: An important message from Katarina mains to Riot
Just revert her, the old one was more balanced and easier to counter #revertkatarina
: League needs to bring back Dominion
#bringbackdominion #makeleaguegreatagain
Czech InSec (EUNE)
: Katarina revert
Yes pls. Old Kat had a lot more counterplay.
: That's not the solution, of course you have to work on these new runes, but the previous model also had problems.
> [{quoted}](name=Salvor Hardın,realm=NA,application-id=3ErqAdtq,discussion-id=mscEkVAG,comment-id=0000,timestamp=2018-08-14T12:05:08.436+0000) > > That's not the solution, of course you have to work on these new runes, but the previous model also had problems. Mainly the fact that you had to waste around 20k IP on them
Naymlyss (NA)
: What's the chance that riot will slow down burst before the season ends?
: This time congratulations Riot. The Nunu rework is at ww level
Finally a successful rework compared to the assassins update (except Talon), Aatrox (they should have just made a new champion).
Rioter Comments
: This is Season 8...
My idea on fixing this game: Bot changes reverted, vision changes reverted (the one with sightstone), assassins update reverted (except talon), old runes and masteries from season 5 are back and are free, no more duskblade, degenerate healers/shielders heavily nerfed, mage items changes reverted --> gg fixed game after this change a lot of numbers and thats it
: Silver ELO is absolute Cancer
Fearless (NA)
: Cursor Update on PBE
Playing on 4K monitor and I still prefer the old cursor.
: Unpopular Popular Opinion: One of riot's being mistakes was reworking Guardian's Angel
: Unpopular Popular Opinion: One of riot's being mistakes was reworking Guardian's Angel
KnifeCat (OCE)
: Riot, brushing off the boards complaints is not a good idea.
Yea, I agree. The state of the game is trash. I could write down a perfect patch for preseason 9, which would include a lot of reverts and would delete some items (redemption, knights vow, edge of knight, reverted whole assassins update)
Keyru (NA)
: Boards Moderation Discord Verification
: > this patch killed the playstyle I had for the last two years. As a Jinx main I can say the same, pretty much all adc except a few are completely useless now
> [{quoted}](name=Èreb Ysondre,realm=EUW,application-id=3ErqAdtq,discussion-id=swI5rwXA,comment-id=000a0000,timestamp=2018-06-05T14:35:57.126+0000) > > As a Jinx main I can say the same, pretty much all adc except a few are completely useless now Except these 6 : {{champion:119}} {{champion:81}} {{champion:145}} {{champion:202}} {{champion:236}} {{champion:21}} They made everyone elso only good in the late game, at 30+ min, but guess what, majority of the games last for 25 min. This is just genocide of ADCs, but those ADCs weren't even the most powerful ones, on hit and non crit were and they didnt get any nerfs, only buffs by killing the rest of the competition
Antenora (EUW)
: > [{quoted}](name=Naranjo1,realm=EUNE,application-id=3ErqAdtq,discussion-id=swI5rwXA,comment-id=0004000000000001,timestamp=2018-06-03T10:40:52.299+0000) > > Vayne went from top 40 champs by winrate to the last 30, as well as other crit users (except Jhin &amp; Draven due to Stormrazor) Vayne's win rate and ban rate were healthy before 8.11 She sat around a 49.5 - 50% win rate with a < 10% ban rate. Now she's sitting at like a 46% win rate. Vayne's received nothing but indirect nerfs over the course of this season. Press the Attack getting nerfed in the early season Kai'Sa getting over buffed. Fleet getting nerfed the first time. Statikk Shiv getting nerfed in 8.6. Now Fleet has been nerfed again. Now all her items are more expensive. KingStix released a video about a new Lethality Twitch Jungle build he's having success with. Lethality.... Twitch.... Jungle...
