Stormweaver and Hornbow show how little testing goes into the production of weapons resulting on extremely unsatisfying gameplay

Summed it up on title, I'll elaborate a little

Hornbow:

Hornbow is SQUISH
Burst/DPS mediocre
Dash IS TERRIBLE FOR A SQUISHY BUILD, it often kills you more than save you, specially vs swarms
Ult is main source of dps
Having to hit dash to get ult is extremely bad, rewards bad gameplay (Dash should be used defensively as squish)
Kit makes little to no sense and isn't cohesive

Stormweaver:

WHO THE FUCK PICKED THE CORES? SHOULD BE INSTA FIRED
Why TF are all 3 skills locked behind charging? this makes it extremely bad (I would make a hotfix buff ASAP to make the healing skill not locked behind the hit accumulation cooldown)
Skill 1 Sucks, literally... sucks enemies in, sucks damagewise (would increase damage zone area by quite a bit, maybe decrease pull power/cc)
Skill 2 ain't bad, its still weaker than Daggers/Pyro by a long mile though
SKILL 3 IS THIS WEAPON'S MAIN PROBLEM, YOU EITHER DO MEDIOCRE DAMAGE OR HAVE NO SUSTAIN EVER AT ALL... AND THE SUSTAIN IS PLAIN BAD EVEN WITH MEGACHARGED CORES
Make skill 3 heal twice for self and half for allies if its too op somehow (it wont be)
The 2 dashes are super cool... YET FUCKING USELESS, MORE OFTEN THAN NOT YOU GET FUCKED HARD FOR GETTING IN MELEE RANGE
The melee hits do a whopping 600 damage... that's half of pyro's fully stacked burn (which can crit)... You basically get destroyed in order to be able to hit to charge your mediocre ass abilities

BALANCE CHANGES ARE NEEDED. ASAP... no "we're looking forward to those in a near future maybe after a long deserved vacation. IDK, we won't do it, maybe after the vacation is over we will have a new underpaid intern with 0 experience that could maybe do the balance"

Game has a lot of great stuff, a lot of weapons are extremely fun on their own or could be (stormweaver has the potential to be fun if fixed.... What they did to Hornbow and Stormreaver was top notch dirty, it dissapointed so many fans expecting their return).

I would like to use Singularity more, but its damage is nonexistent

Would like to use poisonbow more, but its heal has an absurdly low cooldown (that even if it gets fixed the weapon is extremely outclassed and powercrept to oblivion by pyro now)

Would like to use Zap/Headbanger for AOE, but they're so weak in every sense compared to the easier to use and way more consistent bloodsucker

reddit.com
u/OSRS_4Nick8 — 5 days ago

[REMINDER] Porcelain Irelia Chroma

The Lustrous chroma for Porcelain Irelia is avaliable for 290 RP. It has a time icon stating it will last for 4 weeks, no confirmation if it will be limited or not or when will it return if ever.

reddit.com
u/OSRS_4Nick8 — 7 days ago
▲ 14 r/lux

[REMINDER] Porcelain Lux Beacon Chroma

The Beacon chroma for Porcelain Lux is avaliable for 290 RP. It has a time icon stating it will last for 4 weeks, no confirmation if it will be limited or not or when will it return if ever.

reddit.com
u/OSRS_4Nick8 — 7 days ago

REMINDER Porcelain Ezreal Chroma

The Lustrous chroma for Porcelain Ezreal is avaliable for 290 RP. It has a time icon stating it will last for 4 weeks, no confirmation if it will be limited or not or when will it return if ever.

reddit.com
u/OSRS_4Nick8 — 7 days ago

-2 or 3% WR nerf on a low elo skewed 50%~ wr champ

yayyyyyy

/s

The only good thing about this failed low elo skewed rework being terrible is that less people will play it now and it will get buffed and hopefully her trash early game gets a lot of love

If she's gonna become a low elo skewed champ she better be 52%+ WR till diamond like all the other unpopular low elo skewed champs (Annie/WW/Briar/Garen/Noct/Amumu/Sona/etc)

ALSO... the ASOL/Kayle status is gone, she seems to plummet off a cliff at 35 min (don't get me wrong, 55% at 35 min is still good, just not as great as she was)... This is extremely problematic for a champ that is 34-44% WR for the first whole 20 minutes of a match... she barely gets to 50% at 25 min

So yeah, we now have a worse early game than Kayn while scaling as good as.... Ermmm, not ASOL/Kayle... Vlad? Shyvana? Jinx?

idk, guess they gonna kill her hyperscaling identity again.... you can't scale if you get oneshot more consistently (where the nerfs hit her)

u/OSRS_4Nick8 — 7 days ago

A quick reminder for devs right before the update...

