Do you think these reworks made the champions better or worse?
When i saw you play as Xerath, his kit kind of felt like AP kog'maw. You stay WAAAAY back, and pick people off. It seems like now, he's much more susceptible to assassins, since they have an easier time sneaking past a front line, and getting up close and personal to people.
I think riot just kinda deleted skarner. Not gonna lie - in that game we played, the skarner contributed nothing. I'm not even sure why riot decided to nerf him. His kit wasn't particularly powerful to begin with
I think riot just kinda deleted skarner. Not gonna lie - in that game we played, the skarner contributed nothing. I'm not even sure why riot decided to nerf him. His kit wasn't particularly powerful to begin with
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My Soraka Guide | My Review Service

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My Soraka Guide | My Review Service

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Rework made him generally more viable but less unique and fun to play as a champion IMO. But I guess I enjoyed tossing E on people and have them act like headless chickens trying to predict my Q while I auto them.
Riot? Making a statement like that? Why am i not surprised. at all.
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Thanks for the sig, MissMaw!
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E change is good, it makes more sense to stun someone before you unload your combo on them rather than point and click one skill then having to hit a skill shot for a stun(brand is still weird for me for that reason)
i miss the spell pen he got from his old W but i guess having another real damage skill makes up for it, plus him getting all of his range without it is good too
i feel like his Q is too strong though, he should have to charge it up for more damage instead of just getting full damage with it no matter how long he charges it
i miss the spell pen he got from his old W but i guess having another real damage skill makes up for it, plus him getting all of his range without it is good too
i feel like his Q is too strong though, he should have to charge it up for more damage instead of just getting full damage with it no matter how long he charges it

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doesnt that add counterplay? you get close to the long range artillery to kill him and in return if he can stay away from you he gets extra damage
ALSO doesnt Varus have a similar skill that does more damage the longer you charge it? idk if it does more damage the longer you charge it im not a varus player so i might be wrong
ALSO doesnt Varus have a similar skill that does more damage the longer you charge it? idk if it does more damage the longer you charge it im not a varus player so i might be wrong

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long range damage dealer kind of applies to both of them regardless of what kind of damage they apply and what lane they go to, you get in the face of a ranged adc and it dies, you get in the face of a long range artillery mage and it dies
why should it be ok for one to be at a disadvantage for damage when someone is close range when another can still do full damage on an uncharged skill when someone is beating on him at melee range when the fantasy of him is "long range artillery mage"
why should it be ok for one to be at a disadvantage for damage when someone is close range when another can still do full damage on an uncharged skill when someone is beating on him at melee range when the fantasy of him is "long range artillery mage"

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I thought I'd make a thread to discuss the changes and general things about their new kits like itemization and skilling orders.
I'll start with my thoughts;
Build I tested: Max Q then W then E, 21/0/9 masteries and Sorc shoes, Dcap, Athenes, void, Zhonyas, Abyssal scepter. Runes were Hpen, Armor, MR and AP Quints
Build I tested: used
Runes were Hpen, Armor, MR, and AD Quints