: Changes to match history and API regarding unranked games
So will we be able to see the names of other summoners in non ranked games again?
: Legacy Client Now Retired
Why are we no longer able to view "recently played with" on a tab in the chat bar? I know you can just look it up on match history but sometimes I really want to check if this guy on my Champion Select right now is the same I just played with (and sometimes they were an awesome guy/girl, sometimes they were just trolling, throwing, raging, etc)... It was really helpful to know this sometimes, not that I could use this information to dodge or anything... I swear :(
Landorin (NA)
: > I was operating under the assumption that the two groups would need only viable option to fight the opposing damage type, as long as it was clearly an effective one worth the purchase. I think this would be nice in the ideal case. But what can end up happening is that because AD champions have several options, they can choose to stack Maw, Edge of Night and QSS and get like 100 MR with 3 great anti-mage passives. There's no option for a Mage to do the same against a heavy AD comp. The other issue with Banshee's Veil as I see it is that it's disproportionately effective against some champions. Against someone like Xerath, it's basically useless because it will be stripped off instantly. Against someone like Fizz, it completely nullifies any chance of an all-in and probably forces a Hextech item buy just to be able to pop the shield. That's a much bigger disparity than Zhonya's or GA or any of those anti-AP AD items have.
If you want ADs to have lifesteal and mages to be able to stack health, you either take off ADs ability to strip health so fastly and/or give mages the ability to reduce sustain
Landorin (NA)
: > I was operating under the assumption that the two groups would need only viable option to fight the opposing damage type, as long as it was clearly an effective one worth the purchase. I think this would be nice in the ideal case. But what can end up happening is that because AD champions have several options, they can choose to stack Maw, Edge of Night and QSS and get like 100 MR with 3 great anti-mage passives. There's no option for a Mage to do the same against a heavy AD comp. The other issue with Banshee's Veil as I see it is that it's disproportionately effective against some champions. Against someone like Xerath, it's basically useless because it will be stripped off instantly. Against someone like Fizz, it completely nullifies any chance of an all-in and probably forces a Hextech item buy just to be able to pop the shield. That's a much bigger disparity than Zhonya's or GA or any of those anti-AP AD items have.
> The other issue with Banshee's Veil as I see it is that it's disproportionately effective against some champions. [...] That's a much bigger disparity than Zhonya's or GA or any of those anti-AP AD items have. Exactly. The problem is, if you want mages to only have one item to defend themselves against each damage type, you have to make them be at least minimally useful on _all _ cases instead of having both defend from burst only and still die to sustained damage that you can't fight because they also stack lifesteal, and you only source of grievous wounds is an item that requires you to strip 70% of their health in the first place.
: Zhonya's is almost as effective against a mage as it is against an AD champ, though.
Yes, BUT The problem being ADs having a bunch of options against many different offensive patterns, for example: * Hexdrinker (which is a component, never forget this) and then Malmortius, that excel against heavy offensive - **_not necessarilly "burst" damage_** - and then even gives them more sustain to turn the tables if they survive (and they do, almost every time); * Edge of the Night, which is better suited for Assassins indeed, but it's still useful because it has a spellshield, so even more specialized against single bursts; * and finally, Quicksilver's Sash (it's also a component. You see the problem here right?) and Mercurial Scimitar, both not only offer a way to survive heavy CC, but also has lifesteal on it that helps their sustain (even if a little). So, the problem is, not only they have more AND more specialized options, but they _are able to stack them_. I hope you're now able to understand why we feel it's unfair for mages to have only one option to defend from each type of damage, and both are pretty focused on burst damage only. You can't ever make use of either Seekers or Zhonya's against sustained damage (say, a slightly more fed adc that you should be able to at least manage to make flee away, especially in the mid-game when crit didn't take the lead yet).
