: Riot reinboom talked in a reddit thread once and outlined the problems that came with updating death recap. Basically the old death recap needed continued maintenance to be accurate. Will the new death recap need that as well or will it stay updated and accurate on its own so we don’t have flash dealing 2000 true damage?
They forgot to include this but according to a leak: > Flash no longer deals 2000 true damage once in 8192 times. We know this was a nice addition to the game to make sure our Yasuos do not look that stupid when they flash in, but it's finally time to say goodbye. /s
: > [{quoted}](name=ShirleyfG,realm=NA,application-id=yrc23zHg,discussion-id=Eak7Kd7P,comment-id=00030000,timestamp=2019-05-05T17:03:28.322+0000) > > It really does feel that way when riot gives you 30% wr team mates > while you yourself has a 76% wr playing with 30% wr team mates Because that equals 100%! Right?? 100% of a team SHould win!
> [{quoted}](name=Cybernautis,realm=NA,application-id=yrc23zHg,discussion-id=Eak7Kd7P,comment-id=000300000000,timestamp=2019-05-05T17:35:55.975+0000) > > Because that equals 100%! Right?? 100% of a team SHould win! That is a well-structured ironic post, it doesn't deserve the downvotes. (No irony here)
: Careful, don't say anything mean about him or post a video with his name in it, you'll get in trouble! What a fucking joke Riot has become lmao
Also don't send the 3-letter word, you idiot
: If Yuumi is a loli then people are into some really weird stuff... considering Yuumi is nothing like other yordles and is a floating cat.
Yuumi could be considered a loli furry.
youthere (NA)
: Obviously things will not be figured out because they haven't done a damn thing about 4v5s in 10 years. They tried once, briefly in the closed beta; you'd get accelerated gold trickle on a handicap team, but people exploited it and blah blah blah. After that, Tencent bought Riot and they haven't tried to make any improvements to the actual game since.
Wouldn't recommend using the gold distribution. As someone else mentioned in another comment, premades could use a DC to distribute extra gold on the other teammates, increasing solo gold lead, leading to snowballs. On the other hand, even with as much of a lead as you want, in teamfights the one who outnumbers wins. It's almost a rule in appropriate games. It's a risk not worth taking, because it further complicates and ruins the system on both ends.
Mr Elessar (EUNE)
: I had the client bug out in champ select. I had to wait the 5 minutes for dodging and I lost 3 lp. Riot said "It's your fault that our shit chinese client broke.We can't do anything about it"
That's not what I was referring to, but yes I understand. Haven't had it on me ever, but it sounds r%%%%%ed and of urgent priority to fix.
: > [{quoted}](name=Rekkon,realm=EUNE,application-id=3ErqAdtq,discussion-id=oTkgMzlM,comment-id=00000000,timestamp=2019-04-22T01:06:12.822+0000) > > Problem is a lot of players primarily aim for "kill" rather than "don't die". Both are important to win a game, but there must be proper prioritization; some players even almost completely ignore the risk of death and get surprised by that when any player with enough experience would clearly see the death coming even 10 seconds earlier. If they're completely surprised by the death, telling them to "stop dying" is not going to help them much is it?
Indeed, they'll refuse to learn and just stay stupid forever. Your only hope as a sane human is to try to help them learn.
Rioter Comments
: "Stop dying" does not give the player any advice. Avoiding death is already a goal players are aiming for. It's about as useful as saying, "Play better". "Stay further away from enemies" is advice, as is "Don't engage until we are all there". But not "Stop dying".
Problem is a lot of players primarily aim for "kill" rather than "don't die". Both are important to win a game, but there must be proper prioritization; some players even almost completely ignore the risk of death and get surprised by that when any player with enough experience would clearly see the death coming even 10 seconds earlier.
Saezio (EUNE)
: Meanwhile, tanks still in the gutter, still no real tanky keystone. (Grasp is very unrewarding except for very few champs and aftershock only good for people it's not intended for) Riot need to remove the secondary tree and balance the primaries around their main audience so for example inspo secondaries are not constantly gutted because non-supports pick it as secondary. Too many variables for Riot's team. Runes mean too much and there is actually no room for versatility when that was the whole concept of having so many different runes. They even made it more friendly to champs that shouldn't be using a tree by changing the passive buffs to stat-stones or however the fuck they called, so for example ADCs picking secondaries not meant for them don't lose AttSp or be stuck with a bad passive. Exactly the opposite of what they should be doing.
