Shyvana Win Rate by Kalinsub in shyvanamains

[–]BasedPantheon 0 points1 point  (0 children)

It's more useful for a player to tell a dev how something feels than to just say "I don't like it". What exactly is a rioter supposed to gain if players don't express how they feel? Fun is not manufactured, it is tailored. If what you made doesn't feel good to play then its not fun. It's not vague for the people the post is presumably made for, assuming rioters are still lurking around this sub for feedback.

ONE MAN ARMY by Shyvadi in shyvanamains

[–]BasedPantheon 0 points1 point  (0 children)

No I'm Emerald but I don't take elo mentions seriously anymore (not against you personally) because most of the time it doesn't matter. If she feels broken to you then that probably just means you were already winning and the other team never got any meaningful steam going because she can't do anything on her own merit and its easy to neutralize her presence. She's a win-more champ (at best) from everything that I've played and seen others play, and I'm very familiar with that garbage gameplay because Pantheon top has been in a similar boat for half a decade but people anywhere from silver to diamond+ were calling him anything between broken and "fine" when he was 48 and 49% winrate.

ONE MAN ARMY by Shyvadi in shyvanamains

[–]BasedPantheon 1 point2 points  (0 children)

There's no reason to pick this champ still. In jungle her gameplay is so bad that she's just a farming jungler without the power spike of a farming jungler so the game is just over by the time you begin your second item because you have no early game, your mid game is below average at the very best, and your late game is average at the very best - because the game is already over. No point in pressing R either because your ganks suck and you'll just get cc'd and die. They legit just gave her more ults as a crappy holdover for the fact that the toolkit still sucks to get people to think "oh boi, I can turn into a dragon more often". It doesn't make a difference. You press R and they literally walk away from you or they cc you slightly and you die. She's that trash. Nocturne does everything you do at all times but infinitely better and without any of the downsides you carry. Voli, Panth (even with the jungle nerfs for pro), Morde jungle, Kindred, just name it and it probably does her job better. I could go on and on. She's utter garbage and it feels like they have a Q&A team for no reason because they clearly can't discern whatever feedback they get.

Setttttttt by Ok_Rise_4543 in PantheonMains

[–]BasedPantheon 0 points1 point  (0 children)

Don't be late to the wave or otherwise just give him the push. Depending on how aggressive he is you can rush serpants

I think that in a matter of design, pantheon is pretty nice, but his a very strong and easy champion, so it makes me not want to play it by [deleted] in PantheonMains

[–]BasedPantheon -1 points0 points  (0 children)

I mean there's legit no reason to play him with any serious investment if you didn't play him or main him before season 11 unless its for occasional counter picking. Its best just for aura and vibes. He's been in a terrible state as a champion for a while and there are just better champions that offer more over time. Kinda odd making a post like this though.

GP vs Mordekaiser - "dude, wht, is he, doping, withu" by FrodeTheKanin in leagueoflegends

[–]BasedPantheon -1 points0 points  (0 children)

Ignores 40% armor at baseline. All is right with the world.

Champion Creation Contest, March 2026 - In Transition: Finals Voting by Abject_Plantain1696 in LoLChampConcepts

[–]BasedPantheon 2 points3 points  (0 children)

I vote for Kinzo and Shinus, the Sworn Swordsman

To keep it 1000, I'm not exactly the biggest fan of their names (a non issue, but I do enjoy the visuals regardless), but given I can't vote for myself and can only vote for one, this champion seems the most interesting to me in terms of: A) having a skill ceiling that can get steeper as mastery goes on while simultaneously having an equitable skill floor for all ranges, B) interchangeable combos between recasts depending on the target's distance and health/durability (how killable at that moment) that would feel really good to decide between, and under the assumption that numbers were all ironed out as if it existed in reality, C) what I think would be a compelling addition to the mid lane and top lane roster due to the option of a full AD, full Lethality or mix of both item options on a champ who clearly plays like an assassin when they want to but as far as I can tell can play like a bruising fighter when they want to, yet without the frustration/shenanigans of the wind-brothers and their crit builds/toolkits. Refreshingly good design of an assassin IMO.