Skyroar (EUW)
: > [{quoted}](name=RiotRepertoir,realm=NA,application-id=A7LBtoKc,discussion-id=KxKRgHqP,comment-id=00030003,timestamp=2017-04-07T23:53:23.326+0000) > > Not sure it's fair to say Zhonya's isn't "an actual anti-AD focused item" (seems like a very subjective call, which is fair in its own way). If it's more about Seeker's being weak or unappealing (no unique noticeable effect other than stats) or not having stackable options (Maw+Mercurial, for example), that seems like a reasonable point of view. > > I was operating under the assumption that the two groups would need only viable option to fight the opposing damage type, as long as it was clearly an effective one worth the purchase. For example, I thought that Banshee's being an AP focused anti-magic option would suffice, since it would clearly be useful in its effect, without needing to stack a bunch of additional MR on top of it. Similarly, a balanced version of this GA should be the only AD/Armor item needed, if it is clearly useful for its intended purposes. My thought was that players would prefer this over feeling like they should have to stack a bunch of similar items to get the output they wanted, but that could be a false assumption. > > Thanks for the feedback. I'll be thinking about it. Zhonya is a weird item because it's useful against all kinds of burst (AD or AP), and not that stellar against AD otherwise (active is underwhelming against sustained damage). It would make more sense if it offered health instead, or a combination of armor and MR. If, for example, it offered health, you would be free to add a new AP-armor item without worrying about players stacking both of them. But that item couldn't be an AP guardian angel, though, as having access to both stasis effects would be really annoying. Hexdrinker is also one of the strongest counter items in this game. It's extremely effective. Ap casters have nothing that gets close to its efficiency. In contrast, seeker's armguard needs stacking, offers nothing beside stats, and if you don't need burst protection, there's not much incentive to upgrade a armguard to a zhonya, as you won't get any armor bonus for that. This means that, in many games, I buy a ninja tabi + armguard to defend against a strong AD team, but usually delay my Zhonya's purchase because I'd rather spend my 1700 gold in something else besides a few extra AP points and an active that might not be useful, depending on the context.
I feel having hp on zhonya's would make it too optimal for tanky mages or even tanks themselves. Zhonya's original purpose seemed to be an item that offers survivability to mages that otherwise wouldn't have it - in special, glass cannon mages that do care more about stacking ap and not defenses, even when mages were supposed to have - and use - a bunch of available hp compared to adcs or assassins. So, I could suggest making Zhonya's something like AP + CDR or mana idk, moving Seekers to another new AR + AP item that could actually protect against sustained damage. Or else, please make Seekers alone a worth build if you need to protect against physical damage.
: Well unless I misunderstood the text on the item the helm only affects spells doesn't it?
That is a point to consider. But yet, AP champs must get some form of direct compensation. You guys are giving both ap and ad users "new" better items, but it might be the case you'll have to work on more pain points, both to the tanks and the damage dealers. * First, some work on % armor pen, maybe pen in general (flat, %, both damage types). Or else, tanks will still have a huge pain trying to itemize against a singular damage type (or pattern) and still fail to soak enough damage to feel your job was done even if you die. Personally I believe armor pen is the worst offender at present; * Second, new GA is cool, but may have to be tuned along next patches. At least, pay attention to the outcome of this change in particular (its passive is useful against any type of threat, similar to zhonya's in a way, but you must consider it gives back some health AND mana); * Third, but also important: Both AP and AD item choices against same and opposite damage type needs to be studied. It's still inside the resistances rework range, and there are some old problems like ADs having too much choices against magic damage while APs only have one whose main component is lame and helps little towards its goal. APs should get more choices especially towards physical damage - a component item with a good passive should do it - and Banshee will need attention to not warp the game entirely. (Liandry's is the gold option to get changes. Either % total health or a flat shred instead of pen would be awesome)
: Champion and skin sale: 03.21 - 03.24
WHERE TEH APRIL SALESSSS?????W??
Meddler (NA)
: It's possible we nerfed Rammus and Malphite for being too strong when they were just good meta reactions, I admit it's been long enough I can't recall the details from 5.24 and 6.4 respectively. We want to separate out genuinely overpowered from temporarily effective due to game state, we'll certainly get it wrong sometimes though.
