: sames we need two more you two could join us ign: usa nescles
> [{quoted}](name=USA Nescles,realm=NA,application-id=K6EGEal2,discussion-id=zBjm7602,comment-id=00000000,timestamp=2017-10-20T01:50:12.796+0000) > > sames we need two more you two could join us ign: usa nescles guess i can take that offer if you still got room nescles. {{sticker:sg-kiko}} ....guessing thats a no.... {{sticker:sg-ahri-1}}
Kaichuu (NA)
: LFG tp mission
> [{quoted}](name=Kaichuu,realm=NA,application-id=K6EGEal2,discussion-id=zBjm7602,comment-id=,timestamp=2017-10-20T01:36:16.964+0000) > > ign: improba Still looking for people? I'm interested in a few minutes after i use the RR. {{sticker:sg-ahri-2}}
: There are things that come into the meta that could have been done months earlier. I have to wonder sometimes if off-meta things are just a new meta that hasn't caught on yet.
> [{quoted}](name=HalcyonDweller,realm=NA,application-id=3ErqAdtq,discussion-id=pTEmAjAM,comment-id=000000000000000000000000,timestamp=2017-10-19T22:43:34.603+0000) > > There are things that come into the meta that could have been done months earlier. I have to wonder sometimes if off-meta things are just a new meta that hasn't caught on yet. Thats basically what "Lethality/Armor Penetration" {{champion:236}} was and then followed with {{champion:21}} and other ADCs pulling the same. Caster like ADCs ended up getting shafted and especially utility ones like Ashe(Still workable scum but not as low skill required as a ez auto spam champion with a buncha ez escape/cc tools). Because if a champion these days don't deal damage on all 4 abilities or have some super scummy gimmick (huge attack speed buff, % hp mauling, etc.) they usually get dumpstered by something as simple as a {{item:1033}} or {{item:1029}} . Sadly it still persists and leads to rather scummy efficency against any ADCs or support who don't bring armor runes to atleast 'negate' the {{item:3134}} so the enemy ADCs end up losing the cost worth of said items vs. more simplistic damage items. Yet somehow said 'builds' can easily be pusher for 'dumpster ez mode killing early game snowball 'strategies'... {{sticker:sg-janna}} So i pray for Season 8 rune/mastery system to greatly shut down those build styles and let other champions get 'builds' that let them excel a hell of alot better. ^^
: There's a lot of reasons. One of them is that mid is easier to roam from; better to have your Taliyah, Twisted Fate, Aurelion Sol, Talon, or whatever roaming-focused champion be able to go from mid to top or mid to bot, instead of only being able to go from bot to mid.
> [{quoted}](name=Variks the Loyal,realm=NA,application-id=3ErqAdtq,discussion-id=pTEmAjAM,comment-id=0003,timestamp=2017-10-19T22:32:43.534+0000) > > There's a lot of reasons. One of them is that mid is easier to roam from; better to have your Taliyah, Twisted Fate, Aurelion Sol, Talon, or whatever roaming-focused champion be able to go from mid to top or mid to bot, instead of only being able to go from bot to mid. Don't even remind me of the scum known as {{champion:80}} {{champion:4}} mid because just like a {{champion:41}}, they will utterly pull 'kill secured' or 'dicker 'lane jump in measures where you have to usually waste a CC based ability or flash to escape that that EZ mode roamer champion which gets back up twice as fast (MUCH sooner for something like Aurelion or Talon) usually then a Flash Summoner spell. I've noticed insanely often where mid champions tend to also be those roaming scumbag types and will gladly jump another lane if they get free lane for more then a minute, especially Bot to get that early first tower since bot towers don't get super damage reduction which might as well of been left on for a shorter while but include a gimmick on bot lane where if 3+ enemy champions are near your turret, the turret gets extra damage reduction till the timer for the 'damage reduction ticker' goes off. That or maybe give turrets a little 'anti diving feature' (Disable summoner spells and movement based abilities when a enemy champion dives under your turret and takes damage to punish EZ mode diver killer type champions better). Riot may of 'lighten up' a few things on LoL to ensure faster games, but they need to backpedal a few measures since most games seem to be decided for the most part when one team can tower dive you in the early game, get away with not dying or even just plain 2+ man turret dive you and in the worst case only really have one person die to turret shots. Hell, maybe they could add a 'penalty' system where if a enemy champion dies under your team's turret via turret shots, they could get punished with extra time on the respawn timer to 'penalize' this yolo mindset that is becoming too much of a thing on champions like {{champion:67}} {{champion:24}} {{champion:56}} {{champion:245}} and so on. {{sticker:sg-jinx}} Because LoL feels more like a action spaz these days of button mashing, cluster screwery, run around kite troolery then how i remember it used to be like a few seasons ago. Its why i hope with the season 8's changes will lead to people who play like suicidal yolo pigeons and get away with the cake will get utterly shit on by more reserved playstyles because the pigeon champions that allow the yolo in this season atm get insanely damage shafted in the process of pre-season's arrival.
: I'm confused are you answering my question or ranting about Riot?
> [{quoted}](name=HalcyonDweller,realm=NA,application-id=3ErqAdtq,discussion-id=pTEmAjAM,comment-id=00010000,timestamp=2017-10-19T22:29:09.034+0000) > > I'm confused are you answering my question or ranting about Riot? Mix of both. {{sticker:sg-lulu}}
: Why do Marksmen go Bot with a support instead of Mid?
> [{quoted}](name=HalcyonDweller,realm=NA,application-id=3ErqAdtq,discussion-id=pTEmAjAM,comment-id=,timestamp=2017-10-19T22:04:13.885+0000) > > Saw another discussion talking about supports roaming and supporting in other lanes besides Bot and it got me thinking. > > There has to be some sort of reason Marksmen are usually played Bot with a Support. I understand about dragon being important, so I'll not ask about top-lane... But why do they duo Bot instead of Mid? > > What is it about Midlane that makes it less suitable for marksmen and what is it about Bot lane that makes it more so? > > _EDIT - The post that I referenced above:_ > https://boards.na.leagueoflegends.com/en/c/gameplay-balance/QEtNGabP-can-the-meta-send-support-mid That's really a stupid question in general. Its mainly because of the kit setup. Marksman basically need a butt buddy because most 'normal' ones tend to demand itemization to get the spikes and usually their kits are not made for duels less again your some bastardly scum champions ({{champion:67}} with Cleanse and MR stacking items is just a dicker move in mid lane where mages usually roam). There used to be plenty of times where you could have some marksmen in the mid lane like {{champion:18}} {{champion:96}} {{champion:81}} just to name a few because back in those earlier seasons, League didn't have as much bs when it came to insanely ez mode gap closer champions with a bunch of CC gimmicks and could also be tankie and yet still melt the face off of a champion who has no health/armor/Magic Resist items built at all. Hell i used to be the kind of person a few seasons ago that could do something like {{champion:22}} Mid and actually win lane because junglers were more like {{champion:79}} then the over'tuned shenigans we have these days. But with Riot having a blend of ignoring champions and letting them stale and barely getting a champion 'rehaul' done and usually have 3~5 more overtuned champions churned out before that is done, plenty of those champions end up losing the capability to play in fanciful ways till ridiculous cheese like {{champion:81}} jungle magically appears viable again because of nerfs to particular items and champions gave a indirect buff to those odd styles. Seriously Riot, Give {{champion:1}} and {{champion:18}} the slice of life upgrades so they don't have to deal with bs like the former being shatted on because the enemy got a {{item:3139}} or the latter even though should devastate in late game gets utterly melted too easily due to lack of trade power in the early game because all the 'broken meta ADCs norms' never get screwed over when they should get some range/attack speed or even damage scaling downsides to compensate for EZ mode early game snowballing. Which early game champions in my opinion need to seriously fall off harder even if they get a 'few' kills to fuel them, with a 'even' few death/kill laning phase should demand them needing to play more risky and get likely have a higher chance of getting screwed over instead. {{sticker:sg-syndra}} Smite the overpowered or buff the underpowered, its one or the other Riot, not tap nerf the over powered and DEFINITELY not buff the overpowered and write it off as a 'shifting the power excuse' fix, because that never works.
: Even the best players on Earth know you either pick the broken stuff or you lose.
> [{quoted}](name=Bouncemaster Zac,realm=NA,application-id=3ErqAdtq,discussion-id=dAEGWsLV,comment-id=,timestamp=2017-10-19T21:46:52.068+0000) > > This year's Worlds has been a pretty accurate reflection of what the past couple of seasons have been like as a whole: your Champion pool is 20 or less and if you pick outside that you're effectively griefing. Picked {{champion:111}} ? Enjoy your loss and well deserved post-game 9x report for inting. Picked {{champion:16}} ? Congrats your whole team is effectively immortal and now you're Honor 5. Picking broken Champions, or Champions that synergize especially well with broken items, or a Champion that fits both ({{champion:40}} {{champion:40}} {{champion:40}} ) is just as important, if not _more_ important than player skill. The state of the game for the past long while has been like this and it's laughable to think that Broken > Skill has become so pervasive that _the objectively best players in the entire world_ have a pool of 4 Champions per role, and that's being generous. None of them would **dare** pick outside of freewin tier with the stakes as high as they are, regardless of their ability to outplay their opponent. Gigabyte Marines were the exception with that miracle win with Urgot/Kayn (which was an absolute joy to watch btw) and even they stuck firmly to the "crit carry with ardent lulu" mold, because again, doing otherwise would be asking to lose. How did the game get like this? Is there any way for Riot to fix it? What else is new? the main issue is Riot isn't exactly keeping things tightened up by putting certain gimmicks like strong harass power with relatively cheap mana costs properly in check by actually upping the mana cost or slashing the damage. I mean lets go over it: -We got supports who can nuke a huge chunk of a health bar with a single ability(*cough* {{champion:43}}), do insanely high distance harass and abuse the heck out of bushes todo so ({{champion:40}}) are loaded to the prim with rather easy CC/Diver denial and all in measures ({{champion:117}} because polymorph, move speed bonus, shield and attack speed 'boon' and 'sharing' her extra auto attack pixie to others even before her R which is basically {{champion:58}} except it slows a target which is way more useful to be a total dicker. -We got ADCs who get away with rather cheap huge damage chunkers that you feel like your 100% sure said ADCs stacked pure AD runes ({{champion:119}} {{champion:498}} {{champion:21}} ), namely because somehow they chunk 30%+ of your health in a single auto attack or QE combo[Namely Xayah] and leaves less then a split second of 'reaction' speed and they get away with no heavy mana lost so they can pull it off 3+ times within the next several seconds and then just waste Flash to massacre you on the third or higher round when your under the turret. It at least helps that i'm not seeing as many of particular champions anymore({{champion:64} {{champion:238}} {{champion:105}} {{champion:120}} {{champion:26}} {{champion:223}} just to list a few i remember being often enough for me to see and having annoying moves to boot} having less appearance is nice even though some of them are still strong but alot of people just want to pick up the more 'easier' champions or ones that can solo yolo a bunch of people EZ peazy). But its basically the reverse where harass ez mode champions especially {{item:3504}} perverts can turn literally any champion into a turret devastating menace. Where i used to see champions like {{champion:412}} {{champion:201}} {{champion:432}} were the annoying ones, least the latter ones didn't have some retarded easy damage...oh wait {{champion:412}} still fits that, its just because alot of people rather use ez damage harassers then have to rely on hook juking. Point n case: Riot needs to seriously get things balanced, make these disgusting chunk a huge health bar piece of someone pre-6 with little downsides get a damage nerf, maybe even nerf the overall kit to have limitations or greatly upped mana costs (Draven can only chain up to 2 axe empowereds after the first maybe to lock him up a bit and throw in a longer windup on the E?). Hell, actually GUT Janna, not give her some slice of life improvement like 'mana restoration' passive and a bloody move speed= bonus damage gag. {{champion:120}} already shows that stuff is bs when people can stack particular things together to just lead into some hyper mobile bastard champion who can drive by poke you and easily walk away and keep doing it, especially while they chase you. Plus even though i like Xayah design wise, her and Rakan pretty much are becoming just as silly, hyper mobile 'chicken support' that can also easily get beefie with what looks like a non-existential mana cost on its kit just makes it annoying to kill him or his ADC and the QE spam combos on Xayah get away too easily on the damage harass with again, rather minimal mana costs and can even use it to harass thru minions without a hitch. {{sticker:sg-ahri-3}} Doesn't help when i want to play something fun and flexible as a support and then i run into the bs you basically mentioned and i repeated, basically just that: "You either pick what's on the op bench atm or you get fked with unless the rest of your team is good and the enemies in your lane are stupid."
