: How do you get a team that doesn't suck?
There is an intresting fact about best soloQ player Dopa - when he was doing his fastest run to #1 on korean server, he lost 4 games in a row while he was in Silver 2. So even best solo player in the world can't always carry silver teams. Nobody can't fix it.
: Similar champions to Teemo?
Most Teemo-like-champion is Heimerdinger. Last year Riots made global analysis and found that Teemo mains like to play Heimer and Blitz. And as Teemo lover I can recommend Heimer.
Rioter Comments
Rioter Comments
Rioter Comments
Rioter Comments
: I like lists. If you ever need to lure me into a thread, concise lists are a good way to do it. Lemme try and ramble a bit about each of your points and you can call me out if I'm talking nonsense. > **1. The blue essence system is very unwelcomed.** We've definitely seen a lot of feedback around the new leveling system. Some of the things you mentioned (like being just short of the BE for your next champion), we're planning on addressing next patch by [adding BE to first win of the day and reducing the grind at higher levels.](https://boards.na.leagueoflegends.com/en/c/developer-corner/hAaYMrEs-leveling-and-rewards-early-impressions-and-adjustments) In regards to how leveling feels, we're keeping an eye on this as well. We do think leveling is a better long-term system for league, so we're probably going to spend some time seeing how the 7.23 changes feel before making any additional changes - but we're watching. > **2. Turrets are ridiculously weak.** Turrets have a tough job. They need to balance between being defensible areas of the map while at the same time not being so strong that the whole game revolves around turtling underneath them. That said, [Maple Nectar mentioned that they will be getting a small buff in 7.23. ](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/PXqgGQss-riot-why-are-turrets-made-out-of-wet-toilet-paper?comment=000e) > **3. Games are too short/snowball too quickly.** [Meddler talked a bit about this in his most recent gameplay thoughts post. ](https://boards.na.leagueoflegends.com/en/c/developer-corner/5yv0tj2J-quick-gameplay-thoughts-november-15) TL;DR - Preseason always has the chance to mess with average game length, especially with the Runes changes this year. Average game time hasn't changed too much, but that doesn't mean game pacing is necessarily where it should be. We'll check back in after gathering more data. I would like to hear more about this from you guys though. Sometimes when I see this feeling expressed on the boards it's in a super exaggerated "All games are decided at 10 minutes" kind of way - which isn't the case (at least in my games, but maybe that's because there's no lead too great for me to throw away.) If you'd like to talk a bit more about what your ideal pacing of a game of league looks like - I'm all ears. > **4. New runes and masteries have everyone doing too much damage.** Probably true! Preseason is always a bit unbalanced, since so many changes are happening at once. We haven't seen too many extreme outliers this year, but there's certainly more tuning to be done. A lot of people are also running squishy assassin comps without a real tank, which could be supplementing this feeling. > **5. The Riot company feeling like it's becoming more and more neglectful.** I'm really sad if that's how you feel. The reason most of us were drawn to Riot in the first place is because we care about players, and wanted to work at a company that reflected that care. It's certainly more challenging to keep in touch with players now compared to the early days- chiefly because there's so many of you! But we're still here, and we still care. I hope we can keep finding better ways to show it.
Hello! How about this way to communicate with players? Like once per 1-2 weeks inform players about actual problem you noticed or problems players are worrying about. Choose most voted topics. Btw do you have any champion democracy in your company? If you decided to nerf Talon, do you have Talon player in your company to protect Talon and say "he doesn't deserve it because of this and that"?
: Who would win?
Reworked Hexdrinker is a pure counter to Heimer - shield swallows all charged beams, and then Heimer can only piu-piu enemy.
Seen (NA)
: Why is Malz allowed to be uninteractive
If you don't like Malza then don't play him. To kill someone he need a good damage jungler, because his damage is about 0 right. Kassa was gutted because of his silence + ult range, both were spammable. As I see Malza ult never was spammable. Malza is easy to and start playing and carry, but he has mediocre solo carry potentional right now, he's team dependant. He has skillshot, he has some mechanics where he can be outplayed, pretty interactive champion, in my opinion.
