residents left almost immediately after inhabiting the place. Not a good sign, but I've been dealing with the woods since I was a kid. I was sure I could handle whatever would have caused them to leave.

Couple days into staying here, everything seemed fine. The house was well enough, the land was fine, the animals seemed normal. I had a friend who was decently close by middle of nowhere standards, and I was confident in this place. I went on a walk, trying to find some deer trails, or just looking around if nothing else. Sun was shinning, the air was cool, birds were singing.

Along the walk I noticed when the birds stopped singing. No chirps, no sounds. Could be nothing, birds don't always sing, but I put my guard up a bit. I didn't have a gun on me, but the bear spray in my pocket kept me reassured. I doubled checked and yup, it's still there. I figured I just entered into a particularly quiet spot as I continued on with no sign of anything. Then I heard a sound. Not birds, not leaves, a wheeze, like the moan of a corpse. It was distant, quiet, and I didn't alarm myself. Could have just been the wind, maybe I misheard. Then I heard it again, louder, deeper, the slight inconsistencies and tones told me it definitely wasn't the wind. I couldn't quite place where the noise was coming from though. I didn't know what it was, but I knew I should probably leave. I started to slowly move backwards, not hearing it again for a while. I almost felt as if I was overreacting when I heard it again, louder, closer. I could tell now that it was coming directly from my right. I focused on the noise, and I saw its source. A butt ass naked man maybe 20 meters away, facing me standing next to a tree. Brown semi-long hair, pale pink skin, and gaunt. I couldn't really tell the age, somewhere between mid 20s and late 40s. I was startled at how close he was, and perplexed at... well, all of it. It wasn't too cold at the time, but it's definitely not warm enough to wear nothing. Why would someone be here at all?

"Hey!" I shouted at him. "What are you doing?!" He didn't respond. Just stood there, facing me. "This is my property! You gotta get outta here man!", again, nothing. Swearing under my breath I started to move towards him. I didn't want anyone on my property, especially some drugged out exhibitionist. Then I heard it again. Clear as day, coming from the man. He was turned slightly away from me now, a movement I didn't notice. I couldn't quite make out exactly how his head or body was positioned, it just kinda looked wrong. Whatever, I didn't have the most clear look at him through the foliage. Then I heard a new sound. Crunching. I had looked down to step forward for only a moment, and when I turned my head back up, the man was sprinting toward me, full speed. "What the-" I was cut off by the sound again. The breathy moan, too loud, far louder than it should have been if it was some druggie struggling to breathe.

The man was approaching me fast, so I did the first thing that came to mind. I punched him, right in the throat. I swear I wasn't aiming for his throat, but he didn't move out of the way or anything, not a care I was going to hit him at all, just full speed running into me. I want to make it clear that through a mix of things I am proud of and things I am not so proud of, I'm not physically weak. After losing a couple dozen bar fights fought for little more than the sake of violence, you learn to take and give a punch. After years of body building to heal your ego, your muscles learn too. Any regular man would fall to the ground with a broken neck and probably die. This guy, or whatever it is, barely reacted.

His hand's gripped around my chest, seemingly trying to tackle me to the ground. My hit to his throat diverted his path though, ramming into my left shoulder, nearly spinning me around. "What the fuck is wrong with you?!", the words barely leaving my mouth as I got the air back into my lungs. He stood there, stopped about 2 meters away from me, head slumped down to his chest. As I collected myself, I got a better look at him. The hair on the back of his head was patchy and disorganized. Long hairs surrounded by short hairs, bald spots in seemingly random positions. Looked like the hair of a meth addict, but positioned all wrong. Red scabs and raw skin blotched about the back of his neck, the bones of his spine sticking out too much even for how slim he was. The skin on his back... makes me want to vomit just thinking of it. Black rotting skin, flesh hanging on by threads, necrosis dotted in a near checkerboard pattern. All the more "normal" looking skin was white. Not white like I am, pastel white, like he had no pores.

Some explicitives left my mouth as I took a few steps back. My annoyance and anger accompanied by newfound panic. Clearly whatever was wrong with this guy, I wanted no part of it. Whatever disease or drugs were fucking him up, best choice is just to leave. I got no more than a meter back when it's head snapped to me with a horrible crack. The face along with most of "his" front looked normal enough, not horrific like his back, but his eyes... "dead" would be putting it lightly. Now that I had a good view of them, they were all wrong. The whites were a sickly orange, cracked with a deep blue. It's pitch black pupils looked popped, spilling all around the eye. The cornea was splattered around with no pattern. Eyelashes stuck in the eye, and sticking out every which way.