xGunna1 (EUW)
: depends on your elo
> [{quoted}](name=xGunna1,realm=EUW,application-id=osqw6G4M,discussion-id=7Ea4xEc4,comment-id=0000,timestamp=2017-10-01T12:18:23.856+0000) > > depends on your elo Doesnt matter when its not ranked, i know its a bit o a necro post but literally Yasuo ruins games. You could literally have all turrets and inhibitors broken on the enemy team and just because they have a Yasuo in late game, it can massacre anything 1vs1 because {{item:3031}} {{item:3072}} {{item:3026}} and {{item:3139}} along with his passive and W lets him shut down as much as 2 CCs, multiple instances o damage and anything that is NOT a oneshot will utterly never kill one who is clearly scripting. You get'm with a root CC? he uses mercurial. If you shoot a huge damage nuke at him, he Ws. You explode 1k of his health? He recovers that back and a full shield in 2 Qs thanks to crit interaction with lifesteal on his Q with the base+I edge+clearly not a proper crit reduction nerf 'auto double crits even with small crit dmg reduction'+Able to use his Q every .5 or less seconds without really needing a single proper CDR item beyond {{item:3508}} if he wants hyper Q spam, hyper R spam and hyper W spam Yasuo instead. This is plain mechanic'wise broken'ness, not just plain salt. {{sticker:sg-soraka}}
Miror B (NA)
: Looking to help people do the melee mission
> [{quoted}](name=Mye,realm=NA,application-id=K6EGEal2,discussion-id=ufdEniWm,comment-id=,timestamp=2017-10-05T21:14:32.011+0000) > > I already completed it, but being someone whose played a lot of characters I figured I'd still help out those looking to get it done anyways. Can go pretty much anywhere (botlane included as I mained mordy for a while), just add if ye need help. I'd gladly take that action, need my own group sadly to get the mission done, My IGN is Avienal. {{sticker:sg-ahri-2}}
: Take creep and warding into consideration on top of what Broporo was talking about. Those are two very important factors in S ranks
> [{quoted}](name=Hello I am Bird,realm=NA,application-id=osqw6G4M,discussion-id=ocIQHT2m,comment-id=0001,timestamp=2017-10-04T03:07:17.338+0000) > > Take creep and warding into consideration on top of what Broporo was talking about. > > Those are two very important factors in S ranks Oh hey another white knighter, don't get me started on how many times i hover in the A-~A+ category on plenty o non-norm or not used much good supports when i basically bled the jungles dry with control wards and lens sweeping and blanket it with my own wards and also died as few as 1 time on champions like Taric, Galio and Veigar supports and didn't achieve it with nothing less of a snowball on Galio support with how ridiculous he gets on his W and E CC lock downs and his passive being a beast on raw damage alone that also allows his 'support' spot to let him get those nice stacks to give the burdie to any silly AP junglers like Nidalee and her insane damage she can harass with her Q. Its not a matter of doing good, the issue is that riot created a bad system to promote good gameplay by not creating a more fixed scoring system based on your actions to see if you were doing good or not. Instead it basically EZ modes snowballing madness into that category and every time a person who does better then the top percentile, it ups the percentiles and results in it getting harder for the next guy. Instead, players are 'basically urged by this system' to play weird playstyles like blitzcrank mid, support 'sion, nasus, galio, etc. top laners' or hell even Ezreal jungle. Where said positions would end up giving alot more score then they normally would in the standard positions. While as the season gets in later, the chance of hitting a S rank becomes even worst as the season starts to near its end. What riot needs to adjust on this system is have it take into account on common picked champions and make those ones have a harder time getting S rank and ones that rarely get picked to get a higher chance of S ranks. While using a variable like percentile to give more room for rarely used champions to get a S rank and basically punish the constant norm picked players into having to play insanely good to S rank on those champions. Since clearly they can't say 'give bonus points' for a player, if say a... Taric stopped a 4 man gank from swarming your bot turret and allowed the ADC to net 2 to 3 kills out of it thanks to some well used W shielding, E stunning and R death denial(Yet didnt even get a A rank minimum out of gank denial several times with CC, healing and shields). Because denying the death of a team mate at low health should really be added to a support's score considering most these days rather play damage denial scum like {{champion:117}} {{champion:43}} or just be play making jerks like {{champion:412}} {{champion:53}} {{champion:432}} {{champion:57}} or just plain jerks in general like {{champion:16}} or why the hell is Janna getting 'abusive buffs' like {{champion:40}}. Game needs plenty of fixings and im also one of those players who still has not gotten a honor level 3 somehow... {{sticker:sg-soraka}}
: Need a tissue? Yasuo didn't get buffed if you're referring to him btw
> [{quoted}](name=Bobby Knuckless,realm=NA,application-id=Ir7ZrJjF,discussion-id=FwrsazQf,comment-id=0000,timestamp=2017-08-13T00:58:06.679+0000) > > Need a tissue? Yasuo didn't get buffed if you're referring to him btw Extra MR and 200 more range on his R is a pretty huge buff(Former would let him trade better against AP mid laners and he latter means he can zip to you from even farther away) and hopefully they are going to take it back like they have constantly been doing with a bunch of champions all over the place.
Kivolan (NA)
: Is Riot Trying To Get Yasuo To A 100% Ban Rate?
> [{quoted}](name=Kivolan,realm=NA,application-id=3ErqAdtq,discussion-id=q999KtqY,comment-id=,timestamp=2017-08-13T00:54:00.375+0000) > > Several months ago, I got tired of playing against Yasuo in every single game and have since banned him in every single game. Partially because he's a major counter to my main, but also just because of how stupidly obnoxious his playstyle is. > > I'm surprised no one is talking about his buffs for this PBE cycle: > > Magic Resist increased from 30 to 32.1 > MR per Level increased from .50 to 1.25 > Way of the Wanderer (Passive) shield changed from 100-510 to 60-555 > Last Breath (R) range increased from 1200 to 1400. > > Tiny, tiny nerf to his early game, massive buffs to his mid and late game. > > I suppose his win rate isn't really all that high, but I mostly attribute that to his high play rate. > > I'm just confused as to why Riot keeps buffing League's most hated champions. {{champion:105}} {{champion:238}} {{champion:157}} > > In the long run, though, doesn't effect me! Will continue to ban every single game regardless of whether or not the changes go through. :) Granted, i haven't seen Yasuo being used too often but pulling a buff on a champion who has so much crap(plus a backing of fkery in the form of players ruining games playing him or just curbstomping matches) he gets is like giving Veigar 1000 stacks at the start of a match and cuting the mana cost of all his abilities down to 10%. Its a really ridiculous idea that should not be pulled without him recieving proper nerfs, like make his R only work on his own Q would be a massive good start to locking him up alot better. {{sticker:zombie-brand-facepalm}} Champions with rather strong abilities that can interact with other champions abilities or item effects are some of the worst culprits in making a champion overpowered. Atleast with {{champion:141}} he has to actually hit his target within X seconds to be able to use his R on them and even if he basically manages to kill that target with the R, he likely will die if said target manage to drag him in the middle of their own team and nowhere near any walls. Course with Kayrn's Q 'mini-dash' and E, getting away would probably not be too difficult unless he gets CC locked or is low on health.
Miner664 (NA)
: I'm so happy that most of the first comments to load are positive. Every time they release something they're are tons of people hating it despite that they have no real reason to. Also now we can have an all battle boss team boss with final boss Veigar.
We have masteries/runes still in a mess of a system, them wanting to shirk off on removing 'pages' and just give us 20 pages period to work with and any ip involved in runes/pages purchases should be refunded. They basically dangled what we assumed was going to be a permanent 'daily' mission system and instead it got regulated to randomly popped in 'events' where are just getting some fancy icons when we already got a few of them with rather simple means or just got them by logging in, now we have to run a maze for same kind of icons with a very scarce reward that requires us to work for it with log ins each day and missing one of them could really ruin us. Which said approach should of simply 'stacked' the missions so if someone could not be on for a while they could simply put the extra mile in when they do log in to catch up on the token/tickets. Riot could of easily handled things rather easily to keep a playerbase not feel like they are forced to be insanely aggressive on playing for short periods of time when the state of the game feels like a Snowball and other team gets bunkered most of the time. Short periods of time forced to achieve certain objectives within a 24 hour day (which likely they would have only 4 to 8 hours at most for the gaming depending on your age group), is not very helpful at all. To nutshell on ends: Riot basically turned League of Legends into Maplestory, butt load of events with requiring alot of gaming to be thrown in, money to be thrown at the screen to push it bigger and where one could achieve similar rewards from said 'freebies' alot easier just by throwing 5 or 10 bucks more at the screen instead. {{sticker:slayer-jinx-unamused}} P.S. the hurdles of trying to achieve S ranks for hextech chests is basically another form of these 'events' in a sense. Same with the honor system when people are starting to finally pop around with rank 3, but we have no proper idea on how many matches they clocked in to reach such a level(i'm gonna bet at least 200~300+ matches).
