Rioter Comments
Rioter Comments
: 💬 C&C Discord -- [Information & Verification]
Rioter Comments
MrGerund (EUW)
: omg do every fcking champion with their own login theme (which isnt a changed LoL theme song) SPOILERS AHEAD: yorick theme song: press ctrl + 3
I'll probably do most, eventually, if I don't do all of them :)
: This is amazing!! Especially when Swain’s ult naturally started AND ended exactly on beat. Totally highlights the pinnacle of Swain’s power!
Yeah, I was amazed when I noticed that! I didn't have to recast the ult, the theme was made for the duration to perfectly fit there. Surprisingly, the same thing happens during the chorus of the USSR anthem. But uhm...
: Wow this Is amazing, I've got the check the rest of your channel now.
: genius this stuff is amazing and really satifying to watch especially when you line up multi-hit abilities or abilities with a long duration and they still perfectly synch up. Did you kno that some champions play parts of thier themes in their abilities? Kled for instance, his passive and ult play parts of his theme. Do u think you can do Aurelion Sol? or Azir?
Thank you :D These are the most satisfying ones to pull off. Yup, I do! I've been working on Kled a bit, and indeed, his ultimate can be used (first ult plays the first bar of the chorus, second ult plays the second one, third the third, fourth the fourth), but it's actually a bit underwhelming - simply because, well, the sounds match exactly. You could just not use your ult and it wouldn't change anything. And then there's Jhin who also plays his theme... but a different part of his theme than the video I did. So if you try ulting during it, it sounds awful :D Azir yes! Aurelion probably. :)
: I saw the jhin one! IT WAS AWESOME
jama655 (NA)
: logged in to upvote take it well deserved
SatomiKun (EUW)
: Okay, I just watched the Jinx and Camille version of this and especially the Jinx one... holy, dude, you got some talent there. Keep up that awesomeness. {{sticker:slayer-pantheon-thumbs}}
DerPunkt (EUW)
: One of the moist creative things I have seen here in a long time. Nice work. How did you get the idea?
Thank you! :) Well, that's far from the first one - this is my [24th video](https://www.youtube.com/playlist?list=PLmAU0t3uD3XuP__zhfC_XMGYNJ9Hjgzwt) on that concept, but, this idea of a series is just something I've had a very long time ago. Started applying it only recently, stuck to it because it's been fun to do and because people have been enjoying it!
Terozu (NA)
: Awesome work as always, Camille is still my favorite though. :b
Thank you! Haha, to each their own indeed :D
Lewanor (NA)
: In mother Noxus, champions play their themes
[Speaking of mother Noxus...](https://www.youtube.com/watch?v=Et5DR6abHik&index=26&t=0s&list=PLmAU0t3uD3XuP__zhfC_XMGYNJ9Hjgzwt)
: https://2static1.fjcdn.com/thumbnails/comments/Is+mayonnaise+a+jojo+reference+_f65ff9787fc84ed1f02d428b3517fec3.jpg Is Target Dummy an instrument?
Rioter Comments
: HEY RIOT, please tell me Shield bash actually works with Mordekaiser's passive! This rune's awesome!
: The turret is always dealt damage and effected by effects like Trist E or Ziggs W directly. The plating is providing bonus resistances to the turret. So, with Trist E as the example, it will remain on the turret even if the turret takes enough damage that a plate is destroyed.
That doesn't answer the question for Ziggs though! Can Ziggs now only use his W on a turret that is below ~25% health **and** without plates? (Or, alternatively, am I misunderstanding how plates work because I just woke up and my brain is currently trying to get out of the negative ranges of IQ?)
Hadeš (OCE)
: > [{quoted}](name=NightWind42,realm=EUW,application-id=A7LBtoKc,discussion-id=PvrpURlA,comment-id=005800010000,timestamp=2018-07-18T20:43:42.869+0000) > > Wait, are you saying that you're still losing one banked game every day of the week while the queue is down? yea
: MORDEKAISER "W" Visual Bug
Happens when you cast Protobelt while your W is bound to an ally and both circles connect. It's in the list.