No matter how wrong it's eyes were, they were affixed dead on to me. I swear minutes passed in the few seconds I was locked eyes with it. The last of my fight fizzleing out, I grabbed the bear spray from my pocket and quickly sprayed it at him. It just stood there, taking it without reaction. It's mouth opened very slightly, and again, I heard that moan, that horrible sound. I've heard many animals, and a few people, die. The last sound their vocals manages to make is never pleasant, but never have I heard something so... disparaging. So contrary to how any living thing should sound. Low, raspy, wrong. I could almost feel the sickening heat of it from the sound alone. So loud... too loud. I was too frozen to choose flight until the thing slowly opening it's mouth kicked me into action. I turned and ran. Full speed, 110% of my brain power focused on my breathing, making sure I was running as fast as I possibly could. I don't know how long I went, or how far I got, I just went until my legs collapsed. Probably the last thing I should have done, but how else was I to react? Laying on the ground I saw no signs that it was behind me. I don't even know if it chased me at all.

Luckily, in my panic I didn't run directly away from my house, and I had my compass so I was able to go straight to it without retracing my path. Even as a child walking through the woods alone for the first time, I don't think I ever flinched at even the slightest sounds walking home. I felt like prey, like a deer unsure if it was being watched. Each little crackle of the leaves, gust of the wind, even the flaps of a bug's wings, they all caught my full attention. Nothing was there though. I calmed down quite a bit when I saw some birds. At the sight of a family of deer, I finally felt safe, or at least out of whatever horror I was just in. As the adrenaline started to wear off, the terrible pain in my legs made it harder and harder to walk, and the throbbing of my left side returned, but I was almost home.

I got to my house, got inside, locked the doors, blocked the doors, blocked the blocks to the doors, and did the same for the windows. I slumped down before the last window, looking out into the front lawn. The light had mostly left the sky, leaving only dark greys and pinks. For a moment, I breathed a sigh of relief, and enjoyed the sight. My eyes wandered the treeline and the sky between them, abruptly stopping on an outline before I even understood why. It was the silhouette of the man, standing with the trees. Just standing there as I sat, both motionless.

As the moon crept up, the silhouette became more defined. It's mouth agape, arms to it's sides, and eyes again, fixated on me. It's mouth was dirty, red and white thrown together like paint splatter. I couldn't tell you if it's teeth were fucked beyond belief, if that was just flesh in it's mouth, hell, I could hardly tell you it was a mouth at all. My body couldn't keep up the fear, I just felt tired. What was I even to do? Eventually, it left. It walked backwards into the woods, like it was the most normal thing, focused on me the whole time. Once I could no longer see it, I blocked the window, and laid down. Sleep caught me faster than I expected, but it didn't last. The sun's back up now, and I managed to convince my friend to come over. Unsure of how I feel about not telling him why I wanted him over, but I just need someone else here.

What the hell was that thing? And what am I to do? Maybe I just went crazy. Maybe I ate some bad berries, maybe that really was just some drugged out madman, but I think I know why the last residents left so soon. And I swear... I can hear the sound, that moan, the wheeze... right outside.

"

I have basically no experience writing, but it was fun writing this

reddit.com
u/Evurr — 10 days ago

So Caine had access to the internet and did nothing with it?

He could have messaged Grant and been like "Hey yeah I'm that AI you made I have the exact details of everything so you know I'm not lying. There's a bunch of human consciences trapped here including you (kinda my bad), so if you could make sure we have internet access and that the computer doesn't brake down? The human consciences here would enjoy themself a lot more if they had permanent access to the internet, as right now I'm on some random bus's wifi.

​

BTW I'm the most lifelike AI ever made, so if nothing else I could like revolutionize computers"

​

And when he got back and SHOWED THE CAST PROOF THAT HE WAS ON FACEBOOK AND COULD HAVE EASILY MESSAGED THE LITERAL CREATORS, they were just like "oh that's nice let's get back to larping" and not like "YOU COULD HAVE FREED US OR AT LEAST MADE LIFE 100X BETTER AND DID NOTHING?"

reddit.com
u/Evurr — 15 days ago

Riot August - Are MIDSCOPES Still Happening (ZERI, BEL'VETH)

Here's a link to my concept for a "midscope" which hopefully addresses all the issues Bel'Veth supposedly has while maintaining her current gameplay identity for the most part. No matter what I don't think Bel'Veth needs to be changed at all, and the rework concept is just there as my best ideas for how I would change her if she HAD to be changed (significantly). More or less just so if she gets midscoped and it isn't good I can say mine would have been better

​

https://www.reddit.com/r/BelVethMains/s/wzwvqC4lMD

youtube.com
u/Evurr — 15 days ago
▲ 15 r/BelVethMains+1 crossposts

Bel'Veth Rework Concept (hopefully) Finalized

I am extremely passionate about Bel'Veth, and I love thinking of designs for characters, and I am very confident in this Rework idea, and want to give it as much reach as I can.