: > [{quoted}](name=Avienal,realm=NA,application-id=yrc23zHg,discussion-id=Txk7AIZs,comment-id=00010000,timestamp=2017-08-09T02:36:03.263+0000) > > The traditional 'logic' for support is split into 3 now, > -Supports that can tank thru any attacks focused on them and they can pull off cc measures of harass (Aka {{champion:412}}) > -Supports that can pull 'buffs/heals/support' measures for allies ({{champion:37}} > -And Supports who are more centered around doing impressive damage to enemies and have cc or strong measures to let them basically be a 5th champion who can do damage while not suffering with 'low damage' items(Aka {{champion:1}}) > > Its more of a issue that the 'logic' got extremely screwed over once you started having champions like {{champion:43}} {{champion:432}} {{champion:3}} {{champion:267}} {{champion:143}} and so on who can pull a combination of 2 of those, especially 1&2 and 2&3 in the extreme early game. High damage and strong measures of CC are something that can happen seems to be a major problem especially in the early game for a champion who is not going to suffer something like a staggering mana cost just for 2 or 4 'casts' of an ability and still have ample mana before buying anything like a {{item:1027}} to engage and hard cc a target. > > I can understand things like making supports being able to have a more active impact or can start a playmaker moment, but it just does not help when some become absolute norm grab to where if your against any of those and playing a more 'beginner type of friendly or low difficulty' support like {{champion:1}} then its going to make any new player feel screwed over or if some people liked playing Annie till the gameplay became nuts. > > > Plus as for {{champion:119}}, i agree on this bit too. His Q is what lets him pull his main source, likely maxed first to do such and if they actually gutted out all the base damage and made it work on a much lower scaling, it would actually make up for the fact it has a low mana cost, can constantly refresh and is what 'allows' him to boost his stack gain to gold bonus on champion kills rather fast. Because we all know high damage with little/no cost is what makes wave 'control' a ridiculously easy measure to play and high damage on single hits equals the easier measures to bully a lane into your control. > > But granted he could also have a few measures to help lock him up a bit better by greatly amplifying his risk, his E could have a much smaller hit box 'width' and wind up, his W could lose his refresh(or if they wanna gripe on it, lock it down to only when he gets a champion kill) so he isn't pulling WE combos to lock a perfect double Q empowered op against anyone within his auto attack range. If his kit was properly tweaked to turn him into a {{champion:157}} risk player but once again "WITH ACTUAL RISK" then it might be nice if it forces Draven players to play half as passive, maybe force the Q to have a much higher mana cost to punish failing axe catches and require it to be recasted say every '2nd to 3rd' axe catch to make it more important for a engage then letting Draven players constantly keep it active to have effectively 100% 'ez CS control'. > > {{sticker:slayer-jinx-unamused}} 1: I'm not reading all of that. 2: No i mean the fact that Annie isn't a traditional support in the fact *She doesn't have good enough scalings to be put up with a support's payroll* Given, You can take practically any mage botlane and call it a support, *But Annie doesn't have as good a time anymore*
> [{quoted}](name=ZenithEevee,realm=NA,application-id=yrc23zHg,discussion-id=Txk7AIZs,comment-id=000100000000,timestamp=2017-08-09T02:40:34.029+0000) > > 1: I'm not reading all of that. > > 2: No i mean the fact that Annie isn't a traditional support in the fact *She doesn't have good enough scalings to be put up with a support's payroll* > > Given, You can take practically any mage botlane and call it a support, *But Annie doesn't have as good a time anymore* You don't need to read it all, just know that i feel like what used to be fun and not insanely stressful type of Supports like Annie got thrown out the window. Its just simply Annie like how a particular number of champions were 'before' they got huge redesigns', felt either insanely underpowered or just plain harass ROFLCOPTER pick ups with either only 'strong instant damage' being one of the few reasons they could be 'useful'. Hell, can you say with confidence that in regular matches or 3vs3 that {{champion:1}} can actually provide useful involvement in mid or support without needing her team to carry alot more weight to win? Besides scummy ARAM mode that's dominated by ARAM Accounters, i don't even think you can consider Annie able to operate anymore at all. {{sticker:zombie-nunu-tears}}
: 1: Annie is not a traditional support. Infact, The only reason she was "OK" as a support was because she can Flash + Ult stun a good handful of people. With Banshee's veil and Veil of Night (Or whatever it is) having *Both* some sort of cockblock for that, Annie fell out of favor. 2: Draven just needs all LS axed on his Q. *Thats the problem with him*
> [{quoted}](name=ZenithEevee,realm=NA,application-id=yrc23zHg,discussion-id=Txk7AIZs,comment-id=0001,timestamp=2017-08-09T02:18:55.430+0000) > > 1: Annie is not a traditional support. Infact, The only reason she was "OK" as a support was because she can Flash + Ult stun a good handful of people. With Banshee's veil and Veil of Night (Or whatever it is) having *Both* some sort of cockblock for that, Annie fell out of favor. > > 2: Draven just needs all LS axed on his Q. *Thats the problem with him* The traditional 'logic' for support is split into 3 now, -Supports that can tank thru any attacks focused on them and they can pull off cc measures of harass (Aka {{champion:412}}) -Supports that can pull 'buffs/heals/support' measures for allies ({{champion:37}} -And Supports who are more centered around doing impressive damage to enemies and have cc or strong measures to let them basically be a 5th champion who can do damage while not suffering with 'low damage' items(Aka {{champion:1}}) Its more of a issue that the 'logic' got extremely screwed over once you started having champions like {{champion:43}} {{champion:432}} {{champion:3}} {{champion:267}} {{champion:143}} and so on who can pull a combination of 2 of those, especially 1&2 and 2&3 in the extreme early game. High damage and strong measures of CC are something that can happen seems to be a major problem especially in the early game for a champion who is not going to suffer something like a staggering mana cost just for 2 or 4 'casts' of an ability and still have ample mana before buying anything like a {{item:1027}} to engage and hard cc a target. I can understand things like making supports being able to have a more active impact or can start a playmaker moment, but it just does not help when some become absolute norm grab to where if your against any of those and playing a more 'beginner type of friendly or low difficulty' support like {{champion:1}} then its going to make any new player feel screwed over or if some people liked playing Annie till the gameplay became nuts. Plus as for {{champion:119}}, i agree on this bit too. His Q is what lets him pull his main source, likely maxed first to do such and if they actually gutted out all the base damage and made it work on a much lower scaling, it would actually make up for the fact it has a low mana cost, can constantly refresh and is what 'allows' him to boost his stack gain to gold bonus on champion kills rather fast. Because we all know high damage with little/no cost is what makes wave 'control' a ridiculously easy measure to play and high damage on single hits equals the easier measures to bully a lane into your control. But granted he could also have a few measures to help lock him up a bit better by greatly amplifying his risk, his E could have a much smaller hit box 'width' and wind up, his W could lose his refresh(or if they wanna gripe on it, lock it down to only when he gets a champion kill) so he isn't pulling WE combos to lock a perfect double Q empowered op against anyone within his auto attack range. If his kit was properly tweaked to turn him into a {{champion:157}} risk player but once again "WITH ACTUAL RISK" then it might be nice if it forces Draven players to play half as passive, maybe force the Q to have a much higher mana cost to punish failing axe catches and require it to be recasted say every '2nd to 3rd' axe catch to make it more important for a engage then letting Draven players constantly keep it active to have effectively 100% 'ez CS control'. {{sticker:slayer-jinx-unamused}} > [{quoted}](name=Mika Jougasaki,realm=NA,application-id=yrc23zHg,discussion-id=Txk7AIZs,comment-id=0003,timestamp=2017-08-09T02:30:34.172+0000) > > What they're doing is fine, also Annie isn't a support (if you play her support you're playing her wrong) Annie 'was' a useful, fun and simple support' its just because too much other crap exists that she can't even be considered anymore as a 'current patch' support till they give her a mini-rework again (besides her stack 'display and timbers tantrum mode that's basically like Sion's passive) like they had to pull on so many other champions and still are trying todo that for {{champion:77}} our glorious manbearpigman, just so those champions could actually have identity or something to let them stand out because of the flood of new champions able to pull off alot more things with especially a good deal of them having alot more 'safety' to boot. {{sticker:zombie-brand-facepalm}} {{champion:43}} wasn't suppose to be a support but she got tossed into that spot. {{champion:104}} wasn't suppose to be a jungler but he got tossed into that spot. Its only a matter of time once Riot finally gets back around to the champion 'mini-revamps' again and we end up with plenty of 'old' particular champions getting some attention again. Because we know particular ones are eventually gonna get a turn, especially ones either got too much or did not get enough done to them to 'secure' them a op position like how {{champion:7}} became a mess of op for a while, {{champion:90}} is still a scummer and yet some like {{champion:69}} isn't exactly standing out enough even when she got that whole anti-dash W measure and 'natural' move speed gain and freed up 6th slot, while even with {{champion:1}}'s bear can pulll a tantrum, she's still a rather squishie point mage with a rather easily telegraphed mechanic (and why would people be fine with {{champion:1}} when they can get scum like {{champion:90}}, {{champion:63}} {{champion:43}} or even {{champion:40}} who can be more consistently harassive, give 'healing/shielding' or be extreme harass/lock downers in what they can pump out much further then Annie can).
Rioter Comments
: The worst part about who got selected for the new Star Guardian skins
> [{quoted}](name=FancyKiwi,realm=NA,application-id=Ir7ZrJjF,discussion-id=2kVeJ7O3,comment-id=,timestamp=2017-08-09T01:53:13.564+0000) > > Urgot wasn't one of them. Granted that only worked with Old Urgot, new one's got the flair of "I'm too old for this shit type of grump style", seriously rather see him revive a old skin line like Galactic or join the Gangplank or Darius 'space vandal ish motif style' aka Dreadnova.
: I'd Guess Ahri. Fastest way to make more money
> [{quoted}](name=Demon Empress,realm=NA,application-id=yrc23zHg,discussion-id=TlWyEnxy,comment-id=0001,timestamp=2017-08-08T17:56:31.311+0000) > > I'd Guess Ahri. > > Fastest way to make more money Granted, Ahri has no Legendary skin. Ezreal has a ultimate and a butt load of skins. MF wasn't exactly in a bad spot with skins that looked good, not like she needs a Legendary Soraka is possible with that whole goddess and long wing like motif compared to the other SG outfits, so she has the possiblty of being the legendary. And syndra is kind of meh on possible legendary when she kind of 'does not' fit the SG theme, even Urgot would of been better as a 'joke' SG skin. Granted the outfits look more like some generation 1 'soldier/space sentai ish' sort of 'magical girl/boy' motif then your standard sailor like schoolgirl outfit that 'originals' rocked. But i would not be amazed if lore'wise, they'd be Janna's old team'mates who died via the 'plot device gag' to tag with the skins.
: Well, For 1: Ornn will be put on PBE tomorrow, MEANING you'll be able to see them at FF@20 2: We know 8 items that'll be up there already.
> [{quoted}](name=ZenithEevee,realm=NA,application-id=yrc23zHg,discussion-id=WENPwUKK,comment-id=0002,timestamp=2017-08-08T04:47:12.316+0000) > > Well, For 1: Ornn will be put on PBE tomorrow, MEANING you'll be able to see them at FF@20 > > 2: We know 8 items that'll be up there already. Please let them add some restrictions to maybe no 'completed' pick up (Stuff like {{item:3071}} {{item:3742}} {{item:3504}} {{item:3089}} basically anything thats a 'completed' item) item buys and restricted up to tier 2 items ({{item:3134}} {{item:1043}} {{item:1053}} , etc. Because we all know when a champion doesn't have to waste 30~60 seconds on backing to a base and upgrading items, it basically lets that champion get to concentrate more on dominating a lane and take advantage of forcing the enemy to back while you can just visit your local GoatDwarfmansmith to get what you need(not like consumable items serve much purpose pre-10 minutes) to keep dominating your lane. The only champions i could see not able to effectively use this if GoatDwarfmansmith can only function in top lane is ADC and support. But if he can be played as a jungler or as a support, then he's going to be rather ridiculous before we even get to the actual base damage, scalings and so on stats of his abilities. {{sticker:zombie-brand-facepalm}}
: Tank upgrades seem like the worst ones there, especially {{item:3068}}
> [{quoted}](name=Level 18 Feeder,realm=NA,application-id=3ErqAdtq,discussion-id=TPYVTeUa,comment-id=0002,timestamp=2017-08-08T04:31:30.297+0000) > > Tank upgrades seem like the worst ones there, especially {{item:3068}} Anyone else forgetting the fact this guy seems to be all about initiating a fight with his kit, can pull off something similar to a trundle 'harass' pole(may lack the effects but its still a annoying obstacle blocking harass structure he can pop up) and use anything that is a structure to basically wall slam and a rather long range 'harass ultm' where he can change its direction completely and knock you up in the process? Its already proven a champion with a rather extremely 'unique' kit and doesn't give a care on damage tends to become retardedly silly champions as we all know how {{champion:427}} has been, still can and even if i'm not counting, likely a dozen or so changes(mainly nerfs) just to 'attempt' to balance him. Now we are going to have GoatDwarfmansmith basically granting his team a blooming shop anywhere he is gimmick like he's visiting from Dota 2 (because we all know how 'couriers' in Dota 2 was a insane impact maker in that moba, because of how objective strong they are that people would be actively hunting them down when i played it years ago just to deny alot of item pick ups for the enemy team and force them to walk back to base or one of those special shops in the side lanes to do any item pick ups). I seriously hope that this guy either ends up with bad stats to compensate for a rather extreme gimmick and a terrible early game to require him to work for his overpowered passive gag or they give him hard nerfs as soon as he jumps in on 7.17 because more then likely we'll see a bunch of people coming up with abusive gags like him playing in Support (would not be amazed if he could be played as a jungler which basically means he could roam sell items too, his little fire breath ability seems like something he could use for wave/jungle clear depending on the damage it could dish out). Because we all know, anything that is tankie and riot plans as a top laner, usually ends up also getting a top lane playstyle. Just like with: {{champion:14}} {{champion:31}} {{champion:3}} or those wierd times of using {{champion:90}} {{champion:21}} as supports and how good old {{champion:43}} was suppose to be a mid laner but then became some ridiculous damage hose of a Support who can blast chunks of health off of ADCs and enemy supports since she has her whole large damage+AoE R empowered gag and what not. Anyone else want to take bets on how silly GoatDwarfmansmith will become as they show more of the details on him and once he hits the PBE?