Balance changes... Or at least give minor buffs to weak/underused weapons

Gets kinda old quick to clear all rifts with Fists, Bloodsucker and Daggers

reddit.com
u/OSRS_4Nick8 — 8 days ago

May be a hot take, but I think BV isn't in a nerfworthy spot rn and its insane they're preventively nerfing her

She's a passive farming simulator now (boring gameplay)

She's still unpopular, nowhere picked near the popupar champs (Lee/Graves/Viego/etc)

She will not see any pro play pressence near guaranteed (heck, the old version had a shot at it)

She's low elo skewed (52%+ below gold, falls to below 49% the higher the elo goes, the huge drop starts at plat/em)

She's not getting the low elo treatment while being a low elo champ (Like Nasus/Briar/WW/Noct/etc, where they're left overtuned on purpose just so people play them)

She went from the best early game in game with fun gameplay to the best late game in game with boring gameplay for over half of the match if the match even drags long

Her scaling should not be a problem (ASOL, Kayle and other champs scale similarly while this isn't considered a problem... heck, those 2 are kept 52-53% steady WR across all elos and its fine)

So yeah, fuck whoever wants to preventively nerf this somewhat failed rework, it has the community split (most high elo players hate her, most low elo players love her). Hope we either get a revert (like Rengar/Gwen/LB did) or fair treatment (a nerf for this champ with these numbers is not justified, at most they should adjust her keeping the current nerf and buffing the trash early, like for example making Q CD scale from 3 seconds to 1 insteaf of 4 to 1 for example)

reddit.com
u/OSRS_4Nick8 — 11 days ago

[Classic Pass & Collectors Box drama] League of Legends support has to be CONSISTENT across all regions

For those who don't know, there is new drama going on with the new classic battlepass bundles.

I personally made this post that got some traction on the league classic reddit (much smaller than this one) and I started noticing inconsistencies across the support's team problem solving willingness.

I got the 9k rp battlepass on day 1, now I can't get modern Silver Kayle without spending 160$ : r/LeagueClassic

I personally got my RP refund, my RP was manually added to my account once I purchased the "collector's box" and some other luckier customers (these ones probably got refunds too since we requested them early on) got their refunds too.

Now though, comments are starting to emerge of new clients who purchased the 9,412 RP pass who want to buy the collector's box (for those unaware, some people bought the pass on day 1, collector box arrived on day 2 offering the same as that pass + some extra items, thing is they're pretty much charging the expensive pass twice to loyal-want-to-be customers if they want the goodies claiming the pass is non refundable, when in fact support can manually add RP to said accounts in order to secure a 160$~ sale for the company)

Anyways, I don't know if this is a new scummy monetization order from above (really doubt its this one but in a 2026 with horrible human being CEO's I wouldn't be surprised), or if the support team has HUGE discrepancies and inconsistencies across regions, or if part of the support team is just clearly clueless at what to do with this new problem

Hoping this post gets attention in order to help the unlucky customers that want the physical bundle to get their refunds so they can happily get their product without being charged 100$~ twice for it

TL:DR

>Many people bought the 9k rp classic pass on day 1
>The merch store releases a physical bundle that includes the 9k rp pass, real life goodies and more on day 2
>People who got the 9k RP pass on day 1 started requesting for the 9k RP to be refunded to their accounts in order to purchase the physical bundle on the store (160$~ if you include the euro exchange rate and the huge flat shipping fee)
>Some people are getting proper customer support that is willing to help the customer spend more money on the game without making them buy an expensive 100~$ battlepass twice, while other support agents or support teams from different regions are denying these refunds and forcing customers to pay for the 100$~ battlepass twice if they want the physical bundle

EDIT: tried posting this on the main subreddit, but moderators won't approve since its not esports related... Lets try to get traction here in order to help our fellow unlucky players that got neglected by the support team... I know this sub isn't as big, but this drama is important

reddit.com
u/OSRS_4Nick8 — 18 days ago

I got the 9k rp battlepass on day 1, now I can't get modern Silver Kayle without spending 160$

Title... I'm not a whale whale, but if content caters to me I'm willing to spend reasonable amounts (a good battlepass, all champs, Goth Annie, Black Ali, etc).

One day after the release of the pass though (9k RP is around 100$ btw) they launched the "physical version" of the game which includes the 9k battlepass, some real life goodies (coasters, keychain, stickets, etc) and modern Silver Kayle

Is there a way to get a refund for the battlepass (I certainly doubt it since I already spent a ton of classic coins on pass goodies) in order to get the physical version of the game?

