Infernape (EUW)
: Back in the day I remember when CDR builds were a thing. Where you actually had to itemise for it and give up something in exchange, be it defensive stats, offensive stats etc etc.
Yeah but i think they changed it because they wanted to diversify builds.
: > [{quoted}](name=GonahtanuGepardi,realm=EUW,application-id=3ErqAdtq,discussion-id=8EZuARVy,comment-id=0001,timestamp=2019-07-21T03:02:58.742+0000) > > Obviously you never played in the past then since that has never been the case. At least not since season 1. > > If you want to remove the ability to life steal from certain targets, then those targets should be minions as that makes much more sense. To heal from champions, you have to be in combat with them, which is way more risky than fighting with minions and that risk should be rewarded. Life steal doesn't exist so you can heal back up after you leave combat (although it can definitely be used for that). It exists to help you sustain in a fight so you can fight longer. > > Life steal has a lot of counters to it like thornmail, ignite and morellonomicon. Life steal also doesn't help at all against burst damage so it can be completely useless at times. Not to mention the life steal isn't as strong as you claim it is. BULLSHIT. A few games ago I ignited a varus and had a grevious wound item and he outhealed my entire damage. Counters? Don't make me laugh. It doesn't do shit. He literally tanked two champions with a Blade of the Ruined King as his ONLY form of healing.
That just means you missed your abilities.
: > [{quoted}](name=GonahtanuGepardi,realm=EUW,application-id=3ErqAdtq,discussion-id=8EZuARVy,comment-id=0001,timestamp=2019-07-21T03:02:58.742+0000) > > Obviously you never played in the past then since that has never been the case. At least not since season 1. > > If you want to remove the ability to life steal from certain targets, then those targets should be minions as that makes much more sense. To heal from champions, you have to be in combat with them, which is way more risky than fighting with minions and that risk should be rewarded. Life steal doesn't exist so you can heal back up after you leave combat (although it can definitely be used for that). It exists to help you sustain in a fight so you can fight longer. > > Life steal has a lot of counters to it like thornmail, ignite and morellonomicon. Life steal also doesn't help at all against burst damage so it can be completely useless at times. Not to mention the life steal isn't as strong as you claim it is. Once again someone who clearly has no idea what they're talking about. No, you are 100% wrong. When I started playing this game in Season 2 and even all the way until Season 5 (the last time I checked), lifesteal NEVER worked on champions. Like literally, one of the biggest strategies back then was to lifesteal camps while fighting enemies because the healing from life stealing camps used to be so ridiculous.
>When I started playing this game in Season 2 and even all the way until Season 5 (the last time I checked), lifesteal NEVER worked on champions. That just means you have played with your eyes closed. Life steal has ALWAYS worked on champions. Always. I have played since season 1 and there was never a time where life steal didn't work on champions. https://www.youtube.com/watch?v=fsO88QkLNmY That's from season 3 worlds finals. Look from 31:50. Keep your eyes on vayne. He life steals from jax back to full health. You can see the green numbers on vayne's character on every attack which clearly indicates life steal. > Like literally, one of the biggest strategies back then was to lifesteal camps while fighting enemies because the healing from life stealing camps used to be so ridiculous. It's still a thing. Life steal is more efficient on jungle monsters because they have less resistances than champions. Life steal is calculated from your damage AFTER resistances. So naturally life stealing from minions or monsters is more efficient. So, what will you do now that you have been PROVEN wrong? Will you accept the fact that you were wrong and apologize for your behavior or will you try to deny facts and continue to be ignorant? The choice is yours.
Ackelope (NA)
: what makes his build particularly bad? i'm not a pyke player, but we don't have the enemy team for reference. the only bit that seems particularly awkward to me is the mercurial scimitar alongside the edge of night, seems a bit unnecessarily redundant, i'd probably have built something over the mercurial, but other than that i don't think it's amazingly problematic. I might've built like a GA or something depending on enemy comp.
Really depends on if the enemy team has a lot of tools that he needs the qss for. Morde ult is a good example of an ability that requires a qss.
JuiceBoxP (EUNE)
: 2 kills with his ult is a flat 1200 gold. Minimum.
And that's 1800g if there was an ally assisting pyke with pyke getting the kills with his r. Normally that would be 6 solo kills worth of gold. So he kinda triples the gold. Talk about snowball.
: Items Shouldn't Be Allowed To Lifesteal Off Champions
Obviously you never played in the past then since that has never been the case. At least not since season 1. If you want to remove the ability to life steal from certain targets, then those targets should be minions as that makes much more sense. To heal from champions, you have to be in combat with them, which is way more risky than fighting with minions and that risk should be rewarded. Life steal doesn't exist so you can heal back up after you leave combat (although it can definitely be used for that). It exists to help you sustain in a fight so you can fight longer. Life steal has a lot of counters to it like thornmail, ignite and morellonomicon. Life steal also doesn't help at all against burst damage so it can be completely useless at times. Not to mention the life steal isn't as strong as you claim it is.
: Bought a Unit, it transformed into another Unit.
Also happened to me yesterday. Kassadin (the last one to complete my rank 3 kassadin) turned into elise when i bought it and vanished from the shop. EDIT: It's also STILL very common for melee champions to afk despite having available targets.
: > [{quoted}](name=Phieldworker,realm=NA,application-id=3ErqAdtq,discussion-id=7u6Etjfw,comment-id=0000,timestamp=2019-07-20T05:49:37.828+0000) > > He’s like an artillery/control mage so things like Ziggs, Lux, Xerath. > I would say Xerath is the closest because he’s pure skill shots. He doesn’t have the true damage though but he can snipe just as good without even being seen. Is xerath supp viable?
: It depends. I think an early lvl2 is better than early mres or tear. Gold loses its value after first rounds, however
It actually isn't better because losing early is not going to lose you the game and then you can get to pick in the carousel earlier. The items scale much better and you are going to get rank 2 champions anyway.
: 1 gold at 2nd round is actually strong. With it you can buy +1 champion, that increases your chances to get early comp/lvl2 and winstreak.
Still not as good as an item.
Zardo (NA)
: Voli and trundle are both played top in addition to jg.