: What is your point? If "picking the right champion" (either an individual champion or a group of champions) increases your chance of winning, the premise of a game that says "play a champion out of 100+ options" does not hold true. Everybody prefers different types of champions because they fit most to his/ her playstyle. So, yes, people complain about "meta" when the meta forces THEM to do something they don't want... and, they should have that right, because the game should be balanced enough so that all strategies make sense at all times (or, rather - and I agree with you here - that picking the right strategy counters the wrong strategy of the opposing team)... a constant struggle for Riot's balancing team that they will simply not be able to solve. You know why? Because they balance based on data over a large sample size of games, and that large sample size ALREADY FOLLOWS the expected meta on average... the mere assumption that a champion should have a 50% win rate on average is leading to an UNBALANCED game, UNLESS that game also follows "the meta" (that was the basis for the 50% win rate) to the letter... so, "picking the right strategy" is not an option that you should ever think about, "picking the right champion within the current meta" is the only choice you need to make. Because that is the WAY the game is balanced in the first place (yes, you may be so great at the game that you can ignore the meta if you play at a level that is significantly below your actual skill, sure... but that doesn't change the fact for the average player). And obviously, a lot of these problems are further made worse by what players think and assume: nobody knows whether maybe Soraka jungle is exceptional SOMETIMES (ok I am exaggerating...;)), nobody knows whether maybe playing with 2 junglers is a good idea SOMETIMES, nobody knows whether having 2 people mid instead of bot is a good idea SOMETIMES... because if you TRY EVEN ONCE, you tilt your team because they expect everybody to follow a very narrowly defined meta at all times. Take the example of the Singed Support player with Smite... he EVEN GOT BANNED BY RIOT because he interfered too much with the expectations of other players on his team, ALTHOUGH he explained his strategy AND he had a positive win rate with it... So, my suggestion is this: stop pretending I am allowed to play all champs, that LOL is some sort of strategy game, that team work is required, all those "would be nice if it were true" assumptions. Just let me pick a role, then offer me only the top champs that are "meta right now" and discard all the others... problem solved (the first step to that was forcing players to select a role... making more or less any not standard setup "unacceptable"... and then changing tower armor, to discourage the remaining "strategic option" of lane swaps). And then we can all finally focus on what LOL is really about: mechanical execution and very short time window tactical decision making... not "strategy" or team work.... you dreamers :) By the way, that is what pro players are doing all the time: they don't try new strategies, they focus on mechanical execution. Because THAT wins them games, not strategies (see most recent Worlds, if you don't believe that)... at least, they THINK that... (see GBM at Worlds, and consider they had mechanically "equal" players in their roster...).
Balance is not based on large data, it's based on core mechanics. Data is just needed to correct numbers. But if core sucks, then numbers won't help. Riots btw said many times that 50% winrate doesn't mean balance, and that's true. At least you can google their huge post about this. Something like "About balance, 55% for Heimer, 45% for Azir" or something like that. Most new strategies comes from pros. My bro started to play AP Trynd and carried with him in Diamond. He found this build from one Diamond guy. Annie support came from top-tier chinesee support. Etc. Pros don't play new strategies on Worlds because there are no possibilities for new strategies. Meta is too hard. There is can be surprice picks, but not strategies. Think about this fact: every pro team has couple analitics that are watching different games to find new tactics. If there could be anything they'd find it.
dEAdbUs (EUW)
: They're a billionaries, and they create couple champions per year. It must be a joke, when Blizzard creates expansion for WoW with size of whole game every 1-2 years with less money. When I read how Riots create champions, I was shocked - 3 months only for concept creation. What!? Their mediocre programmer has 100 000$ salary per year. I think game designers have salaries close to that. And they let them just sit for 3 months and do nothing trying to imaging something?
Wow, I'm munused but there is no brave soul to answer where I'm not right. Shame on you guys.
: >Ooooook let's keep Heimer at 1% playerbase and rework every champion again and again (Swain and Ryze). Heimer's sole purpose in game is to be a lane bully. People play him because of how effective at it he is. But, by intent, he's really not all that great anywhere/time else. This is similar to Teemo, who's sole purpose is to annoy the F out of people with completely uninteractive game-play. Which is why he's not allowed to be strong. >Should I mention that billionare studio make one champion 6-12 months? There was a time when Riot released a champion almost every month. Most of the biggest balance offenders in game now spawned from that period. Champion assembly lines work in the short term. But, for Riot at least, they have proven to be a disastrous long-term strategy. >mortal problems and common things such a balance don't interest them. Common dilemma: Balance for whom? - Top tier play: where consistency, cooperation, and mechanical ability mean everything? Where Lee Sin was god tier for 5 seasons? - For bottom tier play: where CS, vision, and ~~communication~~ Meta are often a liability? Where Master Yi and Katarina are consistently god tier? - Somewhere in the middle, where both camps become equally nightmarish?