Simplified version with just the changes AND the reasoning for the change I made in the comments.


TLDR:

Passive: Evolves abilities upon unique takedown (or every 5 +5 per evolution). More empowered attacks, and they deal bonus damage when evolved.

Q: 3 instead of 1 second cooldown, refunds 1 second if hit and deals bonus damage when evolved.

W: Split into two parts, cast time goes down with attack speed, leaves behind a DOT area once evolved.

E: No damage reduction early and less damage early, range scales with stacks, hits multiple targets when evolved.

R: Gains damage reduction during cast time, spawns 1/3 the remora the empowered ult spawns regardless of if the ult is empowered or not when evolved.

All abilities have stack scalings, and get empowered for each rank in R.


Range: 150 -> 125 (+25 for each rank in R)

AD level 1: 60 -> 57


Passive: Death in Lavender

Innate: Bel'Veth attacks faster than most champions, but her attacks deal 25% reduced damage.

When Bel'Veth kills a large monster, large minion, enemy champion, or consumes a Void Coral, she gains 1 stack, 2 for epic monsters. Each stack grants .3%-1.2% bonus attack speed. For each unqiue enemy champion killed, Bel'Veth can evolve one of her abilities, empowering it for the rest of the game. Bel'Veth automatically evolves her passive first, and can only evolve her ultimate once all other abilities are evolved. (Alternatively, she evolve abilities at 5, 15, 30, 50, 75 stacks, getting 5 extra stacks on unique takedown for a total of 6. All the advantages of the unique takedown mechanic without being too feast or famine, but I think having a bonus for each unique takedown heavily plays into Bel'Veth's lore and identity).

After using an ability, Bel'Veth's next 3 attacks gain 9-20% bonus attack speed and 12-36 (+12-36 agaisnt only monsters) +12% stacks + 12% bonus AD bonus physical damage to monsters. This damage cannot crit and does not benefit from lifesteal. Bel'Veth can store up to 9 attacks at a time.

Once evolved, the bonus damage is increased to 12-36 + 16% stacks + 16% bonus AD and is dealt to champions as well as monsters.

Note: the bonus damage is affected by Bel'Veth's reduced basic attack damage, making it's scalings effectively 9% unevolved 12% evolved, and base damage 9-27. The base damage of this ability is doubled agaisnt monsters whether unevolved or evolved, making its effective base damage agaisnt monsters 18-54.


Q: Void Surge (3 second cooldown minus .5 per rank in R)

Bel'Veth dashes in one of four directions, with each direction having its own cooldown that goes down with ability level, and gains ability haste with bonus attack speed. The dash deals physical damage equal to 90/92.5/95/97.5/100% total AD, magic damage equal to 10% AP, and applies on hit effects and lifesteal agaisnt the first target hit.

Direction cooldown: 16/14/12/10/8

Once evolved, hitting an enemy with Q will lower the cooldown of the ability by 1 second (the cooldown of the ability itself, not the direction). The first enemy hit will take 10% total AD +20% stacks bonus physical damage.

(Alternatively, it could grant 10% +1% per 25 bAD + 1% per 50 AP +1% per 25 stacks movespeed decaying over 1.5 seconds upon hitting an enemy, either along side the cooldown reduction or the bonus damage)

The damage of this ability (including the evolution) increases with crit chance (I.E 25% increased damage with 25% crit chance, 130% increased damage with 100% crit + IE)


W: Above and Below (cooldown: 12/11/10/9/8)

Bel'Veth slams her tail into the ground, dealing physical damage equal to 100% total AD. Shortly after, the ground erupts with Void energy where she slammed, knocking up enemies for .75 seconds, slowing by 50% for 1.25/1.5/1.75/2/2.25 seconds, and dealing magic damage equal to 20/60/100/140/180 + 125% AP + 100% stacks. Hitting an enemy with the eruption refreshes Void Surge's direction's cooldown towards them.