: Will Ornn upgradable items possibly change in next patches?
> [{quoted}](name=Tundra Hunter,realm=OCE,application-id=yrc23zHg,discussion-id=WENPwUKK,comment-id=,timestamp=2017-08-08T04:09:14.323+0000) > > First off, congrats on Ornn, both visual and kit design looks awesome! > > We saw 8 early upgradable items, I was wondering if we can expect these upgradable items to change? > - will there always be 8 items, possibly changing with patch as item change, but always 8? > - will you possibly add new possibility? i.e. more than 8 items upgradable? Unless they properly put something like 'shopp cooldowns or limited choice buys' on Ornn's mobile shop, i feel like that alone is already going to break the game even more. Seriously can you imagine how insane particular champions that can just constantly regain health/mana/etc. insanely easy in the jungle could become if they never have to back to base at all? I can already imagine {{champion:64}} and {{champion:107}} who could be rather big culprits on it. Not to mention if Ornn's not bogged down by something like a difficult early game, then He's going to be the top lane or 'support' for those spots and just like Ivern, have some super extremely different mechanic that breaks the game. Anything of a passive that can work for 'all allies' tends to be just that impactful. Just like how {{champion:26}}'s old passive which the game may of been messy back then, but giving a global % of extra exp for your whole team would allow them to gain level faster resulting in them able to get to 6 or the right level to start hard diving enemies or massacring them. In Ornn's case not only can he act like a mobile shop for both himself 'and' his team mates' he has that upgrade bonus, glad they didn't stick him with a 3rd ability that some ridiculous champions got to have (*cough* All the crap Ivern gets to pull *cough*). I really hope the 'upgradable items' bit gets slashed off because if this guy turns into a ridiculous initiator with rather high bases or so in damage, the ability to pull off crap like CC immunity states and a 'new state' to just make CC even stronger from all sources against those brittled targets. It might as well make a good deal if champions like Malphite become rather obsolete. Seriously, count the number of 'ridiculously impactful champions' that have come out since say...{{champion:412}} and you would easily include {{champion:202}} {{champion:245}} {{champion:427}} {{champion:141}} and now GoatDwarfmansmith who get extremely new kind of gimmicks OR extremely superior like versions of other champions(Still think it was stupid they gave a huge buff on Karyn's R AD scaling when the champion already has a 2 form style to EZ shift strategies, can pull the semi-tank assassin build gag because nothing is properly done to {{item:3071}} then tap off the armor % shred to lose the ADC impact but not the squishie assassin impact with champions that can 0 to 4 stack the shred in a instant usually. Oh plus he can go thru walls and just like any other bs diver champion, go straight under tower and plain decimiate anyone at 40% or below health). I've said it many times before and i'll continue to say it again, you know a game is just becoming stupid when the ridiculousness keeps rolling in on newer champions and they basically keep slashing huge chunklets of 'safety zones', 'effective beginner or semi-skilled match ups constantly ending up with one side having a bunch of smurfs and/or players that you would see in Call of Duty after they consumed a carton of mountain dew and several popcorn bowls of doritos. The game basically turns less into a moba and more on just plain 'who can get the first blood and snowball the match within less then 20 minutes and lead to a bunker game'. Because everyone who isn't ignorant should understand "A bunker game is a lost game if the same idiotic ez snowball champions don't have a proper insanely huge fall off to compensate. Especially when they can still sustain any 'fall off" with wave pushing, jungle killing and going after dragon/herald/baron", The fall off never happens and then they basically camp in the jungle waiting for some 1 or 2 champions to be alone to dive them under their turret and/or finish the turret off fast then blow up the inihibitor and repeat the process while your team is stuck being in denial as they can't even get enough CS to wave clear the bloated waves that are swarming them. Sorry for the rant tangent, but this is basically how i feel whenever i saw a ridiculous champion and that might as well of been when {{champion:245}} became a thing and {{champion:202}} also rolled in as a rather ridiculous ADC staple these days. {{sticker:zombie-brand-facepalm}}
Terozu (NA)
: Her W is a dash... Guys this is a joke. Come on.
> [{quoted}](name=darkcastkiller,realm=NA,application-id=3ErqAdtq,discussion-id=eFhqYzrO,comment-id=0002,timestamp=2017-08-04T00:59:01.179+0000) > > Her W is a dash... > Guys this is a joke. Come on. And basically the very opposite of what a juggernaut should be allowed todo, rather easy 'gap closing' with no proper wind up timer on the R or E to give players enough time to get out of the way or be stupid and get basically 3k hp to 1k or less in just a few short seconds and Illaoi jumps from 10% to easily over half her health because of all those 5%s stacking up. Granted, i still feel like the issue is Riot doesn't understand how to balance things like Mobility which again seems to be rather 'EZ' for everyone to exploit the hell out of wall jumps with flash because Riot couldn't nerf {{summoner:4}} so people would be unable to use it for wall jumping and abusing it for 'EZ' escapes and 'EZ' jump ins over a wall, especially to completely eliminate the issue on closing a gap then dunking some ridiculously strong combo of CC or so. Instead they basically gave every champion afterwards either the ability for rather EZ gap closing, rather EZ high poke, rather EZ 'intentional' wall jump mechanics or just plain mechanics that make any old champion in demand for massive overhauls or be stuck on rather bad positions until some kind of meta rolls around when all the overpowered stuff finally got blunted, but said blunted 'champions' are still overly strong to give the champions who finally got a spotlight to play are just plain unable to except in organized comps or teams that are not 'to much' brain-dead. {{sticker:slayer-jinx-unamused}} But in Illaoi's case, people can't learn the number 1 rule when fighting Illaoi, you don't fucking fight her where she throws down her R, you force her out of that area, make her waste her R and then punish her while its on cooldown. If you lane against her you need to play the long haul ({{champion:75}} ESPECIALLY) and just harass her with something like {{item:1056}} damage and Nasus's AoE damage harass moves and safely pick up your stacks then be risky and let her get a E op on you.
Doodlzzz (NA)
: Kindred needs a rework
> [{quoted}](name=Doodlzzz,realm=NA,application-id=3ErqAdtq,discussion-id=d5zRbxiU,comment-id=,timestamp=2017-07-28T02:13:06.131+0000) > > ATM Kindred is just a lamb > > pls rework so that wolf is equally as relevant as lamb, it would really improve their game play and their feel as a champion. They already did that when they made the stack system and interaction with crits and the stacks a more major thing then Kindred just being a % hp shred glass cannon. Plus you can actually throw out wolf with W instead of him simply being a crapper field deploy and the stack bonuses and attack speed 'scaling' really makes it hit home. Its really the issue on what the meta is and WHY. THE. HELL. Riot has not done anything to the most common jungle picks that have never changed from getting any actual nerfs done to them to make them more situational picks then EZ yolo win picks (aka {{champion:64}} or the ever abusable {{champion:35}}, which atleast the latter got hit a bit, just still is annoying while the former gets to play 1 damage and full tank rest of the builds and sometimes even going {{item:3117}} to just EZ rush roam kills till they need to swap to a more stable pair later). Kindred would thrive better if League of Legends would stop creating a mess of overpowered focused comps such as lethality stacking or particular mages getting to unload too much dps too easily or just plain 2~4 specific tanks being constant unkillable bullies. Though i will admit they need to give Kindred a proper lee way early on such as maybe up to their 4th hunting stack should only be in their jungle, because even with her 'infinite scaling bonus' they still had to give her some stat improvements and drop all stacks after the first one from 4 to 3 kills for a stack (with the first still being +75 range bonus with a 4 stack requirement and any of them after being +25 range). Because it ends up gating alot of kindred's power when enemies are given a much easier time to deny kindred's stacks by killing crabs and their own jungle, when kindred is not even going to have enough initial power to raid the enemy jungle, secure a enemy jungle minion kill and still be able to escape a 2vs situation with a enemy laner and the enemy jungler. {{sticker:slayer-jinx-unamused}}
Eunson (NA)
: Fizz is only an issue in bronze/silver
> [{quoted}](name=Eunson,realm=NA,application-id=3ErqAdtq,discussion-id=Oah6XwA2,comment-id=0000,timestamp=2017-07-27T01:04:34.795+0000) > > Fizz is only an issue in bronze/silver That's a very shallow statement and you need to at least add a paragraph to explain why you state that. 1. He's a easy enough champion to start a snowball on just one simple kill and in a 'coordinated' group, a Mid-fizz would make good use of a good jungler ally to kick start that. 2. Higher ranks demand more defensive champions to counter opponents with simple direct offensive kits and smart high rank players would play around with the generic action logic and require more skillful weaving of abilities to outwit the person trying to outwit you. So its not 'Fizz' is a issue, but EZ champions who get away with low knowledge twat opponents are a issue in 'low rank and random pub matches'. 3. Currently, people would rather op for offensive champions that especially have either retarded ez burst damage or just middle finger bursters whether its innate tankiness or an ability that shuts down 2 or more abilities the opposing champion has to rotate the entire kit and have something like a {{item:3057}} to delete another squishie opponent. So obviously its just a whoever 'oneshots' their opponent within a 3 second trade window in 'bronze/silver'. So once again, him and many others get to delete opponents too easily, not that he's a noob'a'saurus deleter' but too many want to play that game style period like a overpowered Reaper in Overwatch who gets no damage fall off, each bullet is hitting for 50+ damage each and his ultimate goes thru walls and has triple the range and kills anything if it does not have over 1000 'health/shields' to survive thru it. {{sticker:slayer-jinx-unamused}} Just doesn't help some are not pre-6 kill material or they require a bit of thinking to skillfully time an ability so a Fizz runs straight into it during a Q or right when they E hop down.
Glîtchy (NA)
: "Taliyah needs a nerf"......what?
