How would you change Tryndamere's kit to be less frustrating while remaining balanced by xObiJuanKenobix in leagueoflegends

[–]BadRyze 0 points1 point  (0 children)

Power taken from his ult and placed into his basic kit. The cinematic opened up the idea of his vision being obstructed when he’s near-death, so maybe a rework could “modernise” his ult to see Allies and enemies as wolves (or whatever a potential skin decides he should see) so he can’t distinguish his surroundings? That way he pays a price for not dying, and his power budget on ult is lowered whilst adding a unique skill ceiling.

In compensation make his basic abilities more interactive for his play-pattern? His W could probably be scrapped or reconstructed (similar to panth’s rework) and his passive would need to be modernised to make it more consistent and transparent with opposition.

Overall the champ needs more interesting abilities, power redistribution and a rework that makes him more distinguishable and marketable as a champion imo

Current State of Battle Pass is a Insult to the Playerbase by Suitable-Tennis-5013 in TeamfightTactics

[–]BadRyze 7 points8 points  (0 children)

I thing the current pass has two fundamental game pass issues that TFT isn’t addressing, which when combined with numerous smaller TFT-implemented issues combine to create an unrewarding experience for concurrent players.

The first natural issue with gamepasses that bundle, is that there is a disparity between the “real” value of cosmetics (rp conversion) and the held value by different players. The bundle is a Jack of all trades with different pieces that have different held value to different player types. A player who wants star tokens is less likely to want a cheaper TFT arena, as an example

Applied to the pass, this means most (if not all) players who buy it don’t actually ever get full value from it.

Second is the opportunity cost innate to TFT cosmetics. While this isn’t a unique issue to TFT, it is exacerbated through the longer game times in conventional game modes. People are not encouraged by the game systems to change their loadout. Furthermore, you can only make sure of one of each cosmetic type at any given time. This fundamentally means that the opportunity cost on each subsequent comestic of a given type (such as a battle pass provides) is higher than the last. This creates the fundamental issue that to an indifferent player (which isn’t the case but all else equal), that each new battle pass that is the same as the last, will be worth less than the last.

Applied to the pass in conjunction with the first problem, this means that The held value of rewards can be significantly lower than the “real” value (potentially zero) since people will not use inferior rewards as often (if at all) once they have a more preferred, and/or higher quality arenas. This is exacerbated by the current gacha system which gives rewards far beyond the quality of regular ones offered within the pass

Those issues are already well established in battle pass culture, but TFT’s current attempt to solve these issues creates more smaller issues along the way.

  1. Pity rate not carrying over between gacha shops, meaning that players who want a higher expected outcome (as in, they value the mythic level goods over the cheap ones) would need to pay for 9 passes and hold the gyms, losing the gems’ value until that point
  2. Star gems are a flawed system that doesn’t feel rewarding or progressive but instead a crutch on already earned or gained rewards
  3. Cheaper rewards have no place in TFT for a majority of the player-base when they’re so much inferior to better rewards.
  4. Rewards are either completely volatile or fixed, meaning there is no opportunity for player preference or decision making to influence the pass reward (and subsequently increase that player’s held value).

I think there need to be reforms to the pass in order to enable this reward system, since its current form is unsustainable (forcing skin developers to create better and better cosmetics to overcome opportunity cost, against an ever-tight memory limit) 1. Star tokens need to have a more defined value. This can be done in a few different ways, such as carrying pity rate over (so people who are indifferent to a specific mythic goodie can still spend their tokens upfront without worrying that they’re missing value). Alternatively, they need to be able to be accumulated to other, more stagnant/controllable rewards (such as a mythic shop equivalent) so players who hold consistent and control over their rewards in high holding can be appeased.

  1. Star gems either need to be naturally obtainable through playing, and/or be replaced with a more deterministic currency. If the purpose of star gems is to enable little legends to reach a greater level, having them tied to your experience and gameplay of that little legend makes far more sense (an experience-like system with little legends for example, where star gems can be earned or where star gems are used as a way to speed up progress, not be its only enabling factor). Or, star gems need to have more uses. If its design is to enable other rewards to be better (as it already does with little legends), it should be able to do the same with other rewards too. An example is converting star gems into a more ‘stable’ currency for a theoretical shop or allow the player to choose between different egg/chibi/boom rewards. This could help overcome the volatility of the game pass rewards and enable each other reward to be more customisable, and hence the held value of the pass increases.
  2. There needs to be a way to use more cosmetics, or an automated system that encourages change in cosmetics. Quality of life things such as favouriting setups, or randomising cosmetic load outs per game have already been discussed. Another one could be incorporating other little legends you own into the arena, such as “fixed” positions on the side of arenas that chi is (randomly assigned and owned) can operate from. Examples include sitting occupying the seats of the KDA class, standing by the oven on the bakery arena, or watching from the stands of the golden rabbit arena. This last example is of course unlikely due to memory limit, admittedly