Are played there but do not belong there. They are much weaker in the top lane unless the stars align for them match-up-wise and the enemy is bad.
Pika Fox (NA)
: 90% luck? Sounds more like youre just not that good at it and are just blaming RNG.
> [{quoted}](name=Pika Fox,realm=NA,application-id=yrc23zHg,discussion-id=aft2tqQs,comment-id=0002,timestamp=2019-07-18T15:54:14.859+0000) > > 90% luck? Sounds more like youre just not that good at it and are just blaming RNG. He isn't wrong though so it doesn't matter what he sounds like to you.
: > [{quoted}](name=GonahtanuGepardi,realm=EUW,application-id=3ErqAdtq,discussion-id=xxuhud0n,comment-id=00020000000000000000,timestamp=2019-07-17T14:55:51.622+0000) > > I did say that the mistakes happen in cases of int or trolling. You were not punished for that though. You were punished for verbal harassment which is way easier to detect without errors. Every single clip of a streamer etc getting unfairly punished is always for inting or trolling and never for verbal harassment. Bro can you actually stop, you have 0 clue about what's true or not, just go away and live your life. There's those who believe and those who know, you just believe you know, but you don't, just don't try to convince me that what I'm saying is a lie when I know myself it isn't, thank you, next.
Whatever dude, delusion isn't healthy though.
: > [{quoted}](name=GonahtanuGepardi,realm=EUW,application-id=3ErqAdtq,discussion-id=xxuhud0n,comment-id=000200000000,timestamp=2019-07-16T16:30:21.636+0000) > > That's not very convincing. The automated system doesn't make that kind of mistakes when it comes to chat restrictions. The mistakes it makes mostly happen when it tries to punish people for inting or trolling. Not to mention Riot support would have removed your punishment if it wasn't warranted. > > Just a rule of thumb: Do not make such statements if you can't back it up with chat logs. Sure? Because I do remember Gripex getting a 14 day ban for inting after a 0/1/0 game. Tooootally not possible.
I did say that the mistakes happen in cases of int or trolling. You were not punished for that though. You were punished for verbal harassment which is way easier to detect without errors. Every single clip of a streamer etc getting unfairly punished is always for inting or trolling and never for verbal harassment.
: > [{quoted}](name=Teh Song,realm=NA,application-id=3ErqAdtq,discussion-id=Aqhn8scd,comment-id=0000,timestamp=2019-07-16T10:40:56.298+0000) > > Firstly because dodging is among the worst things you can do. > If somebody does something you feel is dodge worthy; mute them, play the match, and report them after. > Doesn't matter what it is they did. > You are worse for dodging than they'll ever be for wanting to try something you didn't like. > > Secondly because if people want to try nonstandard things they should have every ability to do so. Riot should never do anything that in any way pushes a meta or playstyle on anyone. > That doesn't mean everything needs to work, but it does mean everything needs to be allowed. > > On that token, not only should they do nothing like what your asking for, but those early game jungle items (Hunters machete and that other one) shouldn't need smite to be built. You are legit everything wrong with league of legends.
: Which is exactly why bans exists. Any exploit is usable by either team. If it's only one champ, ban the champ. If it's more than one champ, each team can get one. Or Riot could do what they do often by nerfing Ez's AP scaling. It's how they got rid of blue Ez in the first place. It made some sense when jg items offered things like infinite attack speed scaling. It's not that there's no reason to make jg items require smite, it's that they're treating a symptom not the problem and they're not even treating it well. It wouldn't be a problem if at all if Riot spent more time on the PBE balancing the game than cranking out new champs and new skins. Money talks, I guess. Or they could come up with a better AP jungle item that isn't just a clone of another item. Also if the Ez doesn't get smite why do they have an advantage over drag and baron?
Bans are a band-aid solution to problems, not real fixes. The original blue ezreal was gone because they changed the jungle items (but there is still technically a blue ezreal build that works fine) because that build had a jungle item in it.
: Is it just me or is the skill level of the average jungler much lower than what it used to be?
I don't know if they are any worse than before but it does indeed feel like it. Junglers have always been generally speaking pretty clueless. Mostly junglers tend to fuck up by either not respecting lane priority or by being snowflakes and any type of criticism they receive will make them intentionally lose you the game because they think they are the main character in an anime or some shit and they are flawless. They also often do not know the win conditions, making them gank wrong lanes and refusing to help the lane that is actually the win condition. I know you are currently in the low skill tiers but it literally doesn't change even if you get higher.
: Is flirting with toxic biggoted players bad? ;)
I mean, that's fine and all but i would seriously refrain from using any derogatory terms etc. when you are doing this because they can get you banned.
: I hate this "First win or 3 games" mission
Just play a game against bots. Win is basically guaranteed and it doesn't take more than 7 mins if you rush it.
: > There is no point in trying to lie to us. Everyone in the match could report you and you still wouldn't get punished if you didn't break the rules. One report is just as powerful as 9 reports. There is no difference since reports are not the thing that get people punished. A report only triggers an investigation on the player by the automated system. If the system then sees that the player did actually break the rules, it punishes the player. If it doesn't see any rule breaking, it ignores the reports. It's not like the Riot Support actually read my chat history and my KDA, also, I was speaking to the Riot Support live, I'm not lying lol, you're just entitled. It's not like people haven't gotten sanctions for nothing in the past, even on stream, just don't be *that guy*.
That's not very convincing. The automated system doesn't make that kind of mistakes when it comes to chat restrictions. The mistakes it makes mostly happen when it tries to punish people for inting or trolling. Not to mention Riot support would have removed your punishment if it wasn't warranted. Just a rule of thumb: Do not make such statements if you can't back it up with chat logs.
: Riot Support should be able to nullify unfair LP losses
That would be extremely nice but the reality is not that simple. There are millions of players playing the game and if you play enough games per day, you can see this kind of behavior daily. The amount of tickets would be overwhelming and Riot doesn't have the manpower to deal with that. The only thing they COULD do is make the automated system give your LP and mmr back to you if a player who inted/trolled in your game got punished. > I had this idea because once I was unfairly sanctioned (4 premades decided to all report me and lie to the enemy to report me too, which resulted in chat restriction, which made my honor go down to 0) There is no point in trying to lie to us. Everyone in the match could report you and you still wouldn't get punished if you didn't break the rules. One report is just as powerful as 9 reports. There is no difference since reports are not the thing that get people punished. A report only triggers an investigation on the player by the automated system. If the system then sees that the player did actually break the rules, it punishes the player. If it doesn't see any rule breaking, it ignores the reports.