> [{quoted}](name=Ariel the Cruel,realm=NA,application-id=3ErqAdtq,discussion-id=fM8agrOK,comment-id=000a0000,timestamp=2017-11-06T07:13:25.315+0000) > > Heimer's sole purpose in game is to be a lane bully. People play him because of how effective at it he is. But, by intent, he's really not all that great anywhere/time else. My question is "why"? Why Lee Sin was great everywhere for years and Heimer can't be? > This is similar to Teemo, who's sole purpose is to annoy the F out of people with completely uninteractive game-play. Which is why he's not allowed to be strong. Your vision is distracted by too much playing LoL. All you see around is skillshots that can be dodged, and every non-dodgable skill now is uninteractive in your opinion. For example I see that toplane last years is based only on sustain - if champion can sustain, than he will survive there. For me that's is uninteractive - this creates roles/meta and same time killing uniqueness for champions. As for me, most uninteractive and untifun champion is Yasuo and he must be reworked to the ground. Unfun pattern that makes you stay away from minions, because Yasuo has endless dash and he can attack you and dash back everytime he wants. Autosustain with shield that he get's from dashes. Wall that can block anything. When I've played Yasuo first, I never hit someone with Q and R, but carried that game, because free crits and dashes, nuff said. > There was a time when Riot released a champion almost every month. Most of the biggest balance offenders in game now spawned from that period. > Champion assembly lines work in the short term. But, for Riot at least, they have proven to be a disastrous long-term strategy. That's not true. Pickrates on Worlds every year were about 55% (champions picked from whole pool). Most permabans on Worlds came from reworks: Alistar, GP, Darius, etc. Also I can tell you about ranked permabans: Yasuo, Azir, Zed, same Darius, Fiora - all new champions and reworks. Did you see Swain permabans before rework? No? But my brother had 60-70% winrate on him and reached Diamond 1. Must be balance issue. Again - your vision is too distracted. Riots had great changes years ago - they invited people from Blizzard and CCP. That's when they turned to skillshot mechanic as basis. Before that Riots created champions by only their imagination, so not all old champions are suitable in new balance system. To call old champions unbalanced you have to play in old League, where they were created. Now, as you see, problems comes not from old champions, but from Riots decisions. > Common dilemma: Balance for whom? > - Top tier play: where consistency, cooperation, and mechanical ability mean everything? Where Lee Sin was god tier for 5 seasons? > - For bottom tier play: where CS, vision, and ~~communication~~ Meta are often a liability? Where Master Yi and Katarina are consistently god tier? > - Somewhere in the middle, where both camps become equally nightmarish? First I'll tell you couple examples that will show you're right just partly: - As I remember one or two years ago koreans' midlaner picked Katarina in quater- or semi- finals and carried game. Its was not just low elo stomper champion, it was stomper on every elo. - There was year or two ago huge post from Riots about 14 or 16 years Rengar only player who reached #1 ranked. So solo champions can carry you even to #1 position on rankeds - no need cooperation. Alex Itch once said: "you're playing 1v9, not 5v5". This season probably it's harder, because even Faker now can't carry solo. But that's not the point. See, you're thinking in Riots terms. Balance is not only about player's skill level. Balance has much more layers. Here some examples: - Teamplay layer: "team-play champion" that relies on team and can't carry solo VS "solo carry champion" that is able to storm solo queue. - Item dependance layer: Dota's champions skill have base damage that is rarely affected by items, comparing to LoL's champions having scales from AD and AP given by items. - Core balance ideas: first Dota develovers went only one possible way - they made most champions unique so they won't be compared to each other. LoL balance in early seasons was moving same way plus had damage based on items, that allowed to build same champions AP or AD. But then Riots decided to make dodge/skillshot mechanic as base for their balance, and removed AP-AD ways (I, guess, because they were unable to balance it, can't blame them for that). - etc But let's back to Yi and Kata. Kata was reworked to get into new balance (skillshots) from old one (uniqueness). Yi is tricky because Riot has 3 problems: - Historical problem - Yi is here for years, if they want to rework it, they will have to keep his AA and movespeed mechanics, because that's how players see who is Master Yi. - Core balance problems - he's from old balance paradigma, there is no place for him as he's AA champion in skillshot world. - Champion pool problem - Riot's decided skillshot and dodge as main mechanics in their game, and this leaves them with not so much possibilities with 4 skills - "one dodge, one skillshot, and now we have only 2 skills to make something unique". Thats why they creates more and more complicated champions with 2 or even 3 forms, because 4 skills are not enough. Thats makes champions complicated for players. And thats why Riots need at least couple simple champions, so players will be able to download game and start to play, not practice their first champions skillshots and combinations for 10 hours before they will be able to play him. And thats Riots can't rework Yi - they need him and his obvious and easy to use mechanics. See, skill level is somewhere there but far-far away. Listen less to Riots.
: Like, people here don't even realize just how much they do it, simply because they're mad about their own inability to play the game or just accept that sometimes they messed up or someone else played better than them.