: The Boards
I've played since season 2, I'm writing an average of 18 messages per game, have never received even a warning. You wanna talk about posts with evidence and actual content in them? Anything you could bring up would be beated by something published on the French boards recently. https://boards.euw.leagueoflegends.com/fr/c/comportement-des-invocateurs-fr/svPWvN0b - I don't expect you to understand, just to see the scope of the thing. The study **proves** that the punishment system is too lenient. So these following interesting claims don't hold: > Say anything and risk getting punished. In addition if you start losing and getting flamed you can freely "punish" the rest of your team by reporting them and then playing worse on purpose. You can hold games hostage and if anyone says anything you can report them. You're also contradicting yourself. You're at the same time saying that people get punished too much and too little.
: But when you swap roles in the lobby you'd be boned
No, just get Smite by default. You can change.
: My issue with that is this feature is currently on Nexus Blitz. As it stands now, junglers are permanently locked into that role whether or not your filled into it. So let's say you did fill into Jungler, you will have smite automatically selected as one of your two summoner spells. Let's say you wanted to trade roles with a Laner. You can't because you cannot select another summoner spell in place of Smite as well as the Laner cannot select smite as one of their summoner spells. So Riot will need to be able to give players the option to trade roles. The auto select Smite feature is great but it currently comes at a cost of not ever being able to trade out of the role.
Defaulted. Not locked. It won't be the same as in Nexus Blitz.
Hadeš (OCE)
: > [{quoted}](name=Cas,realm=EUW,application-id=A7LBtoKc,discussion-id=PvrpURlA,comment-id=0058,timestamp=2018-07-18T17:44:47.693+0000) > > Hey Meddler. Speaking of me, I am a 3v3 player from EUW and finished last season as rank 3 challenger (peaked rank 1 there and got up to 900lp this season) and played around 1k 3v3 rankeds so far! > > Like most other high elo EUW players I'm an adcovate of the hyper carry meta in TT. Not only because it's more fun and interactive in my opinion but also because of the jungle meta being unhealty for the gamemode itself. I'm not saying that gold funneling is the only way to play the map but it's by far the one with the most fights and snowball potential. There are many people out there saying that gold funneling promotes 10-15 minutes of farming the jungle and the lane without having a battle in lane, but that's actually nonsense. In high elo 3v3 (speaking of EUW only) we usually have a fight after the first jungle rotation which leads to a first blood in most situations. In contrast playing jungle meta you do a full clear, try a gank or get vision over the relic while waiting for your camps to get off cooldown. > > Now my question is why you would want to nerf a playstyle which actually **PROMOTES** playing aggressively. > > Ways of making TTL a better place for players: > > * Fix the bug where you get an extra smite charge if you smite before 1:27 > * Higher the death timers so that invading/fighting is more lucrative for "lower elo players" who claim that gold funneling leads to a slower game speed. > * Lower jungle cooldowns and maybe even add a new camp. (My idea for the last point is to combine the altars with a new monster camp. You first have to kill the monster before you can take the altar!) > * Buff altars _this idea can coexist with adding a monster on the altar_ > * Premade restrictions. Challengers and Master players should not be able to tripleq with d5-2 > > And for my last point, for the love of god, please don't remove support items from the twisted treeline. Should come to oce dude, we get twisted treeline ranked saturday and sundays only !, cherry ontop is we can't premade from d5 + We literally only play decays ¯\\_(ツ)_/¯
Wait, are you saying that you're still losing one banked game every day of the week while the queue is down?
Caenen (EUW)
: Are there stats available for the NA - EUW disparity between jgl and hyper meta played? Because iirc Na used to have a decent amount more jungle meta in the higher ranks, whereas in EUW anything but hyper meta becomes scarce starting mid-platinum at the latest (Where I'm playing atm, if I do). If one could sort between NA and EUW first blood timings, there *might* be a trend visible even though my 'correlation alert' bells are ringing right now already with this idea. And if we could look up when first bloods occur in matches where targon's is first bought vs those where a 'true' solo top laner exists, that's help support the argument much better!
> [{quoted}](name=Caenen,realm=EUW,application-id=A7LBtoKc,discussion-id=PvrpURlA,comment-id=005800000000,timestamp=2018-07-18T19:09:03.439+0000) > > Are there stats available for the NA - EUW disparity between jgl and hyper meta played? Because iirc Na used to have a decent amount more jungle meta in the higher ranks, whereas in EUW anything but hyper meta becomes scarce starting mid-platinum at the latest (Where I'm playing atm, if I do). If one could sort between NA and EUW first blood timings, there *might* be a trend visible even though my 'correlation alert' bells are ringing right now already with this idea. And if we could look up when first bloods occur in matches where targon's is first bought vs those where a 'true' solo top laner exists, that's help support the argument much better! I'm already trying to get the same stats (first blood timer + kills @10) for EUW games without a support, as well as the comeback percentage. I'd have a low sample but the selected matches are already loaded, so that'd be faster. I could get the same stats for NA but... I'm not doing that myself, as I don't have access to the dev API, so I'm relying on a friend to do all this, and I don't want to ask him things too often.