Drezder (EUNE)
: I legit think i should be plat minimum
Maybe you just aren't as good as you think you are. Personally i find it very arrogant to say you deserve to be over one tier above what you are now with 48% win rate. Especially since there is a massive skill difference between silver and platinum. You might be having nice scores etc but you have to take into account the level of opponents you have. It's easy to do well against players with low skill. Your KDA seems to be generally fine (although dying against silvers/low golds 10 times is not something i would all great) but at least 2 things catch my eye. Those are your amount of cs (pretty low cs/min) and you keep buying titanic hydra on kayn. You need to stop buying it immediately. It's a waste of gold on him. Tiamat items are bought on champions with poor wave clear/camp clear times but kayn already has fast clear speeds. It's better to use that gold on something else that gives more value. In you last 20 games, you didn't buy a single control ward. Not a single one. If you get to the base and you have 75 gold left after buying items, buy a control ward. You have no idea how much a control ward in the pixel brush helps in the early game and how important they are in setting objectives and traps for the enemy.
: When Riot gives your info to the FBI...
Well, the only way for that to happen is if you made a real life threat, which means you aren't exactly within your own rights.
Akaash (NA)
: Yeah sure... if it were 10 minutes no problem. In mid to high Diamond though, it would be closer to an hour. Honestly, riot should go back to the original ranked system with no role selection where instead of being a whiny baby, you just had to learn to play other roles.
> [{quoted}](name=Akaash,realm=NA,application-id=yrc23zHg,discussion-id=cuEXIaQK,comment-id=0001,timestamp=2019-07-15T08:44:09.767+0000) > > Yeah sure... if it were 10 minutes no problem. > > In mid to high Diamond though, it would be closer to an hour. > > > Honestly, riot should go back to the original ranked system with no role selection where instead of being a whiny baby, you just had to learn to play other roles. Yeah but sadly it's not possible anymore. People are already used to playing a role they want to play so going back to that system could potentially hurt league's player base by a huge amount, if not even kill it. I would like the old system because it represented actual skill and game knowledge a lot better than the current one but I can acknowledge the reason why it can't happen.
: what people build have nothing to do with HOW a champion mechanic should work that's often pretty much the opposite again , you do proc one 2nd Q sometimes and leave without any other attack because you want to kite out, and not use your spells as you are preparing for an escape or something And the situation where you fight like this to get out , on some matchup this would actually be handy especially {{champion:36}} that just regenerate all his hp and when you want to escape him you shouldn't stand there auto attacking , however using a Q to boost movement speed , e out and w when you are far enough will be effective but during that escape you cannot use it Maybe you haven't played enough , but camille doesn't always ALL IN Sometimes , especially when keeping your spells is important that little regeneration denial is important it may represent 60 hp not regenerated and that is a lot. why should you be in a better situation pre 16 than post 16 ? isn't strength supposed to build up ? It's not because i mentioned black cleaver that he is the only and that "You will pretty much NEVER hit an enemy just with your second q so you will proc the item anyway" is an assumption that shouldn't be there you can , and if that can happen and is missleading for the camille player, it is a bad design rules shouldn't change suddenly based on level up and not skill point if the champion isn't design with that in mind.
>what people build have nothing to do with HOW a champion mechanic should work that's often pretty much the opposite That's actually how it pretty much always goes. It server no purpose to add an interaction to an ability with an item that the champion doesn't want to build. It's like asking why azir's soldiers do not apply bork passive on the targets. He doesn't need it, he doesn't want it. Your line "what people build have nothing to do with HOW a champion mechanic should work" actually works against your argument too. Just because you want to build BC on camille it doesn't mean her second q has to apply a stack. >again , you do proc one 2nd Q sometimes and leave Of you do that, you weren't gonna benefit from BC or EC anyway. EC is only effective against healing during combat when you go all-in. Not in short poke trades. Same with BC being better in longer engagements. You hitting the enemy once isn't going to make bc useful even if you would get a stack for it. And again, you will not buy BC on her. Stop using it as an argument because it's not valid. In EC's case, you have already sold it at level 16 AND you can proc it with everything else in your kit like w. She doesn't ever rely on her second q to put on these effects. >because you want to kite out, and not use your spells as you are preparing for an escape or something You can always use w. Always. You can also use basic attacks and you should ALWAYS use a basic attack and then use the second q as an AA reset. Your argument is invalid. >And the situation where you fight like this to get out , on some matchup this would actually be handy Nope. Not a single case where you would need those effects and not a single case where the only thing you use o nthe enemy is your second q. You even have to use your first q on something first and that is definitely most likely the enemy champion in a case like this. It's not like they run at you and you hit a minion with your q instead of the enemy champion. Low skill level gameplay is not the baseline for game balance. >especially that just regenerate all his hp and when you want to escape him you shouldn't stand there auto attacking , however using a Q to boost movement speed , e out and w when you are far enough will be effective but during that escape you cannot use it And in a situation like this your BC (that you aren't going to actually buy) stacks are useless because you are running away instead of fighting and you are applying them anyway with other attacks, same with EC. Another invalid argument. >Maybe you haven't played enough , but camille doesn't always ALL IN Sometimes , especially when keeping your spells is important that little regeneration denial is important it may represent 60 hp not regenerated and that is a lot. I have played camille much more than you have and on a MUCH higher skill level than you have. She is one of my go to top laners and one of my favorite champions in the game. I know how she works. She doesn't go all-in in pretty much any match-up during laning phase. There also in't any time when keeping your spells up is important unless we are talking about her ult or her e. She can use q and w freely. She only needs her e to escape. And again, you can apply grievous wounds with something else than second q. Second q is not needed at all for it. >why should you be in a better situation pre 16 than post 16 ? isn't strength supposed to build up ? You are in a better situation post 16. Her damage changes from physical to true damage on the second cast. That's a power increase, not a decrease. >and that "You will pretty much NEVER hit an enemy just with your second q so you will proc the item anyway" is an assumption that shouldn't be there It's not an assumption, it's a fact. A scenario that will happen 99.9999999% of the time. >you can , and if that can happen and is missleading for the camille player, it is a bad design It's not misleading for the camille player. You are supposed to know what you champion does and you know her second e deals true damage and not physical damage after 16. It's not bad design. >rules shouldn't change suddenly based on level up and not skill point if the champion isn't design with that in mind. The champion is designed with that in mind though and the rules aren't changing. True damage doesn't apply those effects which means the rules stay the same. Your arguments hold no value on this topic. I consider this topic closed and will not reply to further comments. Have a great day.