They're a billionaries, and they create couple champions per year. It must be a joke, when Blizzard creates expansion for WoW with size of whole game every 1-2 years with less money. When I read how Riots create champions, I was shocked - 3 months only for concept creation. What!? Their mediocre programmer has 100 000$ salary per year. I think game designers have salaries close to that. And they let them just sit for 3 months and do nothing trying to imaging something?
: Honestly: People want Riot to cover for their bad decisions/play too much
Answer is simple: compare pickrates at championships in Dota and LoL. Nuff said. And Crawler said Riot don't have pickrate as main target. Ooooook let's keep Heimer at 1% playerbase and rework every champion again and again (Swain and Ryze). Should I mention that billionare studio make one champion 6-12 months? When couple indi developers can release world hits after month of work? Riots are living in a dream, and mortal problems and common things such a balance don't interest them. Now tell me how is this community problem and not developer problem?
: New Champ: Zoe, the Aspect of Twilight preview
Lol, you took everything worst in game: flashes, mobility, skillshots, and gave it to one champion. Play it yourself, Riots, bye.
: but marxism =/= communism
> [{quoted}](name=BlueVestGuy,realm=NA,application-id=yrc23zHg,discussion-id=qErQKtgz,comment-id=0001,timestamp=2017-10-29T22:43:21.543+0000) > > but marxism =/= communism Lol what? He described communism, not Soviets.
ADC Bard (NA)
: It's funny because people were still exploited in communist countries :^) {{champion:432}}
> [{quoted}](name=I Play Rats Only,realm=NA,application-id=yrc23zHg,discussion-id=qErQKtgz,comment-id=0000,timestamp=2017-10-29T22:41:30.767+0000) > > It's funny because people were still exploited in communist countries :^) > > {{champion:432}} Communist countries are never existed. Socialistic countries - yep. Communism means it's unprofitable to work with hands because of automatisation, and everybody have to work with intellect and imagination. Now show me at least one communist country.
: Serious Talk: People need to chill out about the Balance Team
I was trying civil conversation about Heimerdinger for 3 years. Wrote many topics, sent many requests. 0 reaction. Global champion winrate fell from from 55% to 48%. Even pros weren't able to stay at their common tiers and fell. 3 years later they made sad rework. They were scary that Yasuo will be permabanned, so they implemented inconsistent ban system, but Yasuo became permabanned anyway. Because they made damn unfun champion to play against. And still can't accept it. His ult is still placing him out of range of enemy tower. This season was so painful, so I stopped play League after reaching Platinum. They're defenitly making game for someone, but not me. And video "Go noobs" won't help when you made all simple champions unplayable.
: Dragon Trainer Heimeringer Splash art i made
Heimer is useless, and this is a skin for a Swain. Try one more time.
Palhum (EUW)
: Banned for "Intentional" Feeding, but wasn't intentional.
Seriously, your scores are auwful. I don't know about 14 days ban, I always thought there must be a warning before ban. You went with second smite on top or mid, but looks like you lost to Yasuo smurf. So it's so so, huge warning and like 2 days without rankeds or 1 day ban. Smite on lane is just not smart. But 14 days susp is just too much. Always try to place yourself on your teammates positions, and judge yourself.
: Champs Seen at Words: A List
Can someone do a job, and make this list for 2017 Worlds? Please :)
: So over the last few years, Riot has been trying to give counterplay to all new champs and reworks
: Dev Corner Update: Skillshots
New "unique" mechanics?
: Balancing around e-sports is really hurting league of legends.
I doubt it's about proscene. Riots are trying to find right tempo for game. In ADCs meta pros usually run lots of support champions. As I'm not watching pro games so I suggest you to check this. Easy towers and fast games usually tend to slow pro gamers, because they don't want to risk and fight, so games have low kills number.