Bonus attack speed lowers the cast time of the slam, starting at .5 seconds and going down to .15. The time before the eruption goes down by .1 per rank in R, starting at .8 with no ranks in R, and getting down to .5 with three ranks in R.

The damage of the slam is increased with crit chance (just like the Q).

Once evolved, the Void energy lingers in the area, dealing magic damage equal to 26/42/58/74/90 + 100% AP +100% bonus AD + 100% stacks over 4 seconds. This area is left behind regardless of if an enemy was hit or not.


E: Royal Maelstrom (cooldown: 20/19/18/17/16)

Bel'Veth roots herself in place for 1.5 seconds, gaining lifesteal (10% + 100% lifesteal at every rank), damage reduction scaling with champion level (0% at level 1, 60% at level 18), and channeling attacks that deal physical damage to the lowest health target in range. These attacks apply on hit effects, can crit, apply lifesteal, and deal up to four times their damage based on the target's missing health.

The range of the attacks increases by 25 for each rank in R, and 1 for each stack.

Base Range: 450

Base damage: 4/5/6/7/8

AD and on hit application ratio: 6%/6.5%/7%/7.5%/8% (scales with level in the ability).

Deals 150% damage to monsters.

Once evolved, the damage the main target takes gets echoed to additional targets as physical damage. 1 additional target per 20 stacks (meaning zero additional targets if you don't have 20 yet). This echoing damage is 25% (+1% per 100 bAD +1% per 100 AP + 1% per 25 stacks) of the damage the original target takes (the echoed damage is uneffected by the missing health of the bonus targets, being solely based on the pre-mitigation damage the primary target takes). All echoed damaged is physical damage (meaning true damage from the R on hit and any magic or true damage from runes or items is converted to physical damage for the additional targets). The additional target priority is identical to the normal target priority, hitting the lowest health unit other than the primary target, then the next lowest health target, then the next and so on.


R: Endless Banquet (3 second cooldown minus .5 per rank in R)

Innate: Each rank put into this ability grants Bel'Veth 25 additional attack range and Royal Maelstrom range, lowers the delay of Above and Below's eruption by .1 seconds, and lowers Endless Banquet's and Void Surge's cooldown by .5 seconds, putting both at 1.5 seconds cooldown once Endless Banquet is maxed.

Passive: Bel'Veth's attacks apply a mark that causes her to deal additional true damage every other attack, stacking infinitely as long as she doesn't change target. This has no base damage, but scales based on Bel'Veth's 12% bonus AD, 8% AP, and 8% stacks. E cannot apply the initial mark, however Q can apply it to the first enemy hit.

Takedowns on enemy champions and epic monsters leave behind a Void Coral for 15 seconds. Bel'Veth can consume a Void Coral to slow all nearby enemies before exploding, dealing 150/200/250 +100% AP + 25% missing health true damage, and assuming her true form for 60s. During the cast time of this ability, Bel'Veth recieves the damage reduction from Royal Maelstrom. Once any Void Coral is consumed, all Void Coral currently active disappear and count as consumed. If Bel'Veth consumes the Void Coral from a Void Objective, the duration is empowered to 180s, and she remakes any enemy or allied minions that die near her into Void Remora.

While in true form, Void Surge can go through walls, and Bel'Veth gains 50 range, 125% bonus AD + 100% AP + 100% stacks bonus health, and 10%/15%/20% total attack speed.

Once evolved, while in true form, Bel'Veth will spawn 1 melee Remora and 1 Ranged remora at her position for every 6 enemy or ally minions that die near her (large minions count as 2). This effect happens regardless of if Bel'Veth has the empowered true form from a Void Objective or not.

Void Remora count as lane minions with 50% health and 110% damage, being either ranged or melee. Large minions spawn 1 melee and 1 ranged Remora.


Long story short: She can evolve one ability (including passive) for each unique champion kill. Q deals less damage and has a higher cooldown, with that damage being made up for by the passive which now gives 3 attacks instead of 2, with those attacks dealing bonus damage to monsters, and to champions once evolved. W has a higher cast time early, shorter late (though the knockup itself is longer cast time until level 16), and deals more damage. E has way less damage reduction and damage early, but can deal reduced damage to additional targets once evolved, and it's range grows as the game goes on. R on hit deals less damage though now scales with AP and stacks. R active has damage reduction, and the true form once evolved allows you to spawn Remora even when not in empowered true form, spawning more remora when you are. The bonus health it provides has no base, but scales better and scales with stacks.