: OmG Camille buff???? WTF are you thinking you trying to make a knmgjksdngp;n monster????!?!!?!?? but really though camille doesnt need a flat out buff she needs a way to actually interact with her laner other then W them endlessly. tri force gives camille everything she wants and more. question though does her Q true damage crit?
>question though does her Q true damage crit? No but sheen damage is added to it as true damage. Before she was released, her q could crit but that was too op since her second q could hit for insane amounts of true damage.
: you forget one thing : every single thing that triggers from ad damages does not trigger anymore with a single q past level 16 it is very awkward for a champion to loose interaction past a certain timing 2 she would not get as much use from the stack as she would otherwise, which is unfortunate, even if it represents like 5 damages 3 you can't simply q to remove regen from champion for 3 seconds and e out past 16. it know it looks uncanny but CONSISTENCY ! that would make the game more clear so people understand better how to play against that champion
>every single thing that triggers from ad damages does not trigger anymore with a single q past level 16 They do. The single q is your first q. Only your second q doesn't apply them. The only things that do not trigger from her second q are BC and executioner's calling. You don't buy BC on her anyway and executioner's calling procs from other sources of physical damage. You will pretty much NEVER hit an enemy just with your second q so you will proc the item anyway. >2 she would not get as much use from the stack as she would otherwise, which is unfortunate, even if it represents like 5 damages Why do you keep bringing this up? This argument is not valid. Stop it. She doesn't get black cleaver. She doesn't want it so it doesn't matter if she gets stacks or not. It doesn't fir her build or play style. >3 you can't simply q to remove regen from champion for 3 seconds and e out past 16. Yes you can. Your first q still applies everything. As i said before, you will never only use your second q on a champion and nothing else. >it know it looks uncanny but CONSISTENCY ! that would make the game more clear so people understand better how to play against that champion None of that would help people play better against her as none of that changes anything. She would still not get a black cleaver and she would still proc executioners calling with some other source than second q. All your arguments are invalid.
: they are usable but not AS effective , it's barely something but it changes a little the penetration on her combo or the way she can play with Buffed Q
But again, that's not a problem because BC is not an item she wants to build. Not to mention she would get all the stacks during her combo anyway. She has to stay and basic attack after the combo to get the stacks anyway. She doesn't benefit from black cleaver enough to want it (and that one stack is not even nearly enough to make her buy it).
Unker139 (NA)
: > [{quoted}](name=GonahtanuGepardi,realm=EUW,application-id=yrc23zHg,discussion-id=9tFfailE,comment-id=0000000100000000000000000000,timestamp=2019-07-12T21:50:36.396+0000) > > It's not that simple. First it checks how easy it is for your team to win against the enemy team and then it also considers your individual mmr compared to the enemy team. > > They do not gain or lose the same amount in most cases as you are not compared to any individual player in the match. This is especially obvious in cases like duos where the other person has higher mmr than the other. > > It's completely pointless for you to try to make these calculations because you do not know any exact values or the formula for League's mmr system. Not to mention that last sentence i pretty much impossible scenario because it's not enough that you are against that same guy. Your team has to be on your level and the enemy team would have to be on the other guy's level for those LP gains/losses to be possible. Not to mention you pulled those number out of you hat too. > > The skill difference isn't big (only around 100 mmr). It just does take that many games because Riot wants you to grind. There is not a single rank where the person 100 LP above another will beat the guy 67% of the time. Not a single one. Skill is not linear either. I may not know their exact formula, but I do know how elo systems work, which is what the MMR calculation is. The system is a net zero system which means that the average rank will always be exactly what the starting value is... whether its 1200 or 10000. However the calculation works the gains and losses are exactly the same. Wherever k value they use doesn't change the expected percentages. A lower k value makes the difference smaller for each win but a win will still make your expected result change by the same over your old rank. The numbers I used may not be exact but they are a good representation of how an elo system works. The unknowns are what the starting value is, what the k value is and what modifications they make (I can't prove anything but it is possible that the expected result us adjusted based on things known after the match is put together.. like champions etc). We also don't know if they use a simple team average MMR (my guess) or something more individual, but we do know that the net gains and losses are the same. Otherwise it is not an elo based system.
>we do know that the net gains and losses are the same. Otherwise it is not an elo based system. We know that they are not the same. I just gave an example of duos. And League doesn't use the actual elo system because it's not a 1v1 game. It's modified for that exact reason.
: It honestly astonishes me how jungle can be left in this state for so long. In almost all the games I play, the outcome is decided by the jungler and how well they can get their lanes ahead, yet somehow at the same time, the role feels extraordinarily difficult to carry with.
that's because jungle is not a carry role and it's not intended to be one either. jungle is a supportive role and jungler is supposed carry his team to carry him.
: One of the enemy teammate calling me to die?(this is a player behavior discussion)
>because it could be dangerous Yeah let's not exaggerate here. It can't be dangerous. And no, i do not accept that behavior.
: Can camille Q inflict 1 point of ad damage after level 16 ?
Those items are completely usable but you don't want a black cleaver in her build anyway. Get a tiamat item and they will proc even on her 2nd q. Also, while camille does lose most lanes, she is still a very solid pick because her mid/late game is super strong.
: I see. I think that's kind of a stupid decision that was likely done to utilize existing code, but it does explain a lot and you seem to be right. Thank you.