> [{quoted}](name=Antenora,realm=EUW,application-id=3ErqAdtq,discussion-id=swI5rwXA,comment-id=00040000000000010000,timestamp=2018-06-03T10:43:04.906+0000) > > Vayne&#x27;s win rate and ban rate were healthy before 8.11 > > She sat around a 49.5 - 50% win rate with a &lt; 10% ban rate. > > Now she&#x27;s sitting at like a 46% win rate. > > Vayne&#x27;s received nothing but indirect nerfs over the course of this season. > > Press the Attack getting nerfed in the early season > Kai&#x27;Sa getting over buffed. > Fleet getting nerfed the first time. > Statikk Shiv getting nerfed in 8.6. > Now Fleet has been nerfed again. > Now all her items are more expensive. > > > > KingStix released a video about a new Lethality Twitch Jungle build he&#x27;s having success with. > > > Lethality.... Twitch.... Jungle... This Patch (if I can call it a patch) 8.11 just needs to be reverted and Kai'sa nerferd.
Antenora (EUW)
: > [{quoted}](name=Elohaven,realm=NA,application-id=3ErqAdtq,discussion-id=swI5rwXA,comment-id=00040000,timestamp=2018-06-01T16:31:24.158+0000) > > True. > > A change in winrate of 5%+ in one patch is still noteworthy if it&#x27;s that fast of a change though. With Xayah being at a 45-47% winrate, it indicates she is very weak currently. Vayne went down like 4-5% as well.
> [{quoted}](name=Antenora,realm=EUW,application-id=3ErqAdtq,discussion-id=swI5rwXA,comment-id=000400000000,timestamp=2018-06-01T16:33:06.287+0000) > > Vayne went down like 4-5% as well. Vayne went from top 40 champs by winrate to the last 30, as well as other crit users (except Jhin & Draven due to Stormrazor)
: The idea is great. But I don't think these suggestions, or actually anything could alleviate the current unbalanced issue at all, except for a roll back (to season 6 maybe?)
> [{quoted}](name=Gettingjinxed,realm=OCE,application-id=3ErqAdtq,discussion-id=swI5rwXA,comment-id=0009,timestamp=2018-06-02T12:24:35.440+0000) > > The idea is great. But I don&#x27;t think these suggestions, or actually anything could alleviate the current unbalanced issue at all, except for a roll back (to season 6 maybe?) You mean pre juggernaut season 5?
Elohaven (NA)
: Patch 8.11 | The Breakdown of ADC Chaos
Vayne main too and this patch killed the playstyle I had for the last two years. But it wasn't even ADCs who were the problem, it was supports with their healing and shielding (aka Janna shield, redemption, heal). Riot just has to revert this whole patch & NERF SUPPORTS HARD. Just nerf Redemption, Janna Lulu Nami and put Ardent cencer to whay it used to be before the rework. Also bring back old warding (Sightstone, no wards on support item, only extra buffs, 2 oracles, etc.) It would be a hard nerf for supports, but at least it would make it more balanced. They should have only made ADC items more expensive, that's all (3.8k infinity, 2.8k statikk and rapid 2.7k PD etc.) Just looked up the win rates. Attack speed and crit using ADCs (except Jhin and Draven due to Stormrazor) have become the lowest win rate champions (1st is MF, lethality ADC) in the entire game (Vayne is at 117th place, back from top 40 last patch). Another patch, another failure.
Rioter Comments
Rioter Comments
: Guess we are delcaring war on fun junglers.
What has to be brought back it Season 5 tank meta, at least the game was balanced. It was like this : Tanks initiate and take all the damage, Mid and ADC deal dmg, assassins kill ADC (if they can), support either tank or assist, jungle does something.
: Long list of reasons why Riot's team does a bad job (personal opinion)
Completely agree with everything you said, but you forgot about 1 think : _**CATCH UP XP**_. Riot just remove it.
: Love getting "outplayed by a Zed omegalulz"
Where is your Janna with {{item:3504}} cancer and 500 DMG shield. Good to see Zed killing bot lane assassins, aka ADCs.