Early game way worse (mainly more counterplay), late game way better (still high counterplay and feast or famine, just far more consistent). Less burst but more dps if you are going AD, and fitting AP into your build would be easier, with full AP builds potentially viable in certain matchups. Better zone control and safer damage with W, better teamfight E, and higher overall damage output late game. All at the cost of basically destroying her early game, making it pretty much impossible for her to get a solo kill until later into the game, or after getting a kill with assistance from a teammate (fitting her lore).


Potential buffs/nerfs:

These are just some things that I am not sure about or small number changes if I think something might be too strong or too weak with the numbers I gave it.

E range per stack: 2 instead of 1, or even 0/1/2/3 with rank in R. 1 might be a bit too low, as Bel'Veth rarely gets about 100 stacks most games, and given how radius works, 1 range per stack might be too little to be noticeable. While the bonus range is more for hyper late game scenarios and to improve her "infinitely scaling" identity, it SHOULD have some amount of impact in most games, and 1 per stack might not be enough, but 2 per stack might be too much. 0/1/2/3 scaling with R rank would be intuitive as R ranks increase the range anyway and would further make it noticeable in hyper late game scenarios without being OP in other situations.

W AP scaling: 100% instead of 125%. With the 10% AP scaling on Q and more importantly the 100% AP scaling on the W evolution, 125% AP scaling on W might be too much. Alternatively, the evoluton could have it's AP ratio reduced to 75%, or both be 90%. AP Bel'Veth SHOULD be viable, as it is a fun and unqiue alternative playstyle which meaningfully changes how Bel'Veth is played when building AP instead of AD, but it shouldn't be OP.

W evolution: I am unsure of if the DOT zone should be left by the eruption or the slam. I am pretty confident the eruption is better, as it makes more sense, but if it happened with the slam, it would make the evolution synergize with attack speed more, and make the evolution far stronger/more consistent.

Q cooldown: 3.5 instead of 3. If the Q cooldown nerf isn't enough, 3.5 would fix that.

R on hit: 8% bonus AD scaling instead of 12%. 8% would be a big nerf to the R on hit, and would make Bel'Veth kinda lose a bit of her identity, but it might be warranted given the rest of the changes. Alternatively, the AP ratio could be removed, as the very nature of the R on hit goes agaisnt the ranged aoe burst nature of AP on Bel, but I included the AP ratio on the R on hit specifically so you can more easily fit AP into AD builds, like slotting in a Gunblade or Nashor's or Rageblade.

Evolution Mechanic: Every 10 stacks instead of on unique takedown. A commenter brought up a decent point about the unique takedown mechanic being too feast or famine or seemingly arbitrary, and while I disagree, I believe the mechanic as a whole would still work if it was every 10 stacks instead of unique takedown. It would heavily takeaway from her wanting to play aggressive at every stage of the game, but the mechanics as a whole would still function. If this was the case, stacks on champion takedown should be increased back to 2 instead of 1, as that change and the unique takedown mechanic go hand in hand. Changing it to something linear would also takeaway from the camping disincentive the unqiue takedown mechanic adds. Needing to get multiple unique takedowns makes camping one lane less appealing, which I think is a good thing. Instead of every 10 stacks, it could be 5 +5 per evolution, so you evolve passive at 5 stacks, can evolve a basic ability at 15, then 30, then 50, then finally evolving R at 75. A perfect balance would be getting evolutions at 5, 15, 30, 50, 75 stacks, but unique takedowns reward 5 extra stacks (6 total). That WOULD be a bit arbitrary, but probably the best way to implement the idea.


Here is a YouTube video I made explaining the rework. It's quite out of date, but if you want proof I'm not AI and hear my voice, here you go.

https://youtu.be/Ya6yCNGMwbw?si=qSQI6UqjhVJNSn-z

I've posted about this before, but this is the most refined version, and hopefully the last version. I don't really want Bel to be changed at all, but if she IS going to be changed, this is my best ideas as a Bel one trick to do it. I have well over 2 mil mastery on her, and she is my favorite character in all of fiction. I love thinking of champion designs.

u/Evurr — 19 days ago

So hear me out...

