: Bring Us Your Bugs!! Celebrating 10 Years of LoL
singed W does not properly root flung champions who are immune to slows e.g. ulting master yi or sejuani with her passive still up. not a bug but hextech anivia is from a different timeline.
Meddler (NA)
: Quick Gameplay Thoughts: March 15
>We'd like to do some work on Corrupting Flask and Dark Seal for example According to op.gg singed is the 5th worst top laner in the game with a winrate of 47% and pick rate of 2% The majority of users on the singedmains subreddit are always complaining about how horrible of a champ he has become due to game bugs, lack of itemization and rune options, and direct/indirect nerfs. Although I'm not a singed main myself I still think he has one of the best and most unique kits in the game and I agree with his subreddit that it feels like you guys are just constantly ignoring him and dont care about how awful he is.
Fízz v2 (EUW)
: Do you think Lich Bane is strong enough? I rarely see it built and champs that build it arent really meta except Sylas maybe. I think it would be nice to make it 20% CDR, like {{item:3071}} {{item:3285}} {{item:3025}} etc. for other classes (if you treat Lich Bane as an assassin item)
i think what gates a lot of champs from buying it is how expensive it is. you buy it for the sheen effect that scales with AP, but have to wait so long for that effect.
Meddler (NA)
: Quick Gameplay Thoughts: March 13
any update on the plans to add a graphic on hp bars showing the execution threshhold for chogath R and others like it?
Meddler (NA)
: Quick Gameplay Thoughts: March 6
any updates on the plans to add a graphic on hp bars for garen and chogath R like there is on pyke R?
Meddler (NA)
: Quick Gameplay Thoughts: February 13
from an outside perspective, reading these posts and watching patches come out it seems like you guys never really try that hard to look at the real source of the problems you tackle, like you only look at what they are on the surface or something. has any team member presented the idea yet that gold generation beyond cs/kills/objectives is inherently flawed and exploitable? i think a lot of the bullshit that rears its head in this game can be traced back to melee vs ranged lanes being too one sided.
: He loses *plenty* of matchups. {{champion:122}} {{champion:420}} {{champion:127}} {{champion:516}} {{champion:50}} {{champion:133}} {{champion:17}} {{champion:8}}{{champion:14}} {{champion:83}}{{champion:157}} are headwinds at a bare minimum.
the thing that makes him too powerful right now is that when he gets counterpicked he can just go mid lane. and now you get to counterpick their darius/teemo/quinn.
5050BS (NA)
: WTF Riot: Urgot nerfs
this is what happens when you look only at solo queue winrate to judge the power of a champion. urgot is literally the best top laner in the game right now, he does not lose any matchups. hes the lissandra of top lane. i am more concerned that they still are not touching karthus jungle.
Tobykachu (EUW)
: They didn't. They generally walked around with significantly fewer items and their only purpose was to buy and place wards. They had no other use. Your solution would send them back to that and kill the support role for most people. Then you'd have to enjoy getting autofilled there a Hell of a lot more.
oh. i have this problem of thinking of games only in terms of how they function mechanically and not considering player satisfaction. if league was only played by ai/bots i think my solution is perfect, but i see your point. if they were bots the players would selflessly and strategically divvy out farm between the support and jungler in my new scenario.
: > [{quoted}](name=Bigsnax,realm=NA,application-id=3ErqAdtq,discussion-id=yf5hn3Ad,comment-id=0004,timestamp=2019-02-12T20:25:45.639+0000) > > That would still be a "bandaid" solution and not giving any attention to the actual issue, that is recieving income through ways other than enemy kills/creep kills is an inherently flawed and broken concept. > lets get rid of support items because they only keep creating problems and go back to purchasing observer wards individually. and lets remove the gold generation on kleptomancy and buff the potion/item generation on it. How are supports going to generate income then without income items? We aren’t allowed to take CS from our adc/lane partner so that option is gone.
how did they generate income before the existence of these items?