It's not really that stupid because as i said, there is no element. They could have added a fourth element (what ever that would be) that would apply if you use it on those empty spots but it's really not necessary as the range on her w is so long that she can reach at least one element at every moment.
: [GAMEPLAY] Qiyana is unable to use her W in certain parts of the map
That's because there actually is no element there... It's intended. There is no wall, water or brush in the middle of mid lane for example...
: > [{quoted}](name=GonahtanuGepardi,realm=EUW,application-id=3ErqAdtq,discussion-id=AXvfm6UV,comment-id=0000,timestamp=2019-07-13T00:18:58.322+0000) > > If it takes that long for you to alt+tab then the best thing you can do is buy a new computer. The next best thing is to change to borderless windowed mode. I bought my computer for around 1000 eu,a long time ago.The problem is not in the computer its really strong all other games work perfectly fine.its only league and idk what to do about it...
>a long time ago. That's the key part. It doesn't matter at all how much money you used to buy it when it's outdated. >The problem is not in the computer its really strong all other games work perfectly fine.its only league and idk what to do about it... You said alt+tab is the problem, not league. Your computer takes a long time to process the alt+tab which means it's mostly your computer's fault.
: How do i make my alt tabbing fast?
If it takes that long for you to alt+tab then the best thing you can do is buy a new computer. The next best thing is to change to borderless windowed mode.
Unker139 (NA)
: > [{quoted}](name=GonahtanuGepardi,realm=EUW,application-id=yrc23zHg,discussion-id=9tFfailE,comment-id=00000001000000000000,timestamp=2019-07-12T16:00:54.727+0000) > > Let's address this > > This is not true at all. This only starts applying when you are on such a high or low level that the matchmaking can't find you equal teammates/enemies. That means if you are in extremely high elo (basically grandmaster+), you might often be the highest mmr player in your matches which naturally means you gain little mmr for wins and lose more for losses. If it would find equal matches though, you would stay there just as easily as a gold player would stay in gold. It's all tied to the "difficulty" of the matches. The mmr system doesn't try to prevent you from staying where you are. > > Not even close. The difference is closer to 5-7 straight wins. They also added iron and grand master to remove the huge mmr differences in high and low elo so there isn't such a big gap anymore in diamond for example. > > It is not. You are just assuming it is but you are wrong in that regard. Your mmr changes after every game and the more games you have played during the current season, the less it jumps and the amount it changes is more consistent. As an example, at the start of the season you might gain 50-100 mmr for a win but after a while you gain and lose around 20. The mmr isn't a snap shot and doesn't jump from, let's say silver 2 to gold 3 in a few games. > > Which is fundamentally wrong. If you are at a higher mmr, you should have that rank because that is the level of play you are at right now. > > Yes, which means his rank should be diamond. If he doesn't deserve to be there, his mmr will drop which also means his rank will drop. There is absolutely no downside there. > > Yes, but it takes hundreds of games for your rank to reach your mmr in the current system, which means the rank lies for hundreds of games. Why not just give the player the rank his mmr is at to show the correct skill level the player is currently playing at instead of showing a rank that is incorrect? You are defending a flawed system here. A player who's skill level is diamond 4 may have to play 700 games to get his rank there despite his mmr already being there for a long time. Rank is not an accurate representation of a player's skill level which defeats its entire purpose because that's what it is supposed to do. MMR is absolutely a snapshot in time. The calculation looks at the MMR of player 1 and compares it to player 2 to determine and expected result. After the game, the winner gains point based on the expected result and the loser loses the same amount and both players have a new MMR. The calculation doesn't care how you got there - only where you are at right now. As for the difference between ranks, let do an example. Let's say we use 1200 as an MMR for a player and a K value of 40 (I use 40 because it seems that +/- 20 is the base for LP. A win give you 20 points. After one win, the system thinks you have an expected win rate of 53% over where you were. A 6 game win streak means you are expected to win 67% of the games against players at the same level you were at before your win streak and if you were paired against that person a win would gain you only 13 points for a win but you would lose 27 in a loss. So if the difference between silver 1 and silver 2 is really a 5-7 game steak, that means that silver 1 player will beat a silver 2 player 2 out of 3 games so is 50% better. I don't the the skill gap is that big in the middle ranks.
>The calculation looks at the MMR of player 1 and compares it to player 2 to determine and expected result. It's not that simple. First it checks how easy it is for your team to win against the enemy team and then it also considers your individual mmr compared to the enemy team. >After the game, the winner gains point based on the expected result and the loser loses the same amount and both players have a new MMR. They do not gain or lose the same amount in most cases as you are not compared to any individual player in the match. This is especially obvious in cases like duos where the other person has higher mmr than the other. >As for the difference between ranks, let do an example. Let's say we use 1200 as an MMR for a player and a K value of 40 (I use 40 because it seems that +/- 20 is the base for LP. A win give you 20 points. After one win, the system thinks you have an expected win rate of 53% over where you were. A 6 game win streak means you are expected to win 67% of the games against players at the same level you were at before your win streak and if you were paired against that person a win would gain you only 13 points for a win but you would lose 27 in a loss. It's completely pointless for you to try to make these calculations because you do not know any exact values or the formula for League's mmr system. Not to mention that last sentence i pretty much impossible scenario because it's not enough that you are against that same guy. Your team has to be on your level and the enemy team would have to be on the other guy's level for those LP gains/losses to be possible. Not to mention you pulled those number out of you hat too. >So if the difference between silver 1 and silver 2 is really a 5-7 game steak, that means that silver 1 player will beat a silver 2 player 2 out of 3 games so is 50% better. I don't the the skill gap is that big in the middle ranks. The skill difference isn't big (only around 100 mmr). It just does take that many games because Riot wants you to grind. There is not a single rank where the person 100 LP above another will beat the guy 67% of the time. Not a single one. Skill is not linear either.
tooomine (NA)
: This game is not fun or meaningful.
The opponent you get shouldn't be random. It should go through everyone in order in a cycle.