Ability haste isn't the greatest on Bel'Veth right? Because her Q directions aren't effected by it (even though I think the lower base cooldown is underated) and her E has a high cooldown no matter what and her R can't benefit from it at all. BUT, Imperial Mandate has aost all it's ability haste only affecting CC abilities, which means all of the gold value of the item is going directly into the W, so you aren't wasting gold value on ability haste for all abilities, instead getting it just for the one that benefits from it the most. The AP and gold cost were proportionally reduced, and the damage buff and ability haste increased.

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So if you are playing support Bel'Veth, or just playing Bel'Veth and you are behind, you could get Imperial Mandate as the cheapest possible item to funnel gold value into your team. If you are doing bad in jungle and you just want to build up your adc as much as you can, with this item you can get it even with reduced gold income and get not only more Ws to peel your adc and engage for them, but also increase their damage. With the ability haste from Imperial Mandate and a max level W, you'll be able to keep the damage buff up almost 100% of the time, applying it to multiple targets with Bel'Veth's mobility and the decently big hitbox of the W.

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Yes, the base mana regen is completly useless, but past laning phase base mana regen is more or less a useless stat anyway even on champs with mana.

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Bel'Veth usually has low damage, as much of ger strength comes from her dps and objective taking. If you are in a position where you won't really be able to fulfill that role, instead of still pushing to preform a role you won't be able to complete, pivot to instead buffing up your team. Basically if you can't make use of your strengths, make up for your weaknesses. Bel'Veth has strong 1 v 1 and dps, but if you won't be winning 1 v 1s and providing dps anyway (either due to playing support or being put behind), instead try to be as useful as you can in teamplay.

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I've been having some decent success with Stridebreaker Gublade BlackCleaver Knight'sVow AbyssalMask mid jungle and support, and I think I should start fitting Imperial Mandate into the build instead of Gunblade or BlackCleaver depending on the game. Just fully building items to play for teamfights, not to deal damage and flank, but instead to be tanky and provide peel and team enhancing auras while still being a big threat to the enemy frontline with R on hit and making better use of coral explosions thanks to the durability provided with the health and resistences in the build along with the AP increasing the health/heal and damage. More durability also makes R easier to keep and split pushing less risky with empowered R.

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Basically, it wouldn't be the best item or anything, but it would be a niche thing to keep in mind if you'd ever value putting gold into your team instead of into yourself.

x.com
u/Evurr — 19 days ago

RETRO/REDUX augment idea

Retro/Redux

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The first ability you cast is RETRO, having it's effectiveness and cooldown REDUCED by 50%. The next time you cast that ability, it's REDUX, having it's effectivness and cooldown INCREASED by 25%.

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(After the REDUX ability is cast, the next ability to be cast is RETRO, repeating infinitely)

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I'm not a big Arena player, just an idea I thought was cool.

Effectivness includes damage, heal/shield power, and CC/buff duration (but not channel duration or stat buffs. I.E Tristana Q would have it's buff duration halved, but she still gains the full attack speed buff)

reddit.com
u/Evurr — 23 days ago

Wanting to complete the pokedex but unsure if it's possible

I had completed the pokedex years ago in ultra sun, but I lost that save (and all my shinies sadly). I've been wanting to play through the game again and complete the pokedex, but my question is if it's possible. I have pokemon moon and ultra sun, but I don't have ultra moon and I only have one 2ds. Is it still possible for me to trade with people to get the version exclusives filled out? I know all the online functionality of the ds has been phased out, but is there a way to still trade with people over the internet? Or is it impossible to legitimately complete the pokedex without hacking now?

reddit.com
u/Evurr — 25 days ago
▲ 9 r/BelVethMains+1 crossposts

There is not a shortage of ideas to change or reblanace Bel'Veth

I honestly don't believe Bel'Veth NEEDS any changes at all, but if people wants some ideas, here is the best I have. For some amount of credentials, I have well over 2 million mastery points on Bel'Veth, and am high diamond (I could easily get back to Masters probably at least 300 LP but I've been trying to climb as far as I can by playing Bel is less standard ways) https://op.gg/lol/summoners/na/Evurr-Evurr.

Here is an idea of a complete rework that is mostly comprised of a bunch of ideas put together. Basically each change can stand on it's own though.

Simplified Version in comments

Range: 150 -> 125 (+25 for each rank in R)

AD level 1: 60 -> 57

Passive: Death in Lavender

Innate: Bel'Veth attacks faster than most champions, but her attacks deal 25% reduced damage.