D357R0Y3R (EUW)
: i'm an adc main as well, and i would say kayn is hard to pull off, the only viable assassin atm is talon with 55% win rate kayn works if you play against people who don't buy vision
> [{quoted}](name=D357R0Y3R,realm=EUW,application-id=3ErqAdtq,discussion-id=MNeMMzfp,comment-id=000100000000,timestamp=2018-05-21T16:46:17.189+0000) > > i&#x27;m an adc main as well, and i would say kayn is hard to pull off, the only viable assassin atm is > > talon with 55% win rate > > kayn works if you play against people who don&#x27;t buy vision Yea Talon too. But shadow Kayn is absolute cancer too (not saying he needs nerfs, needs buffs to counter ADC Assassins, aka the current meta).
: Tbh I'm thinking about starting a petition in preseason for this. We gave it a try and it's pretty shit.
> [{quoted}](name=Automated Riven,realm=NA,application-id=3ErqAdtq,discussion-id=6N93GhEj,comment-id=00090000,timestamp=2018-05-21T16:34:48.913+0000) > > Tbh I&#x27;m thinking about starting a petition in preseason for this. We gave it a try and it&#x27;s pretty shit. We've been giving it a try for 2.5 seasons and I think it is time for it to finally end.
: My thoughts exactly. When Runes Reforged was announced to us, I made [a thread](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/eEy1fPHn-predictions-regarding-runes-reforged) that said much of the above, explaining that the system would ultimately do nothing to fix the mistakes of previous mastery systems. Once the dust settled, we'd go back to having a solved game with little added gameplay or diversity for anyone, and the game would be just as difficult to balance as before, if not more difficult. I was not the only person to suggest this, either. Fast-forward to now, and to no-one's surprise, that's exactly what happened. One did not need several years' worth of game design experience to realize that repeating the exact same structural mistakes as before would lead to identical structural problems, though that certainly did not stop Riot from following through with an update that created huge disruptions in balance, for little to no positive long-term impact. At this point, I think Riot needs to realize that any kind of generalized bonus system, no matter how refined or overly strong, will simply not be good for League. Any such system will fail to generate meaningful diversity, and will only continue to generate balance issues and design limitations, as champions will be forced to remain functional under those bonuses, often to the point of being balanced so hard around them that they become dysfunctional otherwise. This is why I think Runes Reforged needs to go completely, and beyond that Riot should also reevaluate what they want out of summoner spells and even items, both of which are systems I think have also aged poorly. Summoner Spells were once a selling point that distinguished League from the competition, along with its runes and masteries, but in the long run the system has ended up homogenizing the strengths and playstyles of many champions, as well as warping the game's balance in unsavory ways. Similarly, items were once intended to allow players to fully customize their champions' playstyles, but that fell apart very quickly when Riot realized that certain stats and effects were simply not healthy on certain kits. At this point, none of these systems generate real diversity, and frequently they fail to generate meaningful gameplay as well, with marksman items in particular still mostly acting as stat sticks. Additionally, all of these systems only complicate balance further, adding layers upon layers of conditionals that hamper the devs' ability to focus on what makes certain champions specifically imbalanced or unhealthy. At this point, we have plenty of MOBAs that have shown greater diversity of gameplay, as well as stabler balancing overall, via entirely new customization systems that are tailored to individual champions, such as HotS's talent system. While League should probably not try to copy these systems, as Dota did, Riot could certainly take a page out of those games and try to streamline its own systems. Both summoner spells and runes can be rolled into itemization, particularly since there's a ton of overlap between these systems (e.g. Second Wind and Spectre's Cowl, Overheal and Bloodthirster, Cleanse and QSS, etc.), and doing so could even help Riot achieve their other goal of trimming down lobby durations, which currently they've attempted to pare down by limiting actual strategic depth for players, i.e. by having everyone ban a champion all at once instead of going through proper pick/ban phases.