Alzon (NA)
: Pretty sure there is no actual gameplay change, just a tooltip adjustment. After all, the {{item:3057}} passive is unique, yet if you have both {{item:3025}} and {{item:3078}}, it applies the slow field, 200% Base AD damage to the primary target, and 100% Base AD damage to anyone in the slow field.
plus, the little kierchis shard icon that has the built-up stack numbers,there is only one now that denotes the readiness of all energized effects. im not sure but i think there was a separate icon/energy tracker for every energized effect you had. but now they all build up and activate at once.
Bigsnax (NA)
: That would still be a "bandaid" solution and not giving any attention to the actual issue, that is recieving income through ways other than enemy kills/creep kills is an inherently flawed and broken concept. lets get rid of support items because they only keep creating problems and go back to purchasing observer wards individually. and lets remove the gold generation on kleptomancy and buff the potion/item generation on it.
some idea for the item buff to kleptomancy, attacking an enemy now builds stacks rather than proccing a random chance for an item. the player may "expend" built-up stacks to receive an item of their choice, with the power of the item depending on the amount of stacks they choose to save up and expend, ranging from a minor hp/mana potion to a skill point elixir. "purchasing" an item works exactly like ornn passive, the options you have are shown in a small area above your item ui and the options change as your stacks increase. would probably have to change its name from "klepto"-mancy to something else.
: Why not just make Klepto users unable to buy a gold item?
That would still be a "bandaid" solution and not giving any attention to the actual issue, that is recieving income through ways other than enemy kills/creep kills is an inherently flawed and broken concept. lets get rid of support items because they only keep creating problems and go back to purchasing observer wards individually. and lets remove the gold generation on kleptomancy and buff the potion/item generation on it.
: Champion Weaknesses in 2019
can you just start copying what dota does please. the people who work there are so much better at this than you.
: Yasuo just needs his protective windwall removed or his passive wind barrier. it would completely balance him imo, most of the frustrating comes of his wind wall or his wind barrier. Pyke, constantly supporting and getting more kills than an ADC will, or, the whole team. He has so much utility, so much heal, so much manoeuvrability and damage. Whats the plans on this? Most of the games he has one support item, and the rest damage, lethality and GA. Right now, pyke is more a problem to me, and everyone I talk too. Its like he was made to make others suffer and rub it in their faces.. :( Voli, as I see someone has mentioned, is long due some attention, he either goes really well or really bad, and when it goes bad, he can't really get back out of it. Anivia, she needs a major buff man - Give the bird some damn love for once. The wall should at the very least block dashes, what the point of having a wall when 90% of the champs just dash through it. Its a relatively simple thing, or just remove it and give her a better ability that doesn't get her killed or murdered by any champ one shot. The assassin meta, or, adc meta, or tank meta, she just flops and it makes the game unplayable when you want to go her now. She cant do damage, her egg is a nice back up but whats the point if you get disintegrated by anything in a few AA or abilities.
i dont think you know anything about anivia
: I got quite a lot of feedback on the Kennen VFX update, and one thing kept cropping up consistently. A lot of players weren't satisfied with his new E. People thought it looked a bit static, and felt like it was fulfilling a different fantasy. I want to cover what the aim of changing it was: to add gameplay clarity. I wanted to make sure the range was clearly indicated, and I want to avoid losing Kennen's silhouette entirely. Additionally, it was too bright before, and I wanted to move it away from just pure white. With this context in mind, please let me know what you think of this update to Kennen's E. I've given him a really quick run animation in a ninja pose so that he doesn't look static, and I've shifted the shape of the VFX back to being closer to the original. Is this better than the first version? Additionally, would you want this applied to super kennen? Or would you like super kennen to keep the VFX it had in the first preview video, so that you can see his pose better? https://youtu.be/s_3Skqi5uuM
Rioter Comments
: Visual Effect Updates: Kennen, Olaf, Wukong and Riven
kennen's vfx were looking great until i saw his E. i thought the whole point of the ability was to make his hitbox smaller and visually difficult to aim at as he zooms around. it was really cool because it sold the whole point of him being an agile ninja. this new E looks so clunky and to be frank, really stupid. sorry.