> [{quoted}](name=Lyseth,realm=NA,application-id=3ErqAdtq,discussion-id=FdAviYaz,comment-id=,timestamp=2017-07-26T22:23:09.768+0000) > > What do people mean she needs a nerf? My brother who's in D4 has seen people say this as well and we both can't understand why people say she needs a nerf, I tried playing her and I think she's VERY difficult to play effectively, my brother mains her and people are saying in his Elo "Taliyah needs a nerf" even before minions spawn. Considering i basically do 'not' see her really outside of really random games which are super scarce for me to even seen, i feel like her play rate in terms of random matches is considerably low but i assume in organized play, she can pull some strong moments with R wall lock ups, especially to catch someone who just wasted flash. It might be due to people not properly thinking and knowing the difference between a champion that requires alot of skill and focus to make use of vs a champion who just gets a point and click erase. Because on the opposite side of the spectrum, i really wonder why champions like {{champion:18}} can't have a legitimate excuse to 'not' get buffs, when she needs them to her early game so she isn't put in the sad excuse people like to throw "This champion rocks late game", when plenty of other champions with much more scummy early games, can likely operate overkill into the late game likely just as good, yet Tristana does not have a insane level of overkill or above average 'good' mid game due to lack of any marksmen item interactions period that aren't going to make her get screwed over by every single 'good' or 'overpowered' early game champion thats picked. The same i can also say to why we aren't getting more hits to {{champion:119}} {{champion:412}} , {{champion:53}} and especially GOD, DAMN, {{champion:31}} because said champions are either beyond overpowered especially even if they 'tidied up' dusk blade a bit, but still left the snowballing scale with your level lethality on it and play making EZ mode harass supports who can still play make by harassing and even if they only get 1 out of 20 hooks, they still turn it into a GG EZ game FF at 15 mins result because of it. That or the same could be said to {{item:3117}}, literally no champion would build this item besides supports or super scummy high damage explosion type champions where they don't really need to get into combat till they hook you with a thresh/blitzcrank Q hook so instead they EZ run out of any skill shots or AoE delay abilities or everyone remembers {{champion:28}}'s good old days of running around at high speeds, then detonating all her abilities on a squishie, able to ignore ward vision altogether thanks to her passive and her invisibility till within a certain range of enemies, but since she can basically run 80~115 more move speed then you she can easily close the gap and just explode on you, which is now covered by rather EZ wall jumper or high damage assassins instead, especially ones by the name of {{champion:91}} or {{champion:141}}. Riot seriously needs to get its priorities straight because i feel like they constantly ignore the champions who get no attention done to them when they have been in the dumpster of champions that are not in the top 50 of picks out of the 130+~ champions around and instead of giving them some fix ups, they trickle on one or two of them a few times and instead would go and give buffs to champions like {{champion:245}} and {{champion:105}} who are part of the EZ damage and fighter yolo EZ escape club with their own gimmicks and safety measures. {{sticker:zombie-brand-facepalm}}
Eedat (NA)
: I see Xerath, Ziggs, GP, and Lux got buffs
> [{quoted}](name=Eedat,realm=NA,application-id=3ErqAdtq,discussion-id=zlR7xao3,comment-id=,timestamp=2017-07-26T20:00:54.630+0000) > > I'm sure it's because they ***actually*** needed them > > I mean it's definitely ***NOT*** to stall out games at Worlds so they aren't 20 minute stomps every game. That would just be silly right? ( ͡° ͜ʖ ͡°) Granted, i can understand GP because the only real build to get GP going is the Tobias Fate build, but Ziggs is not really a champion who should be getting buffs to Satchel charge when he was just a few months ago being part of a AP, 'adc' spot with his turret massacre gags. Lux's support bits i'd say could use some touch up, with the rest of the abilities i'd say aren't too broken with staggering mana costs to gate her from a pure AP, ignoring CD and mana items, Otherwise just like other particular mages, should get screwed over if they pull that stuff. Xerath i don't believe should be touched as much since as soon as we shift back to AP champions dominating, i feel like he's going to float back to a strong harass champion, doesnt help him in aram is part of the scum batch that they really need to gut out aram accounts in ARAM. I can understand maybe a bit of damage but a 15% extra slow on just clipping for 2.5 seconds is just basically asking for a easy combo stun on his E, especially for stun range. His R already giving him a huge whooping skill shot barrage which anything that's a global high damage ultimate, i feel like needs to get some trimming done to it. But mostly {{champion:119}} and particular scummy high damage global abilities should get some better restrictions, better telegraph or some draw back to effectively a across the map snipe. Also doesn't help that Xerath gets a whooping 30~195 mana recovery up to 60~390 against champions on auto attacks every 12 seconds, meaning unlike some other APs, he has a rather strong measure to sustain his strong poke combos better and zone enemies when they can't all in evaporate him. In the end i still wonder: WHY DO THEY NOT BUFF {{champion:18}}!? They are giving her a new skin for god sakes! She should really get some gameplay tuning to help her synergize better in the norm of marksmen and she isn't some risky ADC pick for late game, WHICH any type of semi-lethality build ADC is doing more effectively or people can just use {{champion:119}} or {{champion:222}} or even {{champion:21}} to get the job done EZ'ier and much lazier. Very sure Tristana has a legit reason for some fixings when so many of the common ADCs have loads more bsery then she does and the one time she 'could' of became strong, didn't even last longer then a single patch. {{sticker:slayer-jinx-unamused}}
: ARURF is a lot better than normal URF. URF feels terrible when the same 6 champions are used every round. ARURF makes it so URF doesn't get stupid in the first few hours of release.
People just adore using aram accounts in aram to get high chances of the broken champions, i'm sure we got ARURF ones already about that people love to make use of to just be a bunch of smurfs then actually enjoying stuff. Granted, this is the first time i believe we will have ARURF with 10 bans, if they can actually mix the damn thing in so we can at least thin the herd to force people to more fun champions then broken ones.
Skylarke (EUW)
: You cannot be serious. Draven with a single point in Q beats a Vayne with 1 point in Q and W.
> [{quoted}](name=Skylarke,realm=EUW,application-id=3ErqAdtq,discussion-id=vfX9eP66,comment-id=000100000000,timestamp=2017-07-24T12:04:41.158+0000) > > You cannot be serious. > > Draven with a single point in Q beats a Vayne with 1 point in Q and W. Sounds about right, Draven's Q can be constantly refreshed on axe catch and he can just press the Q again if vayne forces draven to not catch a axe with her E. That one gimmick alone makes the similarities in mana cost and damage 'values' early on between the both of them a complete joke since Vayne's atleast burning mana to constantly use hers, Draven can keep 'refreshing' his Q to where he regens the mana back and he doesn't really need to use his W and E much beyond kill securing which he basically gets every time, even when a lane is slightly pushed into the enemy lane(because Draven GIVES no fuck if you used flash to escape his EWQQQ spam combo, he still gets you with his R). Seriously, Draven needs to get hit somewhere, can we give him the same nerfs as Caitlyn by hard hitting his attack speed to force him to demand attack speed early on or suffer on being able to land autos properly? That or just do the damn job Riot and hard up the mana cost on Q and cut out some of the damage on the ability alone since its over tuned way too high. {{sticker:zombie-brand-facepalm}}
: a laning phase. You could make any champ sound broken just listing out their strengths only.
> [{quoted}](name=falllightbringer,realm=NA,application-id=3ErqAdtq,discussion-id=vfX9eP66,comment-id=0001,timestamp=2017-07-24T11:44:33.608+0000) > > a laning phase. You could make any champ sound broken just listing out their strengths only. She may lack wave clear, but a good sum of ADCs in general easily resolve that with a support or rather EZ high damage and neglible mana costs that don't really ruin them(where high damage empowered autos barely cost mana vs. AoE 'pokes'). She has a freakin passive that lets her add bonus true damage every third shot on a target so she isn't that screwed over in wave clear. As much as {{champion:119}} is where both of them have ridiculously strong Q damage outputs without proper power pulled out of somewhere on them to cost them, Draven could ATLEAST be forced to a very screwed over position if he does not get early game kills, but instead he could easily ignore that and just build up a bunch of adoration stacks and then soon as he gets one of them, he spirals out of control thanks to that bonus gold, especially since gets +50 BASE gold on a champion kill on top of the regular gold. {{sticker:slayer-jinx-unamused}}
Rainfall (EUNE)
: Rune Refund Prediction.
> [{quoted}](name=Rainfall,realm=EUNE,application-id=3ErqAdtq,discussion-id=s7ssEzGQ,comment-id=,timestamp=2017-07-24T12:30:42.718+0000) > > Riot is going to introduce a new currency in the game for buying runes,all runes will be refunded on said currency. Baka~, last i checked the new system is going to be accessible to everyone, its not a heroes of the storm 'skin', 'effort flag', 'voice line', 'mount', 'announcer' pack element, its a gameplay mechanic that if it requires ip to make use of, then clearly riot has not learned that the major middle finger they have been pulling on new players and denying them enjoyable matches in regular games is them restricting players own ability to have even stats vs other players who likely have the most scummy of rune page setups. Seriously, riot needs to just refund the ip of all runes to ip period if they want to K.I.S.S. it properly, while anything involving runes that used rp need to give a direct refund so those players can funnel them in skins or wards or icons. Unless the morons forgot to keep a log of all purchases done on a player's account attached to the player's account data or they are too 'lazy' to run a simple system to automatically refund people specific purchases....
NazJk (NA)
: Add these skins for next april fools
> [{quoted}](name=NazJk,realm=NA,application-id=A8FQeEA8,discussion-id=EpUBuKJm,comment-id=,timestamp=2017-07-24T00:21:18.671+0000) > > Add a rengar and kha skin where, kha is wearing a rengar suit and , rengar is wearing a kha suit > i will buy both even if they are 3250 That would be ridiculously lazy considering the quality they have been performing. If they are going to make it a joke skin, it NEEDS to be a horrible exaggerated joke skin to show how each of them hate each other to the point they would wear crappy outfits that look like each other just to mock each other. Basically like how they rather not spend a budget on said 'outfits' and rather make them out of garbage and a mockery of their opponent too. That or both of them have gentlemen looking skins and they basically 'mock' eachother by having changed voicelines to sound all gentlemen like and a butt load of banter towards each other whether they are on the same team or fighting each other. {{sticker:slayer-jinx-catface}}
Infernape (EUW)
: Why do I have the feeling that Lethality is going to inevitably get nerfed again because ADCs abused it?
> [{quoted}](name=FurorDivinus27,realm=EUW,application-id=3ErqAdtq,discussion-id=TkAdU8ji,comment-id=0000,timestamp=2017-07-24T00:03:55.878+0000) > > Why do I have the feeling that Lethality is going to inevitably get nerfed again because ADCs abused it? Its not just ADCs, plenty of champions are abusing it from {{champion:421}} and even {{champion:84}}. If they are easy auto champions, natural engagers with tankiness or just champions who have enhanced autos naturally. Anything can exploit the hell out of this item, on top of that its second passive on {{item:3147}} doubles as a EZ control ward. So thats about 5 burds its killing now. Strong attack damage, a good chunk of lethality that scale off your level so 'snowballs' galore, cool down, extra auto burst and a ward killing ability, even if its not 'easy' to control. But when you have 3+ champions using the item, they are gonna shut down vision a good chunk just by roaming around. Those same champions i mention have 'measures' to exit vision for 1 second, possibly multiple times (Especially {{champion:84}} with her W) and gap close to get another empowered auto off alongside the one they likely got off at the beginning of a engage, with a whooping 5 seconds to give 'breathing room' on it. If they don't put a 30 second proc cooldown on it, then it basically became a abuse stick for any champion who can duck out of vision once or more times( AKA {{champion:35}} {{champion:107}} {{champion:121}} {{champion:67}} {{champion:84}} {{champion:60}} {{champion:141}} {{champion:29}} {{champion:17}} {{champion:62}} {{champion:238}} and {{champion:133}} because of her R mobility and Q vision blind, hell even {{champion:104}} could exploit it with his smokescreen for 2 procs ) plus this is not counting champions who can plain just use the burst and don't need to proc the effect multiple times, this is just a example of champions who can use it because they can all go 'invisible for a second, sometimes more then once and exploit stacking the dmg bonus multiple times. Point and case: GOD FUCKING DAMNMIT RIOT WHY DOES THE SHITTER ITEM NOT HAVE A COOLDOWN ON IT!? {{sticker:slayer-jinx-unamused}}
Eedat (NA)
: Isnt the slow currently removed for ranged champions on the PBE?
> [{quoted}](name=Eedat,realm=NA,application-id=3ErqAdtq,discussion-id=5ErkQB2l,comment-id=0000,timestamp=2017-07-22T20:22:42.488+0000) > > Isnt the slow currently removed for ranged champions on the PBE? Doesn't matter when said range champions have EZ engages like {{champion:133}}, plus we still have range champions like {{champion:119}} who has a rather EZ move speed burst gap closer on W and long as he gets that E on you, he's got a guaranteed few autos. What really should of happen is range champions only get half the damage bonus at the very maximum with anything at least being significantly lower and no slow if they want to 'insist' on lethality items should be allowed on range based champions, especially ones like {{champion:126}} who plain freakin get EZ engage and long range EZ poke combos. {{sticker:zombie-brand-facepalm}}
DaNinad (NA)
: No one rushes duskblade on draven.