: Hey HateDaddy, To start off, I just wanted to say that we, Riot, do care when people choose to stop playing League. We might not be able to address everyone individually, but as gamers ourselves and players who love to play League, whenever someone, let alone a super engaged player chooses to leave, it gives us reason to take a step back and think about what we're doing, or not doing, that made you want to make that choice. I can empathize with a lot of what you wrote here, as I've been playing League since 2009, and joined Riot back in 2014 (god that seems like forever ago), and want to try to touch on at least some of what you've said. I want to make it clear the statement that you're replaceable and irrelevant isn't true. Full stop. We can't simply "replace" a player who has been a long time supporter of League, we can't replace those experiences, the highs, the lows, and everything in between that you experienced. To me that's one of the reasons I love League, because when I think back on the 8 1/2 years of playing, my own experience is my own personal story where I can remember times in the past before a meta, when Ashe mid tping to a ward after ulting from fountain was a thing. I can remember when Rock Solid made GP support a thing in the pro scene and it worked. I remember when Veigar evaporated people with DFG and when Yi could EASILY 1v5. I remember when TF had his destiny on his E, and would tp to a side lane bush and have his team follow him for a cheesy early game kill. Those are the memories and experiences that if I left couldn't be replaced. It's all a part of the journey, and the never ending path to mastery that keeps me coming back to League year after year. Have there been times I've wanted to quit? God damn right there has been. Hell, I have a baby now, and another on the way in February, and with my free time quickly fleeting, the first thing I still want to do when I get an hour to myself is load up a game of League and get my ass handed to me on the Rift (that or play a quick game of pubg if I don't have enough time). But enough about me, let's talk about what you wrote here, again I won't be able to touch on everything, but I'll try my best with the time I have. The feeling that this season has been one of the least fun seasons for you is a very interesting thing to callout, as despite what I've said about, it's something that I've felt **at times** but not the entire season as a whole. Usually when I feel like the game has lost all appeal, is after I've had a run of games where someone went full potato on me team, or raged out at us for several games in a row. Those are the times that I stop and ask if it's really worth it, but then when I find an hour of freetime...I still keep coming back. So there seems to be difference with what we classify as what makes League fun. For me, if my teammates are level headed rational people, League is still the best game ever, but for you it seems like it's more about the state of the game which takes the fun away, so let's dive into that a bit. Snowballing and game length are some very interesting things to point out as reasons for feeling the game isn't fun. Anecdotally, I feel like my games have had more variance in terms of quality of game play for the past year, and to me personally, it's led to a feeling of games feeling more snowbally at times. On the other hand though, I also feel like I've been in games with more epic "come from behind" victories due to good teamplay, catchup xp/gold which helps cushion snowballing, and over confident opponents. League was designed as a team game, and when people snowball the hell out of their lanes winning 1v1, 2v2, or with some help from the jungler, the game also gets determined by which team has the better comp. The infamous "don't worry we'll scale", is actually a thing that matters, and has led me to experience more games that maybe felt like they were decided at 10 minutes, but actually swung in my favor as we scaled. In regards to playing fighters specifically, we have a task on our plate to figure out how to best support melee champs in League holistically that we're aiming to get to early next year. Right now being relegated to split pushing, and buying the same items that your fellow marksman are purchasing usually makes one of the most valuable stats in the game (range) make you come second to anyone else that can build the same items. This often forces melee fighters to rely on splitpushing, which is a pretty shitty solution to a problem when you want to be in the middle of a team wrecking havoc whether it be with your blade or your fishing rod. Sorry that was a bit tangential, but you called out fighters and I wanted to touch on it a bit. Please correct me if I'm wrong, but it seems like a lot of what's leading you to feel fed up with League is how heavily you need to rely on teammates to do the right thing? If that's the case, it's going to be a bit trickier to solve the problem for you explicitly, as the design of LoL is based so heavily on coordination with teammates, whereas a game like DOTA is designed around each champion being capable of carrying their team more easily. I won't go super heavy into this discussion, since I'm not a designer and didn't create the original dota, dota 2, or League (I just work on the balance team), but we have intentionally gone the direction of having all the micro decisions you make in champ select, runes/masteries, in itemization, in lane phase, and macro level calls all feed into increasing your chance to win. I definitely don't think we've perfected it, and we have a long way to go until we can say that's 100% the case, but I'd be curious what sort of solutions you'd like to see to make League the game that you want to keep playing? Is it the ability to better coordinate with teammates? Is it the ability to more consistently carry a game when you rock the lane phase and go 6/0? Is it giving a different distribution of damage and durability to champs? Or retuning jungle mobs and epic encounters? I'm asking this to be pedantic, I'm genuinely curious in your thoughts as a diamond player and person who's played League for as long as you have. I never played Doom, so unfortunately I can't touch on your references, what I can say however is we've been talking internally about how we can make epic monsters (Rift Herald, Baron, Dragons), actually feel...epic. There won't be anything in for this pre-season as we're trying to keep the runeway (hue) for runes reforged as clean as possible for as stable a