: Champion Skins in TFT
Popular Idea, Riot already commented on that. They said they want to use skins to make alternate versions of champions just like they did already with vayne and graves, so they can use a champion multiple times with different tribes and abilities Also, the server allegedly couldn't load many different skins (which is why we can't swap skins in practice tool)
Dyrezx (EUW)
: Ranked Matches Bronze/Silver
I get that playing ranked can be frustrating but please take a look back at your games and reevaluate. Looking at your match history it is clear that you are the consistent factor losing your games. You die on **average** 10 times while scoring only 5 to 6 kills in return. While i see some matches where you are doing well, in most of them you seem to be the weak link of your team. I dont know if this post was just to vent, but if you want some real advice stop focussing on others and improve yourself. You are winning 1 out of 4 games on your main champion, it is impossible to blame that on anyone else but yourself. Champion mastery is no indicator of skill, and as hard as it sounds Irelia is the thing thats keeping you down because you do not play her properly most likely. I hope you can untilt yourself, playing ranked can be really stressful, but staying positive and taking responsibility for your games is among the most important things you need to learn if you want to get anywhere in ranked. Good Luck
: Sylas ult steal
Riot specifically said they had the ability as a skillshot during testing, which they found was too clunky since you basically have to hit your ult twice
: OP.GG dodges = Riot "outsourced" matchmaking to the players
What are you suggesting? You dont want a player with a low winrate on your team. Neither does the enemy. So where to put him?
: Hey Riot, can you maybe hire Player Support that understand even the most basic fundamentals of LoL?
Disgusting how you try and twist it like theyre at fault. Youre focussing on this one statement made by a rioter when one look at youre Op.gg makes it clear that you are griefing in multiple games. There are many games where you have 0 wards placed, and less than 1000 dmg dealt in 20 to 30 minutes games. This is 100% proof that you are afking for longer periods of time, since youre not farming or doing anything else. Stop wasting the boards time and the time of Riot employees and instead reform yourself or face the consequences
: > [{quoted}](name=Ourboros,realm=EUW,application-id=3ErqAdtq,discussion-id=tzW4LwKZ,comment-id=0006,timestamp=2019-04-14T13:54:37.111+0000) > > You dont seem to understand the fundamental flaw with this. In a ranking system someone HAS to lose and somone HAS to win. The LP/MMR you won is the one that the enemy team lost. When you want your LP loss lessened because you did good, the enemy has to gain less to compensate. Or Imagine yourself winning, but because the enemy team lost gracefully and played well, you in turn gain practically no Lp for your win. Thats awful design. It already does that. In Diamond, you lose 22ish LP if you lose. You gain 8 if you win. It isn't a 'form of currency' because it isn't finite, and wasn't ever finite by design.
Uh you phrase it like everyone in diamond has these kinds of gains and losses which is false. Rank is infact a currency. MMR as an ELO system only redistributes points, because if it wouldn't, Inflation would make any ranking meaningless. The league points system does inflate somewhat since there are games where you are at 0 Lp and aren't demoted, but the changes in MMR will still balance this out
: I got as serious question, When the Solo Queue system reward you for Solo performance ?
You dont seem to understand the fundamental flaw with this. In a ranking system someone HAS to lose and somone HAS to win. The LP/MMR you won is the one that the enemy team lost. When you want your LP loss lessened because you did good, the enemy has to gain less to compensate. Or Imagine yourself winning, but because the enemy team lost gracefully and played well, you in turn gain practically no Lp for your win. Thats awful design.
: It's not the why that makes people question the legitimacy of ranked and whether it's manipulated in any way or not rather the how (at least sensable people and not crybabies that rage when the supp takes a kill or sht like that). Yes "randomness" could be seen as an excuse but the amount of times the same pattern has showed up is too much of a coincidence for it to be random imo. Even when calculating randomness "winning streaks" and "loosing streaks" are bound to happen and them not existing is impossible. However for said streaks to have a pattern is the questionable part here. I'm talking from personal experience but there have never been a time where a loosing streak wasn't accompanied with a winning streak straight after or vice versa and that's not how "random" works. They should happen separately but not accompanied with each other every time. It's a pattern so obvious in my eyes that i'm almost predicting which game i'll start loosing after winning a bunch of games filled with nontoxic people. Are Riot forcing me into lost games predetermined before i start? No, but i'm completely on board the idea that there is some manipulation to the odds of getting a toxic player vs a good one determined by winning and loosing and your ranked growth. It could be just how the MMR system works with the whole "Your rank doesn't reflect your skill but your MMR, it being the key to matching us with similar people skill-wise" but if that's the case then there's no doubt that it's a system that needs changing.