Unker139 (NA)
: > [{quoted}](name=GonahtanuGepardi,realm=EUW,application-id=yrc23zHg,discussion-id=9tFfailE,comment-id=000000010000,timestamp=2019-07-12T12:46:38.501+0000) > > The swings in mmr are not big at all. The only time they are big is when you are playing the first few games in a season. Otherwise your mmr changes are not different from your LP changes. A 10 game win streak for a bronze 1 player would put him in silver 4 mmr and in that rank too. A gold 3 player would have his mmr be in gold 4 or silver 1. That's not a 10 game difference btw, even your example was a 20 game difference. Oh and here is another thing, currently you could go on a win streak and jump over divisions anyway so quick fluctuation is not unheard of. And that happens because of the difference between your mmr and your rank being too great. That's not enough though. > > Your rank will never go up or down a rank just from one game. Never, unless you are on the edge of that rank already. MMR doesn't work that way. > The whole point of ranks is to show your skill level. So ofc i want this to be the case. Currently it doesn't show your skill level. It lies to everyone. If your mmr is in diamond while your rank is gold, you are playing against diamond players, making you a diamond player and not a gold player. So your rank should jump to diamond instantly at that point. There is absolutely no point in showing a wrong rank. It server no purpose. It's not that the swings in MMR are big, but the difference in MMR in the middle ranks are so small. If you isolated 10k players of identical skill on a server and had them all play 10 games. 67% of the would have between 4 and 6 wins. From a percentage, that's all your gold and silver players. MMR calculation pills people toward the average. The further away you get from it - higher or lower, the harder it is to stay there. The difference in MMR between the average silver 1 and the average silver 2 is probably less that what you gain or lose from a single match while the difference between a diamond 1 and diamond 2 will be much much greater. MMR is a snapshot of a point in time based on recent performance. Rank is earned by being consistently at a higher MMR. A player with a diamond MMR but a gold rank will play games with other diamond MMR. If they deserve to be there, they will play well and the rank will come.
> [{quoted}](name=Unker139,realm=NA,application-id=yrc23zHg,discussion-id=9tFfailE,comment-id=0000000100000000,timestamp=2019-07-12T13:35:58.176+0000) > > It's not that the swings in MMR are big, but the difference in MMR in the middle ranks are so small. > > If you isolated 10k players of identical skill on a server and had them all play 10 games. 67% of the would have between 4 and 6 wins. From a percentage, that's all your gold and silver players. MMR calculation pills people toward the average. The further away you get from it - higher or lower, the harder it is to stay there. > > The difference in MMR between the average silver 1 and the average silver 2 is probably less that what you gain or lose from a single match while the difference between a diamond 1 and diamond 2 will be much much greater. > > MMR is a snapshot of a point in time based on recent performance. Rank is earned by being consistently at a higher MMR. A player with a diamond MMR but a gold rank will play games with other diamond MMR. If they deserve to be there, they will play well and the rank will come. Let's address this >MMR calculation pills people toward the average. The further away you get from it - higher or lower, the harder it is to stay there. This is not true at all. This only starts applying when you are on such a high or low level that the matchmaking can't find you equal teammates/enemies. That means if you are in extremely high elo (basically grandmaster+), you might often be the highest mmr player in your matches which naturally means you gain little mmr for wins and lose more for losses. If it would find equal matches though, you would stay there just as easily as a gold player would stay in gold. It's all tied to the "difficulty" of the matches. The mmr system doesn't try to prevent you from staying where you are. >The difference in MMR between the average silver 1 and the average silver 2 is probably less that what you gain or lose from a single match Not even close. The difference is closer to 5-7 straight wins. They also added iron and grand master to remove the huge mmr differences in high and low elo so there isn't such a big gap anymore in diamond for example. >MMR is a snapshot of a point in time based on recent performance. It is not. You are just assuming it is but you are wrong in that regard. Your mmr changes after every game and the more games you have played during the current season, the less it jumps and the amount it changes is more consistent. As an example, at the start of the season you might gain 50-100 mmr for a win but after a while you gain and lose around 20. The mmr isn't a snap shot and doesn't jump from, let's say silver 2 to gold 3 in a few games. >Rank is earned by being consistently at a higher MMR. Which is fundamentally wrong. If you are at a higher mmr, you should have that rank because that is the level of play you are at right now. >A player with a diamond MMR but a gold rank will play games with other diamond MMR. Yes, which means his rank should be diamond. If he doesn't deserve to be there, his mmr will drop which also means his rank will drop. There is absolutely no downside there. > If they deserve to be there, they will play well and the rank will come. Yes, but it takes hundreds of games for your rank to reach your mmr in the current system, which means the rank lies for hundreds of games. Why not just give the player the rank his mmr is at to show the correct skill level the player is currently playing at instead of showing a rank that is incorrect? You are defending a flawed system here. A player who's skill level is diamond 4 may have to play 700 games to get his rank there despite his mmr already being there for a long time. Rank is not an accurate representation of a player's skill level which defeats its entire purpose because that's what it is supposed to do.
Unker139 (NA)
: > [{quoted}](name=GonahtanuGepardi,realm=EUW,application-id=yrc23zHg,discussion-id=9tFfailE,comment-id=0000,timestamp=2019-07-11T18:17:31.637+0000) > > The real question is: why doesn't your rank go hand in hand with your mmr? You get matched according to your mmr and the only purpose of the rank you have is to show your skill level. However, your mmr is your skill level and when it's not the same as your rank, your rank becomes completely useless and pointless to even have. > > If riot was actually intelligent, they would make rank = mmr. Currently rank =/= mmr. That's actually one of the reasons people complain about matchmaking. They only look at the ranks people have and do not consider the mmr. The swings in MMR compared to rank are far too big - especially in the middle. MMR is a bell curve. The middle 2/3 of the player base are probably within a 10 game streak of each other. That means a bronze 1 player on a 10 game win streak and a gold 3 player on a 10 game losing streak likely have a similar MMR. Making rank and MMR the same means that in the middle ranks you can go up or down a whole rank or possible two off one game (silver 1/2 is the 50th percentile right now) If that's the environment you prefer, then by all means keep suggesting it.
