Ceol (OCE)
: CertaintlyT Champion frustration stems from their kits breaking fundamental game principles.
Breaking principles of game design isn't something that's necessarily a bad thing. Redhook Studios gave a great lecture on creative direction and game design in which they break traditional principles to strengthen their game. It's via GDC.
: Suggestions for How to play Garen?
I'd definitely suggest[ these]( videos. Pay close attention to learning how to trade.
Rioter Comments
: You shouldnt loose jungle, for not taking smite
It is stupid, but it's not an easy thing to take away without removing player agency. When something that is required for viability is optional, it shouldn't be optional. It creates frustrating experiences, but it's like how do you enforce this without crippling certain strategies?
Bushîdo (NA)
: Welcome to 2018 ranked season
Textbook case of packet loss. Riot has several good articles on how to detect it and correct it, but more than likely, you're going to have to contact your ISP.
: > [{quoted}](name=Blue Collar Bear,realm=NA,application-id=3ErqAdtq,discussion-id=Ncacfwz9,comment-id=000d,timestamp=2018-01-11T15:08:44.370+0000) > > To be fair, Jinx's auto attack is pretty satisfying. It makes sense to buff it. you don't fkn buff an ability because it's "satisfying" that makes no sense
I think Jinx's kit is kind of lack luster. All of her abilities aren't guaranteed to hit. It makes sense to buff a constant variable in her kit that gives players a sense of reliability and changes Jinx's identity to be more reliable. If that constant variable also happens to be one of the most auditory/visually stimulating effects in the game, I think it makes sense to buff it.
Rioter Comments
: GotU 8.1
@Riot Any reason why we didn't see these tests shipped and/or returned to the PBE?
: "Jinx isn't as strong as the other hypercarries so we're going to massively buff her right clicking"
To be fair, Jinx's auto attack is pretty satisfying. It makes sense to buff it.
: Get your shit together, Riot.
If you combine runes in Inspiration and Domination that reduce active item CDR, and Ruby Sightstone, you get item actives on like a 20 - 30 second cooldown.
Rioter Comments
: GotU 8.1
In addendum: > I think what the designers are seeking to do with these changes is to move this keystone away from sustain, which would give it clearer use cases. The keystone has always been kind of muddled with what it’s supposed to do (keep you in combat, deal damage in combat). When the numbers were too high, there were too many abuse cases. If the numbers are low enough, it doesn’t see use over other keystones that do the same thing in a slightly different way. Moving it away from the goal of keeping the player in combat gives it a clear goal with clear balance levers.
Rioter Comments
: > [{quoted}](name=Lovesick,realm=OCE,application-id=3ErqAdtq,discussion-id=3RoU4EzJ,comment-id=00000000,timestamp=2017-11-16T11:56:45.560+0000) > > 0 counterplay? But they added delay to his damage and a massive goddamn indicator lmao. He had an indicator before, too. What delay? There's no delay. If he gets to click on you from his ult, you die. Unless he is behind in which case you lose half your health, he dies and his team surrenders. There's no middle ground. His rework is a flop, almost as big as mordekaiser's.
The indicator before was very easy to get around by running movement speed runes (season four) with ghostblade and mobility boots. His jump range was like 700 and the indicator was about 900 units. The indicator was a transparent exclamation point above his head when he got into indicator range (900), but it didn't matter because he had 600 movement speed and a 700 leap range. The indicator range now is thousands of units, not to mention his two damage abilities are now skillshots.