> [{quoted}](name=DaNinad,realm=NA,application-id=3ErqAdtq,discussion-id=ytAXfMfl,comment-id=0000000000000000,timestamp=2017-07-21T22:02:10.001+0000) > > No one rushes duskblade on draven. Old duskblade, yes. New duskblade gives draven what he wants. Damage, Damage, Cooldown reduction. Because Draven literally has not much need for attack speed or crits as much as other ADCs. His W gives him 3 second attack speed boosts between 20%~40% and the 40%~60% 1.5 move speed burst which 'refreshes' every time he catches a axe, so its basically never on cooldown (which basically moots the point of him having a 12 second CD on it. Plus who needs to worry about crits in the early game on {{champion:119}} when the rank 1 Q gives him a +30 base AD and +65% bonus AD scaling right off the bat on his next auto which he can constantly refresh every axe catch? That is basically a automatic crit for him early on and it can also crit, apply lifesteal and on hit effects to just dumpster opponents with just 1 or 2 autos, when it normally takes a good deal of other champs a few ability uses, a chunk of mana and several autos to pull off that much damage with not many others who could pull off the same as fast (*cough Flat armor pen pre-lethality revamp {{item:3142}} {{champion:236}} *cough*). So basically crits become a late game objective for him on top of heavy lifesteal to make him impossible to 1vs1 and early game its just about how fast he can nuke kill multiple times to rush his first item super fast and EZ snowball it, with not many ways to screw him over beyond the player being a retard, using the common trope of freakin 'hook'champions ({{champion:53}} {{champion:412}}) which really a support should NEVER be a proper answer to shut down a specific champion in another position or just plain having some overpowered gimmick that makes your ADC more broken then {{champion:119}} was and is even more so with lethality items, because we all know {{item:3134}} giving +40 physical damage pokes and the +10 lethality is another reason why {{champion:119}} can snowball. {{sticker:slayer-jinx-unamused}}
: > [{quoted}](name=Erdamon,realm=EUNE,application-id=3ErqAdtq,discussion-id=ytAXfMfl,comment-id=0000,timestamp=2017-07-21T21:05:19.885+0000) > > Yes Then it's a haaaard nerf.. You cant deal damage if you cannot catch them ;)))))))
> [{quoted}](name=AD champs only,realm=EUNE,application-id=3ErqAdtq,discussion-id=ytAXfMfl,comment-id=00000000,timestamp=2017-07-21T21:13:29.732+0000) > > Then it's a haaaard nerf.. You cant deal damage if you cannot catch them ;))))))) Orianna already has insanely high range for 'pokes' for her gimmick (meaning she has a bigger hit zone just like how Azir was like compared to more 'standard' mid laners) and Draven gets a spammable move speed burst(just by catching axes) on W, they need to hit Orianna's range and how fast she can spaz out a combo (or mana efficency needs to drop with higher costs) and Draven just needs to lose alot of raw AD and that base 50 gold on passive needs to either get removed or drop down to 20 or something base. Otherwise if this was a troll thread, then i don't really consider it funny since Draven has basically been the best ADC for quite a few patches and just got a new starting pick up to snowball even sooner with Duskblade over Bloodthirster. {{sticker:zombie-brand-facepalm}}
: Can we talk about this? Lethality
> [{quoted}](name=JeffLeague123,realm=NA,application-id=3ErqAdtq,discussion-id=BJ1EpFKJ,comment-id=,timestamp=2017-07-19T05:23:39.900+0000) > > Lethality has been around for a decent amount of time. But now it's just gone ridiculous. Not only have they been nerfed and then buffed but it also found a new way to be used. ("Nuclear" build). First some ADC's like {{champion:21}} {{champion:202}} and {{champion:236}} and some of the assassins and then only used by the assassins, to three items looking like your next $100 bills found on the ground. > Not only can they get you a bunch of kills. Some of them are cheaper or more expensive. > ESPECIALLY THIS ITEM > {{item:3147}} REALLY GUYS? From an item that builds out of {{item:3134}} and{{item:1038}} to a remainder of 850 gold. To an item that builds out of {{item:3134}} and {{item:3133}} and a remainder of 700 gold. > So it no longer grants out of combat movement speed and some true damage along with an extra 10 ad but added 3 lethality. > BUT IT GRANTS AND 90 + 15 PER LEVEL ( 55-360 at levels 1-18) PHYSICAL DAMAGE AND A 99% SLOW FOR 0.25 SECONDS? > FROM ASSASSINS TURNING YOUR SCREEN TO PEACEFUL ALL THE WAY TO THE EIGHTTEEN HUNDREDS > TO A BUNCH OF STRANGERS GIVING YOU A JUMPSCARE AND SHORT TERM PARALYSIS WHILE SAYING "WHAT". > Thanks you for reading "Can we talk about this? Lethality" Ultimately, Riot did a major fuck up on 'tuning' which they should of left in the PBE, hell i would rather say the 'effect' should of been a bonus lethality burst for the next auto instead of a big old damage burst on auto(plus it should of had a cooldown of maybe 30 or so seconds to lock it to a opening move and not exploit it into a repeated spaz out damage burst thru 1 second 'stealth' abilities or on champions who have rather EZ disengage and re'engages), the extra micro slow seems a tad too much on top of it, and i believe the 'angle' they were aiming for was to translate the 'true damage that scales with lethality' into one that would of been a raw damage burst. On top of this, Riot has ignored the underlying problem they should of took concentration towards: "Address the usage of items outside the intent they were being used in, such as champions using said items and being insanely more effective then the more 'standard' ADC type champions." Even if they hit {{item:3071}} so many times such as the most recent dropping 1% armor shred per stack bringing it down from 30% to 24%, it still acts as too much of a cookie cutter AD item that 'certain' ADCs in general love to make use of, specifically {{champion:21}} {{champion:236}}, while we also still have champions who have no huge need on itemization attack speed or mobility so they can just go straight for the raw damage and in turn, get armor pen, aka {{champion:21}} {{champion:119}}. They could easily fix so many things but since plenty of people would cry it would ruin champions like {{champion:126}} (The fucker is a fighter with ranger/melee, his ultimate right off the bat and has ridiculous all in, the arse hat should be forced to be extremely unviable with his silly EZ mode lethality builds) and {{champion:133}} (she's a bit more of a proper argument since her play style is about the roam, not EZ damaging opponents and so on) plus so many other champions who are not actual 'assassins' yet pick up those armor pen items and can screw around as such. If they are going to throw up bad decisions in releasing content to horribly break the game to where they have to throw a hot fix out 'immediately', then they could at least make a bad 'decision' by regulating the armor shred on {{item:3071}} to work only with melee only champions or at least double the required stacks needed for ADCs to hit the full 24% armor shred (basically 2% per stack up to 12 stacks for 24% to force said 'ADCs' to commit more to a sustain fight then EZ damage shred poking), that or at least cut the stack duration down a bit to make it less effective in trade stack pokes before starting a all in. But seriously, {{champion:119}} last i checked has been a scummy ADC for a long while and is basically the best one at the moment and its pretty obvious on why the Fk he has for a long while been able to get away with such a thing, EZ high damage, EZ disrupt combos, EZ. gold farming snowball patterns, EZ. global 'finish off' pick ups thru ultimate, EZ 'refreshable' mobility burst with other boons to let him chase a target down or get out of enemy auto range or EZ dodge skill shots and 'auto punish' afterwards if the player using him wants to do so. Doesnt help this is especially achieved with rather easy 100~200 damage auto pokes in the early game where his rank 1 Q is already adding 30 base plus 65% bonus AD scaling to the damage, where a draven likely snowballing a early pre-6 kill spree is going to have rank 3 or so Q which is 40 base + 85% bonus AD scaling, on top of his regular auto damage. Plus even if it can't add to damaging structures, apply on-hit, lifesteal and crits, makes it {{champion:67}}'s Q all over again, except with a more perpetual damage bonus. Atleast Vayne's was just a 30%~50% bonus AD, Draven's add's base and bonus AD that scales up to 105% bonus and +50 base, Obviously Vayne was OP for a good while too but Draven represents a snowball abuse champion alot easier since he can rush his builds faster with gold bonuses on champion kills and just outscale so ridiculous on item stats that he ends up being rather impossible to 1vs1 and even 2vs1 Draven. All in all, God damnmit riot drop the new champion designs and devote all your resources to balance the gameplay's items and champions who were sticking out too easily and force them into trash tier or weaken them enough to where they aren't sticking out too easily to take advantage of your item change fuck ups. {{sticker:slayer-jinx-unamused}}
Sujiren (EUW)
: impossible to play tank? Your implying that your dieing as a tank to the guy building lethality? Because you realise that armor items are cheaper than lethality items, if that zed or talon is going to base and buying his 1100 gold lethality item then you just have to buy 300 gold cloth armor to counter that literally.
> [{quoted}](name=Sujiren,realm=EUW,application-id=3ErqAdtq,discussion-id=q735BEPs,comment-id=0001,timestamp=2017-07-18T14:02:06.662+0000) > > impossible to play tank? Your implying that your dieing as a tank to the guy building lethality? Because you realise that armor items are cheaper than lethality items, if that zed or talon is going to base and buying his 1100 gold lethality item then you just have to buy 300 gold cloth armor to counter that literally. Even if you play 'tank' it kind of matters little when its getting mooted by mastery, runes and {{item:3134}} sources especially if you get 2 man ganked by 2 users of it. Aram's a good example of showing it matters little on how stacked up you are at times, in the 'early game', it matters little against being repeatedly hit by 2 ADs even if your wearing a {{item:1031}} which is still not going to be doing much to the raw damage left over after the armor pen and damage reduction calculations are taken out. Doesn't help that until they do a proper job releasing the new rune/mastery system, the mastery system out right favors damage and it goes to show where pretty much the majority of builds in general will build damage grabs like thunderlords over more utility wise abilities. {{sticker:zombie-brand-facepalm}}
Zerenza (NA)
: Look, melee champions have a much more difficult time doing what they need to do. An assassin needs to assassinate, in order to do that you have to plan our your route in, and out, 5 second ahead and 5 seconds after(usually). It makes sense for them to be rewarded with their good planning by being able to one shot someone they catch out. The nerfs are warranted for both, but they literally should have thought of this in the first place instead of not understand what ADC's have a very strong tendency to do.
> [{quoted}](name=Zerenza,realm=NA,application-id=3ErqAdtq,discussion-id=9AFlJdbI,comment-id=00010000,timestamp=2017-07-18T14:15:52.172+0000) > > Look, melee champions have a much more difficult time doing what they need to do. An assassin needs to assassinate, in order to do that you have to plan our your route in, and out, 5 second ahead and 5 seconds after(usually). It makes sense for them to be rewarded with their good planning by being able to one shot someone they catch out. > > The nerfs are warranted for both, but they literally should have thought of this in the first place instead of not understand what ADC's have a very strong tendency to do. The main issue is to hit the champions that exploit it and create 'changes to the item if a range champion uses it'. They have done it in the form of melee only effects so we don't have shenigans as much in the form of {{item:3074}} spamming twitches anymore. Would not hurt them to push it onto {{item:3071}} since it's become too much of a staple pick up to particular ADCs to get a rather EZ dmg, shred, ability spam and tankie build, which really a ADC should not be allowed to build 'beefie' without a proper lost in overall damage. They at least got {{item:3053}} properly fixed by making the shield based on bonus health, but it does not help with other particular items that are for assassins and fighters, yet some ADCs get off with it too many times with yet again, items that have nothing to do with attack speed, crit or mobility and they still exploit it better then the marksmen norm items. Doesnt help we got {{item:3026}} being a norm on alot of marksmen and assassins to just instantly jump back into a fight and use lifesteal to EZ recover against any cocky opponents doesnt help either, especially since it now grants 'AD' to push it for an item for high focused squishies and might as well of back fired a great deal as a free zilean R. {{sticker:slayer-jinx-unamused}} Seriously they need to just put a 2 axe catching cap on draven(meaning after he catches a axe a 2nd time in a row, it does not refresh the effect and he has to use Q again, maybe tack a increasing mana cost for repeated Q use within 8 or so second periods) and change it to where the AD bonus is low(especially after just pressing Q to start it up) and gets back up to its current 'amount' for each axe he 'catches' consectively after auto attacking a enemy champion, but the stack increase only applies if he does repeated autos within say 1~2 second per 'auto' with it only 'refreshing' the damage bonus duration on auto'ing a minion and catching a axe. {{champion:119}} is a good example of this issue is because he gets rather high EZ damage, no actual need for attack speed and enough innate 'attack speed' and burst mobility to not give a care on building a {{item:3086}} and rather rush for a item like {{item:3072}} to EZ snowball damage and sustain. He has no proper 'risk' to balance him out since his little passive on losing adoration stacks means way too little atm compared to the insane amount of gold he picks up on the process. Very least {{champion:4}} is gated off alot better in the form of a randomized 1~6 instead of being able to get 50 gold by default whenever he blows up an opponent and an extra 2*adoration stacks. It makes me feel like the passive needs to be adjusted so he relies HEAVILY on the adoration stacks too where say its maybe 3 to 4 * his adoration stacks(no more flat 50 gain by default) so he can't get that insane spike from 50 bonus gold on a early champion kill, forcing him to either play risky or safe to get a big pay off whether it risks him getting massacred easily or he barely can build up stacks. Its useful that his 'bonus stacks' require him to do 6 consective non-champion kills without dropping a axe, but considering how EZ his Q makes the damage goes, that downside is kind of moot again, especially when he only has to 'move' to redirect axes to specific spots to completely allow him a rather EZ safety zone in stack build up. Long story short, marksmen like them need proper damn re evaluations done to their kit where they either have more risk to properly match the reward they constantly get too easily or they get the reward they have tuned down to match the level of risk they get to pull off too easily.
