Meddler (NA)
: Sterak's change doesn't seem to have affected them much at all, somewhat surprisingly. Yorick's noticeably stronger, given we also buffed him in the same patch. That means we'll be going with larger nerfs than we'd previously been thinking for Irelia (had been counting on Sterak's/Triforce combo loss to carry some of the power removal). Not sure about balance changes for any of the others yet, nothing currently in testing at least.
The Sterak's change *has* affected Irelia though. Going by [Lolalytics](https://lolalytics.com/ranked/worldwide/platinum/plus/champion/Irelia/Top/) she has went from 50.6% averaged over the 5 days before the patch to 49.6% averaged over the 2 days immediatly after the patch (discounting today's datapoint because Lolalytics datapoint for the current day is always inaccurate). Going by [OP.GG](http://eune.op.gg/champion/irelia/statistics/top) she has went from 51.5% to 49.6%.
Rioter Comments
Lyte (NA)
: The 2016 Ranked Season: Updates on Dynamic Ranked and your feedback
>Some of you are probably wondering about Ranked Rewards, and because we’ve pivoted to supporting Dynamic and Solo Ranked, we’re still figuring them out ourselves. Expect most of the Ranked Rewards to shift to Dynamic Ranked and some concrete news in the first few months of the season. Some clarification may be needed as there seems to be some confusion with people and it seems to be causing some concern. Is what you mean here that borders from both Solo/Duo Queue and Ranked 5s will be displayed in Dynamic Queue and it is in that sense that most Ranked Rewards are shifting to Dynamic Ranked? Or is what you mean by most Ranked Rewards to shit to Dynamic Ranked what a lot of people seem to be taking it as which is that Solo Queue in Season 6 will not be giving some rewards which Solo/Duo Queue gave in previous seasons? I highly doubt that that second interpretation is what is meant, in previous seasons every Ranked Queue (Solo/Duo Queue, Ranked 5s, and Ranked 3s on Twisted Treeline) gave the minimum of Icon for that Queue, Border for that Queue and Skin if Gold+ was achieved with the only extra being the ward skin, which was given to Silver+ in all queues in Season 3 and to Ranked5s and Ranked 3s for certain level of participation in Season 4 and 5. Presumably the ward skin will stay with Ranked3s and be added to Dynamic Queue in Season 6. It really does not make sense to me that the minimum rewards which were given to every Queue in previous seasons would suddenly be restricted to a few Queues in this season. There was a plan to change Ranked Rewards before, to make the Victorious Skin be available to buy for RP. The backlash to that is another reason why I really do not see any further changes to the minimum level of Ranked Rewards being made. Or is the ward skin what is meant by "most of the Ranked Rewards to shift to Dynamic Ranked", every Queue still has the minimum level of rewards from before, but the fact that Dynamic Ranked and Ranked3s have the ward skin means they have most of the Ranked Rewards, and what the concrete news in the first few months of the season will be is exactly how the ward skin will be earned in Dynamic Ranked. That is something I am curious about and am genuinely interested in hearing about. In Ranked5s and Ranked3s the ward skin was based off a certain number of wins or games played, why would this not work with Dynamic Queue? Is it because there's no set teams in Dynamic Queue? But you could work towards the skin in different teams so forcing continuity doesn't make sense. Or is the number of points it gain to work towards the ward skin based off how many people you are queued up with, so you gain more points for being 2-man than being 1-man and more points for being 3-man than being 2-man? That would be kinda like how Party IP works.
: > [{quoted}](name=Malicious Metal,realm=EUW,application-id=3ErqAdtq,discussion-id=tHqat3HX,comment-id=,timestamp=2016-01-17T10:11:16.881+0000) >who all had the same base stats of 100 ap, 100% mana regen and 20% CDR personally, I'd really like it if we had some AP CDR itemization that *isn't* tied to mana regen. I never have to build more than one mana item.. but I'd frequently like to build more than one CDR item.
A lot of CDR is tied to mana. The only completed items which give CDR but nothing to do with mana are Banner of Command, Death's Dance, Face of the Mountain, Ionian Boots, Locket of the Iron Solari, Nashor's Tooth, Spirit Visage, Black Cleaver, Will of the Ancients and Youmu's Ghostblade. Of those only Nashor's Tooth and Black Cleaver give 20% CDR, the rest give 10%. I think part of the logic behind that is its meant to limit the amount of CDR manaless champions have access to without harming their build in other ways, to make them easier to balance as the only thing limiting their ability usage is their cooldowns. Which is why I really don't like Black Cleaver giving 20% CDR because of its utility for Riven, Renekton, Gnar, would be better if it only gave 10%.
Lyte (NA)
: Let’s talk about dynamic queues and ranked play
There are two large differences between the way Dynamic Queue has been implemented in League so far and the way [DOTA 2's Ranked queue](http://dota2.gamepedia.com/Matchmaking#Ranked_Match) works, to use the example of another MOBA rather than a FPS like CS:GO, and I am wondering if either of these was discussed as a possibility to include in League's new Dynamic Queue system. In [DOTA 2's Ranked queue](http://dota2.gamepedia.com/Matchmaking#Ranked_Match) you gain different ranks for when you queue as a solo player and when you queue as a party. Implementing a system like this would help alleviate some people's concerns over Dynamic Queue devaluing ranks because there would still be a rank that you achieved by yourself without any help from your more skilled friends. Also, in [DOTA 2's Ranked queue](http://dota2.gamepedia.com/Matchmaking#Ranked_Match) 4-man groups are not allowed. Implementing this would alleviate concerns that many people have over players who are the "+1" in a "4+1" scenario not having as much influence over the outcome of the game as any individual member of the "4" due to the 4's advantages in communications, not just possible voice coms but just knowing how each other play from playing with each other over many games, which can leave a 4+1 vs 4+1 situation feeling entirely down to how the two 4s play with the +1s completely irrelevant rather than 20% of the game. Its not as if a group of 4 friends had no option for going into ranked before when they could just split up into two duos.
Lyte (NA)
: Let’s talk about dynamic queues and ranked play
>We hear you on the impact dynamic queues have on the measurement of solo skill. We’re currently doing everything we can to make dynamic queues a great experience, and we always had back up plans for the 2016 ranked season. The way Dynamic queue has been introduced on the [2016 season ranked promo site](http://na.leagueoflegends.com/en/site/2016-season-update/ranked-improvements.html) does not give the impression that there is any possibility of anything other than the replacement of Solo queue with Dynamic queue happening. There is no other way to interpret >This upcoming season we're replacing the solo/duo queue with a dynamic group queue, as you doing anything other than replacing solo queue with dynamic queue. So it strikes me as really dishonest when [on Twitter you imply](https://twitter.com/RiotLyte/status/688070169290125315) that there is the possibility of solo queue staying when the official material does not leave that as a possibility.
Lyte (NA)
: Let’s talk about dynamic queues and ranked play
Dynamic queue has existed in League of Legends for years already. Its been called Normals. Normals functioning the way the new Dynamic queue does is what drove me towards playing Ranked in the first place. So I do not need to wait for Dynamic queue to make its way to EUW for me to know that I will dislike the experience, I already know from the Normals queue which I quit playing that I dislike the experience. Its already driven me from playing Normals to playing Solo queue but it you're bringing it into Ranked then it might just drive me away from playing League of Legends altogether. > When we polled players who were playing in dynamic queues the specific question: “I like that you are allowed to queue with any number of people to play ranked”, about 55% of players agreed, 20% were neutral, and 25% disagreed. If that number changes do you have a way to investigate to what extent that will be from people quitting rather than changing their minds?

AstroArcher

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