There was an interesting phenomenon with Apples first shuffling function. It was truly random which song you got, but Apple received thousands of mails claiming that shuffle function was broken, because there were songs from the same artist or album playing in a row all the time. Apple then made an alogrythm that pretended to be random, but wasn't really and it tried to avoid any patterns. And the complaints stopped. Truly random things produce a lot of patterns. Especially things with just 2 outcomes. Try flipping a coin and see how many times you will get rows of the same pattern. Additionally, after a loss you are more like to lose. Not because of matchmaking, but because of your mental. No matter how tilt proof you are, a loss will affect you in some way or form mentally in the next game. And every loss after one builds on that. Same with wins
: I'm glad posts like the O.P's aren't taken that seriously. He hasn't put much thought into an argument to convince people why they're wrong, he just tells them that they're wrong. It's pretty simple, and it's pretty sad to see too.
I am not trying to convince anyone, nor did i try to make an argument. People who hold this belief don't do it because they have any arguments for it, so a debate about it is completly pointless. Also the burden of proof is not on me.
abca98 (EUW)
: Next time Riot tells you how difficult identifying a bot account is, show them this screenshot.
Riot bans these accounts in huge ban waves, they identify most of them
Rioter Comments
Vlada Cut (EUNE)
: > [{quoted}](name=Ourboros,realm=EUW,application-id=3ErqAdtq,discussion-id=ExTfeVvl,comment-id=0002,timestamp=2019-04-12T07:52:16.065+0000) > > Well if you start losing more than youre winning you are going down in the ranks, so its perfectly fine that the G4 was matched slightly lower than he stands? > And if the support is unranked that means he played less than 10 games, winrate does not mean anything in that case since you need alot of games before winrate becomes accurate of displaying your skill > > You need to dodge alot of games if youre scared off so easily by some numbers that don't really mean anything Slightly lower? Hm, let's see. _**Gold**_ Silver Bronze _**Unranked**_ WTF is this logic even? {{sticker:zombie-brand-mindblown}}
Where do you get the notion that unranked is below Bronze? Unranked can be anywhere. It depends on where the account was last season. On this account I was matched with low plat high gold in my first games, should they have dodged when Op.gg said "unranked", since I am worse than bronze?
: Why Riot Dont Accept The Fact That Current MatchMaking is Terrible?
But one look at your op.gg reveals in your last 30 games 14 of them lasted over 30 minutes, while 13 lasted over 20 minutes and only 3 where under 20 minutes. Could it be that for you the short games just stuck more in your memory?
GFREEMEN (NA)
: Riot Tell me how this is even happened.
Well if you start losing more than youre winning you are going down in the ranks, so its perfectly fine that the G4 was matched slightly lower than he stands? And if the support is unranked that means he played less than 10 games, winrate does not mean anything in that case since you need alot of games before winrate becomes accurate of displaying your skill You need to dodge alot of games if youre scared off so easily by some numbers that don't really mean anything
: this matchmaking is so fucking depressing
Youre playing too many different champions and too many different roles. You need to focus on as few champs as possible. Also like someone else pointed out youre dying too much, most likely from playing too aggressive with not enough warding. Looking at everything else on your op.gg Gold should be easily achievable for you
: I'm not saying I shouldn't be banned, all I'm saying is it takes 15 minutes to watch a replay and see someone is blatantly griefing. If you're going to ban me for toxic, have a real person watch the gameplay of the person I flamed
You realize there are hundreds of thousands games of league played each day? Games are only reviewed manually in very very few cases. Flaming is very easy to detect thats why they catch you much faster. They did not look at your game when they banned you for flaming, only your chatlogs which the system flagged you for and then maybe somone took a quick glance at it to confirm. The technology just is not there to detect anything that is not just running it down 40 times in 20 minutes. Soft inting can only be detected by a person, but since players abuse the "int feeding" report option for anyone who does not play like they wanted there are so many games falsely flagged they can't keep up.
: I can't be the only person thinking this obvious truth, right?