Tank main much? Listen kid, tanks are not meant to be fantastic. Their purpose is to tank damage **and that is fucking it**. Besides, tank runes **are** broken.
: What does your main say about you?! Part 1
mirAcIe (EUW)
: > [{quoted}](name=Rekkon,realm=EUNE,application-id=3ErqAdtq,discussion-id=BpUZkNAj,comment-id=00010000,timestamp=2018-11-29T06:20:23.063+0000) > > Can Evelynn use basic attacks from afar? No, therefore not Mage. neither can Rumble, but still mage
This is because: * Rumble's kit does not match one of an Assassin's. * Rumble cannot be considered a Fighter because he has no dashing or movement buffs. * Rumble is not primarily a Tank because his stats are more favored in offense. * Don't you dare tell me he is a Marksman or a Support. What's left?
: Please please PLEASE don't let the Vayne buff get onto live servers...
Even if that buff is to happen, how about reducing her invisibility to 0.5 seconds instead of 1? Can we even target that champion?
Kyunsei (EUW)
: I dare you, I say I DARE YOU Riot games, to tell me matchmaking isn't skewed to reach a 50% WR
For everyone that keeps complaining that this is just a normal, this happens on ranked too. Riot is indeed trying to push a player to 50% WR no matter what.
mirAcIe (EUW)
: Evelynn is not even a real assassin, she's a burst mage, a simple one too. Her theme and stealth say "sneaky backstabbing assassin", but her gameplay says "I am playing this because I'm too ashamed of playing Annie, but they are the same thing".
Can Evelynn use basic attacks from afar? No, therefore not Mage.
: > The Prisoner's Island concept Q&A was posted 2 years ago. Does that make it any less of an official statement? > I'll tell you from my experience, it is the Prisoner's Island concept. Dead end, period. What you have is a preconceived notion, anecdotal evidence, and a confirmation bias. Your preconceived notion is that Riot secretly uses the Prisoner's Island concept in their matchmaking. Your anecdotal evidence (which I'll talk further about here in a moment) is that you have encountered toxic players, coincidentally after matches in which you've behaved poorly. This results in you falsely assuming that your poor behavior causes Riot's matchmaking to set you up with toxic players as punishments, which "confirms" to yourself your suspicions about the Prisoner's Island deal. As for anecdotal evidence - your "personal experience" - with all due respect, it means _nothing_. You are _one person_ trying to use _your own, limited experiences_ as proof of something that _Riot has openly stated they do not use, and do not intend to use._ And literally _anyone_ can use anecdotal evidence. I've never been punished once, and throughout my recent climb into Gold V in Flex 5's, even despite not talking much and not behaving poorly, I've dealt with a fair plenty of toxic players throughout that climb. More than I've dealt with in Normals for the larger part of the year, honestly. If I don't misbehave, shouldn't it follow that I don't get matched with players who do? Just as easily as you can raise anecdotal evidence to claim that Prisoner's Island is in effect, I can do the same to say it isn't. The only thing matchmaking does is put you with other people. It doesn't matter your Honor Level, it doesn't matter if you've recently misbehaved, none of it. All it takes into account is your relative skill level. And at the end of the day - it's _your word_ - that of a random player making wild, baseless assumptions - against that of Riot, who has _openly stated they are against the Prisoner's Island concept, and do not apply it._ And I'd rather trust Riot than someone who makes wild claims about buying skins for punishment forgiveness.
Excuse me for being worthless enough to not convince you that my experience of over three months in the abyss of matchmaking is indeed something to look at. Thanks for the downvote and criticism, have a nice day.
: Except that evelynns Q deals the most damage iutside of her ult and enhances her E. She diesnt rely on E damage at all compared to Q, and its damage only becomes impressive with a lot of AP and a lichbane. Her Q is her bread and butter.
You literally mean only the butter.