: They are aware, and for some reason are doing nothing about it. We just have to deal with it at this point.
> [{quoted}](name=TheViper7911,realm=NA,application-id=ZGEFLEUQ,discussion-id=o8chdij4,comment-id=0001,timestamp=2017-07-16T23:57:59.896+0000) > > They are aware, and for some reason are doing nothing about it. We just have to deal with it at this point. Its more of a matter they can't just god damn put a simple 'ready check' system on all accounts below X level and failure to repeatedly finish it (seriously it could just be a pop up with a randomized 9 digit pad and all you would have to do is press 4 to answer a '2+2' question). They could also take the time to actually re do the transition from the 'main menu client' and the 'game client' so it requires the first to be processed to prevent all these bot accounts that just get away with skipping straight to the game client and ruin games in both co-op modes, low level game modes and of course 'aram' game modes. Not going to lie but i feel like if they actually got it done then i feel like the salt levels should drop by about 10~30% because of frustrations on matches especially with new players trying to play the game. SERIOUSLY they could just have co-op bot mode have fill in bots on 'your side'(aka the same kind of bots your having to fight on the co-op enemy team side) to save time to let players get a proper practice going, if there's a concern that dropping the 'player bots' will slow down a few things(which is stupid to even think that). Maybe even add in a button declare system exclusive to co-op mode so bots will immediately select champions to fill in the roles not selected. So many things riot can do, yet they got to keep adding champions even more ridiculous then the last since for a good while, they have been hitting the 'lets make some ridiculously different champions' points, without concern it would ruin balance (Seriously, {{champion:202}} is insanely common now with certain ADCs being non-existent as {{champion:163}} and {{champion:240}} are, {{champion:427}} got to rampage for numerous patches in his weird support jungle style that lets him pull alot of fkerys that continue to get him nerfs almost every patch, {{champion:141}} i feel like is getting to that point by being able 'phase' thru walls and can jump in people like a Zed ultimate with basically inescapable damage beyond the 'standard' measures of {{summoner:21}} {{summoner:7}}, A {{item:3157}} and so on). {{sticker:slayer-jinx-unamused}}
: > [{quoted}](name=Shahamut,realm=NA,application-id=3ErqAdtq,discussion-id=ZY4ZxJbA,comment-id=,timestamp=2017-07-13T06:24:57.116+0000) > > 1) Fixed Size- equal to live rank 3- at all ranks so it is stonger early and weaker late > > 2) Duration scales from 1 to 2 seconds over the 5 ranks to compensate buff its weaker lategame > 3) Make it spawn at his auto attack range, adjust the drift so it still ends up around the same spot as live so this change doesnt actually do anything > > 4) buff something else in his kit for no reason > 5) Profit. fix that 4 u
> [{quoted}](name=l Dárius l,realm=NA,application-id=3ErqAdtq,discussion-id=ZY4ZxJbA,comment-id=0001,timestamp=2017-07-13T06:48:17.043+0000) > > fix that 4 u Its funny how i ranted so many times on this kind of tweaks and it finally got around to the monkeys finally writing it up on the type writer. Sadly i'm starting to feel like Riot's current strategy is to instead buff various champs thru 'reworks' and what not so they are higher up on the scale, but since they 'ignore' a few champions in the process, the power difference gets even worst. Doesn't help that {{champion:141}}, another wannabe 'edgelord' is already turning into a retarded harass lord thanks to his little 'wall dive' that makes him just as broken as plenty of other champions, especially when they come into 3vs3 mode and can EZ escape thru walls or flank you from inside a wall. Oh and lets not even get started on his Zed 2.0 'jump in' and jump out damage nuke to set him perfectly up for another spam of attacks if the target ain't dead or another squishie one is next to them, its like Riot's current new champion 'ideas' are just to make champions even more broken because they are still nerfing {{champion:427}} due to how much of a overpowered mess he was. Oh and the lethality item changes now scaling the lethality pen off of your level just pushes the ideaology that Riot 'seriously' wants to further enforce snowballing norms. Seriously Riot, stop devoting resources to new champions, tune up the existing ones, hard nerf the overpowered ones, especially ones who keep getting away too easily with becoming super overpowered whenever you nerf the majority pick against him, buffing certain items to 'make them viable' but it just makes said broken champions spike back into high ban rate musts again. {{sticker:slayer-jinx-unamused}}
Kivolan (NA)
: Daily Reminder That Warlord's Bloodlust Gives Immunity To Vel'koz's Slow
> [{quoted}](name=Kivolan,realm=NA,application-id=3ErqAdtq,discussion-id=pEVmUEyA,comment-id=,timestamp=2017-07-07T02:47:30.890+0000) > > Been dealing with this bug for months now. > > 1. Proc Warlord's Bloodlust's speed boost. > 2. Get hit by a Vel'koz Q. > 3. Continue running at your boosted speed with absolutely no slowdown whatsoever! > > For a kiting mage, this sure makes it rather difficult to kite. > > Might work on other single target slows, but I main Vel... So I get screwed quite often by this bug. Granted, it might be because not many people use it over fervor unless its specific type of champions. It would be neat if it keeps that niche with all abilities that apply slow and also works if it was proc'd after being slow to be a useful anti-slow measure to give some powerful worth to it then just lifesteal burst. It's pretty much proven that mobility has way too much value these days so it would be fair to these things being applied more as specific instance mobility then allow certain items to grant such EZ move speed without some draw back so we don't have cheese champs who could just abuse EZ hit slow abilities to just kite damage a enemy champion then jump them before they relealize they lost about 20%~40% of their health and a chance of being able to take on the target who could likely kill them in a instant now. Champs with the ability to 'shoot' pokes without really interrupting their movement long enough are just plain ridiculous in what they can pull off, especially when they have a high base move and the natural items they build jump that up to a EZ 20~40 move speed difference gap vs opponents who don't build move speed as geneously because if they do, they won't have the core items they 'need' first before they can build flexbility like movement items. {{sticker:slayer-jinx-unamused}} Moral of the story, Rito cut down on the freebie movement gags already or nerf champions like {{champion:245}}'s Q's slow greatly so its less of a EZ free trade ability cause you slow your target's by alot and have a actual risk attached to it then the ez harass it can pull especially in early game, even when the opponent has boots first to dodge the Q on 'paper'.
: Because according to Riot, the Honor System's level up gage is not static. There's apparently something in the background that determines when you are ready to level up. My guess is it makes it difficult for players to grind for Level 5. But at the same time... it sounds like machine learning which mean it needs to ferment before it can actually do anything well.
> [{quoted}](name=The Leo Cat,realm=NA,application-id=cIfEodbz,discussion-id=thBWPTFR,comment-id=0000,timestamp=2017-07-06T13:23:58.091+0000) > > Because according to Riot, the Honor System's level up gage is not static. There's apparently something in the background that determines when you are ready to level up. > > My guess is it makes it difficult for players to grind for Level 5. But at the same time... it sounds like machine learning which mean it needs to ferment before it can actually do anything well. At the very least they could slope play it where honor level 2 to 3 could be rather short and easy to get to but the climb to 4 is a tad harder and 4 to 5 could be much much harder. Just like any game, if the first achievement to give the good feels is not made easily obtainable then it has to be flipped with a very substantial reward to 'entice us' to push for a higher tier. Granted we have 'capsules' to give such a thing once we hit honor level 3, but since they don't give much of an idea how much of a drop rate those will be and will they be subjected to the same roughish pattern of 12 key frags a month, it puts us in a rather frustrating spot, before we even get to honor level 3. Such as is it TRULY worth rushing a number of matches if said number of matches can achieve honor level 3 within say a week of serious playing? If the climb to honor level 5 is suppose to be spread a season long, then 2 to 3 could 'at least' be short enough to take much less then 2 weeks at least... {{sticker:slayer-jinx-unamused}}
: Given his kit, he was really weak without the meep changes. He's forced to roam, and as such, was easy to punish by any jungler simply because you know the moment he vanishes from lane, he's alone in the woods. He needed something to be able to fight back or, at least, survive, pick attempts in the jungle and on the run. Now, he can at least hit back hard enough to make you think twice. In lane, he still gets out-slugged by the usual suspects, typically. It didn't change a lot about his laning phase other than giving him a slightly greater ability to punish when needed.
> [{quoted}](name=RAMP Schmidtty,realm=NA,application-id=3ErqAdtq,discussion-id=E3QHW52E,comment-id=0000,timestamp=2017-07-03T15:44:03.054+0000) > > Given his kit, he was really weak without the meep changes. He's forced to roam, and as such, was easy to punish by any jungler simply because you know the moment he vanishes from lane, he's alone in the woods. He needed something to be able to fight back or, at least, survive, pick attempts in the jungle and on the run. > > Now, he can at least hit back hard enough to make you think twice. > > In lane, he still gets out-slugged by the usual suspects, typically. It didn't change a lot about his laning phase other than giving him a slightly greater ability to punish when needed. Bard's always been the annoying support to deal with way before {{champion:427}} came in and flipped that with his jungle 'support' play, especially with the bs his bushes caused to out right 'disable' auto attacks and target click abilities long as ivern's teammies aren't attacking too much in the bush. Granted he isn't outright annoying as the current annoyances are, but his R that can shut down turrets, save team mates, out right stop a opponent from 'escaping' or just plain troll anyone and everyone, including himself and flank E shenigans plus his rather easy stun if he has a proper line up can always let him be a bastard to make it unfun to go against him, especially when he can have a retardedly strong ADC like Draven get a ez setup for massacring and then use his own WE to get off another ez 'semi-stun' to to secure a double kill or at least a EZ kill off the ADC opponent.
: > [{quoted}](name=Off The Heezy,realm=NA,application-id=3ErqAdtq,discussion-id=cEmfbP90,comment-id=0000,timestamp=2017-07-03T15:55:19.215+0000) > > I kinda wish they'd add lunar rush to her Q. Like if the Q hits, you can press Q to gap close to them. It'd get rid of the second lunar rush but then that's why you make something better of her E. You REALLY sure you want Diana to become the new Lee sin? Are you sure you want the community to see her that way, and treat you accordingly?