On a future Malphite rework, do you have plans to at least change his passive shield from absorbing all damage to physical only? We currently only have one version of this type of shield, on Camille, but multiple variations of magical-only shields, and I think Malphite should be exceeding against physical damage, in a similar way to Galio exceeding against magical damage (Also Galio interacts with him a lot, they could be opposite counterparts of many things - magical vs physical, artificial vs natural, different materials, etc).
: Road to Pre-Season: Assassin Update
The only thing I couldn't get straight: "One is more tactical, allowing champions to move about the map undetected and catch opponents by surprise[...]" "For a simple rubric, long stealths aimed at dodging wards are Camouflages" "Camouflage is our new name for the tactical stealth. Camouflaged champions will still be revealed by pink wards, allowing you to track them on the map." ??????????????????????????????????????????
Meddler (NA)
: There'll be some changes yes. Tweaks to jungle items (balancing more than reinvention), adjustments to jungle camps (creating stronger contrasts between single target and multi target junglers to enable different strength profiles) and some other stuff that's not yet ready to be talked about.
> [{quoted}](name=Meddler,realm=NA,application-id=3ErqAdtq,discussion-id=fwbd1Jvv,comment-id=0000,timestamp=2016-09-21T20:33:00.795+0000) > > Tweaks to jungle items (balancing more than reinvention), so, no funnier Warrior? :c Srsly it's the lamest jungle item. I mean, it's not weak, it's just... unfun... I don't usually play champs that mainly use Warrior, but on most of them I find it funnier to go either Bloodrazor (on autoattackers)(love it on Vi tho, does scale well with her W mainly) or Cinderhulk on the tanky ones, like Poppy, Hecarim, etc. Thinking about it, every other enchantment gets something like 1 passive that's already present in another item and 1 unique passive: {{item:1402}} : Passive from Luden's, + mana restauration (kinda unique, and well gated) {{item:1401}} : Passive from Cinder + extra 15% bonus hp (unique) {{item:1416}} : mathematically, Passive from botrk (current hp) + same amount on missing hp = % max hp on hit and then, {{item:1400}} : Hmm... nothing??? (My idea would be tune it down of course, and them give it like, the bleed passive from {{item:3812}} + killing a larg/epic monster/champion/assisting would stop the bleeding. A way to encourage "I've come to do this and I must finish my job".)
nep2une (NA)
: joke . . . your head
Thank you. still people downvoting me for ???
Dr Poro (EUW)
: {{champion:96}} what am I supposed to do with all that stuff?
: Even Adcs don't understand the items they buy.
Petition to change B.F. Sword into B.F. Bullet/Arrow on ranged champs. Infinity Edge turns into a long range Sniper Rifle or bow, Bloodthirster is now a badass "alive" shotgun/crossbow and Essence Reaver is a cristalline magic bow
: The story of how I found my main
{{champion:412}} : (was obsessed with grim-reaper-y characthers) HOLY F#@K HE'S GOT A SCYTHE (shhhh, I know what it is) HOLY F#*K, I CAN'T USE IT **HOLY F$@K, I LANDED IT ON SOMEONE** HOLY F&$K, I PREDICTED HIM RIGHT HOLY F#@K I CAN'T SHIELD MY ENTIRE TEAM HOLY F#@K THAT TANK JUST BROKE MY ULT, IT'S USELESS NOW HOLY F#@K IT IS NOT HOLY F#@K GOT AN S+ HOLY F%*K I SHOULD STOP WITH THESE 200K HOLY F$%K, BUFF TO MY SHIELD AGAIN (and it goes on)
  Rioter Comments
: As we're getting closer to opening up sign-ups for the [League client update alpha test](http://na.leagueoflegends.com/en/site/2016-season-update/client-update.html), we're conducting internal testing so we're prepped for players to participate in the alpha. This required use of a live, public environment, and we knew there was a chance of it being prematurely discovered. That's okay, and we'll be sharing much more context on the League client update and its alpha test as we get closer to the alpha's start, including some info on the PBE boards in the next week or so in regards to an upcoming tech test.
Will you be able to have both clients installed? (for when we want to play normally, without having to face the natural bugs from alpha)

AzrhaelGr

Level 30 (NA)
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