: > I am truly serious when I say that, given how they handle player behavior. "Once toxic, always toxic unless you fall on your knees and buy our skins" is their motto. Considering how many people I've seen who've been justly banned and complain that they spent however-many-hundred dollars on skins and the like, I'm going to go out on a limb and assume you don't know what you're talking about. Riot has never and will never offer punishment forgiveness to players who buy skins. Where on earth you got _that_ idea, I'll never know, but I can at least know that it's false. > Being toxic and flaming someone who deserves it? Not only will they be punished, but your account status will be degraded and therefore be more frequently matched with players like you. Creating two toxic players from one. The likelihood of this is extremely high, therefore reducing the healthy playerbase. First of all, you forgot to add quotation marks around "deserves it". If someone is being toxic, they deserve punishment, sure, but you're neither the judge nor arbiter of said punishment. And in acting like you are, you wind up deserving of just as much punishment as them. Second, your hypothesis, curiously, goes against [Riot's stance regarding the Prisoner's Island concept.](https://nexus.leagueoflegends.com/en-us/2017/01/ask-riot-banished-to-prisoners-island/) So, either you have some insider information (horrendously unlikely), or, as before, you don't know what you're talking about. > A much more preferable solution would be to independently match toxic players with healthy, anti-toxic players. Failure to comfort to their behavior should effectively and logically result in suspension. That's when a player proves how toxic they are. This is assuming that punishable behavior/behavior in general somehow tampers with matchmaking. It doesn't.
The Prisoner's Island concept Q&A was posted 2 years ago. I am taking about now. We all know that Riot easily change their mind within a couple of months. I'll tell you from my experience, it is the Prisoner's Island concept. Dead end, period.
: > [{quoted}](name=Rekkon,realm=EUNE,application-id=yrc23zHg,discussion-id=rELzkfM9,comment-id=000800000000,timestamp=2018-11-27T07:22:26.433+0000) > > And I'm saying that there are only three reasons to do that. To play versus a completely worse player, increasing your chances of winning, against a slightly better opponent, risking your winning chances or to wintrade. The first two are certainly not applicable for normal games because at the end of the day not many people care about winning there, but for the last one, it is an entirely serious issue. Not having that feature really helps tackle wintrading easier. Exactly how does one "win trade" if you're playing on the same team?
> [{quoted}](name=KiyoYoshimaru,realm=NA,application-id=yrc23zHg,discussion-id=rELzkfM9,comment-id=0008000000000001,timestamp=2018-11-27T07:58:18.775+0000) > > Exactly how does one "win trade" if you're playing on the same team? I had misread and thought you'd arrange playing against the same enemy, not bringing them in your team. My bad and my apologies.
Rioter Comments
Rioter Comments
: It's been months Riot, why the actual fuck hasn't Irelia received a nerf yet????
You thought old Akali was bad? Now, it's your time to face a bruiser counterpart of the so hated insta one-shot jumping champion (which got reworked and feels like an absolute bully).
: This game is at its best..... Feeders feeding intentionally. RIOT: Nothing wrong here...move along.... Team-mates tilted and frustrated against feeding players. RIOT: Hold it right there! Suspend them being tilted! Players playing according to build of their champions but feeding badly RIOT: They're playing it right...move along... Players playing off-meta but doing good with it. RIOT: That is not how those champions are built to play! Suspend them!!
As for the last one, Riot gotchu covered with IsItMeta?
Zertryx (NA)
: Winning doesnt even feel fun anymore
Every time I queue up for ranked I get this feeling inside me that makes me get much more stressed. The only time I don't feel stressed is in normals, knowing this is where I can be more free and actually play better.
: ok... im starting to have doubts on how inters are detected now.
Probably the support Q&A hints a lot about reports. If you've been toxic in any way (even including and language without targetting anyone) your account status will be changed to match that of the ones who are toxic. If, by any means, you've been previously banned, you're just hopeless without a complete and long reform. Reporting players becomes even less worth when you do it, having faced a ban beforehand. In a match with 10 toxic players, reporting an inter 9x for inting probably is less worth than 1x for negative attitude without having said anything in the chat ever. Riot thinks toxics will love playing with toxics. No, I don't like becoming toxic because I play with toxics. I want to get banned for flaming kind, helpful, teamworking players because I deserve it, not becoming tilted at a player who always is toxic, goes High Noon Yasuo with Mastery Level 7 and ints the rest of the game.
: If I had a job...