> [{quoted}](name=Samura Yukisuna,realm=NA,application-id=3ErqAdtq,discussion-id=cEmfbP90,comment-id=00000000,timestamp=2017-07-03T16:06:27.710+0000) > > You REALLY sure you want Diana to become the new Lee sin? Are you sure you want the community to see her that way, and treat you accordingly? I Agree with Samura, one of the reasons why champs like {{champion:84}} and {{champion:131}} aren't out right broken is because they have their instant gap closers as thar ultimates. With a number of elements to keep them from being spammable abusables (Akali's R does not 'trip' on hit effects and its got a stock system so she can't instant bounce between enemies indefinitely while Diana's requires her to set up a mark thru Q so she can't explode everyone instantly just like how 'kassadin' kind of does even with his mana penalty for his infinite 'blinks and nuke ports'). Mobility especially combined with high 'damage burst' tends to usually be bad combinations as proven by champions like {{champion:120}} {{champion:64}} {{champion:28}} hell even {{champion:119}} since they always have some combination of movement 'burst' or damage burst combined with a strong ver of the other or a rather easy item to let them get beyond scummy (*cough* {{champion:28}} *cough* {{item:3117}} *cough*) to make them way too hard to counter play when they can pull off the play make kills for a number of them as early as level 2~3. Its kind of why i feel like champions who can get early kills so freaking early need to get changed up so they 'barely' get any reward from it (such as extremely lousy early game progression in skill rank ups or what not) or make them not get much out of the first few item buys or just go directly into anal'ing the base damage/scalings that let them get away with it so easily. Especially {{champion:64}}, guy should of got some guts ripped out ages ago to make him early a strong early game but falls off insanely hard in late game or make his early game more passive so he isn't so insanely versatile with a good 'jungle clearing' kit, EZ dive in and EZ dive out kit and a disengage to utterly wrap a kill up or outright deny himself dying from a fk up. {{sticker:slayer-jinx-unamused}}
: My best guess is that you received the key fragments just for playing games. The new Honor System deals out key fragments to people who play games and remain sportsmanlike in them. You probably were at the beginning of your month (when it's easier to earn key fragments) so you likely ended up getting 2 key fragments quickly.
> [{quoted}](name=NinjaGuy69,realm=NA,application-id=ZGEFLEUQ,discussion-id=okKo8q0u,comment-id=0000,timestamp=2017-07-03T16:12:04.095+0000) > > My best guess is that you received the key fragments just for playing games. The new Honor System deals out key fragments to people who play games and remain sportsmanlike in them. You probably were at the beginning of your month (when it's easier to earn key fragments) so you likely ended up getting 2 key fragments quickly. very sure they might be slightly affected by the honors you have or just have some generic message used otherwise, we did just transition to july so that means we at least get ez goods. Just hopefully that applies to capsules too. I have to hit honor level 3 first though but don't have the time to do so currently. {{sticker:zombie-nunu-bummed}}
: New Honor system! (why riot should remake this)
> [{quoted}](name=ItsGloriousOne,realm=EUW,application-id=3ErqAdtq,discussion-id=j1kQpgA1,comment-id=,timestamp=2017-07-01T13:02:29.273+0000) > > Hello Summoners, players, flamers, feeders and trollers, > I want to discuss about the new honor system. I think that this system right now is crap. here are some bad things about it: > 1. You can only honor ONE person (adc, jungler and midlaner gets all the glory while top and sup are left behind) > 2. you can no longer honor your opponents ( I really liked the honorable opponent thing, I think it was great) > 3. You cant see other players honor level when you check their profiles (or is it just a bug idk) > 4. you can't look at your honor count, you see only dumb honor level and thats it > 5. it brings copetitiveness into the game. r8 now players battle for the glory ( they take kills, farm), and only the ones who has better score gets the honor. > > I really hope that there are going to be more changes for the honor system and this recent one is not the final form of the honor system. > Please leave your thoughts and join the discussion. > Have a great day! :) > {{summoner:4}} OUT! 1. If they let you give honors out to everyone, then they'd have to lower the value, seriously, 'old honor' was just pure thumbs up history originally to just show how long you have played based on how many of the things you got in a sense or to give another 'measuring stick' for your ego or amount of games you played. If they let you honor everyone or more then 1 person, then the value of the existing honor system would have to give less out and make it 'harder' to climb in honor level which serves to grant you rewards based on how often you play and how many times you get 'honored'. 2. Same as first reason, unless they want to make a second value that has nothing to do with the 'new' honor system, "WHICH PEOPLE WOULD THEN COMPLAIN ABOUT NOT AFFECTING YOUR HONOR LEVEL", it would just turn into another argument whine storm. 3. Probably so people don't judge people if they are 'level 0' honor or level 'max' honor, the dodging intensity would get real if someone sees that 2+ of the people on their team are level 0 schmucks which basically translates in some people brains as 'super toxic players'. Not to mention how some honor max players would likely flaunt it like total arses for a good deal even if they 'fk up' all the time in the match, creating a confusion on why the heck is the person have such high honor, creating the 'idea' he/she likely paid people to 'honor boost' them. 4. So people likely don't get so nut job crazy (which they still do) over trying to boost the honor they have or constantly keep it at some wierd threshold so it never goes 'down' but never gets too high up. That or simply keep people from over obsessing over it(which people still do). 5. you mean 'competitiveness', What do you expect really? Riot likely wanted to recycle a very old system into something to give actual rewards to 'force' people to try and play good. Laptop dying right now, the point is its not perfect, but whining about stupid things like these ain't going to help at all. {{sticker:slayer-jinx-unamused}}
: he doesnt even build shiv anymore
> [{quoted}](name=UnboundHades,realm=NA,application-id=3ErqAdtq,discussion-id=Ba8iHwEE,comment-id=00000000,timestamp=2017-06-29T23:52:52.105+0000) > > he doesnt even build shiv anymore Very sure there's a difference to 'Yasuo' not building 'shiv' anymore and people still make use of it on him still, even if its so called 'not meta anymore'. Because its still a strong poke measure gag for him that i don't believe ever got a absolute rehaul to make it completely 'useless' on him. {{sticker:zombie-brand-mindblown}} Plus that large attack speed is still going to give Yasuo a huge scale down on Q which just like how the shiv works, means more 'speedier ways' to take advantage of the proc especially with his mobile standard like playstyle never really have changing from even when it was meta to use on him.
: You overbuffing garen..
> [{quoted}](name=Giggling Granny,realm=EUNE,application-id=3ErqAdtq,discussion-id=ioGyMz6H,comment-id=,timestamp=2017-06-29T23:47:18.346+0000) > > Riot...what are you doing'? so far garen has got better healing from passive better restore health when take good poke 50% damage reduction TENACITY and now gets even more damage? > > Riot i get that you want to make garen good but right now you make him like no possible to outsuntain him in lane and make him even more of a bully in top lane i dont care if it fall later if that was the case then nobody would cry about pantheon but hey guess what everyone cry about pantheon and pantheon faill harder than garen > > So what the deal here? 40%? on his E "its only 2%" NO its 2% IN EACH RANK so its 10% increase in his overall damage from lvl 1-9 > > Riot back off with some many buffs And he's one of the few champions who barely get touched up and is basically the 'lowest in ip cost tag[free if you did the promotion]' and most simplistic of 'top lane champions' period. -He has no range/long-reach attacks like most tops have: {{champion:14}} {{champion:126}} {{champion:59}} {{champion:50}} {{champion:68}} {{champion:3}} {{champion:41}} {{champion:150}} {{champion:420}} {{champion:85}} {{champion:10}} {{champion:39}}(because her R and 'gap closer' counts) {{champion:80}} {{champion:122}} (because we all know his 'q' is a very 'huge' range freakin AoE hitter). {{champion:114}} (because we all know her blooming Q is basically a semi'long reach poke) {{champion:83}} {{champion:92}} (because stuns and gap closing out of the rear plus no mana bar and her R) {{champion:8}}. I mean, name 'one' champion that doesn't have a overpowered gimmick or does 'not' have long reach/instant gap closer/no mana bar or just plain insane cc chains besides Garen that actually work? If {{champion:86}} had no defensive measures and 'slow breaking measures' and cc to help with trading, he'd be jail bait to too many other champions in general. He's one of those champions who you should not hate because he is some nearly unkillable late game juggernaut, but you should thumbs up to him because that is how he should be, his power is front line engaging and not be some sissy poker and then all in soon as you ripped off 25%~50% of the target's health off with your poking. He's the champion who gets the fk in there and goes hail mary and he doesn't need things like bs innate armor pen (Looking at you {{champion:122}}) or the ability to chain a execute multiple times that gets retarded ez because its true damage against his targets and he can raise the threshold with his stacks (again looking at you {{champion:122}}). What Garen does is he goes in there, cause alot of havoc and execute a priority target with his own R, staving off the initial dmg with his W and set it up for his team to wrap it up after he took the initial blows. If he had been given some poking measures, then more excuses would fly off of him being entirely broken with a long range 'poke', no mana cost and just a living mobile wall. His w passive caps off, his E requires him to stick on a target to get the armor shred to proc of and his R mark only works to shut down snowballers, so it won't be as effective against a squishie if they don't have the mark to give the big impact to guarantee the execute. {{sticker:slayer-pantheon-popcorn}} Plus i give a big thumbs up to the W change for many reasons. 1. Because it lasts less duration that means a 'good' garen player has to time it for the big damage impact more then just run in and proc it soon as they start E spinning to be pretty much immune to most of the damage thrown at him. 2. Less duration gives more counter play to a enemy team so if a Garen times the W active improperly, the enemy team can back off long enough till its gone to lay waste into the Garen and not just throw all their abilities on cooldown while Garen's active reduces the damage. 3. Less duration gives more reason for the power to be shifted to something more useful like extra damage reduction bonus so it lets Garen adopt a better juggernaut defensive personality then a troller like a {{champion:11}} with rather 'ez' measures in mopping up enemies.
: They could just code it so premades count for less (they should anyway), problem solved. And that emblem only lasts for one game anyway, and really don't DO anything other than show your teammates your coming off a good game so I really don't see the problem as long as premades teammates honoring you count for less, which it should be that way anyway, and they've already stated that it is.
> [{quoted}](name=Cavesloth,realm=NA,application-id=3ErqAdtq,discussion-id=t2VAg4fA,comment-id=00000000,timestamp=2017-06-29T23:44:37.898+0000) > > They could just code it so premades count for less (they should anyway), problem solved. And that emblem only lasts for one game anyway, and really don't DO anything other than show your teammates your coming off a good game so I really don't see the problem as long as premades teammates honoring you count for less, which it should be that way anyway, and they've already stated that it is. It still would not resolve it, a 100% chance to always gain 'credit' is usually better then a % chance of getting credit from a stranger, even when you only need '1' to gain it from 1 outta 4 randoms or 2 pre made 'buddies'. The point is that pretty much with 2 per grading, that means pretty much every one would get at least 1 honor and they would have to 'also' lower the amount of value 1 honor has to be either equal to half or even less then for 2 honors unless they want to pull off some bs where 2 'different player credits= more credit then the current 1 honor from 1 stranger credit. The result: Your basically asking for a convoluted change that would just require them to put more butt hurt coding into it, it should stick to one person gets to give a thumbs up to pay respects to another player. Keep it at that, keep it simple, keep it less mechanic processing necessary then what you and a bunch of other whambulancers want. {{sticker:slayer-jinx-unamused}}
Ada Wong (NA)
: > [{quoted}](name=woodpecker3,realm=NA,application-id=ZGEFLEUQ,discussion-id=hyJfoOX4,comment-id=0000,timestamp=2017-06-29T22:39:19.028+0000) > > explain because I think the new honor system, while it could use a bit of changing, is very good and a step in the right direction Well I will wait and see over the next week and see if players start abusing it asking for honor the way I think they will and stuff.
> [{quoted}](name=Ada Wong,realm=NA,application-id=ZGEFLEUQ,discussion-id=hyJfoOX4,comment-id=00000000,timestamp=2017-06-29T22:43:56.137+0000) > > Well I will wait and see over the next week and see if players start abusing it asking for honor the way I think they will and stuff. You have to realize its not that the honor system is bad, its just a general mob pattern of player thinking getting too easily askew'd by retarded ideas instead of just being honest on if they believe a player contributed the most to the team, even if you were the highest in that regard, but they still did a great job right behind you. {{sticker:zombie-brand-facepalm}} Its the player interaction with it that's 'bad' who would rather want a exploit they can use for loot then put the effort out like a pro has to do to actually become a 'pro' in anything without consequences(like cheating).
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Avienal

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