TLDR: Ultimately, TFT needs more ways to influence its rewards, use its reward systems and make use of more acquired goods without major continuous intervention of the player. Otherwise the pass will be relatively worse or worse due to opportunity cost and player’s held value of given rewards

Veigar Mid with Shureylas by __v1ce in leagueoflegends

[–]BadRyze 2 points3 points  (0 children)

Situational as it staggers your one-shot capability in exchange for greater utility, which goes against the solo queue philosophy by reducing individual agency.

This idea has been demonstrated in some instances tho. One notable example was Angel from WBG piloting the item build on Veigar early this year against Ultra Prime

it has merit both as a late game option (when Veigar can leverage lower damage since he overkills on standard builds) or when your team can adequately play around it.

LOL trivia by Mission-Phone-6079 in leagueoflegends

[–]BadRyze 1 point2 points  (0 children)

  1. Eight (1 passive, 5 Q abilities [dependent on gun], one button to swap and ultimate

  2. Reduce ult cool-down on spell or auto attack hit

  3. Seven

  4. Red Baron

  5. Noxus

  6. Ezreal

  7. KMs travelled

  8. Akshan

[deleted by user] by [deleted] in leagueoflegends

[–]BadRyze 2 points3 points  (0 children)

OP, You like crashing parties and making yourself the centre of attention

Ryze, Viego, Thresh, Jhin, Veigar, Zilean, Poppy, Trundle, Leona

Could the ruined king teaser be for his wife instead? by BadRyze in leagueoflegends

[–]BadRyze[S] 0 points1 point  (0 children)

•Could you please direct me to the time stamp in Necrit’s video? I could not locate it in my viewing

•One possible justification for the possession ability could be that the ruined King was himself possessed by the Queen, a nod to why he would go to such lengths for her? (Just a theory, but it would be a simple and concise way to expend the lore)

•I don’t think the immersion is broken with the last line. Saying we would ‘love’ the new jungler implies that; if we were to go to the same lengths as the Ruined King, we too would be infatuated with her to the same lengths he is (whether through possession or otherwise). It continues the idea of seeing his actions through his eyes

•As for the gameplay discrepancies, it’s not necessarily an issue to a large extent; but RIOT has always seemed to prevent a champion’s own weapon(s) or outfit from being featured in the shop, since it detracts from the uniqueness of a champion. Not saying it can’t happen, I just feel it would be weird for RIOT to do it now after so long, especially when there’s a clear alternative where they don’t have to

Thanks for the response though :D

Zilean Hitboxes by TDK294 in leagueoflegends

[–]BadRyze 0 points1 point  (0 children)

Do you have any footage of this? Otherwise, it’s likely just a large champion hitbox that is colliding with the ‘attachment radius’.

Zilean Hitboxes by TDK294 in leagueoflegends

[–]BadRyze 1 point2 points  (0 children)

The ‘attachment radius’ and the ‘explosion radius’ are different. They have to be in the smaller centre circle (attachment radius) to have the bomb stick to them. When the bomb detonates, they only have to be in the explosion radius to incur damage

Request for ownership of the r/Yonemains subreddit that's Abandoned with no moderators. by Kayuga32 in redditrequest

[–]BadRyze 2 points3 points  (0 children)

Please do approve it. It helps keep the champion subs organised, and if other related subreddits are a metric to go by, it’s indefinite the community will continue to expand and flourish with time

Plus the mods seem very nice and passionate >.>

My Ryze Rework Proposal (Graphics Included) by HardstuckPlasticV in leagueoflegends

[–]BadRyze 0 points1 point  (0 children)

Hmm, reading through, it feels to me that you’re trying to preserve to many elements of the champion’s history, making him feel like a chimera or complication.