From what I can see there are two types of players. The ones who just love bursting enemies 100-0 within 0.7 seconds because they find it fun. I can agree. There's literally loads of reasons behind finding this fun. But it will get boring eventually. It will become the standard state, asking for even more burst and minimizing the speed to 0.6, then 0.5, and so on until Riot makes a champion all of whose abilities are point-and-click deaths, along with their passive, which will allow for an insta pentakill. There also are the ones who hate bring bursted down 100-0 by just walking into a fight and trying their best. Mispositioning should be partially punished, that's why I didn't mention it, but it's still a bit unfair to make literally one false step and face death for 65 seconds. Death is the strongest CC and you cannot change that in any way. A lot of people keep saying that damage is too high. I've personally never heard anyone say "oh Darius needs more damage" but they did buff him. The worst is that the damage is being buffed for a selected few champions, excluding off-meta picks. Remember Anivia? I've never seen one in my last 50 ranked games (Sliver/Gold). Anivia got slightly buffed in 8.11 and then forgotten. I would honestly say she is fine the way she is, but due to everyone else being too overpowered for the game in general, she is nowhere near playable without having reasonable experience with her. On the other hand everyone can go in, play Yasuo, intentionally feed for the laning phase and somehow manage to oneshot everyone.
: Pick Renekton into melee assassins mid
Nerf Renekton maybe? Too tanky abd bursty, along with powerful stuns.
: I think you meant to say 'remove Dark Harvest' no?
Remove all runes instead is what you mean.
: mf can be nerfed because her kit isnt broken numbers can be changed kai'sa's kit is just disgusting. The power budget in her kit stops with her passive. If her passive was changed into something utility or "useless" damage wise, she wouldn't be too bad.
I'm afraid you didn't get what you mean, but yeah MF is not *that* broken as Kai'Sa.
: yeah she can spam it. But have u ever tried doing it? You run out of energy after 2, maybe 3 Qs and thats it. You cant just spam it as you wish, it ost a TON of energy
Which is also a problem. She has the cooldown to spam an ability which costs so much energy it becomes impossible to hit more than 3 consecutively. Is that fun in any situation?
: > [{quoted}](name=Rekkon,realm=EUNE,application-id=ELUpwER8,discussion-id=6x8PicjP,comment-id=000f,timestamp=2018-10-07T13:24:39.160+0000) > > No, Nasus needs either a complete rework or a nerf to the fucking ground so that he is unplayable forcing him a rework. I'll explain my hatred in a detailed and well-established reason list: > > * Nasus offers to the game nothing but tankiness and damage. Tankiness for one because he has a passive giving him life steal, equaling sustain in lane, and damage because of his Q which stacks. Not only do you have a lot of damage as a tank, but you don't even have to build damage to do so. What's worse is that with his ultimate he becomes even better a tank, meaning he is unkillable unless the entire enemy team focuses him down while delivering tons of damage in a single ability with highly low cooldown. No this is not what a tank does. A tank delivers CC and utility, while being in the front of their team to block enemy projectiles. Since tanks are made to survive, it really is stupid when they start doing brainless damage. People keep complaining about ADCs and their stupid upfront damage with {{item:3095}} when Nasus is no better, especially when he doesn't need to spend gold for damage. Imagine the oneshots if he did build such items while remaining healthy because of his passive and general tank stats. > * Nasus has a really easy to play kit. None of his abilities require any skill, you just point and click with your Q, W, E and then you apply a broken-ass self-buff with the press of a single button. No channeling, no relative cost, no warning. Just R. > * Nasus is as useless in a teamfight as Rengar. Both have something in common, they have little CC and burst down single enemies. Their main difference is that Nasus dies really hard when caught out and does not need items to do damage, compared to Rengar. A teamworking game requires anything but that, let alone in a *tank*. I keep complaining about tanks and that's because they have extra damage which does not have a reason to be there. The support class has so bad damage output because they offer utility, which is their purpose. And that is what tanks should be about. > * Nasus is really boring and linear. All he does is brainlessly all-in you with his W, E and R, while spamming Qs and basic attacks leading to your death. If that wasn't enough, he uses {{summoner:14}} to secure your ass before you run away safely to your escape. I don't feel good when I play such champions. Sure, oneshotting someone looks "fun" for once in a normal game. But the champion becomes unfun, completely boring and miserable. > > *"Okay then Hash Jr., what do you want him to do?"