The community has developed this mentality of: "If i am not able to outplay my opponent in every situation then there is no counterplay" Champions have moments of power and moments of weakness. Sometimes if you fight a champion in the worst situatuion when they are at their strongest, you simply cant win no matter what. Also you have to see that even in the cowsep clip this only worked because this was absolutly flawlessly played mechanicly. Missing One Auto there means hes dead. There are not many people who couldve pulled this off
: > [{quoted}](name=Ourboros,realm=EUW,application-id=yrc23zHg,discussion-id=8Bzyw3Gx,comment-id=0002,timestamp=2019-04-03T11:16:50.722+0000) > > Sylas already got kneecapped in this patch https://lolalytics.com/ranked/worldwide/platinum/plus/champion/Sylas/ http://na.op.gg/champion/sylas/statistics/mid IDK if the data is out of date but he's got a 51-52% winrate across roles minus jungle where he probably shouldn't be anyway given he's a character meant to be played with big mage items. This is a fairly advanced character still dominating after a couple months. Characters with low winrates like Tahm, Yasuo, Gnar, Azir, Leblanc, Ryze, ect have had 40-45% winrates and still justified nerfs because when played optimally they're broken. Sylas isn't as difficult as all of them, but is arguably on level with Tahm or LB in difficulty. The fact he succeeds so easily even in the hands of an average player implies to me he's overtuned. The thing is also that the biggest nerf went to his W* in a previous patch, heal getting knocked down and the heal scaling at low HP getting knocked from 300% to 200%. Now IDK how a waveclear ability on a low CD justified healing that was often better than Vladimir Q (which he needed constant nerfs to justify having btw), but that's been his biggest nerf so far. Most of what he's gotten is base damage tweaks, that's not a "kneecapping". *Edit: Wrong ability lul
I am talking about 9.7 which just came out, where his e cooldown got increased by a whopping 50% along with additional damage nerfs. He was definitly overtuned before, but that was a pretty harsh nerf
: So uh... about Sylas...
Sylas already got kneecapped in this patch
: I hit diamond with 70% win rate 2 months ago, dropped to +11 / -25 within 6 games in diamond. People sit in challenger gaining 28lp per win and loose 8, I would be challenger ages ago with that kind of lp gain. The system is broken, and riot are too incompetent to literally do anything. Everytime I make a new account its the same, I am kinda done with this game at this point tbh *Edit* Here is a challenge for you rioters, try to climb out of diamond with that lp gain, while simultaneously deal with inters every 3 games, afk every 8 games, and autofill full team every 5 games. On top of that , being a jungle main, you are literally drowning in flame and opinions for 30 min straight every game in diamond elo. Try it, see where it gets you.
The system works the same for everybody, people that ruin games really suck, but we all have to deal with them. It is not a higher burden on you than it is on everybody else. You are the only consistent factor in your games, granted that you play a lot of games. If you truly are skilled enough for Master or higher, you will win more games than you lose, your mmr will adjust and you will climb. Theres people who consistently get challenger every season, showing how to do it People that get high LP gains in challenger worked their ass of for that, they dont get that for free. Competition in the top 1% of the population is just super high, thats where the frustration is coming from. Stop blaming the system if you honestly want to get higher
: Ez FIX THERE DAMN MMR SYSTEM. Its broken so fix it
Dunno if serious but let me try: MMR systems, otherwise known as ELO, are super simple systems and used in many other fields to measure ranking. It can't be broken because there is only a single variable it considers when matching a game.
: @Riot you want to know WHY matchmaking sucks?
How should they "fix" this? It is working as intended. This comes from how MMR works towards the higher end of the ladder, where fewer and fewer people play. You can't just get more LP just because you want them. Lp ,or more accurately MMR, is a finite ressource, you can't create more of it, it can only be redistributed. If you where to change that the entire ranked system would become inflated over time, making achieving any rank meaningless Climbing in Diamond is hard, but you can't change that due to the nature of how any ranking system works
: Pinpointing reasons why damage feels high @Riot
Changes like these are super volatile, because they affect pretty much everyone, but not by the same amount. Less damage and more Tankiness lead to natural Damage Dealers becoming better, same as champions that are naturally durable. This makes the divide between dealing damage and taking damage higher, and the roles become more specialized. That sounds good on paper, but in reality lead to more problems: The only viable game plan is to have a carry, and protect them with a huge frontline and support. This means ADC will once again be the center of attention, with tanks posing another huge balance issue. They have completly uninteractive laning since their kit and item builds usually negate any potential trading and render all ins pointless. Assassins aswell, will be much stronger in lane phase since they overkill you in most cases and dont care about reduced damage, but are screwed in late game where they will be relegated to just trying to kill the enemy adc and if they fail its game over for them. Reducing damage also leads to stalling and waveclear, dragging games out and leading to frustrating losses where enemys can force win conditions. These are only some of the reasons that are responisble for Riot to being super hesitant with reducing damage.