Cas (EUW)
: Hey Meddler. Speaking of me, I am a 3v3 player from EUW and finished last season as rank 3 challenger (peaked rank 1 there and got up to 900lp this season) and played around 1k 3v3 rankeds so far! Like most other high elo EUW players I'm an adcovate of the hyper carry meta in TT. Not only because it's more fun and interactive in my opinion but also because of the jungle meta being unhealty for the gamemode itself. I'm not saying that gold funneling is the only way to play the map but it's by far the one with the most fights and snowball potential. There are many people out there saying that gold funneling promotes 10-15 minutes of farming the jungle and the lane without having a battle in lane, but that's actually nonsense. In high elo 3v3 (speaking of EUW only) we usually have a fight after the first jungle rotation which leads to a first blood in most situations. In contrast playing jungle meta you do a full clear, try a gank or get vision over the relic while waiting for your camps to get off cooldown. Now my question is why you would want to nerf a playstyle which actually **PROMOTES** playing aggressively. Ways of making TTL a better place for players: * Fix the bug where you get an extra smite charge if you smite before 1:27 * Higher the death timers so that invading/fighting is more lucrative for "lower elo players" who claim that gold funneling leads to a slower game speed. * Lower jungle cooldowns and maybe even add a new camp. (My idea for the last point is to combine the altars with a new monster camp. You first have to kill the monster before you can take the altar!) * Buff altars _this idea can coexist with adding a monster on the altar_ * Premade restrictions. Challengers and Master players should not be able to tripleq with d5-2 And for my last point, for the love of god, please don't remove support items from the twisted treeline.
> peaked rank 1 there Played hundreds of TT games and still hardstuck, can't even climb past rank 1, smh More seriously though, to back up Cas's points with some data: the median time for first blood in 3v3 in challenger is 3:33 minutes (wait... spooky how the number ended up being that way for 3v3), and there is an average of 6.2 kills per game in the first 10 minutes, in EUW where challenger games will nigh necessarily contain a hypercarry. This goes heavily against the idea that "the hypercarry meta is just a farmfest for the first 10 minutes".
Meddler (NA)
: Quick Gameplay Thoughts: July 18
Hey Meddler! Nice to hear that you're looking into 3v3 :) I'm soon done with the writing of a LoLKing article about my opinion on the 3v3 metas, I'll link it in one of those threads whenever it will be finished.
Meddler (NA)
: Hey, Thanks for the well written post. We're definitely open to adding the gold funneling nerf to TT. Didn't want to do so at the last minute in 8.14 without enough consideration, and at least some TT specific bug testing though. Our standard approach is to have systemic changes like this affect all maps by default. In this case though given gold funneling's been pretty meta defining on TT for a long time we weren't confident in our understanding of whether abruptly changing that would be a good idea or not. To get a better understanding we figured we'd talk to TT players in the regions where TT gets a noticeable amount of play. That means a post this week asking for feedback that gets translated into the appropriate languages, with our regional offices then helping summarize and translate player discussion from it back again. If the result of that discussion is that it looks like we should try the funneling change on TT as well we'll then make sure it's getting at least minimum needed testing for inclusion in an upcoming patch (could well be 8.15, if that's road to go down in the first place).
Oh, that'd be amazing! I'd love to be able to voice my opinion on the 3v3 meta. Nice to hear that you're still having some plans for the mode :)
: Loading Screen
Okay, this looks cool and all, but... I'm very happy that you put such names. :D Newt is the best!
: Mid, Top, Jungle, and occasionally Support can take magic damage, and in different metas each has done so to different degrees. Currently the bot lane carry can even be magic damage focused. Yes it's slightly ironic that the Riven was the one to complain about it, but it was a team wide failing.