* > > Rework. Simply make that doggy Pharaoh a little more interesting. Give him a leap, because he is a dog. Or don't and make him a tank. Or make him throw a curse on you with a more interesting ability with a weird shape or some sort. Just not this. Remember Akali? The old Akali everyone hated playing against? That stupidly overpowered champion who brainlessly dashed onto you, threw a Q and proc'd it with the basic attack synergizing with her passive and a {{item:3100}}. That thing got reworked. What it became is another topic, but at least she is annoying in a more interesting way. Nasus is just something you can't do much about. Only if you chain CC you *might* kill him, and if you don't kill him, you will live the 70s again in that B&W panel. > > Nasus shouldn't be what he is because honestly League is not a boring game. Opinions saying it is a broken or unbalanced or whatever might hold, but it's anything but boring. You will not be bored because of the mechanics that have been implemented. Nasus is a toxic champion in the pool and needs to be changed "to match the current style of the game". > > Regarding kiting, not everyone can kite easily. He perfectly counters assassins because they rely on being in melee range to deliver the damage with their combo and then escape. While doing so, Nasus will throw 2 Qs and delete you faster than the game itself once you get fed up with that "gameplay". At least assassins do fancy moves and stuff before throwing you in the dumpster, whereas Nasus be like "BAM". > > Yes I keep bitching a lot about this, but I am not alone or wrong. Nasus needs a different type of counter in order to be countered effectively. You can't dodge (other than the queue), reset, recall, teleport, flash, blink, dash, anything. If he decides to point on you and press the magic button, it will happen. All you did was be there since you wanted to play your lane and farm. Even if you're going for a little poke, while your damage might slightly hurt him, he won't even feel it a second after because he passively has 12% life steal. I still don't get what the reasoning behind increasing that shit was, given how sustainable he is. If they wanted to make him slightly more viable "in high ELO" all they did is annoy the asses of everyone against that because he is now stronger "in low ELO". Players in that "low ELO" who play more interesting, difficult, or anyhow skilled champions are gonna suffer that "BAM" because their teammate went full degenerate and inted. > > Realistically speaking he is even more unplayable in higher ELO and much stronger in low ELO after the buff, whereas the exact opposite should happen. He'd rather be legitimately unplayable in all ranks than face an easy and hardly countered tanky burst champion. > > TL;DR rework this shit because the least we want is the game to become point and click madness again. At least we should delete enemy health bars with a little more skill than that (talking about you {{champion:238}}). I read through most of this, but it just sounds like you don't really understand Nasus that well. It is true that Nasus is a ball of stats, but he is primarily a split-pusher and a lot of players really like playing simple champions like Nasus. There are several that exist in the game. Nasus is easily countered via kiting and using your skills properly. The mistake that a lot of silver and gold players makes against Nasus is they don't really understand how to play against him except harassing them. And since most player in lower elo don't trade really well in low elo, how they harass him is not really "optimal". They use their dash skills to engage instead of disenage, they fight Nasus on his terms often (1v1 when he has ultimate) and they don't put really don't understand that you beat Nasus by mostly putting his team behind in the process of him stacking. It sounds like you personally just find him boring or you have a difficult time against him. He is pretty strong in silver and gold, but by the time you get to platinum they understand how to play against the kit. It's just that simple, using your mobility spells to engage Nasus without a mobility spell to disengage him or without layering CC on Nasus is usually going to lead to a dead opponent. I get kited out playing him all the time in high platinum and most players in Diamond that play him actually give up playing him and switch champions. It just sounds as if you are a lower elo player that struggles playing against him because you don't understand HOW to play against him. Which is fairly common. I play games where most of my opponents never even get in wither range unless I have RG or I flash on them. Nasus is easily killable while ulting, it's why they have continuously buffed him every season.
It's not just me that's struggling against Nasus. The problem here is that he is strong against melee champions while totally useless against ranged. Yes, in Silver/Gold he is dominant because there's always a 10-year-old kid that's screaming to its screen without being able to move a single unit while basic attacking. Yes, that is really frequent, if not almost guaranteed. No, that is not me though because unlike my Silver fellows I know how to kite efficiently enough to fight Nasus. But, this infinite slow, my melee range, my cooldowns, few dashes aren't ever enough in a 1v1. Seriously never. Nasus *is* a splitpusher that can *simply* delete enemy health bars. Is that fun to play as? No, in any chance. After 20 continuous games of deleting enemy health bars with a press of a single button after AFK farming the first 20 minutes, no this will become boring and stupid. This is why I prefer to play other champions with higher mobility, more complex structure in their kit that have smoother interactions other than "run into enemy, kill". And neither should the other simple as fuck to get kills on champions exist. {{champion:36}} {{champion:11}} {{champion:24}} are basic examples of such. Just press your stat buff button and jump in brainlessly. You win.