: would you play a vintage league ? one of the first versions of the game.
Id play it, but only for nostalgias sake. I think it would get old again really quick, since with the knowledge and skill of today you could so easily break the balance of the league of past and make it a complete mess
: Is Lowering Damage Even Under Consideration?
You complain about defensive stats being bad and being one shot, yet in the game youre refrencing you are building zero defensive items versus a massivly fed enemy burst mage. You then proceed to get hit by a super long wind up time ultimate ability by said burst mage who is at that point 20 kills in. There is absoulty 0 reasons why you should not get one shot right then and there. And to complain on the boards about that makes it even worse, it shows you think it is the games fault rather than yourself. You should focus on learning proper item builds, positioning and laning if you want your games to go differently, it has nothing to do with game balance
LazyW0lf (NA)
: Yeah basically. You can still do well with whatever champion you decide to play, but META champs are able to do more much easier than perhaps your favorite champion. I enjoy playing Zac jungle and can still do well sometimes, but when up against something like Graves, Xin, or Camille, I stand no chance and can't have the same impact they have even with the same lead.
There is no game that doesnt have a META, and league is no different. Try playing Kirby in Smash Melee and the higher you will go in skill the more you will get your but handed to you. League is no different, and it was no different in the earlier seasons. What changed is the increase in average skill and knowledge about the game. The people are much more serious about the game, and thats why champion picks are getting more important, you need to get every advantage possible. Thats why this is unfixable and we can never go back to the "simpler" times
Rioter Comments
Midg3t (EUNE)
: > [{quoted}](name=Ourboros,realm=EUW,application-id=3ErqAdtq,discussion-id=6hF9eWd8,comment-id=0003,timestamp=2018-11-24T18:51:11.755+0000) > > The old rune system was a double edged sword in my opinion. > > It definitly felt more customizable, but that was also its biggest weakness. It lured you into making these super specialized pages, like you said 30 armor against Zed, but in the end these just werent as effective as the cookie cutter ones. > If that rune page helped you in that matchup, then it's effective. > That leads to the creative players setting themselves behind before the game even starts. > If they're stupid, then yes. > Worst thing is that you would not even know that it was your runepage thats negativly impacting you because you need a super large sample size of games across different pages to feel a difference. > If you knew what do you want from your rune setup, then you didn't need 'a large sample of games'. > Thats were keystones come from. They have bigger, more obvious impact that you can easily identify and compare. You can usually tell from a single game if a keystone makes sense for your champion. And this results in some keystones being a must-take, or keystones being useless, niche pick at best. Old system had issues (can't tell which tbh) but this system isn't any better.
But thats the problem you can not really tell if it was the rune page that helped you. And its really hard to compare them with the small advantages they give. Did the 10% attack speed just secure you the kill or was it just the opponent misplaying? Would you have survived another situation if you had 8 more armor? You can only evaluate these pages over a lot of games, or you take pages which are approved by a lot of people, which was in fact what people did back in the day And the thing is keystones actually are much more varied. Look at some champions on probuilds and most of them will have atleast 3 different keystones. For example Riven players use a whopping 6 different Keystones right now, with additional variance in the lesser slots. Right now the system is objectivly better, customization in general is just problematic because there will always be options that are stronger than others. The reason why keystones got such a bad rep is because they are much easier to break. Of course no one complains about the old runes being overpowered because like the mastery system they were barely noticable and much less varied.
: I really....really....really miss being able to completely build runes totally around one champion..
The old rune system was a double edged sword in my opinion. It definitly felt more customizable, but that was also its biggest weakness. It lured you into making these super specialized pages, like you said 30 armor against Zed, but in the end these just werent as effective as the cookie cutter ones. That leads to the creative players setting themselves behind before the game even starts. Worst thing is that you would not even know that it was your runepage thats negativly impacting you because you need a super large sample size of games across different pages to feel a difference. Thats were keystones come from. They have bigger, more obvious impact that you can easily identify and compare. You can usually tell from a single game if a keystone makes sense for your champion.