Rioter Comments
ExpStealer (EUNE)
: > [{quoted}](name=Bigsnax,realm=NA,application-id=3ErqAdtq,discussion-id=Y5xoKLpr,comment-id=0000,timestamp=2019-01-20T19:04:29.369+0000) > > if i had the power, the only thing i would do is remove smite and its items from the game. If you did that you'd remove the entire jungle role. Either that or you'd have to buff jungler starting stats so much they would downright stomp their lane opponent from level 1 and thus will end up being picked and successful outside where they should be. And not in a healthy way. Not to mention a few champions, like Warwick, would become too strong in the jungle, assuming it doesn't cease to exist, due to their sustain or some other aspect.
yup. i would rather see a 2-1-2 lane meta, with jungle camps just being there as a backup farm if you lose lane hard.
: So Junglers Will Be Lower Level Then A Double Lane Now?
i enjoy this. i think ideally the jungler should function as a "second support" for the game to be healthy.
: Shen gets punished too hard for using his ultimate in bot lane
they are already planning to buff shen btw. personally id like to see more power being given to jungle shen.
ExpStealer (EUNE)
: Summoner Spell Suggestions
if i had the power, the only thing i would do is remove smite and its items from the game.
Tobykachu (EUW)
: Is it really a good idea to balance a game around counter picking? Having huge advantages from champion select seems like a really negative thing to have in the game
yes it is completely fine. from a casual players viewpoint it would *probably* be negative because they wouldnt get to play their favorite character every game. but this kind of design philosophy is used in other mobas and imo works way better in terms of the ‘metas’ healthiness. when there are no hard counters and the most you ever get is a soft counter, drafting phases just become purely about who gets the most op pick and who gets the second most op pick. basically i dont see anything wrong with placing more emphasis on the strategy behind the drafting phase.
: > [{quoted}](name=Bigsnax,realm=NA,application-id=3ErqAdtq,discussion-id=KsfzIaMx,comment-id=000000000001,timestamp=2019-01-15T23:32:52.089+0000) > > i disagree, i actually think league needs more of this kind of thing, lots more counterpicking Champions need to be designed so that their kits do the counterpicking. Not by blocks of stats slapped on. His "passive" is not a kit, it is just pure base stats attached mascarading as a kit. He doesn't even need to BUILD mr or has benefit to building anti-mage. If this is the logic, nobody should be able to duel/kill/outrun/tank or hell even WIN against Mundo.
hmm i guess thats a fair point. honestly i dont think *true* counterpicks will ever be a thing in league, because despite it probably being healthy for the gamestate it would not feel good to soloqueue players which riot would not enjoy. it also cant be a thing because for some reason you have to unlock champions in this game....
Rioter Comments
: That's a shit way to balance a champ. Basically a coin flip around if your mid laner picks an ad champ.
i disagree, i actually think league needs more of this kind of thing, lots more counterpicking
PhRoXz0n (NA)
: Crit Item Explorations Part 2
i think you are still missing something very important, that is the options for counterplay within smart item purchases. no, what you did with phantom dancer is not what i am talking about. there are more things that happen in this game than receiving damage.
: Any word on ignite nerfs? Ignite feels super overbearing in every elo, and it's prominence in bot lane is so annoying. It needs to be reverted back to what it was before the buffs last season. It's super unhealthy, and it's counter, exhaust, was gutted last year. Please do something
i disagree that exhaust is ignite's counter, it is rather just the next most viable option. really, barrier is ignite's counter. it negates all of the damage and has a lower cooldown. the problem is that you can only use it on yourself. i would be interested in seeing the effects of being able to target any ally with barrier.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: January 9
i just want to leave another comment, a little off topic. but the recent champions have been very uninteresting. they are designed from a single gameplay mechanic, “what if a champion could disguise themselves” “what if a champion could steal an ultimate”, and then the rest of their kit is kind of just... whatever...uninspired, taken from other champions kits. i dont know. like the “selling point” of them isnt the champion itself, but this one aspect of them that was thought of in development, the idea for the ability was had and the rest of the champion was built around it. i would like to see more anivias, more skarners, udyrs, where the design of the champion is *cohesive*, everything about them makes sense thematically. why does neeko have a 3 hit passive? why does sylas have a dash? arent his chains supposed to be heavy? in his reveal cinematic he is struggling to lift them... im also partially lamenting about the overabundance of “humanoid” champions... anivia is awesome. velkoz is awesome. a champion doesnt need two legs and a pair of boobs or big muscles to be appealing. lets see some centipedes, velociraptors, quadrupeds, giant moths, a satellite. come on.