: Hey there. I don't really want to use this as an opportunity to defend my record. (Spoiler: I think it's fine). However, I'd love a chance to talk about how we view League's long-term strategy, which may be a topic that not every player often thinks about. The traditional way to make a game was to package it in a box for 60 USD or whatever and put it on the shelf in a Gamestop, or going way back, an EB or something. You wanted players to love your game, but you also wanted them to finish your game, because you only made money on the box, and you needed them to not only value that box, but to want the next box, and the one after that. We sometimes talk about this consumer product strategy as "planned obsolescence." The first game I worked on that didn't follow that strategy was an MMO, where much of the revenue came from a subscription. The strategy was to keep players so engaged that they never got bored and risked unsubscribing. Turns out this is pretty hard to do. Players do eventually move on to other games, so to keep your revenue constant, you need to keep bringing in new players. This model tends to be even more extreme in microtransaction games, especially mobile ones (and especially low quality mobile ones) where players may quickly get tired of your nonsense and paywalls and running out of resources. The business model here is to constantly get new players (or rope current players into bringing in their friends) because if you ever run out of new players, you quickly run out of money. The reason we think League can be evergreen and last for many years is that it works really differently. The game is free to play and there is no subscription. Much of League's revenue comes from optional cosmetic content. This creates a situation where players don't often feel the need to formally quit - there is no unsub moment or anything. The icon is still sitting there on your computer when you want to go back to it. So compared to many games, our churn rate is really low. Players may take breaks, but many come back. This also means we are less dependent on new players. Our strategy is to keep current players engaged and happy. Historically we've made very little effort to attract new players. In terms of evergreen games, I often use examples like Magic, D&D or possibly Pokemon. Those are games that you can drift in and out of for years. They evolve.They release new products. But they are still recognizable over time and have been around for decades. Will they last forever? I don't know. But they last a lot longer than most games. That's what we aspire to do with League (and no, we're not there yet). Riot as a company invests heavily in esports, but on the League team it is not always forefront in our minds. Our balance philosophy for example focuses on players in the high Plat / low Diamond skill level. Balancing only for esports is a little short-sighted because you are tuning the game literally for a few dozen people, while probably making the game worse for tens of millions. When we do make changes specifically for esports, it tends to be right around Worlds and is also focused more on esports viewers than pro players. In other words, we don't make a ton of changes just for esports, and those we do make are often targeted on making a game that is fun to watch. The vast majority of our features (things like missions, champion mastery, matchmaking, Star Guardian Invasion) have almost no impact on esports at all. They are for the rest of us. As a company, esports does have benefits and that's why it's an important part of our company strategy. We don't spend much on traditional marketing, and in a way esports is part of our marketing. Pro games also provide a way for players to stay connected to League if they're taking a break from the game as I mentioned above. Esports can also be aspirational because it's inspiring to see players playing the exact same game as you but doing things you didn't know were possible. It's an opportunity for the community to come together. It's a celebration of League. Does Riot want additional games? Absolutely. We want to be a game company that stands the test of time, and we know we need a whole library of games to do that. But we aren't willing to shift so many resources away from League and towards new games that we hurt the one successful game that we do have. Remember, we don't need that planned obsolescence model that I mentioned above. More games will come in time, and we have time. I know that was long, but I hope it helps provide a little more perspective about how we think about product strategy.
Hey, GC. Do you think that participatory design has anything to do with Riot's product strategy?
Top Main (NA)
This would be a huge throwback to the original mods on Warcraft III.
: Looking to hit Gold/Plat/Diamond by end season? - Semi Professional Coaching Experience
Rioter Comments
Rioter Comments
: I play for 12 hrs a day and im bad ? help!
I'd suggest working with someone who will teach you. You can't learn everything from YouTube videos.
Reynard (NA)
: eXr8 eSports searching for talent! [Diamond+]
Hey, MaokaiLife. Got a website, or care to say something about yourself and the team itself?
: Garen's Passive
With the new runes being revealed, I'll revisit this with some comments.
Zerana (NA)
: Maybe a better version of Perseverance should be his passive then? Passive: JUSTICE- Garen is enraged by the villain's audacity to show him/herself, when Garen sees the villain, he gains 20% MS towards that villain and gains 10% of his max health on the first hit on that villain.
I feel like interacting with the Villain mechanic would be interesting, considering it is a very unique feature that defines Garen's identity.
: Zombie Brand Zombie Nunu Zombie Ryze
I'm pretty sure they've publicly stated there wouldn't be anymore skins themed as such.
Bombardox (EUW)
: Can we have zombie amumu skin in one harrowing event please?
Due to cultural expectations in China, there will never be zombie, skeleton, or necromancer skins.
Rioter Comments
Madjack01 (EUW)
: The support conundrum: being shackled to the adc
I'm in and out of Diamond IV, as a support secondary. Usually when this happens, it's easy to just go somewhere else and leave them to a side lane. They're 0/3, and they're worth like 100g.
: [GAMEPLAY] Illaoi's tentacles
Anybody ever look into this?
Yenn (NA)
: Ranked needs to be held to higher standards; support without Sightstone is not okay at Diamond+
This doesn't belong in player behavior. It's probably meant for gameplay.