> [{quoted}](name=Unker139,realm=NA,application-id=yrc23zHg,discussion-id=9tFfailE,comment-id=00000001,timestamp=2019-07-11T19:53:05.329+0000) > > The swings in MMR compared to rank are far too big - especially in the middle. MMR is a bell curve. The middle 2/3 of the player base are probably within a 10 game streak of each other. That means a bronze 1 player on a 10 game win streak and a gold 3 player on a 10 game losing streak likely have a similar MMR. > > Making rank and MMR the same means that in the middle ranks you can go up or down a whole rank or possible two off one game (silver 1/2 is the 50th percentile right now) If that's the environment you prefer, then by all means keep suggesting it. The swings in mmr are not big at all. The only time they are big is when you are playing the first few games in a season. Otherwise your mmr changes are not different from your LP changes. A 10 game win streak for a bronze 1 player would put him in silver 4 mmr and in that rank too. A gold 3 player would have his mmr be in gold 4 or silver 1. That's not a 10 game difference btw, even your example was a 20 game difference. Oh and here is another thing, currently you could go on a win streak and jump over divisions anyway so quick fluctuation is not unheard of. And that happens because of the difference between your mmr and your rank being too great. That's not enough though. >Making rank and MMR the same means that in the middle ranks you can go up or down a whole rank or possible two off one game (silver 1/2 is the 50th percentile right now) If that's the environment you prefer, then by all means keep suggesting it. Your rank will never go up or down a rank just from one game. Never, unless you are on the edge of that rank already. MMR doesn't work that way. The whole point of ranks is to show your skill level. So ofc i want this to be the case. Currently it doesn't show your skill level. It lies to everyone. If your mmr is in diamond while your rank is gold, you are playing against diamond players, making you a diamond player and not a gold player. So your rank should jump to diamond instantly at that point. There is absolutely no point in showing a wrong rank. It server no purpose.
: > [{quoted}](name=GonahtanuGepardi,realm=EUW,application-id=3ErqAdtq,discussion-id=bPiO3Mxq,comment-id=0003,timestamp=2019-07-11T18:40:47.621+0000) > > This is ONLY to get better faster and to climb faster. However, if you ARE a high elo player, you should know how to play multiple champions. Every high elo player knows that and OTP's are generally frowned upon. Learning other champions is important, but you shouldn't be forced to learn other roles if you don't want to. League is a very complicated and nuanced game. But when you get queued against someone who is two divisions higher than you and mains their role when you're forced into an off-role, you're basically just going to lose the game because of RNG before it even starts. Not everyone has 10 hours a day to play the game and learn every part of every role. Someone who normally plays top lane tanks isn't going to understand how to play and position an ADC. > > The same people that came up with role selection. It's 100% necessary to have to have tolerable queue times. If autofill hadn't been implemented back then, league would very likely be a dead game. 1 hour queue times could be tolerable for a little while but after some time, people would get tired of wasting their time in queues and quit. I've had plenty of games where everyone gets their role, and the queue time wasn't more than 7 or 8 minutes. Back when they had the system for picking your champion ahead of time, the max time to get into a game was around 15 minutes, if that. I don't know where you're getting hour long queue times in lower elos. There's millions of silver players, there's not millions of D1 players. > > Better get comfortable then. It's not riot's fault you aren't good at the game. I'm decent at the game, actually. I've been playing since season 3. However, I don't enjoy bot lane. I never have. Therefore, when I get into that role because I'm forced to, I have a tough time. I'm not used to CSing with an ADC. I'm not used to positioning an ADC. I'm not used to synchronizing with a support. What's even worse is the people who get filled into jungle. Jungle is an important role, but also arguably the hardest one to play, since every game is different. Learning jungle routes, how to gank, where to gank, what to do when you have to, how to secure objectives, how to farm and stay alive, how to get around normal ward paths, there's just so much that you can't just force a player who isn't trying to learn that role and doesn't want to to play that role. > > If only it was only 5 minutes. 5 mins is a normal queue time in diamond. Without autofill, it would easily be 20-60 minutes. Do you understand what that does to the game? people in higher elo would just play on their smurfs, killing any high level competition from existence. People in the lowest elos would have similar queue times and they wouldn't bother playing the game at that point. See my point made above about the longest queue times for the old system where you picked a role and champion being about 15-30 minutes max. And that was without the secondary role selection, or the fill option. > > It's fair because their reports do absolutely nothing. Reports don't do anything themselves. When someone reports a player, the automated system then checks that player and if he broke any rules. If he did break rules, he gets punished. If he didn't break any rules, the report is thrown into the trash can. Agreed, but it still feels like shit, and can impact your overall honor rating. > > Believe it or not, your fun doesn't go over the fun of the majority. Yes, but the argument I'm making is it ruins the game for my entire team as well. And if the enemy team is just stomping us, it's probably less fun for them too. > > Or you could learn other roles (like you actually should) so you wouldn't hinder your team and we can keep the short queue times. This game has always been about learning every role. This isn't a single player game and learning just your own role is not enough and will not make you good. Again, not everyone has 100s of hours to pour into the game to learn every single role because they might just get dropped into something they don't want to play. Imagine if that existed in other competitive games? Imagine if you were playing a fighting game, and they said "Okay, so a lot of people are playing your character of choice right now, so we decided you're going to play someone else, and if you were REALLY good at the game, you'd know how to play them too." Or Call of Duty if it was like "We know you really like that gun, but in order to get into a game faster, we decided you're going to use a sniper now. If you were good at FPS games, you'd just adapt your playstyle and get used to it." It makes no sense.
>I don't know where you're getting hour long queue times in lower elos. There's millions of silver players, there's not millions of D1 players. I said lowest. Not low. Did you know that silver is the average skill level and it's a tier with most players in it? I meant tiers like bronze and iron. And where do I get those numbers? I have been very active on boards etc. and people were constantly complaining and showing screenshots of their extremely long queue times. Not to mention Riot also mentioned them in some of their articles. Also, the bottom elos have about the same amount of players as the highest of elos. As an example, iron holds 2.56% of ranked players while diamond holds 3.79%. > Imagine if that existed in other competitive games? It does exist in them. However, your examples are extremely poor because they are not team based and every team based competitive game is exactly like league in this regard. In fact, they can even force you to other roles etc more often than league does. Dota 2 is a very good example of that as a game that is very similar to league. In a game like CS:GO, you can be forced to defend a spot you don't want to or attack an objective through a route you don't like. You can even be forced on a sniper rifle if the situation demands it. Not to mention you can't always get the gun you want since you don't have the currency for it. Not to mention your favorite gun is not good in every situation. A 1v1 competitive game is not going to force you (some actually do if you want to win) to change a strategy etc. because you don't have any obligations as a part of the team.