: Bring Back The Old Rune System + Make Runes Free
But what do you gain from that? Yes you _could_ run wacky set ups, but what benefit does it really give except the "lol look at what random runes im running" Stats are too one dimensional and most champions only have one playstyle, so you can not really Innovate in that regard. 95% of people will run the optimal runes for a champ, which will be found out day 1 if theyre simple stat increases like the old rune system. Also, for example, do you balance the ranged bullies around the enemy bringing 30 armor level 1? In the old system maybe 1 out of a hundred people had such specialized pages, you had to spent alot and set it up before you even queued up. Imagine you can specialize your rune page in the game lobby to this degree, it would completely throw balance out of the window. And it doesnt take any skill to observe "Oh the enemy is AD, so im taking 30 armor this game". The choice with the Old rune system was and will be an illusion and should not be repeated
: Ah yes because 6 AD 15 health and 5 AR sure is comparable early to 12 AD and 5 AR. Please, the health is pathetic at all levels and the resistances aren't much better.
Im not arguing that it is good right now, Im arguing that it cant be made better, because when it is good you will never take anything else.
: The defense rune stat path has another "fake" choice, as usual with health runes
It can not be allowed to be good because Health is effective vs AD_ and_ AP even better in early. So if the health option is viable neither armor nor mr will be picked up. Its redundant to have it in the game but it can never be viable The real question is why Riot listened and made the decision to bring back stat increases. They dropped the old rune system for a reason. Stat increases are to binary and only trick you into thinking your being creative, when in reality there is a clear best option in each slot and not taking it is setting your self behind before the game even starts
: Can't wait to see how utterly shit Riot makes the game this season with the "Soon" excuse
Yes, money grabbing company making a 100% free to play game with no buyable power that makes sense. Maybe EA or some other triple A company will make a MOBA that you can play i heard their business models are pretty great.
: Is the game really in a good balance state right now?
If you say the game is balanced horrible right now, I feel sorry for you, because then it was and will be always horrible. I voted for Good (sidenote: perfect vote is redundant, an asymmetric game can never be balanced perfectly) Right now is a pretty good meta, despite the general consens on this forum Nearly the whole roster is viable in at least one position. Bot lane has finally found some diversity. Top lane can actually carry as does any other lane. Only adcs are kinda in a bad spot but still have strong champions that can impact the game. Some champs are op but if you think thats ever gonna change you dont understand game balance. Game length is on the short side but still healthy at just under 30 mins. Damage is high, but that is a neutral thing. Some like it some dont All in all excited for season 9
: Orange Essence needs to be buffed
Yeah I totally agree, I also think all businesses should just give me stuff for free, I mean i am already using their services for free but I should get even more free stuff just for using their service. Yay for understanding business
Dr Dog (NA)
: are we ever gonna get our disenchant worth back?
Just because chests are random should not mean that their value is better, you can't walk into a store and say "give me 10 random items" and expect to get a discount. Chest should never be equal value, in fact they should be of less value since what you are paying for in chests is the **potential** to buy a chest for 1$ and receive up to a 30$ skin. The potential to multiply your spending is what determines the value of any lootbox like system or gambling in general. If you want value, buy the skins directly. Boxes are for people who want to risk something. If there is no risk with the boxes, there is no point Also, OE was made much more available with recent events giving out a lot of free stuff for simply playing the game
: My Problem With Zed
Zed is actually one of the more reasonable assassins. He falls off super hard in late game and relies on snowballing the early game, which makes him effective in lower elos where you can pull that more often, but is almost never played in high elo or competitive because of this. He really isn't that scary when compared to the meta midlane picks
Saloz Mat (EUW)
: Can we have Real Solo queue Ranked Exprienece ?
What would that Fix? You can still encounter plenty smurfs who are playing solo. So all you did is increase queue times by moving all duo players to flex. Also I thought 1 bad player can ruin a game harder than 1 good player can carry it, so isn't a smurf who is duoing with someone that's boosted higher than he should be actually an advantage for the opposing team?
: Why is Aatrox such a popular ban?
He is a legit ban in pro and challenger, and lower elos often copy that. Also people tend do ban things that are really oppressive when played right, even if the average player sucks with it
: > [{quoted}](name=Ourboros,realm=EUW,application-id=yrc23zHg,discussion-id=R12kjNfA,comment-id=0008,timestamp=2018-10-31T16:11:59.896+0000) > > Telling the player what they can and can't play is a super toxic philosophy. Kinda like how you have to have a certain number of champs unlocked to even play ranked? Look, if someone really wants to play the new champ, they can take it to normals. Ranked is no place for first timers on brand new champs.