Vexilus (NA)
: Yea air burst is non damage as you said. I think ghost would be fine if you couldnt go through walls until the movement speed fully ramps to avoid easy escapes. Would be for roaming around as flash would be used to guarantee engages/plays. As for the shield it only lasts 2 seconds. I think I need to edit it to read as only blocking spell damage. But I feel it's fine as a summoner considering sivir and nocturne both have spell blocking abilities. Taking 5 heal would have large drawbacks though sure you could heal each other but after the first it would only be half as effective. Probably make it so the heal debuff stacks. Same with revive sure you can run around and revive each other but I just dont see that being a case aside as opposed to picking several unique summoners. Summon minion wouldnt be free. As it replaces the next spawning minion wave. So if you use summon minion on wave 1 then you'd also have wave 2 to push with, the minion timer would skip the 2nd since you summoned it with the summoner spell. Maybe be some clarity problems
Stacking the Heal debuff is a really viable option. As for Revive, I can see it being abused in ranked really often, just like the gold funnelling strategy back in 8.12/8.13 (I don't exactly remember the patch). When you have the option to only take one summoner spell per game out of the 10 that will exist, you're always sacrificing all the others' effects, but you pick what will come out the most beneficial. That way, having communication will greatly help in the 5-man Revive strategy. What's even worse is that Unsealed Spellbook can be used on 1-2 players who don't need other runes to pick their desired spells for the early stages of the game ensuring all 5 players have Revive at the end of the game.
: I've given it long enough: I don't understand the hate for Akali
I personally find her spammable Q really annoying. An assasin that can spam an ability every 1.5 seconds but at the same time can't be used more than 3 times sequentially? It feels uncomfortable and not fun, neither when playing as nor playing against.
: For Honor fans: "Game is unbalanced." Modern Warfare fans: "Game is unbalanced." Overwatch fans: "Game is unbalanced." Heroes of the Storm fans: "Game is unbalanced." Dissidia NT fans: "Game is unbalanced." Smash Bros fans: "This isn't melee and it's trash. Also the game is unbalanced." But don't worry, League is definitely **the WORST balance** team what with having more complexity to deal with than any of those games and even several of them combined.
: Why is kaisa allowed to be so busted
I mean, Miss Fortune is much more busted.
: Hm... 10 people. Remake = -5 LP for one player, +9 overall for the other 9. If those 10 continue to cyclically afk then they could potentially climb. You'd be gaining 4 LP per rotation.
Actually when you leave a game you lose the same amount of LP as when you would lose if you actually lost. Therefore you will lose from 10 to 30 LP or something. In none of these cases is it an effective climb, assuming all players remake by themselves. Besides, it is completely inefficient as the amount of time it takes on average is 4 times more than how it normally would take. Even if people really did this and somehow communicated with their team to do the remake trade, they would end up being completely fucked because in the large scale they'd lose much more LP and get their account status to shit after purposefully AFKing frequently, possibly resulting in suspensions.
: The Dilemma of Nasus: Strong in lower elo and weak in higher elo
No, Nasus needs either a complete rework or a nerf to the fucking ground so that he is unplayable forcing him a rework. I'll explain my hatred in a detailed and well-established reason list: * Nasus offers to the game nothing but tankiness and damage. Tankiness for one because he has a passive giving him life steal, equaling sustain in lane, and damage because of his Q which stacks. Not only do you have a lot of damage as a tank, but you don't even have to build damage to do so. What's worse is that with his ultimate he becomes even better a tank, meaning he is unkillable unless the entire enemy team focuses him down while delivering tons of damage in a single ability with highly low cooldown. No this is not what a tank does. A tank delivers CC and utility, while being in the front of their team to block enemy projectiles. Since tanks are made to survive, it really is stupid when they start doing brainless damage. People keep complaining about ADCs and their stupid upfront damage with {{item:3095}} when Nasus is no better, especially when he doesn't need to spend gold for damage. Imagine the oneshots if he did build such items while remaining healthy because of his passive and general tank stats. * Nasus has a really easy to play kit. None of his abilities require any skill, you just point and click with your Q, W, E and then you apply a broken-ass self-buff with the press of a single button. No channeling, no relative cost, no warning. Just R. * Nasus is as useless in a teamfight as Rengar. Both have something in common, they have little CC and burst down single enemies. Their main difference is that Nasus dies really hard when caught out and does not need items to do damage, compared to Rengar. A teamworking game requires anything but that, let alone in a *tank*. I keep complaining about tanks and that's because they have extra damage which does not have a reason to be there. The support class has so bad damage output because they offer utility, which is their purpose. And that is what tanks should be about. * Nasus is really boring and linear. All he does is brainlessly all-in you with his W, E and R, while spamming Qs and basic attacks leading to your death. If that wasn't enough, he uses {{summoner:14}} to secure your ass before you run away safely to your escape. I don't feel good when I play such champions. Sure, oneshotting someone looks "fun" for once in a normal game. But the champion becomes unfun, completely boring and miserable. *"Okay then Hash Jr., what do you want him to do?"