> [{quoted}](name=Teridax68,realm=NA,application-id=3ErqAdtq,discussion-id=6N93GhEj,comment-id=0001,timestamp=2018-05-20T18:58:50.825+0000) > > My thoughts exactly. When Runes Reforged was announced to us, I made [a thread](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/eEy1fPHn-predictions-regarding-runes-reforged) that said much of the above, explaining that the system would ultimately do nothing to fix the mistakes of previous mastery systems. Once the dust settled, we&#x27;d go back to having a solved game with little added gameplay or diversity for anyone, and the game would be just as difficult to balance as before, if not more difficult. I was not the only person to suggest this, either. Fast-forward to now, and to no-one&#x27;s surprise, that&#x27;s exactly what happened. One did not need several years&#x27; worth of game design experience to realize that repeating the exact same structural mistakes as before would lead to identical structural problems, though that certainly did not stop Riot from following through with an update that created huge disruptions in balance, for little to no positive long-term impact. > > At this point, I think Riot needs to realize that any kind of generalized bonus system, no matter how refined or overly strong, will simply not be good for League. Any such system will fail to generate meaningful diversity, and will only continue to generate balance issues and design limitations, as champions will be forced to remain functional under those bonuses, often to the point of being balanced so hard around them that they become dysfunctional otherwise. This is why I think Runes Reforged needs to go completely, and beyond that Riot should also reevaluate what they want out of summoner spells and even items, both of which are systems I think have also aged poorly. Summoner Spells were once a selling point that distinguished League from the competition, along with its runes and masteries, but in the long run the system has ended up homogenizing the strengths and playstyles of many champions, as well as warping the game&#x27;s balance in unsavory ways. Similarly, items were once intended to allow players to fully customize their champions&#x27; playstyles, but that fell apart very quickly when Riot realized that certain stats and effects were simply not healthy on certain kits. At this point, none of these systems generate real diversity, and frequently they fail to generate meaningful gameplay as well, with marksman items in particular still mostly acting as stat sticks. Additionally, all of these systems only complicate balance further, adding layers upon layers of conditionals that hamper the devs&#x27; ability to focus on what makes certain champions specifically imbalanced or unhealthy. > > At this point, we have plenty of MOBAs that have shown greater diversity of gameplay, as well as stabler balancing overall, via entirely new customization systems that are tailored to individual champions, such as HotS&#x27;s talent system. While League should probably not try to copy these systems, as Dota did, Riot could certainly take a page out of those games and try to streamline its own systems. Both summoner spells and runes can be rolled into itemization, particularly since there&#x27;s a ton of overlap between these systems (e.g. Second Wind and Spectre&#x27;s Cowl, Overheal and Bloodthirster, Cleanse and QSS, etc.), and doing so could even help Riot achieve their other goal of trimming down lobby durations, which currently they&#x27;ve attempted to pare down by limiting actual strategic depth for players, i.e. by having everyone ban a champion all at once instead of going through proper pick/ban phases. Riot's changes for the past two and a half seasons have too much flaws and make the game hardcore, too competitive, too unbalanced and create too much unhealthy gameplay + make winning or losing no longer fun
: My thoughts exactly. When Runes Reforged was announced to us, I made [a thread](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/eEy1fPHn-predictions-regarding-runes-reforged) that said much of the above, explaining that the system would ultimately do nothing to fix the mistakes of previous mastery systems. Once the dust settled, we'd go back to having a solved game with little added gameplay or diversity for anyone, and the game would be just as difficult to balance as before, if not more difficult. I was not the only person to suggest this, either. Fast-forward to now, and to no-one's surprise, that's exactly what happened. One did not need several years' worth of game design experience to realize that repeating the exact same structural mistakes as before would lead to identical structural problems, though that certainly did not stop Riot from following through with an update that created huge disruptions in balance, for little to no positive long-term impact. At this point, I think Riot needs to realize that any kind of generalized bonus system, no matter how refined or overly strong, will simply not be good for League. Any