launch as we can get, but we're talking about them for next year. No concrete plans as of yet, but it's one thing I wanted to call out since you pointed out how they currently feel. In regards to teamfights I think this one becomes a bit more nuanced and subjective, as my perception of the live state currently is that coming back is arguably more possible now, that teamfights are actually longer, but I think I can concede the point about CC being higher especially in a time like right now when tanks are strong and viable. Creep block is another thing we've been talking about, not removing it, but making some adjustments so we can avoid as many of the "I was literally stuck in my creeps" situations as possible. I would go into the runes reforged stuff, but I'd prefer to leave that to the team (who's been pumping out a ton of content/articles on their progress), and I have to say that while I was personally skeptical of the system at first (like waaaay back), more and more recently I've been getting excited theory crafting how a particular keystone would synergize with a champion or playstyle I enjoy. When I'm testing internally it _feels_ more like early seasons, when theory crafting was another key way you could find your way to victory, and I'm super excited for the new system to go live, and see what problems it solves, and what we need to continue to work on (like some of the ones I touched on above). In regards to the rank system, this is one which I may actually be the most aligned with you, and it's been the topic of some hot debate last Friday in the office in one of our slack channels. There are some major pros to the way it works now, in regards to things like how you can feel a sense of progression as you play, but there's definitely some pitfalls when you run into people who seemingly just grinded their way to their mmr and don't actually have the skill to hold their own. I do honestly believe that we have one of the best matchmakers and ranked systems around, but definitely don't think it's perfect either, though sadly I don't have much context into that space I could give you. Just know that it's a thing we talk about a lot ourselves. To close this off. I want to first say that if you do choose to truly leave League, I hope you find another avenue that brings you the same highs that I've experienced in the past 8 1/2 years, whether that be in games, or in the real world (fuck it's scary out there). You're not just a spoke in a wheel, as for every person like you that writes a clearly passionate and informed post that you did, there's 10 others who leave silently. Yes, we can replace you with another player if we looked at our players as just 1s and 0s, but that's not how we look at you. You've been a part of this journey and have supported us, and it's on us to prove that League is a game you should feel confident in spending your time and getting rewarded for doing so. Whether that's ranked dominance, super fucking high moments, or riveting gameplay. I appreciate the time you took to write this, and I'm sorry if it felt like I was glossing over any of your statements. I'm not the best equipped to answer all of them. If you do have followup though please reply to this and I'll try to get back to you at some point over the next few days. I'm really sorry that this is likely riddled with typos and shitty grammar, it's early and I haven't had my coffee yet :P, also note that a lot of this is just my opinion, and not an official stance from Riot, but I wanted to reach out to you regardless. Thanks again man, and good luck over the rest of the season! Asyrite
You say 'League is about teamplay' while most popular champions always were 'solo': Lee Sin, Yasuo, Zed etc. I understood it long time ago that players LOVE to have many kills. And don't like to be dependant from someone else. They like teamplay, ganks etc, but without limiting their independence. They want to be able to kill enemy by themselves. That's why support role is unpopular. And while you're saying 'teamplay', Lee always was 'I-can-do-what-whole-team-can-do-so-I-dont-need-them' as long as I remember him. And let's be honest, you can't change him, because he brings Show to proscene. Also you added that Dota is about solo carrying. That's how they balance unbalanceble thing: 100+ champions. Almost everyone of them have his unique feature. So you don't need to balance them, because you can't even compare them, it's like comparing is it better to be 'warm' or 'red' - it's things from different worlds. That gives them 80-90% pickrate on proscene vs 55% in LoL. You'll never be able to balance League, because you've decided that all champions have to do same thing: cc, dash, 3 hits, skillshot. There always will be champion that fills his role better. Both your game and your company have inner conflict: solo champions are loved by players, solo q is a main ranked queue, if you gets higher there, then you'll be able to invite less players to play with you, until you able to play only solo on high ranks, and same time you praise teamplay. You need to sacrifice flashy solo plays for teamplay or vice versa. However, new runes look like step into Dota 'warm' vs 'red' style. Every has its unique feature, hope you'll keep moving into that direction and runes won't give pure stats.
: These Vayne buffs on the PBE lol
Wtf! Q gives 2 W stacks. Riots are out of mind :O
Tyvan (NA)
: Well think about it, you're literally wasting the time of 5 people and they can't do a damn thing about it unless they surrender
> [{quoted}](name=Hero of Ideals,realm=NA,application-id=yrc23zHg,discussion-id=7ZUOPyhx,comment-id=0007,timestamp=2017-08-08T22:10:36.032+0000) > > Well think about it, you're literally wasting the time of 5 people and they can't do a damn thing about it unless they surrender You described most of my ranked games
: This group won without a single kill and Riot bans them all for 14 days
Riot, let's face, your ban is shameful mistake. It's players job to find weak things in game and use them. You're f$%ked up, didn't expect that thing, but players found it. But instead of prasing geniusness of players that able to outsmart you (look, Blizzard hired this guy who first killed all Everquest raid bosses), you ban them. For playing YOUR game by YOUR rules. Then you should ban all selfkillers in ARAM, or all Blitzcrank players who hook enemy buffs, because it's unfair and makes enemies frustrated. They didn't use bugs, they played game. Shame on you Riot.
strut (EUNE)
: How do you play against Pantheon?