Rioter Comments
Rioter Comments
Pyro (EUNE)
: Riot wants to rework assassin items - what would you want to change?
My thoughts are fairly simple to voice. If you remember when they reworked the Resolve tree, it was about encouraging tank playstyles. This is what needs to be done. At the moment, they're just stat sticks.
: Is Sona Mid Troll?
Nobody deserves to get flamed. Now, is it troll? Probably not! The reason being is that meta in silver is different from meta in diamond (speaking from my experience in both). The most effective tactics change a lot, and Sona mid is probably just fine in silver. It sounds like you correctly understood the matchup, and you played appropriately.
: can i get baned for throwing teammates into enemy team with tahm?
I personally know somebody who did things similar to this, and they got banned pretty quickly.
Wuks (NA)
: People would focus on buffing their own stats rather than focusing on the team aspect of the game. You'd see splitpushers with no intention of grouping to get a higher CS score, players who focus kills over the nexus or other objectives, and players avoiding supportive champions for this reason. The wins and losses most accurately determine the combination of both micro and macro gameplay to result in a skill ranking.
Point taken. Do you think there's anything to do about the player experience vs. team experience? Has Riot ever tried to hide series / LP and only display rank? It's an easy fix to at least part of the problem. It could even be optional.
Rioter Comments
Aamano (NA)
: @Riot, do you think we can have more In-Game Events like The Hunt is On! ?
Alright, so I'm going to explain why I think this is a _great idea_. Part of what makes these events so much fun is that it encourages risk taking. In The Hunt Is On, the players playing Kha'Zix and Rengar want the reward, because it is an incredibly hefty reward. The way it makes players feel is good design. It's exciting. It makes players feel like they're in a battle. It's immensely satisfying when you succeed. Positive feedback loops like this are rare in League, since a lot of the functions in the game are created to allow players a skill-based 5v5 format. The issue that I think functions like this one have are balance levers, but I think it's easily remedied with some dedication. It makes these games feel unique. It's a** memorable**, **meaningful experience**.
Noraver (NA)
: @Meddler, For the upcoming Garen changes you mentioned..
The issue that most people have with Garen is that his entire kit feels like a negative feedback loop. Most Juggernauts have a positive feedback loop (a way to sway the balance and gain an advantage), which is basically outplay mechanics (oh shit darius got the heal, illaoi got a 3 man r, resets, omg they heal so much). Garen, though, can't use his passive in battle. Negative feedback loops like this don't reward good Garen players. They are padding for players that need it, which, typically, good Garen players don't make good use of his passive if they're winning lane. It's like great job, you're winning lane, and now, have fun never making use of a passive that does less the better you are at being a Juggernaut (melee damage carry).
Oryiah (NA)
: Gaming Communities From a Girl's Perspective - Please Read
I agree with all that you said. This community needs to recognize that this is not acceptable. I'd like to offer up a community that I have a leadership position in. Let me know if you're interested.
: Rengar is Literally Perfect for Me
That's good to hear. If you'd like to theorycraft or get help with builds, let me know. I've got around 2k Rengar games under my belt, and I peaked D3 with him.
: @Riot, Any new information about runes?
Rioter Comments
: As a Hardcore Blitzcrank Main, I can say he's 100 times better built AP/AD than Tank
Just gonna leave [this]( here.
Rioter Comments
Rioter Comments
: Too many low elo players dont know how to support properly
Here's an info dump: [1]( [2 ]([3]( [4]( [5]( [6]( [7]( Some information may be outdated. Take it with a grain of salt. Respond to this post for answers to any questions you might have. I peaked at D3 as a jungle/support main.
: Garen needs a niche that works for him
Something just needs to be done to raise his skill ceiling and change his design. I like your idea, though. What if Decisive Strike were a short-ranged dash/blink?
: is Respect ban still a thing in LCS?
MVP ADD draws Sion bans in the first round of bans.
: Thanks. I'm giving a try.
Make sure you toy around with the settings, since it technically streams the game. It can cause significant packet loss and delay.
: There's a record feature built into the replay client, is it fine to just use that?
You can't share the .rofl file yet, though that feature is in the works. The client has a record feature that creates a .webm file that's shareable, but it's not a substitute for a first person perspective. There's also an issue with the file being corrupt server side.
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Blue Collar Bear

Level 118 (NA)
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