such system will fail to generate meaningful diversity, and will only continue to generate balance issues and design limitations, as champions will be forced to remain functional under those bonuses, often to the point of being balanced so hard around them that they become dysfunctional otherwise. This is why I think Runes Reforged needs to go completely, and beyond that Riot should also reevaluate what they want out of summoner spells and even items, both of which are systems I think have also aged poorly. Summoner Spells were once a selling point that distinguished League from the competition, along with its runes and masteries, but in the long run the system has ended up homogenizing the strengths and playstyles of many champions, as well as warping the game's balance in unsavory ways. Similarly, items were once intended to allow players to fully customize their champions' playstyles, but that fell apart very quickly when Riot realized that certain stats and effects were simply not healthy on certain kits. At this point, none of these systems generate real diversity, and frequently they fail to generate meaningful gameplay as well, with marksman items in particular still mostly acting as stat sticks. Additionally, all of these systems only complicate balance further, adding layers upon layers of conditionals that hamper the devs' ability to focus on what makes certain champions specifically imbalanced or unhealthy. At this point, we have plenty of MOBAs that have shown greater diversity of gameplay, as well as stabler balancing overall, via entirely new customization systems that are tailored to individual champions, such as HotS's talent system. While League should probably not try to copy these systems, as Dota did, Riot could certainly take a page out of those games and try to streamline its own systems. Both summoner spells and runes can be rolled into itemization, particularly since there's a ton of overlap between these systems (e.g. Second Wind and Spectre's Cowl, Overheal and Bloodthirster, Cleanse and QSS, etc.), and doing so could even help Riot achieve their other goal of trimming down lobby durations, which currently they've attempted to pare down by limiting actual strategic depth for players, i.e. by having everyone ban a champion all at once instead of going through proper pick/ban phases.
> [{quoted}](name=Teridax68,realm=NA,application-id=3ErqAdtq,discussion-id=6N93GhEj,comment-id=0001,timestamp=2018-05-20T18:58:50.825+0000) > > My thoughts exactly. When Runes Reforged was announced to us, I made [a thread](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/eEy1fPHn-predictions-regarding-runes-reforged) that said much of the above, explaining that the system would ultimately do nothing to fix the mistakes of previous mastery systems. Once the dust settled, we&#x27;d go back to having a solved game with little added gameplay or diversity for anyone, and the game would be just as difficult to balance as before, if not more difficult. I was not the only person to suggest this, either. Fast-forward to now, and to no-one&#x27;s surprise, that&#x27;s exactly what happened. One did not need several years&#x27; worth of game design experience to realize that repeating the exact same structural mistakes as before would lead to identical structural problems, though that certainly did not stop Riot from following through with an update that created huge disruptions in balance, for little to no positive long-term impact. > > At this point, I think Riot needs to realize that any kind of generalized bonus system, no matter how refined or overly strong, will simply not be good for League. Any such system will fail to generate meaningful diversity, and will only continue to generate balance issues and design limitations, as champions will be forced to remain functional under those bonuses, often to the point of being balanced so hard around them that they become dysfunctional otherwise. This is why I think Runes Reforged needs to go completely, and beyond that Riot should also reevaluate what they want out of summoner spells and even items, both of which are systems I think have also aged poorly. Summoner Spells were once a selling point that distinguished League from the competition, along with its runes and masteries, but in the long run the system has ended up homogenizing the strengths and playstyles of many champions, as well as warping the game&#x27;s balance in unsavory ways. Similarly, items were once intended to allow players to fully customize their champions&#x27; playstyles, but that fell apart very quickly when Riot realized that certain stats and effects were simply not healthy on certain kits. At this point, none of these systems generate real diversity, and frequently they fail to generate meaningful gameplay as well, with marksman items in particular still mostly acting as stat sticks. Additionally, all of these systems only complicate balance further, adding layers upon layers of conditionals that hamper the devs&#x27; ability to focus on