Rioter Comments
Rioter Comments
Rioter Comments
: Best Pentakill Montage 2017 #5 ( Zed, Xayah, Jinx, Vayne, Draven, Yasuo)
: > [{quoted}](name=dEAdbUs,realm=EUW,application-id=3ErqAdtq,discussion-id=wToAgcrB,comment-id=00070000,timestamp=2017-05-17T01:41:21.519+0000) > > Enemy jungler ganks bot, kills bot, and they take bot tower in threesome, while you're taking Herald. > > Some things are good only on paper. In real ranked you are lucky if you'll get such kind of organization in your team. It's not only good on paper. Most of the time, junglers don't cover lanes when they go back. They won't know your a Rift if it's not warded. Early game would be hard to take turret so easy especially if you the jungler hasn't been seen.
Herald spawns not very early. What you're writing about - it's doable, but not in every game. In some situations enemy jungler will ward Herald and enemy midlaner won't let you take it, in some bot lane won't listen you and will stay farming on frozen lane under own tower, etc. So you described perfect situation that happens rarely. Don't forget towers are objectives too, and some drakes won't help much to your team if they can't utilize buff (immobile team and wind drake, manaless team and water drake, etc).
MadamJay (NA)
: Can we have a Good Job Ping??
It was discussed years ago. It will be used as sarcastic ping.
: Self-Serving Bias and how it effects your League experience
Must be leavers or feeders or trolls - my mistake too. Good teammate means easier win. Also good teammate can tell what you did wrong, so you can fix that. Especially if you're playing team oriented champion, not solo carry, you're very team dependant.
: Objectives win games. It's been like than since Dragon awarded Gold. There are always opportunities to get Dragon and Rift Herald. It's both the lane and junglers map awareness that allows this to be possible. If enemy Jungler is top lane, and Bot lane has lane pushed to enemy turret and they just went back, you can coordinate a dragon. If your team gets a few kills, and dragon is near respawn, it's time to place vision wards and sweeper and deny vision. Same thing with Herald, if you see jungler going bottom for a gank since the wave is pushed against them, and top recently TP'd you now how time to do herald. And it is at Mid's discretion as well, when their team rotates to other lanes, punish them by taking objectives..
Enemy jungler ganks bot, kills bot, and they take bot tower in threesome, while you're taking Herald. Some things are good only on paper. In real ranked you are lucky if you'll get such kind of organization in your team.
: I have one complaint about recent changes.
Herald is actually easy to beat on lane - focus him and he won't be able to take tower. You can smite him, etc. Plus while he's no hard to take, but it's time consuming to take him solo. Other jungler can snowball lanes while you're taking drakes/heralds. I personally think Herald is balanced, and it's almost impossible to take tower with him If you're against equal and competent team, unless it's very good planned.
Sinlaire (NA)
: {{champion:266}} {{champion:9}} {{champion:24}} {{champion:121}} {{champion:203}} {{champion:64}} {{champion:11}} {{champion:56}} {{champion:20}} {{champion:2}} {{champion:107}} {{champion:113}} {{champion:72}} {{champion:48}} {{champion:23}} {{champion:77}} {{champion:254}} {{champion:106}} {{champion:19}} {{champion:5}} {{champion:83}} these guys can take a lvl 4 dragon when jungling too. it's not impressive. it's just opportunistic as it leaves many of the almost guaranteed to die if caught.
I'm taking drake on lev 3 with Nunu. Still it doesn't always help to carry games.
IAmWoralo (EUW)
: Take a ritalin or a vicodin or something, because you've got some issues. I was overwhelmed by these changes at first sight too, but when I fully read all of them it started to dawn on me that this might be great. Especially that his E now refreshes the beam cooldowns. That means E = Kill. It used to be scary because of the ERW combo, but that took some effort to pull off and like they said Heimer is a low elo ROFLSTOMPER and I noticed that myself. I carried my ass from bronze to gold 3 with Heimer, but then he became less viable and that is sad. Not sure though if this is going to cut it, because in higher elo he is now even easier to gank, so you can't push anything anymore.
E= kill can be easy countered by Hexdrinker.
Baedaf (NA)
: Definitely enjoy the E-on Q idea of skill shot to cursor idea. It's like a slightly simpler Viktor laser.