* Rework. Simply make that doggy Pharaoh a little more interesting. Give him a leap, because he is a dog. Or don't and make him a tank. Or make him throw a curse on you with a more interesting ability with a weird shape or some sort. Just not this. Remember Akali? The old Akali everyone hated playing against? That stupidly overpowered champion who brainlessly dashed onto you, threw a Q and proc'd it with the basic attack synergizing with her passive and a {{item:3100}}. That thing got reworked. What it became is another topic, but at least she is annoying in a more interesting way. Nasus is just something you can't do much about. Only if you chain CC you *might* kill him, and if you don't kill him, you will live the 70s again in that B&W panel. Nasus shouldn't be what he is because honestly League is not a boring game. Opinions saying it is a broken or unbalanced or whatever might hold, but it's anything but boring. You will not be bored because of the mechanics that have been implemented. Nasus is a toxic champion in the pool and needs to be changed "to match the current style of the game". Regarding kiting, not everyone can kite easily. He perfectly counters assassins because they rely on being in melee range to deliver the damage with their combo and then escape. While doing so, Nasus will throw 2 Qs and delete you faster than the game itself once you get fed up with that "gameplay". At least assassins do fancy moves and stuff before throwing you in the dumpster, whereas Nasus be like "BAM". Yes I keep bitching a lot about this, but I am not alone or wrong. Nasus needs a different type of counter in order to be countered effectively. You can't dodge (other than the queue), reset, recall, teleport, flash, blink, dash, anything. If he decides to point on you and press the magic button, it will happen. All you did was be there since you wanted to play your lane and farm. Even if you're going for a little poke, while your damage might slightly hurt him, he won't even feel it a second after because he passively has 12% life steal. I still don't get what the reasoning behind increasing that shit was, given how sustainable he is. If they wanted to make him slightly more viable "in high ELO" all they did is annoy the asses of everyone against that because he is now stronger "in low ELO". Players in that "low ELO" who play more interesting, difficult, or anyhow skilled champions are gonna suffer that "BAM" because their teammate went full degenerate and inted. Realistically speaking he is even more unplayable in higher ELO and much stronger in low ELO after the buff, whereas the exact opposite should happen. He'd rather be legitimately unplayable in all ranks than face an easy and hardly countered tanky burst champion. TL;DR rework this shit because the least we want is the game to become point and click madness again. At least we should delete enemy health bars with a little more skill than that (talking about you {{champion:238}}).
: Why are league of legends bosses a failure, how to fix it
While there is already the stress of the enemy team stealing it, outpositioning your team or catching your allies off guard, yes this will make the game much more interactive and improve experience. Having to non-linearly and passively kill the drake solo because you're just outputting a lot of damage doesn't feel great.
: Why don't we just, dunno, get rid of Runes and Masteries alltogether?
The only problem is that you literally start the game from 0, only counting on your base stats and starter items. This is a problem for AP champions, so there must be a workaround for that. Also, as someone else said in a comment, having something like Augments specialized for each specific champion will indeed make a better solution.
Vexilus (NA)
: The Viability of a 1 Summoner Spell limit and the Improvement of Summoner spells
You propose some good changes to make up for the loss of that extra spell slot. There are few problems though: * Airburst should not deal damage (if it was ever intended) * {{summoner:6}} making you travel through terrain is just {{summoner:4}} but much better because of the extra mobility. * **Summon Minion** shouldn't allow summoning an extra Super Minion at later stages of the game. That is a lot of potential for a comeback. * {{summoner:21}} is going to be stupidly overpowered. Spells shouldn't be just blocked like that. The shield's strength is already high enough. My thoughts about these changes are the following: * {{summoner:4}} will have little usage. People will really love to have something more valuable and adjusted to their playstyle than have an escape tool ever 4 minutes. * Imagine 5 people with {{summoner:7}}. No thanks. * Same but for **Revive**. It's like giving everyone a second chance. This will have to be somehow limited to up to 1/2 summoners per team being equipped with that. They would have to communicate about this in the loadout preparation window, otherwise the game will be either cancelled or someone's spell will be changed to something random or most fitting depending on data. * **Summon Minion** also comes at the cost of giving extra gold to the enemy team. On the one hand it can extend pushing by a lot and on the other it can get an enemy back easily with a free extra 105 gold.