> [{quoted}](name=redniwediS,realm=NA,application-id=yrc23zHg,discussion-id=M0AJAupa,comment-id=0000,timestamp=2018-06-19T23:41:31.544+0000) > > Mid, Top, Jungle, and occasionally Support can take magic damage, and in different metas each has done so to different degrees. Currently the bot lane carry can even be magic damage focused. > > Yes it's slightly ironic that the Riven was the one to complain about it, but it was a team wide failing. Even the "ADC" role can bring some! Corki is a fully magic damage marksman albeit not played bot *by the pros*, Varus is hybrid, Kai'Sa is entirely magic with her current build, and with how many things are currently played bot lane it opens up to a lot of other options: Brand, Karma, Ryze, Vladimir, Ziggs, Mordekaiser are all currently popular replacements for ADCs. As you're saying, mid lane is the lane that is most of the time filled by a magic damage champion, but every single lane has its big share of mages or magic damage carries.
: If that's the case, that's a bug/mistake. The hydra changes shouldn't have shipped with the patch.
Yeah, it was a mistake with something they forgot to pull out of the PBE changes. Both hydras were supposed to have their AD decreased by 10, which they cancelled alongside the other bruiser item changes. But there are other things going alongside: - Titanic was supposed to have its build path changed to Tiamat + Giant's Belt - The path wasn't changed, meaning that now upgrading into Titanic makes you lose AD - Ravenous Hydra was supposed to have its build path changed to Tiamat + Scepter + LSword - The path wasn't changed either, without AD loss this time - Titanic Hydra doesn't show up in the items built from Jaurim's fist, but builds from one - Ravenous Hydra doesn't show up in the items built from Pickaxe, but builds from one - Titanic Hydra shows up in the items built from Giant's Belt, but doesn't build from one - Ravenous Hydra shows up in the items built from Long Sword, but doesn't build from one - The items sets were updated to the new stats and paths.
Raoul (EUW)
: Could we maybe limit pykes execute threshold to the enemys max HP?
Pyke's ult scaling was nerfed from 140% to 60% bonus AD already. Careful when your footage is from.
: This is the best thing I've seen in a while also I WANT THAT BOOK
: How long did it take you to write all of this?
That's a good question. Since the last version of the buglist, I'd say somewhere between 70 and 150 hours, counting all of the testing time as well. For everything since the start... Probably over 700 hours. But I started this whole thing two years ago.
: lol, I think someone mentioned it before, but moredekaiser should get a "bug" skin XD maybe as one of the larger beetles XD they could even make it an ultimate skin with flying bugs, maybe his mace is a "slug" er XD and for his E, maybe break out the bug spray? XD oh lol, his E could make the spray can rattle noise like every set count of it being off cooldown (count so that it doesn't do that every few seconds) edit: I forgot to describe that the "slug" would have googly eyes
: Wanna know something sad? Spamming Morde has bugs when riot already knows about them.
As it turns out, coming to a job interview showing that you wrote an entire book about bugs - and in English while this isn't even your first language - is pretty helpful when it comes to getting said job.
: Yup. No QOL or bug fixes needed Seems good to riot
: god bless you, all 12 mordekaiser players thank you for your service
There are DOZENS of us! DOZENS! Meanwhile he's not even my highest mastery champ...
: Gj you scrolled down here!
The kind of reasons why I needed a mouse with adjustable scrolling speed.
GigglesO (NA)
: I don't like to actually play the game anyways... {{item:3070}} {{champion:82}} {{item:3070}} He obviously is self aware, and trying to escape this balance hell hole of a game.
Rioter Comments
: The movement speed boost lingers, huh? I actually forgot about that while making the chart. I could edit that in
Wait I forgot about the linger too LOL I'm stupid There's the linger AND the fact that the W lasts for 6 seconds so long as the circles don't connect once (or don't connect of the first two seconds). But that's not written anywhere. So it's actually 8 seconds!
: Oh yeah, that's my Juggernaut chart. It was made on a salty afternoon of getting chased down by a Nasus and Shyvana. Any little changes before his rework would be nice, because so many other champions have got buffs until their rework (old Urgot, Aatrox, Volibear, Nunu, Skarner, ect).
Although technically, Morde's movespeed boost can last for up to 6 seconds :p It just never does in practice.