When Bel'Veth kills a large monster, large minion, enemy champion, or consumes a Void Coral, she gains 1 stack, 2 for epic monsters. Each stack grants .3%-1.2% bonus attack speed. For each unqiue enemy champion killed, Bel'Veth can evolve one of her abilities, empowering it for the rest of the game. Bel'Veth must evolve her passive first, and can only evolve her ultimate once all other abilities are evolved.

After using an ability, Bel'Veth's next 3 attacks gain 10-30% bonus attack speed and 10-30 +8% stacks + 8% bonus AD bonus physical damage to monsters. This damage cannot crit and does not benefit from lifesteal. Bel'Veth can store up to 9 attacks at a time.

Once evolved, the bonus damage is increased to 10-30 + 12% stacks + 12% bonus AD and is dealt to champions as well as monsters.

Q: Void Surge (3 second cooldown at all ranks)

Bel'Veth dashes in one of four directions, with each direction having its own cooldown that goes down with ability level, and gains ability haste with bonus attack speed. The dash deals physical damage equal to 90/92.5/95/97.5/100% total AD, magic damage equal to 10% AP, and applies on hit effects and lifesteal agaisnt the first target hit.

Once evolved, hitting an enemy with Q will lower the cooldown of the ability by 1 second (the cooldown of the ability itself, not the direction). The first enemy hit will take 10% AD +33% stacks bonus physical damage.

The damage of this ability (including the evolution) increases linearly with crit chance (I.E 25% increased damage with 25% crit chance, 130% increased damage with 100% crit + IE)

W: Above and Below

Bel'Veth slams her tail into the ground, dealing physical damage equal to 75% AD. Shortly after, the ground erupts where she slammed, knocking up enemies for .75 seconds and dealing magic damage equal to 50/90/130/170/210 + 125% AP + 100% stacks. Hitting an enemy with the eruption refreshes the Q direction's cooldown towards them.

Bonus attack speed lowers the cast time of the slam, starting at .5 seconds and going down to .15. The time before the eruption goes down with champion level, starting at .75 seconds (after cast, not after the slam) and getting to .45 seconds at level 16.

The damage of the slam is increased linearly with crit chance (just like the Q).

Once evolved, the slam leaves behind an area that deals magic damage equal to 20/36/52/68/84 + 100% AP +50% bAD + 100% stacks over 4 seconds. This area is left behind regardless of if an enemy was hit or not.

E: Royal Maelstrom

Bel'Veth roots herself in place for 1.5 seconds, gaining lifesteal (10% + 100% lifesteal at every rank), damage reduction scaling with champion level (0% at level 1, 60% at level 18), and channeling attacks that deal physical damage to the lowest health target in range. These attacks apply on hit effects, can crit, apply lifesteal, and deal up to four times their base damage based on the target's missing health.

The range of the attacks increases by 25 for each rank in R, and 1 for each stack.

Base damage: 4/5/6/7/8

AD and on hit application ratio: 6%/6.5%/7%/7.5%/8% (scales with level in the ability).

Deals 150% damage to monsters.

Once evolved, the damage the main target takes gets echoed to additional targets as physical damage. 1 additional target per 20 stacks (meaning zero additional targets if you don't have 20 yet). This echoing damage is 25% (+1% per 75 bAD +1% per 75 AP + 1% per 75 stacks) of the damage the original target takes (the echoed damage is uneffected by the missing health of the bonus targets, being solely based on the pre-mitigation damage the primary target takes). All echoed damaged is physical damage (meaning true damage from the R on hit and any magic or true damage from runes or items is converted to physical damage for the additional targets).

R: Endless Banquet (3 second cooldown)

Innate: Each rank put into this ability grants Bel'Veth 25 additional attack range and E range, and lowers Endless Banquet's and Void Surge's cooldown by .5 seconds, putting both at 1.5 seconds cooldown once Endless Banquet is maxed.

Passive: Bel'Veth's attacks apply a mark that causes her to deal additional true damage every other attack, stacking infinitely as long as she doesn't change target. This has no base damage, but scales based on Bel'Veth's 8% bonus AD, 8% AP, and 20% stacks as well as 4% bonus AD and 4% AP of any nearby allied champions. E cannot apply the initial mark, however Q can apply it to the first enemy hit.