TL:DR I'm willing to spend an extra few bucks to get the real life version of the game + its goodies and modern Silver Kayle, but no way in hell I'm willing to pay 160$ for it (in those 160$ comes a 100$ish battlepass I already acquired)

Wish Riot updated the store's programming in such way that the store would detect if a player has X classic battlepass and would apply discounts accordingly (there are many tiers of the battlepass, I'm sure other people that bought the same pass I did or other cheaper ones would love the physical version as a collector too)

To clarify, its around 160$ because its charged in euro + it has a pretty hefty flat shipping fee inside of the US)

reddit.com
u/OSRS_4Nick8 — 19 days ago

These ice maps' bugs is killing "endgame" players their will to hunt mcs

Over/Megacharged fishers that become standard fishers yesterday

Today and a week ago Over/Megacharged oyabuns that become standard

Lower MC rates (even the chaos map seems to had lowered its usual rates)

People playing less and less.... You've had a week since the Oyabun bugs started showing up last week...

I've easily missed 10+ mc progression with these bugs (the extra xp compensation is fun and all, but its not mcs)

reddit.com
u/OSRS_4Nick8 — 26 days ago

Anybody see potential in torstol or torstol seeds?

  1. Overloads don't seem to be coming in game any time soon, specially with saturated heart and the chugging device existing
  2. They're quite cheap for the "most rare" or premium herb seed type in the game
  3. Surge potions have the potential to increase demand for these considering the amount of new spec weapons that are getting introduced in the game (raids 4, other updates, etc) and some could have potential to develop new pvm metas revolving around surge potions for short trip bosses for faster kc
  4. Edit: They're kinda common nowdays, TOA (the most popular raid) shits these seeds in insane amounts
  5. Other con = buy limit of only 200 units for the seeds
reddit.com
u/OSRS_4Nick8 — 1 month ago

[Suggestion] Suggestion for metric trackers for weapons

Stars achieved per weapon would be an awesome metrick tracking rectangle

reddit.com
u/OSRS_4Nick8 — 2 months ago
▲ 103 r/joinmoco

[Feedback] Why today's map was TERRIBLE and possibly the worst one by far

1) Two helping missions

Helping missions are the worst and least fun by far. Helping spirits and sniffers is an annoying task when the map's theme is killing plats to spawn mother vine

2) One of the helping missions' rarity is off the charts

Finding sniffers was rarer than finding Mew on the 1999 gameboy color pokemon games. Absurdly low spawn rate. It should have been spirits and tacticats if anything (Tacticats were way more common while still being rare)

3) Exceedingly low overcharged and megacharged spawnrates, specially for bosses

Don't need to develop, map is 99.99% regular mobs, didn't see a single megacharged unit and I finished all the projects

4) Plant buds SHOULD NOT BE A TASK

Like ever again too. The mother vines rarely spawn them and they're extremely tanky for no reason... You pretty much only kill 1 bud per mother vine IF (emphasis because its a big fucking if) you're lucky enough to get to it early (plant spawns buds as one of its first attacks and almost never uses that attack again... buds on the other hand dissapear in like 3 seconds making it extremely hard to kill 1 or even 2)

Oh yeah... and randoms/bots are probably not bright enough to realize that not killing the mother vine quick may make it spawn more buds... but dudes are on a mission to set a guiness world record for DPS test on that dumb plant that barely gives any xp

This map was straight up ass and unfun. It felt like a 3 mission daily map recycled as the main map with extremely tedious tasks and extremely low spawn rates. It also removes any fun and replay value since hunting in normal maps is fun because you can find a lot of OCs and MCs

reddit.com
u/OSRS_4Nick8 — 2 months ago

[Suggestion] How to try to bandaid fix pvp for the moment with a temporary solution

PVP is trash, its horrible already, and most of it is caused by how disgustingly OP lava shield is

  1. Disable lava shield
  2. Disable free sustain (or greatly nerf it... staff of good vibes and technofists are immortal in 1v1s and maybe 2-3v1s)

Maybe this will develop new metas or bring interesting data to the table, because as of now PVP is DEAD and I HATE having to play it for daily xp

reddit.com
u/OSRS_4Nick8 — 2 months ago

How about we address the big elephant in the room right now (SINGULARITURDS)

  1. Buff this fucking weapon already for god's sake, even when animation cancelling all your combos your dps is still extremely underwhelming... Like hotfix buff it right now, its stupidly weak
  2. Give us queue options for rifts... for example:
  3. -allow us not to be able to pick to not be put in lobbies with singulariturds, I'm literally going afk every single time a low core + low level singularity user is in my rifts... This way if noobs want to terrorize rifts trying to get carried with singularity they get paired with other singularity users so they can taste their own medicine
  4. -allow us to "pick low priority roles"... for example, if I want to play tank, I don't want to be paired with another shield and a wolfstick (already happened twice in the 4 axes rift)

While we're at it fix the "beginner" *dr-evil-wink* technofists dojo that is impossible without abusing explots as waveskips

reddit.com
u/OSRS_4Nick8 — 2 months ago

[Suggestions] Campaign, Collectable focused gameplay, Skill trees and a new way to monetize the game

As the title says. I will be straight forward so lets start

Part 1: Ever-expanding Campaign

A campaign would be a great way to add content to the game in a way where new players don't get quickly to a point where they feel like they have nothing to do or nothing to work on.