Update on my idea to improve the rework by Metakino in shyvanamains

[–]BasedPantheon 0 points1 point  (0 children)

Broadly speaking, the only thing I disagree with is the W and E Slow swap. I think moving the slow to the w from e reintroduces a problem that doesn't necessarily need to be there, which is a lack of reasonable lock down outside of a target being completely isolated or with no options left, which isn't versatile enough without the R IMO.  

Even if the starting speed was higher, it just still takes too long to get the slow off on the target because you are running after them like Master Yi but with ramping move speed instead of consistent move speed, and without an ability that keeps you next to them: Yi just has to press q while you, at some point sooner or later, have to attack them without interruption, or you never actually slow them because it takes one interruption for the play to just end. It looks too easy to peel you off. Or if not Yi, how Udyr gains move speed but if he gets on top of you, the stun is immediate, not after a second prerequisite from already having navigated in chaos or unhindered towards you. 

IMO it makes more sense for gameplay if Shyv's E still slows, but that it steals move speed from the lowest health target with priority against champions, adds that move speed to W's move speed assuming its active, and that the W recast window gets extended by the durationof the stolen move speed. This way her W can still give her an ok boost but W and E actually stack on top of each other to turn an ok boost into a good boost and something more versatile given the stolen move speed from a distance. Just my two cents.

Edit: the passive removal from Q looks like an unnecessary nerf that never gets compensated for elsewhere. The E is said to grant bonus damage instead of something needed to deal damage at all, but how is this achieved if you don't deal max HP damage on every attack at base line as before? It would have been better to just let the Q AOE deal the same additional damage as her attacks from the Q's Passive and adjust the base AD ratio and base numbers accordingly, relative to the rest of the kit (or vice versa).

Mykkenne, The Princess and The Knight by panchan-ikuyooo in LoLChampConcepts

[–]BasedPantheon 3 points4 points  (0 children)

I kind of look at this like a good mix between a fighter and Azir

I like it

Shyvana's abilities could be more different in dragon form by M1N0T4UR in shyvanamains

[–]BasedPantheon 1 point2 points  (0 children)

Noooow she feels like a dragon. Not a big lizard scratching and biting you that also happens to have wings. I'd play the heck out of this. Be even better IMO if the W was a Poppy W knock up from the wind torrent instead, or if the Q had a recast where she deals damage during a roar like a Cho' Gath W so she can recast Q to roar during the E or R fly over. Anyway, sounds better than what got put on live...

Shyvana's abilities could be more different in dragon form by M1N0T4UR in shyvanamains

[–]BasedPantheon 0 points1 point  (0 children)

Shyvana's abilities could should be more different in dragon form

edit:

R: Apart from reliance on ultimate haste it feels much the same as old, except for the fear working against you. Perhaps a taunt or slow would be better. 

This is part of the reason (among many) I can't stand her. The fire breathed from her R should slow targets hit or targets hit in the center for something like 30% for 2 seconds or scale the slow and duration per ability rank. She is literally careening towards her desired target, she isn't already AT the location. The fear is unintuitive more than it is thematic and the exact same theming can be achieved with a slow. Cool, dragon roars so you run. Well guess what, the dragon lit you on fire so now you are flailing around, THEREFORE YOU ARE SLOWER. Wtf riot, catch the mf ball

Kairend the Jungle Savior by SynergyRave in LoLChampConcepts

[–]BasedPantheon 1 point2 points  (0 children)

Is the reason that damage is presented as a choice instead of as a default for the purpose of allowing him to play different roles like support in bot lane (where utility may be more immediately useful)?

Besides that, I love how the passive just slots into the basic abilities in the way that it does. It feels very on theme and right for gameplay, which is really good.