: About breaking the level 18 cap, I really like it. Sounds good for maybe a {{champion:45}} mini-rework, I fell like he deserves one.
i disagree. event horizon is probably one of the best abilities in the game. if anything it could just use a buff to its cast range.
: Is skarner forgotten forever?
skarner has no sex appeal, so yes. meanwhile vayne is getting a prestige edition skin next patch in which shes wearing seethrough pantyhose.
: Hey Meddler, happy new year. Hope you had a good holiday. What nerfs are you guys planning for Urgot? I feel like he was balanced just the way he is. : (
they are reducing his later damage scaling. reasons being that he is an extremely good laner that always leaves lane in a good spot. they feel that his laning reliability is core to him so they are leaving that unchanged, but the power he gains from it is a bit too much.
M1A48 (NA)
: I don't see why Renekton needs a buff. Someone mind giving me a reason?
he falls off really hard. either a win lane or lose the game champ. doesnt do anything more with 2 items than he does with 1.
Meddler (NA)
: Quick Gameplay Thoughts: January 9
your team needs to study how the DOTA2 team handles their game. maybe even reach out to them and get a discussion about game design going, exchange ideas and stuff. i dont even see anything wrong with *copying* some of their ideas. yeah ok, playerbase will scream “this is from dota!”. but a lot of the mechanics theyve chosen to implement into their game are legitimately healthy and well designed. . . yes i think the idea of going past level 18 is good. it would allow more room for fine tuning a champions balance. along with this, you could also think about how many points can go into a skill, not only more than 5 but less as well. removing boundaries on what has always been conventional is always a step forward, just make sure you are doing it correctly. . . i think if you TRULY want to lessen the influence of the junglers then you have to look at the layout of the map. yes the map has looked the same since the game came out. that is not a reason that it cant be edited. talk to pro players and get a good understanding of jungle pathing. work with them and fine tune the terrain so that the jungle is more seperated from the lanes, if you really do want to lessen its influence on them. to be completely honest i see anything less than this as lazy and ignoring the actual issues. . . as a final note i am glad that your team is finally putting a little more attention on items again. leagues champ design has progressed in massive ways from what it used to be, but the items that those champs buy have kind of been left in the dust. is there a section of team members that are purely focused on just item design? there should be, right?
Bigsnax (NA)
: i dont think this is the right direction, sorry. ok. making the final purchase of a crit item being a “feel good” moment is definitely nice. but i am seeing this as an opportunity to add a new class of items. specifically, items similar to hexdrinker, that cover a range of situations. small purchases that delay your final build but are sometimes necessary in order to deal with a threat on the enemy team. i think league needs more counterplay strategies in the realm of smart item purchases. one specific item ive thought about would be hexdrinker tier in terms it cost and stats with an active that is essentially a Quinn Vault. maybe reduce the cost of qss by a good amount but limit the type of champs that can buy it? make an item for marksmen that they can use to accelerate their farm? i really feel like you guys are not exploring as many ideas as you could here. its still technically preseason right?
imagine an item that costs 1000g, no build path, just straight up a 1000g item. it can give stats or not depending on if thats balanced. but it has an active that is literally a poppy W. reduce the duration or something, change the vfx of it, whatever.