Ch2 was truly a unique experience, and it would probably be a great and welcome feature for new players. There are a LOT of very unique rifts/encounters that could come back (Toxic Trench, Jaxxed Out, The first Draynor encounter, the Matriarch final boss, etc) while others with more frustrating gameplay can get adjusted to be less frustrating while still being challenging (Never let Manny cook, Razor Cave, etc)

Ch1 had some really great encounters too that could be recycled as well, like the final showdown vs Royal Rider to unlock Buzzkill.

The campaign will be accessible to ANYONE from day 1 and it will be linear, with various deviations and ever expanding subcampaigns

Here is a map from a game I used to play (Tyrant unleashed) where the campaign menu shows a map and as you beat missions you unlock further missions in a straight order on different parts of the "map". When you progress a lot though other missions that don't follow the campaign order can pop up, which could be an opportunity to add official side quests to the main campaign that would need some progress to unlock

Map image: https://imgur.com/a/KKkDLTW

For the campaign to be somewhat of a grind and an objective to complete some missions can't be braindead easy and even map finales or semi finales could be a bit difficult.

I would ALSO suggest for certain missions to have requirements to be unlocked (Example... "Mission 4" requires you to have 3 unlocked weapons... "Mission 8" could require 5 weapons, while "Mission 10" could be a map finale that requires 3 weapons with at least 3 charged cores. After clearing "mission 10" you could go to the next map and start mission 11 and so on... Or if you are an experienced veteran and beat "Mission 20" a new mission tree sprouts on map 1 on mission 7 and you get "Mission A1, A2 and A3")

The reward possibilities are endless if we get creative. I would love the "Monsterpedia" (would prefer a cooler name but that's my best right now) as a reward for a very early mission that could work as the game's tutorial (I'll develop more on the monsterpedia on the next section of this post) while also rewarding something extremely unique and lore important like Luna's Staff as a weapon (or as a Vibeshifter skin, but I truly would prefer it as a weapon) after beating lets say "Mission 30" which could be the third grand finale of the campaign (or at least a meaningful one)

Another reward can be a permanent +1% passive buff to damage and damage reduction to your account after completing the campaign (if new missions release and you haven't completed them, this buff is lost until the campaign is finished again)

The campaign won't have xp rewards since its a 1 time completion thing. You can get xp and cores from monsters though

The campaign story could be treated with the shounen anime model... The story starts as a normal hunter and with the pass of time/experience/etc you end up facing monstrous calamities, demigods, etc (The Glutton rift recently added could work as an awesome encounter of great proportions... or something similar to it).

Part 2 - Collectable focused gameplay

This game has a very unique monster catalog. There is a lot of variety regarding these, even some appear on maps of certain themes....

Introducing the "Monsterpedia"... Monsteromicon...Chaosdex... Wikichaos... whatever, I haven't come up with a cool name

Lets call it the MP... The MP will be an entry list of the monsters (and other entities) found in the game.

It will work with "pages" that work as tabs that group monsters by type. Every monster of the current "chapter" or season has an entry (Including the overcharged, megacharged and chaos variants)... Here I will show an example of 1 page

"Magic castle"
Bug - Kill 1,000 to complete the entry
Bean - Kill 500 to complete the entry
Captain - Kill 300 to complete the entry
Overcharged bean - Kill 10 to complete the entry
Overcharged captain - Kill 10 to complete the entry
Megacharged Bean - Kill 1
Megacharged Captain - Kill 1
Librarian - Kill 50
Overcharged Librarian - Kill 5
Megacharged Librarian - Kill 1
Chaos Ladybug - Kill 10
Overcharged Chaos Ladybug - Kill 3
Megacharged Chaos Ladybug - Kill 1

What's great about this system is that it can be implemented since it works very similar to the CH1 and CH2 missions and elite missions, which means its definitely trackable

After completing all of those you will "complete" the page for that category (there can be a cats category, a dinosaurs, an insect one, etc)

After completing all of the entries of the MP for a season you will complete it (this was just 1 page, a season could have multiple pages or something, again, this is a work in progress)

Bad luck mitigation AKA the thesis.... On Ch2 I will never forget getting a 10k xp reward for killing a megacharged overgrown vine... I didn't know there were 2 types of vine bosses being the Overgrown and Mother Vines... I got it like 10 days form Ch2's end... Which means it can be easy to miss certain entries on the MP.