: Really? Someone ruining your league game makes you feel weak, embarrassed and like a loser in front of your peers? It’s really not at all the same. You can walk away from this game and still maintain a healthy mental state. Being shoved in a locker or physically bullied at a school.. hmm... don’t think it’s that easy. It’s a game. Some people are not going to take it as seriously as you, and there’s nothing you can do about that.
> [{quoted}](name=sneakydoug,realm=NA,application-id=3ErqAdtq,discussion-id=oYvXL8lh,comment-id=0002,timestamp=2018-10-07T03:49:06.370+0000) > > Really? Someone ruining your league game makes you feel weak, embarrassed and like a loser in front of your peers? > > It’s really not at all the same. You can walk away from this game and still maintain a healthy mental state. Being shoved in a locker or physically bullied at a school.. hmm... don’t think it’s that easy. > > It’s a game. Some people are not going to take it as seriously as you, and there’s nothing you can do about that. Games are supposed to be fun. Otherwise they're not games, but life itself.
: Passive Int Feeders What are you doing about it Riot?
> [{quoted}](name=XXXMurderPenguin,realm=NA,application-id=3ErqAdtq,discussion-id=oYvXL8lh,comment-id=,timestamp=2018-10-07T03:19:18.492+0000) > > They always say "Im just having fun" when they are LITERALLY Ruining the game for 4 other players For 9 other players, since sensible players don't enjoy an easy win versus a smurf.
: patterns of matchmaking after a rank up
I once had a 7 win streak to be pushed back with a 9 defeat streak. I can completely relate as a "Silver scrub" myself. Recently I was promoted to S1 with ease and the next moment I lost 2 matches while at 0 LP (still there too) because of poor teammates (trollers, ragekids, skillwise incapable). Yes, the matchmaking works like that. But the question is whether it's worth it. In a simple answer, no it's fucking not. You're supposed to be in the rank you deserve based on your skill. The system should be practically saying "you're G5 because you deserve G5 based on your skill", not "hey you won a lot so fuck you".
: Welp, I don't play asassins, but as far as I know damage is very important for them, so sacrificing decent damage for some shileds...meh Plus you can't proc that shield that often, you have passive and ult, not sure how often you use it in appropriate situations, but I suspect not as often as electrocute. So good meme build, but not for serious plays imho
LB already has low risk high reward playstyle, with a lot of damage by herself. Electrocute is just foe the early game oneshots, whereas this rune will save her from a lot of engages. It's pretty much giving LB a 4th chance, after burning her flash and W along with her clone.
: Why do people think hes crazy overpowered? In plat+ hes got a 51.4% win rate, that's not exactly CRAZY OP NERF NOW status. He's got a minor nerf on PBE which will probably lower his winrate to 50% or so. That's all he needs tbh. Kennen mid has a 52.4% winrate. Obviously this means hes much more op than Graves and needs a hotfix immediately. Actually just shut down the servers until hes nerfed, if Graves is at 51% and Kennen is at 52% hes probably so strong its warping the mechanics of the game and creating massive black holes in the code when hes played.
Oh 51.5% is not concerning enough, let's wait until he gets Kassadin level broken
: The reward you get from a remake is not receiving a free loss.
And what if it is the enemy team remaking?
: 100 win trades incoming
Hard to find those sacrificial pawns losing more than earned in total by everyone
: To little... too late...
You don't even know how they'll work
Dessem (EUW)
: Only one of those four I hate is Kayn, but mostly on principle of hating utility tank assassins. Graves is more of a reliable hyperscaling early-game bully with a good midgame. You can punish Graves's team when he backs and you have a 10s window of opportunity before Graves slides into your KDA.
More like 10 seconds to run before you get dumped in the garbage can.
: Graves? Yes please, Riot should stop ignoring their baby in the jungle. "Oh, you´ve been overperforming for ages and oneshotting people with Dark Harvest and Stormrazor? Stop that, we are going to slap your hand and take 3 AD away from you" while Sejuani was gutted down to a near unplayable stage where her W was the only spell not nerfed because of her pro play dominance
>Slaps head of Graves {{champion:104}}: REEEEEEEEEEEEEE
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Rekkon

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