what makes certain champions specifically imbalanced or unhealthy. > > At this point, we have plenty of MOBAs that have shown greater diversity of gameplay, as well as stabler balancing overall, via entirely new customization systems that are tailored to individual champions, such as HotS&#x27;s talent system. While League should probably not try to copy these systems, as Dota did, Riot could certainly take a page out of those games and try to streamline its own systems. Both summoner spells and runes can be rolled into itemization, particularly since there&#x27;s a ton of overlap between these systems (e.g. Second Wind and Spectre&#x27;s Cowl, Overheal and Bloodthirster, Cleanse and QSS, etc.), and doing so could even help Riot achieve their other goal of trimming down lobby durations, which currently they&#x27;ve attempted to pare down by limiting actual strategic depth for players, i.e. by having everyone ban a champion all at once instead of going through proper pick/ban phases. Completely agree, though not on summoner spells. I think they should stay the same (+ bring back Clairvoyance and Clarity, it was fun to use in normals). The problem with runes and masteries is that Riot doesn't understand that adding more damage can't help game and balance, but can only make it worse. I would suggest completely reverting runes and masteries to what they were is Season 5 (just coppied) and making rune pages + all runes free. Now about the game core. I think that the game mechanich were fine before season 6. We didn't have ADC assassins most of the time and the game was generally more balanced and healthy. I would remove catch up xp completely, remove tower first blood (maybe), buff towers (and give nexus & inhib towers lasers because now they cant even kill a single inhib minion, also tanks can tank too much), change the jungle to it's S5/6 state and make tower give me shield again. I would rework ADC items (just make them the same as they were before Preseason 6), rework support items (the same as S5 items, no more broken {{item:3504}} ), rework assassins items (again the same as it was in Season 5, when the game was acutally balanced) + bring back armor pen and remove lethality. Okay, I would basicly rework almost every single item to what it used to be in S5 (probably the most balanced season) and bring back a lot (SotO, brutalizer, averica blade etc.) that were removed (sry DFG, you're not coming back, neither are you sated devourer). About champions, base stats would be changed and probably some abilities. It was a complete tank meta, but at least it was balanced and actually satisfying to win a game. Also, I would bring back IP and IP rewards after the game. This is basicly how I would balance the game, revert assassins update, revert marksmen update, revert mage update, no more elemental dragons, old S5 runes and masteries, NEFT SUPPORTS. Cancerous tanky meta, but at least it works and is balanced. It probably wouldn't make most of the players quit the game because from what I've been seeing for the past 2.5 seasons (since Preseason 6), players can accept radical changes, even if they completely hate them and have no fun in the game.
: New Runes are gonna make the game more snowbally -Everybody before rune changes
We need Season 5 runes and masteries back (+ make all runes and pages free), not keystones. They are not only making the game impossible to balance, but completely remove diverstity and playstyles.
Relaxe (NA)
: She's literally not that big of a deal, buddy. A 51% winrate on supports is not that big of a deal. On that note, you're aware that ADCs have been nerfed consistently over the last two years, right? No amount of nerfs will solve the problem. Ezreal and Xayah have a 60% pickrate because they are just safe picks in a game where assassins exist. At this point, I'm flabbergasted we don't see more control mages botlane so autistic assassins can continue to strictly dominate the jungle and the midlane.
> [{quoted}](name=Relaxe,realm=NA,application-id=3ErqAdtq,discussion-id=MNeMMzfp,comment-id=0001,timestamp=2018-05-21T15:46:41.847+0000) > > She&#x27;s literally not that big of a deal, buddy. A 51% winrate on supports is not that big of a deal. On that note, you&#x27;re aware that ADCs have been nerfed consistently over the last two years, right? No amount of nerfs will solve the problem. Ezreal and Xayah have a 60% pickrate because they are just safe picks in a game where assassins exist. At this point, I&#x27;m flabbergasted we don&#x27;t see more control mages botlane so autistic assassins can continue to strictly dominate the jungle and the midlane. 1. Yes, they can play safe 2. Riot has to nerf supports, give them back the need to get a sightstone (and bring it back) + {{item:3504}} has to be reverted to it's pre-rework state 3. Assassins (except {{champion:141}} ) are useless, supports are too powerful (I'm ADC main, telling it from my perspecitve), need tons of nerfs + remove catch-up xp and some other stuff
Shineui (NA)
: Ranked stats in new client?