The thesis is here to help mitigate that and will only apply to megacharged chaos entries (or something of equal rarity). When the season ends and you didn't complete your seasonal MP (which can happen) you can press a "thesis" button on the MP menu (good luck programmers lollll)... If you didn't kill a megacharged chaos Ladybug for example, you would have had to kill 10 or even 20 Overcharged chaos ladybugs and have killed X amount of monsters from that entry page (example... Kill 20,000 monsters from "magic castle")

The rewards... I've thought of 3

  1. Since the MP will be seasonal (don't worry, every season a new MP will be available) you will get a badge of that season's MP
  2. A permanent 1% passive damage buff and damage reduction to your account (it does not stack and is only unlocked after you complete your very first MP, so everyone can have it)
  3. Monster parts... After completing certain entries (can come back in the future on future MPs) you can get rewarded with a.... Shaman's Wand for example! (more on this on part 3)

Part 3... Skill trees.

Well, here we are, I'm not going to suggest a skill tree for every weapon here, but would rather explore things that can be implemented here so...

  1. You can put every single core crystal on any weapon but you can only activate 3 at a time. This incentivices grinding/playing more.
  2. gives devs possibilities for missions (example, make a boss always do an attack at half health where he will oneshot anyone with less than 26,000 health... after that make it recharge for 5-10 seconds allowing players to heal while being unable to progress without hitpoints cores... this is an example)
  3. It allows to build a 8 branch skill tree per weapon (1 branch per core attached, and you can only get to the end of said trees of a core depending on how upgraded it is)
  4. It allows for specialized skilltree builds... Remember the Shaman's wand from earlier? Well, here I will give an example of its potential. After using your consumable "Shaman's Wand" on your zapsicle If you have an overcharged or better Cooldown AND Healing core on your Zapsicle, you can activate a bonus combined branch on the Zapsicle's skill tree. An example of what this could do is allow you to use the Zapsicle heal while refunding 50% of the heal and ultimate's cooldown. This tree entry could be named something like "playing safe" or "more time to heal"... The possibilities are truly endless
  5. Balancing will be important so the abilities cannot be something too over the top. An example of a good one would be to make Zapsicle's skill 2 electrify up to 5 targets instead of 4... A bad example would be to increase the ulti's damage by 20%
  6. Skill trees could use new sort of "currencies" to earn progress... Like "Talent points" to unlock basic skills, earned by playing normally... or "Chaos points" awarded from Megacharged or Chaos monsters in small quantities to progress the final abilities of a skilltree
  7. Upon completion of a weapon's complete skill tree you could get a +1% passive damage and damage reduction effect on that weapon
  8. If you complete ALL the skill trees for all of the weapons (maybe without the special items or skill slots like the "Shaman's Wand example) you will unlock a "Jack of all trades" title (can probably be a red or glowing title, to reflect its difficulty to obtain) and another +1% passive damage and damage reduction on your account permanently (lol... at this point we're at 4% bonus... from campaign, MP, X weapon tree and Jack of all trades)

Part 4: More mometization possibilities IN THE FUTURE (not now because players could use more content)

Paid content...

I know a lot of people would HATE this idea, but hear me out. If the game gets a lot of content and players are overwhelmed by it, Supercell can release exclusive paid content that some overachievers would be happy to pay for

This content won't be P2W in any single way and is focused on cosmetics and enjoyment

Product 1: A monthly battlepass that gives players one completely new weekly world (42+ missions since its weekly).

To make this battlepass "attractive" it has to be a brand new world with brand new monsters (Example... Heaven world with a lot of new angelic enemies)

The 42 missions won't give you xp, but instead progress in the battlepass, to unlock cosmetics regarding the theme

It can also have its own exclusive mini MP that awards a badge (no 1% bonuses)

These worlds won't have increased OC/MC rates or xp rates or anything to keep things fair. Maybe, after a few monthes or a year after its release this world and its theme can release for all players on future worlds (while ofc they can also develop future paid worlds too)

Product 2: Paid campaign segments

It is very very important that players still get campaign missions every now and then. If this monetization option makes it so no new free campaign segments get released in order to make them all paid you may aswell scrap this idea since it could be terrible in the game's long term if there is free content drought due to aggressive monetization

Not gonna develop more to give devs 100% freedom in this one... Again... rewards have to be cosmetic (like... Draynor's weapon skins or something) and can't include things that can lock players out of content nor give unfair advantages (No "Shaman's wands here, No +1% bonuses here)