PhRoXz0n (NA)
: Heimerdinger Changes for 7.10 (Request for Comment)
I ve got some ideas. Ult update ideas: 1. Separate cds for E(W) and RE(RW) - this will give you options: RQ - sustain damage, RW+W - burst damage, RE + E - utility. 2. RW update - Heimer becomes ball shooting rockets (a-la Frozen Orb from Diablo 2) and dashes forward. It will be his escape/position tool. 3. RQ update - Heimer places 3 more turrets. For ult duration he's able to have up to 6 turrets. When ult ends, previous turrets will be destroyed. RQ will become instrument to reposition his turrets fast. Q ideas: 1. Enemy champion will take more damage with every beam hit. This will give reason to dodge beams and same time Heimer will be intrested to hit enemies with more beams. Skillcap update: E - toggle skill, alternative mode When E is off: Q - put turret (with auto beam or no beams) W - shoot rockets. When E is on: Q - every time you press button, closest to cursor turret with charge shoot beam to cursor (beams get longer range and more damage). So you'll be able to press Q three times to make all turrets shoot. Damage can depend on charge amount. W - grenade. Same time you can make turrets need 3 hits to be destroyed. Actually I'm thinking my skillcap update is all you need to make him more skillful. Image combos like Q+W+E+W+Q+aa+Q etc. And can be combined with charge mechanics from Riot changes. UPD: Passive idea - Master Upgrader. Active items on Heimer has special or stronger effects. I just thought about longer dash range on dash item, and bonus shield on turrets when Heimi in Zhonia, to prevent enemies easily kill turrets while Heim in Zhonia (but they still will be killable). Some effects can be not stronger, but different. The rest actives you can image by yourself. It will help balance Heimi and add more skill requirements for him, and fits him thematically.
PhRoXz0n (NA)
: Heimerdinger Changes for 7.10 (Request for Comment)
Main Heimerdinger problem is new items/meta. Tons of AOE, long ranges, dashes + insane amount of resists items for AD champions make him very vulnerable, no matter how opressive Heimer is. In S4 best counters to Heimer were Hexdrinker and Lee Sin with his kick-him-away-from-his-turrets ult. And new kit doesn't solve any of this problems. Don't have time right now, later today I'll write more about this kit. Love Heimer <3 (700 games with him in rankeds).
Bârd (NA)
: Vitals hurt, and they hurt a lot, but 71% of Fioras damage is still physical.
Then how she counters tanks?
: {{item:3047}} reduces AA damage, she needs to AA you to damage. {{item:3075}} damages them every time they hit you. This means Fiora has to proc vitals to stay _even_. Bait Riposte, and then CC. Run if you're ulted, and avoid letting her chain her dashes. Stay grouped, and do _not_ try to 1v1 her. Hell, avoid 2v1s in late, and possibly even 3v1s. Treat her as a 700 stack Nasus, and plan accordingly.
Thornmail deals high damage only to high speed autos. Fiora doesn't have really high AS. So it's useless.
: Get in close if you can't dash out. He does damage, but it's a lot less. He also doesn't get a bleed stack or a heal if he hits you with the handle.
And this "dash out"! What Riot made with this game...
Squishie (EUW)
: {{champion:1}} if she misses her stun. how exactly does that happen?
Her range is pretty short, so Annie need to find 'sweet spot' for ult-stun when enemy team is all in one point and can't stop Annie, and her own team is close and ready. Sometimes it leads to missing.
Melvear (NA)
: > [{quoted}](name=dEAdbUs,realm=EUW,application-id=3ErqAdtq,discussion-id=nbIlqoJL,comment-id=001c,timestamp=2017-05-02T01:34:50.614+0000) > > So what was the point of this post? Got no answer how to dodge Yasuo&#x27;s Q while he can dash to you and cast it in melee range. _Respect his range through use of minions, notice that he's got his stacks ready, play accordingly?_ > How to dodge Darius Q while he can get MS boost from: passive, Black Cleaver, Deadmans plate. _If you're not going to evade his blade, might as well get hit but the shaft. _ Sometimes, things aren't spoonfed but you can get the information you need through extrapolation and even thinking about how things work yourself!
I'm playing toplane for 3 seasons already. Show me melee toplane champion that can crush competent Dari 1v1. I like such kind of talks - "counter this, counter that", but most players prefer to ban him, or find unortodoxal builds like botrk kennen or lethality quinn. Or ask jungler for a gank.
: Get in close if you can't dash out. He does damage, but it's a lot less. He also doesn't get a bleed stack or a heal if he hits you with the handle.
Means trade even if you don't want? What the point of getting close if he 'll grab me then?
: "Counterplay"
So what was the point of this post? Got no answer how to dodge Yasuo's Q while he can dash to you and cast it in melee range. How to dodge Darius Q while he can get MS boost from: passive, Black Cleaver, Deadmans plate.
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dEAdbUs

Level 46 (EUW)
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