Oh wait, 2 years later, still missing...
backstard (EUW)
: Where is "see more stats" ?
A year later, still missing..
: I miss Brofresco... ;(
> [{quoted}](name=Blakiepug,realm=NA,application-id=yrc23zHg,discussion-id=mofL2trk,comment-id=000e,timestamp=2018-05-13T01:25:44.945+0000) > > I miss Brofresco... ;( Me too. I miss the old Brofresco, the one before Season 7, especially in 2015.
: Nvm the true dmg part, but did they just give everyone who builds IE a yasuo passive? Am i being illiterate and not reading properly? Am i missing something? Is this their big solution to crit? Is this one gigantic joke?
> [{quoted}](name=ChristmasEvelynn,realm=NA,application-id=3ErqAdtq,discussion-id=vujrNylc,comment-id=000f,timestamp=2018-05-04T12:29:47.133+0000) > > Nvm the true dmg part, but did they just give everyone who builds IE a yasuo passive? Am i being illiterate and not reading properly? Am i missing something? Is this their big solution to crit? Is this one gigantic joke? Yea and Yasuo now has 4x Crit chance...
: The Inf. edge change on PBE is a buff against anything with more than 62.5 armor
Well IE now doubles crit strike chance. Yes, Yasuo can still have more 2 items and 100% crit (PD / SS + IE = 30% × 2 (IE) × 2 (Passive) = 120%) + 20% true dmg. GJ Riot!
: I think removing Keystones & Scrying Orb would be a massive step in the right direction.
Completely agree, keystones should be removed. They have been the biggest balance challenge since Preseason 6. Before we had runes and masteries that gave some stats, but weren't game breaking. I think reverting runes and masteries would be the best thing right now and it would fix a lot of early game issues (if that would happen players should be able to get all runes for free + pages for free). Old system created a lot more stability and didn't change the meta drastically. About vision, just bring back trinkets from Season 5 ({{item:3361}} {{item:3362}} {{item:2056}} + sightstone (and make it unable to have sightstone + support item).
: [Discussion] What was your favourite meta in league of legends?
The meta where you could come back and where outplays and skill actually mattered and where 4 people weren't supports for the ADC, aka every meta except this snowball-out-of-control-ADC meta. Okay, but I had the most fun with S5 tank meta.
: Riot's bot lane favoritism is so obvious, it's sad.
As an ADC main, I can agree on bot lane favoritism. It has been like this for over a year and I don't like it. During the S5 tank meta, it was actually challenging to play ADC, but now you only need {{champion:40}} {{champion:117}} {{champion:16}} {{champion:43}} {{champion:267}} and a hypercarry. You can easily win the early game if your support has a keyboard and it is anti fun and anti challanging. Either you're stomping or being stomped, the first one being boring and the latter frustrating.
: Can we just revert the game to Late season 4?
I would like that, but reverting to S5 would be way better. The game was at least balanced back then (S5).
: Welcome To League of Legends Season 8!
Riot has been making the game more team oriented since Season 5. The games used to last from 30 - 45 min (S5), but now it's usually 25 - 30 min. You used to be able to come back and the games weren't decided by the 15 min mark or by one lane (bot lane, more specifically hypercarries and shielding / healing supports). The towers weren't trash and they actually did something. They even used to give you a shield in S5 and it made it harder to dive you (I miss that part). Base towers even got their lasers removed and that update made it impossible for towers to kill inhibitor minions. Before S6, runes and masteries didn't break the meta and they were generally some base stats. It may have been a tank meta, but at least it was balanced. You could rarely see out-of-control-snowball and it was actually a fun game. You could also play anything (off-meta) and still win somehow. Even the death timers weren't that bad. Getting the first tower / first blood or just winning your lane didn't win you the game, and that's what made the game fun and challenging.
Rioter Comments

Naranjo1

Level 121 (EUNE)
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