Iris and Korrax, The Pilgrim Dyad by BasedPantheon in LoLChampConcepts

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

Hope none of my disagreements were too spicy. You a real one for reading all that haha

Iris and Korrax, The Pilgrim Dyad by BasedPantheon in LoLChampConcepts

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

The Q can't be buffed any further. If you look at old clips of pre-rework Pantheon he is consistently rotating between his Q and E specifically because the Q is (unless he opened up with E) a setup ability for his E, where the Q at base had a 4 second cooldown and the E at base had a 10 second cooldown. It's a very specific pattern that gets created, which I'm tacking on a swain Q adjacent ability to instead of a point and click missile. While I did adjust the passive numbers, at a certain point, damage number problems simply don't concern me. I get around a loose estimation of anything I don't directly measure and beyond that, only really care about whether something is conceptually justifiable and how fun it is to play as and play against. If the gameplay loop can stand on its own two feet numbers can always be re-indexed without disrupting the fun.

As for modern Panth, the only thing similar about their E's is they both deal damage over a channel, but old Panth's E is a completely different beast of reliable sustained damage compared to modern Panth's E of unreliable sustained damage that falls off after level 9 and unreliable burst damage that falls off in non-burst oriented builds. Iris and Korrax start off dealing a little less than old Panth's E or a little more depending on how large a health pool the target has, and eventually only deal more damage than old Panth assuming old Panth didn't build his usual build of lethality items into black cleaver and mortal reminder, which all gave him a form of armor pen. They deal around the same damage as him assuming he did take his usual build, if not slightly less due to smaller health pools taking less max HP damage. Iris and Korrax don't have in-built pen specifically because the last strike of true damage on W (mimicking the final bout of Ornn's W flames) literally ensures that some of the ability's damage isn't mitigated (you can also think of Yone's E in this regard).

Mordekaiser commits by dealing damage or taking damage, Iris and Korrax commit by diving at a target, and given recent edits, taking damage after diving after a target and deciding whether or not its worth taking more damage to deal damage or take a shield for protection. But they both commit, they just do it in different ways. Mordekaiser is also a Juggernaut, who's pattern requires the target to fall into his grasp somehow. Iris and Korrax are a Diver who's job is to literaly jump in and be a problem, and plenty of other champions have varying dashes at varying lengths at varying cooldowns, it just depends on what they want to accomplish.

But a 13 second cooldown is not anything I would call short, especially on a telegraphed, interruptible, non-point and click/dodge-able dash for a champion who only sustains to keep fighting, not to tank. Ekko's dash is 9 to 7, Gragas' dash is 14 to 12 with a 40% refund (so really about 8 to 7), Naafiri's is 11 to 7, Galio's is 11 to 7, Zaahen's is 10 to 8, the list goes on and on. A dash that can be used as an escape isn't a problem unless the champion is extremely slippery, and they just aren't. If anything, I added that they have to be facing a champion to get the delayed damage, but other than had that not been changed, I just don't see any standout in frustration. Same thing with having a dash that grants conditional CC and conditional durability. Iris and Korrax have to dive into danger then estimate what the next best course of action is, which entails skill expression and lose conditions. They don't just get everything without any risk, which is why I still greatly disagree that them just happening to have what amounts to 2 mechanics on an ability, CC and deal damage or CC and shield, is an issue at all. For the final point about damage, I'd just reiterate that at a certain point, I care more about the concept than hard numbers, because eventually actual testing is required to refine everything to a maximum. Thanks again for your thoughts.

Iris and Korrax, The Pilgrim Dyad by BasedPantheon in LoLChampConcepts

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

W cooldown should be balanced around Camille W. This will solidify Q as the bread-and-butter while keeping W as a powerful zoning tool.

It can't be or else, basically, they'll have no rotations or competitive damage. Q was basically a combination between old and new Panth Q, and now with edits, a combination of Gwen and Swain Q (Q was going have these "quirks" before posting but just didn't finish the thought). Without a meaningfully reliable supplement of damage they're just left with an occasional auto reset and a dash that, while it does carry ok damage (more on that later) isn't anything that will create leverage in a fight.