The end.... Happy to hear your thoughts and open to adding great ideas to this post either making a whole new section 5 for them if its dense or expanding either of the existing sections...

u/OSRS_4Nick8 — 2 months ago

Proposed weapon balance changes (OG Crew day 1 veteran, 100% all CH1 and CH2 rifts and dojos, 100% Neo so far)

FIRST AND FOREMOST. If critical is a thing, every character has to have a base critical chance (be it 5% or 10%). Having no critical core option just makes some weapons obsolete since release and the dopamine from crits are always nice.... Not my job to do the numbers to make it balanced, but ALL weapons should be able to crit without cores

Speedshot:

Speedshot is an easy and great first weapon. Its problem is that it's too onedimentional to have lower dps than the red technofists

The proposal will be to keep it 100% as it is... but bring back the stacking attack speed that was so characteristic of the weapon... Make speedshot have more DPS than red technofists by 5-10% at max charges while keeping the current DPS for its minimal attack speed

Edit: Proposal from dachen, which I like more than mine... Swap the healing shots for the old vitamin shot

Technofists:

No proposed changes, probably the best weapon in the game right now for most scenarios because it's a "jack of all trades master of all" weapon. Would rather instead buff all other weapons to have a place instead of fists in multiple scenarios.

Edit: Slight nerfs to its red DPS and its healing

Headbanger:

Headbanger is in a good spot, especially if you take the time to master its combos and animation cancels. HOWEVER, it can be better (especially in the fun/satisfaction department). It is also outshined by most weapons in single target dps making it unable to be the best at anything (except that old docks rift)

There are 2 main proposals

  1. Declunkify: Make its third autoattack have no extra delay (these extra delays feel terrible to play arround and very clunky). I would 100% prefer this change since it would make me more inclined to want to play the weapon because it will be less frustrating to use
  2. Straight up buff: Make its third attack do a stupidly absurd amount of damage... The windup is way too annoying and the reward is just way too little in its current state

Venombow:

Weapon is in a fine state, but it's extremely broken when playing a hit and run playstyle on maps that enable it (accumulative point rifts are some of those... and the first map that spawned dozens of bosses the very first of the update, village siege I think it was called)

I think it would be fair to leave it as it is, but I have a half assed proposal to its problematic toxic mechanic

Proposal to its problematic mechanic: Make it have a max range for ticking poison. If this change goes through though the weapon would be weaker overall than the competition and may need buffs in other parts of the kit to stay relevant.

Zapsicle:

Congratulations to whoever designed this weapon since its extremely fun and satisfying to use.

I'd leave the weapon as it is, it is very strong if mastered and it is one of the best in the game on situations where it's needed or could be used.

Lava Shield:

ABSURDLY BROKEN AND FRUSTRATING IN PVP, I WOULD ADDRESS THIS THING IN PVP ASAP

OTT, it has it uses in some rifts while not being particularly great. Could leave it as it is, could also make its basic attack do a bit of more damage

Wolf Stick:

No proposed changes, maybe minor buffs to the player's basic attack or the heal received from the wolf frenzy. Haven't used this weapon enough to know if it's good or bad, but I definitely see a lot of potential in it, specially in solo scenarios/dojos. It has a room to be the best weapon at some scenarios so I don't see any major changes necessary

Singularity:

Again, congratulations to whoever designed this weapon since its extremely fun and satisfying to use.

It is though quite undertuned since its dps is just way subpar while its long cooldowns also make its AOE lackluster. The weapon has insane defensive/mobility capabilities, so I wouldn't increase its healing at all (seen a lot of people complaining about the healing being too low, but I think it may be fine)

Proposals:

  1. Lower cooldowns on skill 2 and skill 3 (this would make it more skill expressive, and I would prefer this change) while buffing the dash's/teleport and the autoattack's damage
  2. Higher damage on skill 2, skill 3 the autoattack and the dash/teleport

The DPS is a must, this weapon is almost dead-on arrival in the meta, especially for rifts since its dps is just too low even if you're being consistent with it (and this weapon can be very inconsistent, especially in the hands of inexperienced players)

Squid Blades:

Congratulations on the rework, the weapon is extremly fun and satisfying to use. It's great to see such a fan favorite back in such a good state

Wouldn't change it for now, its DPS is great while also having enough identity to have the potential to be the very best at some specific scenarios, so no proposed changes for this one

Vibe Shifter:

Ok.... Saved this one for last because it could be very powerful but it's just not fun nor satisfying to play. It has no place in rifts since DPS is king there (and other weapons like Technofists make it unecessary if it would ever be needed)

I'd propose to fully rework it focused more on being a "control mage" with turrets. Good/Satisfying gameplay will always be better than an overtuned unfun weapon nobody wants to play or use.