: There's alot wrong with this argument. First of, Draven has never had the hardest hitting crits, that has almost always belonged to Caitlyn and she still rivals Jhin to this day. Draven is an early game bully who has the best level 1 in the entire game, has consistent late game damage, and actually gets attack speed, letting him benefit more from stuff like lifesteal than Jhin. > now when you can play a much higher range with some utility This has never been the case, they have equal auto attack ranges. Unless you're referring to spells, in which case Jhin's q is still very short range, his W does virtually no damage and is one of the easiest spells to miss, and his ulti deals no damage without lethality and against anyone with armor, not to mention Draven's ult is global. > In my opinion, he's much safer to play Again that's just wrong. Jhin doesn't have an on demand movespeed buff, he'd need to stop to auto to deal that. Draven also has his E, a really useful self-peel tool. Jhin just has his traps and W, both of which have a long cast animation and are things you can much more easily avoid. Jhin is the least mobile AD in the game, Draven atleast has his w. > doesn't rely on snowball anywhere near as hard as draven That's because Draven snowballs harder. There's a reason his passive exists and why they've nerfed it before. A Draven who gets ahead stays ahead, because he gets a load of extra gold ontop of snowballing so he has an item up on someone who'd be on equal KDA. Jhin has an awful mid game if he's building crit, which is the only good way to build him right now, where as Draven still provides good damage at most points in the game. Jhin is still much easier to catch when he's ahead because the only thing he has to save him is flash or if the enemy by some miracle steps on a trap. You can be 20/0 on Jhin but that someone relevant Rengar? He can still kill your ass the minute you leave your team, Draven has answers to that and can easily 1v1 anyone when ahead.
I agree with your message. I just wanna correct one thing: > Jhin is the least mobile AD in the game, Draven atleast has his w. This is not true. Jhin at least benefits from a speed boost on his passive (so on all of his fourth shots, crits, and marked Ws). This is a luxury that other ADCs don't have, other ADCs who *are* the ones with the least mobility - Kog, Ashe and Varus. I would also consider MF, Twitch and Jinx to have less mobility than Jhin, also that is my opinion. MF only has out-of-combat movespeed, which is not what you usually refer to as mobility (you usually don't say that TF is mobile, for example), Twitch is about on the same level as Jhin but with different conditions, and so is Jinx (her passive movespeed boost is stronger than that of Jhin, but also harder to proc).
: Thanks! Good to know.
: Will Disarm be reduced by Tenacity?
It is. When you get ulted by Amumu and have Mercs, the snare and the disarm end at the same time (there's no .7s when you can move but not attack).
Infernape (EUW)
: Isn't there actually a time limit to a game on Summoner's Rift?
Sparkle (NA)
: I hear ya. We're going to be doing a pass on all the rune stats (sorry, this has to be Soon TM one b/c I don't have an exact date) to go through and see what's working and what's not. So adding, removing, changing the in game stats and end of game stats. Ravenous has by far been the most requested for stat expansion.
> I hear ya. We're going to be doing a pass on all the rune stats to go through and see what's working and what's not. - Comet's tooltip has to be changed as well - it is inconsistent compared to any rune or ability. - Then Grasp should go back to showing the health gained rather than the number of times procced. - Lethal Tempo's current AS instead of 30-80. - Presence of Mind needs something to tell you how much time is left on it. Just a buff with a timer, for example. - Last Stand could show its current damage amplifier instead of the total damage dealt. - Pinging some runes could give information about them rather than "Has [x] rune". Most importantly, the Hunter runes, but also Electrocute/Predator/Comet/Aery/Lethal Tempo/Guardian/Aftershock's cooldowns. Or Dark Harvest being up or down. Same about Fleet Footwork. - It would be nice to have the number of Comets fired. It is really a good number to have - compare how many times you can throw a Comet on Veigar or Orianna, and on Cassiopeia or Rumble. The champions in the second category are able to send many more of those, but we lack a metric to measure that. Lethal Tempo's AS shown shares the issue with Sterak's Gage. Especially when Sterak's follows a formula that can't be guessed, such as the fact that the health threshold first increases at level 8, and not before. Edit for what I mean about Comet: Normally, a spell shows "Flat number" (+ AP scaling) (+ AD scaling) (+ Any other potential scaling). Comet shows "Total damage" (+ AP scaling) (+ AD scaling). Which makes the thing misleading. http://puu.sh/zEJaa/fd07953197.jpg: Comet, here, is dealing 433 damage and not 721.
: I have no idea, but i'll take a wild guess. Urgot might be doing maximun allowed number in damage there fore anything trying to or reaching that number may cause the game to crash. Or idk throwing stuff on a wall seeing if it sticks.
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NightWind42

Level 169 (EUW)
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