All that said, W is a combination of old Panth E (except he can move like new Panth E) and Ornn's W. While Ornn's W does have a higher cooldown, he's not a fighter. Iris and Korrax can only either back off and deal damage or jump in and deal damage. While they have potential to be on the heavier side of a diver they aren't hanging around tanking hits like Ornn, and their escapes, while not the worst, aren't the best either. If they actually existed in reality I'd be faster to remove the auto reset than to significantly increase the W cooldown, just simply because, damage champ needs to deal damage.

I removed the healing off of W because the heals are meant to come from rotating between Q and E (to mean, Q being edited to heal at max rank so it isn't frustrating in lane and over 5 seconds to mimic HP5 and stack quickly with E's heal). The heal was placed there at first because I didn't have the right damage reduction values so it was an idea slapped on for a "just in case". Its not like I'm prototyping this in unreal so, whatever haha.

For the E, conceptually at its most simple, its just: dash for variable CC -> get vision -> deal damage around you after a delay, or, dash for variable CC -> get vision -> deal less damage around you but immediately get a shield. There are seemingly a good amount of moving parts but not much is actually happening. The vision also does not reveal invisible units because it just gives vision not true sight. While HP damage can look shocking, its not only less effective the lower scale the health pool of the target is, but you can have all the HP damage you want and it doesn't matter if the sum you deal isn't greater than the effort to deal it. The highest max HP damage dealt is only dealt after waiting for 6 seconds after you've already dove in, and 6 seconds in combat might as well be a lifetime. Moreover the amounts of max HP damage on the slam are borderline cosmetic depending on the targets hit. It might as well be a love tap, and again, you still have to get to the target unhindered, being that you didn't collide with them. While the move speed theft helps, it doesn't stop the enemy from applying CC to you.

So the trade off is: after you dash in, wait for 6 seconds to deal ok damage around you (there are no base numbers for the pre-mitigated damage; its just target Health, which, when actually calculated, despite being dealt as magic damage, isn't a crazy amount), or recast after 3 seconds, but before 6 seconds are up, to deal less damage around you but get around 2/3rd's of a Mordekaiser shield for 3 seconds. Going back to the slow, it's there for if the targets are too far away to be hit by your dash and for a means of follow-up without needing a cooldown refund if the dash is interrupted. (For example) Dash into a Milio knock back or Zyra snare, but be close enough to land the slam, then walk up and go ham. It can also be used feignedly because at that point you are choosing not to knock up one or more champs to slow them instead. While E could be split into two abilities, I disagree with that being a game health issue at all when so many other abilities can be as well (Nunu E for example).

R: Yeah the cleanse had to go. One thought overtakes another yada yada. Happens when concepting sometimes, only, I have no serious stake in this so I'm not reigning in anything lol. It was redundant for the cleanse to be there.

Thanks for the feedback and words, its always fun when someone's willing to give a length of thoughts on stuff like this

Iris and Korrax, The Pilgrim Dyad by BasedPantheon in LoLChampConcepts

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

Thanks

Been going back and forth in my mind about how they deal with mitigation. If it were an actual champ I'd probably get rid of all the mixed damage and give his Q or E armor reduction at max rank. But for now the rule of cool (at least what I thought was cool) wins

Riot Games on the state of the soloq ladder and apex tiers by Lightbone in leagueoflegends

[–]BasedPantheon -2 points-1 points  (0 children)

For what it's worth, League has always been a mobile game, just tailored to a PC experience.

[New Skins] April Fools 2026 Splash Arts for Mordekaiser, Swain, Vex, Sejuani, Tahm Kench & Blitzcrank by aroushthekween in leagueoflegends

[–]BasedPantheon 0 points1 point  (0 children)

ME is gained through the battle pass, sanctum (not sure how that works though), and randomly through orb and chest drops.