I'll propose a few changes

  1. Keep the separate attack and heal buttons
  2. Make the turret you place also do your exact same conical attack (or heal)
  3. The conical attack that the turret emits will automatically aim itself in a straight line to wherever your character's basic attack (or heal)
  4. The turret's emitted attack will be exactly the same lengths as the player's attack. If its too short it doesn't stretch or anything, it just flies in the linear direction of where your basic attack would end
  5. If both your attack and the turret's attack meet or intersect, make any monsters or enemies in that exact intersection/area take bonus damage (this could add satisfaction to the weapon and skill factor)
  6. The turret will ALWAYS emit the opposite attack of what you do (If you heal it attacks, if you attack it heals)
  7. The huge AOE pulse attacks/heals from multiple attacks will be emitted from both the player and the turret (will probably have to nerf their numbers though since this could break it or make it too powerful AOE)
  8. Make the turret also emit skill 2 (the push back) for a bit of more damage/zone control
  9. Could add one more skill that would make you instantly teleport to your turret while destroying the turret in the process
  10. The turret could be like an "ultimate ability" that you need to charge up like Venombow's or Headbanger's heal

Thanks for reading, feel free to contribute in the comments!

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u/OSRS_4Nick8 — 2 months ago
▲ 145 r/KaynMains

The more time that passes the more I realize how unprofessional was Phreak addresing Kayn's interaction with tiamat during his Q

Part 1, adding context...Long story short:

> Profane gets introduced in a very broken state
> All assassins become S tier overnight, SA being top 3
> Kayn gets hard nerfed but is still strong due to profane
> Kayn gets his ability to tiamat during Q removed (Phreak said its removal was "non negotiable" while not offering any reasonings or data on one of his videos, he was just biased and hated the champ unprofessionally and irrationally)
> Blue Kayn's winrate dropped from 51% to 46% overnight and got forgotten by the balance team for over 6 months (Rhaast was still playable)

Part 2, the worst execution possible as a solution

Phreak's hate for the champ was so unreasonable that he got out of his way to destroy that interaction by literally clunkifying Kayn's Q in an extremely unfair and unprofessional way

The solution was to literally disable Kayn from doing any actions during Q... Why is this a problem? Because an unprofessional head of balance got out of his way to delete one interaction in a way where he actually ruined dozens if not many more kind of interactions

Ever wondered why sometimes your red trinket didn't work eventhough you swear to god you activated it or a smite that didn't go off attempting as steal? Well ladies and gentlemen, if you activate anything during Kayn's Q it simply doesn't activate, period (item abilities, actives and even summoner spells)

Now Kayn can't ward, trinket, tiamat, ghostblade active, rocketbelt, zhonya, flash, ignite, smite, exhaust, etc during his Q

This is literally an extremely unfair and unprofessional way to address a problem which definitely has more reasonable solutions than creating dozens of more problems and clunkiness (like balancing numbers for example... or removing tiamat ALONE maybe)

Part 3 what is gamebreaking and what is not

I still don't know why the removal of Kayn's interaction with tiamat during Q got removed and was labelled non negotiable. The interaction literally only did one thing, which is more damage (and that is tiamat/profane's purpose as an item, to do more damage with its active)

Here I will present WAYYYYY STRONGER tiamat interactions that other champions can do that can actually be considered gamebreaking

The chinese Fiora oneshots (enabled by the ability to proc Fiora vitals with Tiamat, which is an extremely broken interaction if you ask me)

FASTEST FIORA COMBO EVER

Its literally an almost 100% hp true damage oneshot to anybody, even tanks

Khazix instant triple/quadruple/quintuple jumping enabled with Tiamat

Kha'Zix Player Triple/Double Jumping like a BUG

The infamous Khazix double jump is an extremely powerful technique since it allows you to onshot someone while repositioning to safety after the assasination once you have E evolved. Great Khazix players can even do triple jumps if the enemies are low enough while assassinating different enemies with different abilities during jumps (Q and W are his only options)... Tiamat though adds another layer of complexity and enables Kha with 1 more ability to kill (profane active) and since Q cooldown is so low in the late game (2 seconds or less) you can even pull quintuple jumps (E > Q kill > E > W kill > E > Tiamat kill > E > Q kill... remember, Kha can cast his abilities during E but not AAs)

Quinn profane hydra combo

Quinn profane one shot combo | #silentsniperbkpk on #Twitch

An ADC with ADC dps capabilities that can also assassinate (her combos do a shit ton of damage instantly with all of her abilities). Some ADC's are kept with bad waveclear as a weakness (Vayne for example) so they can't be too oppressive in solo lanes like in top lane. Tiamat/profane being both efficient and meta literally deletes this weakness from Quinn. No other ADC in the game can build the item because its active is wasted... Well, Quinn literally is the only ADC who can use her active efficiently during her E, making her burst combo almost have no counterplay since she runs at you at mach speed with Valor, can AOE blind with Q and has a strong disengage/engage with E (both abilities mark you too, and if used in succession + profane during E leap it offers top notch burst)

Part 4, was Kayn's interaction with tiamat during Q really that bad that it should be vanished from this MOBA?