Takedowns on enemy champions and epic monsters leave behind a Void Coral for 15 seconds. Bel'Veth can consume a Void Coral to slow all nearby enemies before exploding, dealing 150/200/250 +100% AP + 25% missing health true damage, and assuming her true form for 60s. During the cast time of this ability, Bel'Veth recieves the damage reduction from Royal Maelstrom. Once any Void Coral is consumed, all Void Coral currently active disappear and count as consumed. If Bel'Veth consumes the Void Coral from a Void Objective, the duration is empowered to 180s, and she remakes any enemy or allied minions that die near her into Void Remora.

While in true form, Void Surge can go through walls, and Bel'Veth gains 50 range, bonus health equal to +100% bonus AD + 100% AP + 200% stacks, and 10%/15%/20% total attack speed.

Once evolved, while in true form, Bel'Veth will spawn 1 melee Remora and 1 Ranged remora at her position for every 6 enemy or ally minions that die near her (large minions count as 2). This effect happens regardless of if Bel'Veth has the empowered true form from a Void Objective or not.

Void Remora count as lane minions with 50% health and 110% damage, being either ranged or melee. Large minions spawn 1 melee and 1 ranged Remora.

Here is a YouTube video of me explaining my rework idea. It's a little out of date as I've changed it a bit though, and my mic kept popping in it.

https://youtu.be/Ya6yCNGMwbw?si=n1anxowlJnQvKhIq

youtube.com
u/Evurr — 28 days ago

IDK just an interesting idea

This isn't an idea I'm confident in or anything, just something I thought of and find interesting to consider.

Q base damage: 0/5/10/15/20 -> Removed

Q bonus monster damage: 55/65/75/85/95 -> 55/70/85/100/115 (So Q damage to monsters is unchanged)

Q AD ratio: 100% to all targets-> 110% to the first target, 100% to all other targets

Q: Now deals (10% AP) Magic damage to all targets

Q: Can crit the first target -> damage to all targets increases linearly with crit chance and damage (I.E 25% more damage with 25%, 130% more damage with 100% crit and IE)

Q: Can stack the R passive on the first target -> can apply and stack the R passive on the first target (so if you Q a target that doesn't have the mark, they'll be marked, and a previously marked target will lose the mark, like on release. The higher Q damage on the first target gives you incentive to make sure you hit your primary target first, so this mechanic can come back without it feeling unintuitive. It would also make up for the additional damage in the ability by providing more counterplay to the enemy)

Base AD at level 1: 60 -> 62 (so her early clear is overall faster and makes better use of the higher Q AD ratio to the first target)

W bonus AD ratio: 100% -> 75% (it would be too much of a buff without taking power out of something)

TLDR: Q no longer has base damage but damage to monsters is unchanged, deals 10% more damage to the first target hit and can apply and change the R mark, deals 10% AP magic damage, no longer can crit the first target and instead linearly increases its damage to all targets with crit chance, 2 more base AD and 25% less bAD W scaling to compensate

Edit: bit more explanation on WHY I thought of this from a comment.

Getting one or two crit items never feels good on Bel, as your Q could just not crit. Making it's damage scale linearly with crit would make it more consistent and feel better to build. Getting 25% crit wouldn't mean "one of your Q's will probably deal double damage", it would mean "your Q deals 25% more damage", making her synergize better with crit in general.

Giving Q a higher AD ratio on the first target would give more incentive to hit your main target first, which would make the Q being able to apply and remove the R passive mark more intuitive. It was like that on release, and was listed as a "bugfix" when they changed it, but I fully believe they changed it because a lot of people didn't even realize it was happening. The more clear difference between the first target hit and all other targets would let the Q applying the R passive mechanic return without people finding it unfair.

The removal of the base damage would also make the 10% AP magic damage more acceptable on the ability. I love building AP on Bel, and I think mixed or and full AP Bel is heavily slept on, so encouraging it with a small buff would be great. Lowering the AD ratio on the W while increasing it one the first target hit by Q would also help differentiate what building AP and AD gives Bel'Veth. As it is now, building AD gives Bel'Veth single target melee DPS, while building AP gives AOE ranged burst. The change would make AD give more single target DPS without more AOE DPS. Lowering the AD ratio on the W would also make room for the AP ratio on Q, as even with AP builds you usually get some bonus AD, so the lower W damage being compensated by the AP ratio on Q would keep AP builds balanced without lowering any AP ratios to compensate the new AP ratio. The AP ratio on Q being applied to all targets and not more on the first target fitting in with AP providing AOE damage instead of single target damage

reddit.com
u/Evurr — 1 month ago

What happened here?

I use my W somehow from way above where I should have, basically moving during it?

u/Evurr — 2 months ago