> Kinda like how you have to have a certain number of champs unlocked to even play ranked? Thats different, you need to purchase these champs to play, were talking about the opposite, namely forbidding you from using something you purchased > Look, if someone really wants to play the new champ, they can take it to normals. Ranked is no place for first timers on brand new champs. Whats the difference between first timing a champ thats new and one thats old?
: This is Riot's statement regarding bringing newly-released/reworked champions into Ranked
I trust Riot that they are smart enough to never implement any restrictions on what can be played. Telling the player what they can and can't play is a super toxic philosophy. You need to be able to have niche picks, counters and so on. Imagine the enemy locking a champion and you cant counterpick because your mastery is too low. Good players with knowledge and basics will do well on any champ, so you dont need to restirct them Bad players will do bad even if you force them to practice an arbitrary amount of games, so you dont need to restrict them There are people who play hundreds of games on a champ with a 40% winrate and are still much worse than another player who first times it. Should they also be restricted from playing their champs?
: Season 9 Dynamic: Fanmade Patch Notes (Mega Post)
What is the purpose of these patch notes? Are you proposing a kind of Legacy League of past seasons since half of the changes are simply reverts? Because if you are trying to make a more balanced game this is completly unsalvagable. Your only design philosophy seems to be to imitate the old patches, which is really not a wise idea. Making things how they used to be does not make them better by default, do not let yourself get blinded by nostalgia.
: Restrict The Usage Of Recently Released Champions In Ranked
Such a rule would imply that picking a champ automatically makes the person a liabilty to their team. It will never be implemented because it is nonsense A new champion has to be tested out in a competetive environment, banning it from ranked for 2 weeks, means you basically just moved his release 2 weeks up, people will not spam normals to practice a new champ But condsider the following For example you yourself have a 41% winrate on Thresh across 60 games, meaning that you are inexperienced with this champ and are negativly impacting games you play, just by picking by this champion. You on this champion will do about as good as people playing a new champion, who will usually hover around a 40% winrate after being released. Should you also be restricted from playing Thresh until you have practiced more? I dont think so, you should be able to play what you want to get better. Just making sure you see the hypocrisy in your proposal
: So while chilling at Gold II, I decided to make a hard push for plat and just spam ranked.
General tip: Play in short sets of ~3 games. After youre done analyze the games and look at what you can Improve on for example where you died unnecessarily etc. Even if you win all 3 take a break after, go for a walk, do chores, work out, just do anything else for half an hour to an hour, then if you want return for another set. This keeps your head clear and helps to prevent tilt and even if you lose alot, at the end of the day you still feel like you accomplished something. Also, if you have a very depressing loss, immediatly take the break even if it was the first game of the set. Cheers
: Lux Support
Lux is playable but not viable in my opinion as a support. Its just that everything she does another real support can do it better. If you want to pick engage {{champion:12}} {{champion:201}} {{champion:497}} If you want peel and shields {{champion:117}} {{champion:40}} {{champion:267}} If you want damage {{champion:63}} She is the classic example of jack of all trades, master of none, which is really bad because she is also Item reliant, which goes against the philosophy of supports
: How is bronze this hard??
Two quick tips I can give you from just looking at your op.gg: 1. Play less champs 2. Look up the right runes and itemsbuild from sites like probuilds.com Things like these can be improved on the spot Cheers
: Yeah, cause using an example of when the game was somewhat balanced is clearly seen as grasping at straws when trying to compare it to the current state of the game which is widely regarded as the WORST state of balance that any game has ever digressed into. Smart.
Yeah because the game was super balanced years ago where you could only bring champs top that could lane against Renekton
Rexxiee (NA)
: Is riot REALLY ok with this?
Youre acting like this is unusual or something. It has always been like this. Since Adcs are very similar to each other, and there are 2 adc minimum in every game, only the best ones will be played and their pickrate ins insanly high. But nerfing the top adcs replaces them just with another 2 or 3. This will be always the case, until ADC design is more than: "This champ right clicks people to death"
: What is the Purpose of Hiding Our MMR and How the System Works?
They must have some Data that shows that people do not like the Elo System. Division System is more forgiving and does not feel as bad.
: Small change for Death Dance
What you are proposing is a straight up nerf, deaths dance is weak at the moment, Graves in fact does not even build it anymore. Drain Items have historically been hard to balance, they are either not noticable or too overwhelming (Remember Wota). The Flavour of Deaths Dance is pretty cool and making the heal over time could be the right direction, but you would have to buff it somewhere else, maybe the heal amount or some stats.
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Ourboros

Level 123 (EUW)
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