The best thing about time is that it ends up exposing things. Exposing for example the fact that Kayn's tiamat Q interaction was both not game breaking AND balanceable in an appropiate and professional manner

It has been quite a while now since two (2) champions on league of legends CAN LITERALLY DO THIS SAME INTERACTION WE GOT STRIPPED FROM US UNFAIRLY

Naafiri... Naafiri's E is almost identical to Kayn's Q... AND SHE CAN TIAMAT DURING HER E

Why is this not gamebreaking or non negotiable? Naafiri right now is one of the most OP solo Q junglers and not because of her being overtuned but because of how broken her kit actually is (packmates block skillshots, top notch dps for an assassin, an extremely broken and improved Fizz E being her W that gives her max packmates, etc)

Velja got recently rank 1 with this champ in EUW (and many challenger players are spamming it rn) while Kayn has never had any player ever hit rank 1 in his almost decade old history (Heck, he's even terrible in professional play)

Thing is though, eventhough Naafiri can do this interaction (which is supossed to be super op according to Phreak), almost nobody builds profane on Naafiri. She literally benefits way more from other items and can build either bruiser or assassins

Zaahen... Zaahen's E is also almost identical to Kayn's Q with an even added sweetspot %dmg. Zaahen can tiamat during his E... Reminds me of a very strong/satisfying old interaction was Goredrinker during Rhaast Q (this never got removed though, Goredrinker was deleted from the game when the tiamat interaction got gutted)

Difference is that Zaahen can stridebreaker during his E, enabling him to have insane stick power (kinda removes one of his main weaknesses being kitable, specially if you consider how the stride slow almost guarantee him hitting his abilities). This interaction is very similar to the very old, extremely broken and already deleted first iteration of stridebreaker (which removed this same weakness from both Sett and Darius, making them both extremely strong and with less counterplay)

Part 5, conclusions

Well, I think we all can agree that Phreak's addressing of this situation was not the best.

I think we can also all agree that Profane Hydra is currently one of the least popular lethality items (nobody builds it and other lethality items are way stronger right now)

I also believe that right now Profane Hydra wouldn't even be a mandatory core item on Kayn in today's because other items are just stronger on him right now. The item offers AOE, which Kayn already has while also offering less damage than other high damage lethality options (Voltaic, Hubris, Umbral and Bastion... Strangely, Kayn has been one of Umbral's best performers winrate wise as of late)

So why not turn the page of this bitter chapter of unprofessionalism and revert the ability to do actions during Kayn Q?

Even if its not meta (and if it is it can get balanced accordingly, which I doubt would be needed), it could add an extra layer of skill and satisfying gameplay to his kit while also declunkifying Kayn. It has been many years now since the removal of that interaction and it has also been many years with Kayn players unfairly suffering from the clunkiness of Q's inability to cast other abilities during the ability itself.

Two very strong meta champs have this interaction available to them and its not breaking the game in any way. And if it is "unfair and non negotiable" as some unprofessional guy said, fine, it can be kept stripped away, but at least be fair with the champ and let us cast everything else during Q (IK, IK, spaghetti, spaghetti).

The treatment this champion has received for this interaction is unfair, frustrating and unprofessional

u/OSRS_4Nick8 — 2 months ago

The Crow changes are TERRIBLE. Here are better ways to address his frustrating gameplay

  1. Make the poison tick for less time, adjust damage numbers if necessary (on either autoattacks or poison ticks)
  2. Remove the buffie that refreshes the poison tickrate, its frustrating braindead gameplay with no counterplay. Add any other fucking effect in the entire universe except this one
  3. If still too strong/toxic make him keep his same autoattack pattern, but make the middle feather have its same range while decreasing the diagonal/side feathers' by 5-10%, this way he has upclose burst as an assassin should have while also reducing his frustrating poke and antiheal pattern
  4. Maybe remove his ability to reduce heals, his kit is indeed kind of overloaded

Crow is NOT an assassin under any moba standards (at least without his hypercharge), he plays way more like a poke/control mage that just denies the enemy team from healing for unhealthy amounts of time

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u/OSRS_4Nick8 — 3 months ago