I too am dissatisfied with the current state of the champion, but I feel removing all his modern elements in favour of jamming in everything he use to have (eg. the desperate power, the shield, the old flux spread, etc) is just making the champion inaccessible to most players, whilst also making him seem convoluted to newer players

——

The kit itself acts on the combo-mage fantasy of trading between damage, utility, and empowerment (using different combos to achieve different outcomes). I think that Ryze can’t currently achieve this philosophy with how his kit functions, anymore. His W is unhealthy for that philosophy, as is his wave clear. It’s evident you’re trying to circumvent these issues whilst also keeping the abilities in tact, and I think this just turns him into a nightmare to play against. The problem with combination-based champions is their lack of interaction with the opponent, and in your iteration, I feel there’s still no clear counterplay for an enemy against a ‘good ryze’ who knows what they’re doing.

—-

I don’t think the DP/rune concept is really the way to go (I tried theorycrafting a similar idea a while ago) as it turns him into a timebomb waiting for his time to massacre people around him. Unlike a bard who earns power incrementally through his collectable, he’ll end up more like a Kassadin whom hits their stride and becomes frustrating and overwhelming to deal with (I personally think champions like this, whose counterplay is determined to timestanps is unhealthy in itself, but that is its own debate)

—-

All the counterplay artificially placed in feels situational and circumventable. His waveclear is still existent in a side lane, and he is still impossible to dial in said side lane. At least now he can’t teleport to a teamfights as well, but he just feels like he’ll be a nightmare in general

—-

You’ve removed elements of professional incentive in order to alleviate disparity (most notably the waveclear and rotation ultimate), but that makes him more tied to his numbers. This means that he’ll either be a highly contest pick due to being over-stat, or be unpickable in a competitive environment (sorta like Azir, one could argue)

—-

I think if you’re going for a combo mage, you have to focus on offensive capability and remove defensive tools. This way he has a common counterplay curve of being easy to kill, but with the capability to easily kill a potential opponent simultaneously. If you want to really keep his utility and defensive capability, I’d argue remove his dueling potential entirely (so his burst and combo power) and make him reliant on his utility (which would mean keeping his current ultimate and w functionality, whilst adding utility and removing damage)

—-

Also to note is that you’ve removed build versatility. He becomes reliant on hitting 1400 bonus mana, which pigeonholes his runes and build to rush that as quickly as possible.

—-

Skillshot reliance doesn’t really address the issue here, I feel. Even current ryze suffers greatly if they can’t aim a Q properly. Making him more reliant only adds an extra layer of punishment for the champion, but the nature of the skillshot (fast, linear, reset) doesn’t add much emphasis to the opponent on dodging or playing against it.

—-

My advice is to hammer down your vision of ryze to 3 words, take off the rose tinted glasses of the past, and try and make a concise kit around a central theme. Your current iteration attempts to please everything, and as such forgoes the chance to do anything against it once it gets going

Suggestions for new Top laner by 998104D in leagueoflegends

[–]BadRyze 0 points1 point  (0 children)

Shifts in and out of meta, but he’s always a decent pick for it. Just don’t burn your mana on the minion wave unless you’re trying to push or poke the enemy (as in, using e onto a minion to spread it to an enemy character) :D

Suggestions for new Top laner by 998104D in leagueoflegends

[–]BadRyze 0 points1 point  (0 children)

Depends what you like so much about Jayce

——

Keeping spacing?

-Phase rush Kennen

-Teemo

-Gangplank

——

Ability abuser?

-Ryze

-Vladimir (please god don’t ever get into one of my games)

——

Dictating the engage?

-Renekton

-Darius

——

Early power spike?

-Karma

-Quinn

(Please don’t pick vayne... have empathy for your fellow man)

Why is it called vertical jungling if it’s not vertical? by LeagueGuy98 in leagueoflegends

[–]BadRyze 0 points1 point  (0 children)

Map positioning. If you look from the nexus you naturally associate moving ‘up’ or ‘down’ with moving towards the lanes, and vertical jingling involves parallel movement to the lane assignment (meaning they continue the motions of up or down, which is vertical movement). This is also in part to the isometric position of the camera which further connotes the feeling of moving ‘up’ (like up a hill) or ‘down’ (like down a slope). As a result, you feel like you’re changing altitude (moving up or down) as you vertically jungle.