: Autofill is the worst system on the planet.
>First off, and many high elo players will agree, it is best to learn maybe 1 or 2 champions in the game, refine them, and get good at using those champions exclusively. This is ONLY to get better faster and to climb faster. However, if you ARE a high elo player, you should know how to play multiple champions. Every high elo player knows that and OTP's are generally frowned upon. >So, who the fuck came up with Autofill? The same people that came up with role selection. It's 100% necessary to have to have tolerable queue times. If autofill hadn't been implemented back then, league would very likely be a dead game. 1 hour queue times could be tolerable for a little while but after some time, people would get tired of wasting their time in queues and quit. >Why FORCE someone to play a role they're not comfortable in? Better get comfortable then. It's not riot's fault you aren't good at the game. >I get that queue times are sometimes longer because some roles are more popular than others. That's fine. 5 minutes longer in queue isn't going to kill anyone. If only it was only 5 minutes. 5 mins is a normal queue time in diamond. Without autofill, it would easily be 20-60 minutes. Do you understand what that does to the game? people in higher elo would just play on their smurfs, killing any high level competition from existence. People in the lowest elos would have similar queue times and they wouldn't bother playing the game at that point. >But I can still get reported because my team is saying I'm intentionally feeding because I don't have the confidence or know-how to play a role I was forced to play. How is that fair? How is that fun? Who thought it was a good idea? It's fair because their reports do absolutely nothing. Reports don't do anything themselves. When someone reports a player, the automated system then checks that player and if he broke any rules. If he did break rules, he gets punished. If he didn't break any rules, the report is thrown into the trash can. >Autofill boils down to "Hey, other people don't want to wait in queue, so you have to spend 40 minutes suffering now. Believe it or not, your fun doesn't go over the fun of the majority. >If people don't like the longer queue times, they could learn a less popular role Or you could learn other roles (like you actually should) so you wouldn't hinder your team and we can keep the short queue times. This game has always been about learning every role. This isn't a single player game and learning just your own role is not enough and will not make you good.
iamblamb (NA)
: Why doesn't Riot use Rank to match people?
The real question is: why doesn't your rank go hand in hand with your mmr? You get matched according to your mmr and the only purpose of the rank you have is to show your skill level. However, your mmr is your skill level and when it's not the same as your rank, your rank becomes completely useless and pointless to even have. If riot was actually intelligent, they would make rank = mmr. Currently rank =/= mmr. That's actually one of the reasons people complain about matchmaking. They only look at the ranks people have and do not consider the mmr.
: > [{quoted}](name=GonahtanuGepardi,realm=EUW,application-id=3ErqAdtq,discussion-id=OakhAAft,comment-id=0001,timestamp=2019-07-11T12:00:39.920+0000) > > No counterplay? She is immobile and her basic attacks can't have those huge crits because of her passive, which means she can't burst anyone down. Her attacks scale the same amount with crit as anyone else's. 50% crit will increase Ashe's auto-attack damage by 50% just as it will increase Tristana's auto-attack damage by 50%.
Read again. I said big crits. She can't crit like other adcs. A cait can come and crit you for 500 damage but ashe can't. 10% crit chance on ashe gives her 10% more damage while it can give cait 100% more damage on next auto. In the long run it's the same but in short trades it's not.
: Ashe is OP and needs nerfs
No counterplay? She is immobile and her basic attacks can't have those huge crits because of her passive, which means she can't burst anyone down.
datfatguy (OCE)
: None, we're both mid lane
: I always wondered about that too my friend and I always run into the problem. We kill someone deny him exp and farm and gold. Rage teleports back into lane dies comes back again and is somehow higher level then us. I forgot about catch up exp. It always annoyed me seeing someone is denied 3-4 waves of minions and still out levels me somehow.
That just sounds like you share experience with your ally a lot, which hurts you in that regard.
: Please don't remove the mana part of Yuumi riot.
>There are barely any ways to restore mana in league and it made Yummi's passive cool since it give her a choice if you try to get mana back you risk taking damage and not having the passive up to fight with, it's also not a refund you lose nothing to get mana back unlike a lot of abilities in league. There is no risk in doing that. She can quickly jump out, throw a basic attack, get a shield to block any form of trade and then quickly jump back to the ally. No risk and the reward is too big. Not to mention the mana refund is not even unique. Xerath has that passive too but he doesn't get a shield for it too. Cutting away her mana sustain means she has to think before she uses an ability. Currently, she can freely spam abilities without being punished for it, which makes her obnoxious.
: Question about TFT and Honor System
Most likely not. I asked this already a while back and tried to get an answer from a rioter but literally no one answered the question. I'd like to get a confirmation too as it is an extremely important piece of information. I haven't played much normal league but i have played tft a bit recently and i should have gotten another checkpoint about a week ago if it did count towards honor progress. However, there is no checkpoint to be seen so it obviously doesn't count towards it.
: Mystery unannounced assassin mechanics?
What items did the rengar have? Did the enemy have 3 or more assassins? These are questions that need to be answered because 3 or more assassins means more crit damage and something like ie will also increase crit damage and items that give ad also increase their damage. I used a rank 3 zed once that had ie and bt and he could crit for a bit over 1800 damage. Assassins hit super hard with crits if there are at least 3. if there are 6, they deal even more. It's actually pretty easy to deal with assassin comps. You need a ranged carry that has items on the corner of the board, protect him with 2 more ranged champs and then have rest of your champs be melee tanks in the front. This way, the assassins can't jump on the stacked ranged carry in the back because there are no free tiles they could move to so they are stuck hitting the tanks while your carry obliterates them all. Even better if the carry is ashe and the tanks also have glacial.
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GonahtanuGepardi

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