PhRoXz0n (NA)
: Crit Item Explorations
i dont think this is the right direction, sorry. ok. making the final purchase of a crit item being a “feel good” moment is definitely nice. but i am seeing this as an opportunity to add a new class of items. specifically, items similar to hexdrinker, that cover a range of situations. small purchases that delay your final build but are sometimes necessary in order to deal with a threat on the enemy team. i think league needs more counterplay strategies in the realm of smart item purchases. one specific item ive thought about would be hexdrinker tier in terms it cost and stats with an active that is essentially a Quinn Vault. maybe reduce the cost of qss by a good amount but limit the type of champs that can buy it? make an item for marksmen that they can use to accelerate their farm? i really feel like you guys are not exploring as many ideas as you could here. its still technically preseason right?
AD Yuumi (NA)
: Oh boy, It took awhile but today's micropatch is finally out. Today we're focused on cleaning up a number of balance outliers on the far ends of the spectrum (either very weak or very strong vs. other members of their class). In the background we've also been working on a LARGE features that you'll be seeing in 8.17. The MR changes from last micropatch panned out pretty well. Sustained AP damage and tanks are a bit weaker (they were too strong) and marksmen and fighters who don't like getting bursted are stronger (they were a bit too weak). In terms of overall balance, the power spread across different champs and classes is still looking great! All classes are worth taking, and the vast majority of the cast is viable in the jungle with the right partner! We're still worried that AoE mages are slightly too strong and assassins are slightly too weak. May need to look at future class changes to bring them up. Do note that "too weak or too strong" does not mean "useless or the only things worth picking" > # 8/22 - Balance update > > **CHAMPION BUFFS** > > Talon > AD :: 68 + 3.1/lvl >>> 70 + 4/lvl > Armor :: 30 >>> 35 > HP :: 588 >>> 650 > > Evelynn > AD :: 61 >>> 65 > Armor :: 37 >>> 42 > HP/lvl :: 572 + 84/lvl >>> 500 + 95/lvl > > Rek'sai > Armor :: 33 >>> 38 > AS/lv :: 2 >>> 3 > HP :: 570 >>> 600 > > Nidalee > HP :: 545 + 85/lvl >>> 590 + 95/lvl > Armor :: 28 >>> 33 > AD :: 61 >>> 66 > > Azir > MP/5 :: 8 >>> 12 > Mana :: 21/lvl >>> 30/lvl > HP :: 552 + 92/lvl >>> 600 + 100/lvl > > Ryze > HP :: 570 >>> 610 > Armor :: 21.5 >>> 27 > MP/5 :: 6 >>> 9 > > Shen > HP :: 540 + 85/lvl >>> 600 + 95/lvl > > **CHAMPION NERFS** > > Kog'Maw > AD :: 3.1/lvl >>> 2/lvl > HP :: 88/lvl >>> 75/lvl > > Amumu > HP :: 613 + 84/lvl >>> 570 + 80/lvl > Armor :: 3.8/lvl >>> 3.3/lvl > > Karthus > HP :: 87/lvl >>> 75/lvl > Armor :: 3.5/lvl >>> 3/lvl > > Jhin > HP :: 91/lvl >>> 85/lvl > AD :: 4.7/lvl >>> 4/lvl > > Brand > HP :: 88/lvl >>> 80/lvl > > Maokai > HP/lvl :: 95 >>> 90 > Ar/lvl :: 4 >>> 3.5
> assassins are too weak. update the map then to let guerilla style of play be more effective rather than just buffing the shit out of their numbers.
: There is a silver 1 in a platinum mmr game
soraka top? its a diamond smurf
Rioter Comments
: Minion AI Rules Documentation
so ive noticed occasionally in my games if i attack a minion a couple times, my own minions will refocus to the one i am attacking. (im not sure if its necessarily because i attacked the minion) what part of the minion ai causes target switches and how can it be controlled? by the way, side rant, i kind of wish devs would stop “fixing” “exploits” and just let players develop unintended strategies

Bigsnax

Level 205 (NA)
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