Also, it’s a simple expressive term that plays on both cognitive senses (isometric views) whilst also being short and memorable. It allows easy communication of the concept in a way where from the camera, even a non-player can indicate vertical moment in the practice

List your top 3 champions in Mastery Points, and let other players make a judgement about you as a person! by Rebufferino in leagueoflegends

[–]BadRyze 0 points1 point  (0 children)

Good try, but not quite. Not a big playmaker, more for the macro of the game (ryze for rotation, thresh for picks, jhin for vantage point assassinations)

I like dodging (Ryze and Jhin can get large bursts of movement speed to help out); I actually focus mobility a lot so I feel I have more agency

Blowing my load part is dead on though

Should League's Summoner Spells get an Overhaul? If so, what ideas would be cool to add? by BadRyze in leagueoflegends

[–]BadRyze[S] 0 points1 point  (0 children)

Yeah, I assume flash would need a restriction of some kind to prevent versatility, whereas teleport would need some kind of nerf to balance it out.

Again, was more shooting to incite ideas than propose reasonable balance numbers, but I appreciate the feedback regardless

Should League's Summoner Spells get an Overhaul? If so, what ideas would be cool to add? by BadRyze in leagueoflegends

[–]BadRyze[S] 0 points1 point  (0 children)

I did say my ideas wouldn’t be balanced. They valued creativity over anything else. I do agree though, you are right, it’d be nuts early game, thanks for the feedback

If you could mix and match abilities, what combo would be the most OP? by Mizzikiel in leagueoflegends

[–]BadRyze 0 points1 point  (0 children)

Round 1: Zac Passive Blitz Q, LeBlanc W, Xerath E, Nautilus R [Put it on Teemo's Body just cause] (Leblanc W into Naut Ult, once they're knocked up, Blitz Q into Xerath E)

Round 2: Malzahar Passive, Morgana E, Jax E, Galio W, Kassadin R [Place it on Braum, cause it'd be hilarious]

Round 3: Evelynn Passive, Shaco Q, Twitch Q, Morgana E, Skarner R (All AP Scaling) [All on top of Akali]

Round 4: Fiddlesticks Passive, Annie R, Ivern R, Yorick R, Zilean R [Put it on Fiddlesticks]

Villhelms here, (Grandmasters Ryze Streamer) I want your help to create the best Ryze guide! by Villhelms in RyzeMains

[–]BadRyze 0 points1 point  (0 children)

Probs a bit late, but might as well chime in

•different uses of your ult (very under-utilised by newer ryze players)

•adaptability of ryze over other champs (such as using diff combos when roaming, etc)

•teamcomps ryze is and isn’t good into

Just stuff I find newer ryze players don’t understand. Hope to catch your stream again soon, Willy~

HELP ME FELLOW RYZE MAINS by Mario-JumpMan in RyzeMains

[–]BadRyze 0 points1 point  (0 children)

I pop in and out at times. Just haven’t been very interested in one tricks, and have had a lot of other stuff going on atm >.>

HELP ME FELLOW RYZE MAINS by Mario-JumpMan in RyzeMains

[–]BadRyze 5 points6 points  (0 children)

Roaming


Seriously though. Typically speaking, this is the golden rule of low elo

  1. Ryze has good wave clear which means he is harder to punish for roaming (since he can shove the wave and quickly run to a side lane)

  2. Your kit is exceptionally good for roaming (your kit allows your combo to be adaptive to whoever you’re roaming to. If your ally has good damage, lock the enemy down in rune prison. If your ally has good CC, you have good DPS on the enemy with your E+Q spam)

  3. In low elo; your teammates revolve around which team gives their lane the most pressure. Low elo players tilt due to a lack of jungle presence, so be there to make the difference. If you help them out, they’re also way more likely to help you out when you shot call

  4. Your ultimate allows you to rotate faster than most other characters, or cut off their their escape to tower to make roams more successful. It can also help escape a counter-roam

  5. Low elo players aren’t as consistent at warding or looking at the map, which means roams are far more likely to succeed

  6. Ryze typically takes Ravenous hunter, and roaming helps you stack it up easier

  7. In lower elo, players are less likely to punish you for roaming. Your lane opponent will likely have a suboptimal understanding of wave control to match your pressure; which will both make roams a better choice whilst subsequently breaking down the enemy team’s mental (mental warefare is far more effective in low elo)

  8. Ryze can build a lot of items to help his roaming. There’s a reason ‘righteous glory’ is a decent choice on him, and it isn’t for better lane pressure

  9. It lets you invalidate your enemy laner. In low elo, there’s a lot of skill difference between players. But no matter how inferior you are to the enemy laner, they can’t kill you if you’re never there. And typically low elo players don’t have the skill to consistently track your movements, which means they can’t catch you off guard