: Karma's New Bio
No you're misreading the quote. Lemme fix it for you: >She rarely uses her magic for destruction, as she often can't land a fucking Q to save her life and instead just fucking ruins everything god fucking damn it Karma PLEASE LAND A Q YOU ARE KILLING ME IN LANE HERE.
: ARAM's unbalanced in a lot of ways. They don't tune champions for that mode, why should they have to tune runes?
Well, for one thing, you're wrong: Champions have received ARAM specific changes as well as items. Two, DH is warping the game and I'd rather have Riot nip it in the bud now before it grows into a full-on flower of shit.
Rioter Comments
: After playing so much Overwatch...
The only part that boggled my mind with OW was them saying that "Toxicity is causing us to be slow on game updates". The hell? League/DOTA have arguably worse communities and both either update frequently (league) or push a massive patch at least once/twice a year (DOTA). Better yet, why the fuck is the art team slowing down hero ideation/concepts? Why do you have Jimmy in modeling working in player behavior?
: Don't forget on how he's *the* coverboy in all kinds of promo artwork, how many skins he has, and even non-ingame-related popularity.
I'm pretty sure that's because he's the self-insert late teens/early 20's young man who most players can insert themselves into metaphorically. God knows I've seen Ezreal shipped with almost every fucking female because of it.
: You guys all have some serious misconceptions when it comes to this game. Ezreal didn't kill Runeglaive. It was a shitty jungle item that only benefitted Ezreal. It did nothing for any AP jungler. It was a garbage poorly designed item for the niche it was forced into. Klepto is just broken in general. Take it on a support see how much free shit you get. It's actually insane to the point where I can play Nami support and keep up with the ADC in gold give or take 1k and then still be able to solo kill the enemy ADC with the free items it gives me because I have the CC and have free stats and sometimes even a skill point to use against them. That being said it does fall off once late game hits or after you reach full build. The problem is that games are already stupid fast with everything being a slug fest right now. The damage masteries super jacked up early damage (probably will see about a 30% nerf to damage across the board on them) to top it off. So that depending on what tree you go down with it, you may end up just out dpsing people through free scaling. Klepto needs a nerf for ranged attacks in general before we even think about hitting Ezreal with a nerf bat especially with us being only in the first patch of pre-season.
> [{quoted}](name=Jefftiffy,realm=NA,application-id=3ErqAdtq,discussion-id=sLX4cwMZ,comment-id=0026,timestamp=2017-11-17T02:50:35.047+0000) > > You guys all have some serious misconceptions when it comes to this game. > > Ezreal didn't kill Runeglaive. It was a shitty jungle item that only benefitted Ezreal. It did nothing for any AP jungler. It was a garbage poorly designed item for the niche it was forced into. This is just wrong. Many AP junglers have/had on-hit applications. {{champion:245}} {{champion:131}} {{champion:28}} {{champion:60}} {{champion:79}} {{champion:76}} etc. The only people who struggled with it were Fiddlesticks and off-meta AP junglers. Ezreal, of course, made the best use out of it so they were kind of forced to go back and redo it. It might have not be the PERFECT AP item for junglers but it certainly didn't "do nothing". It just helped Ezreal more. > Klepto is just broken in general. Take it on a support see how much free shit you get. It's actually insane to the point where I can play Nami support and keep up with the ADC in gold give or take 1k and then still be able to solo kill the enemy ADC with the free items it gives me because I have the CC and have free stats and sometimes even a skill point to use against them. That being said it does fall off once late game hits or after you reach full build. The problem is that games are already stupid fast with everything being a slug fest right now. So it sounds like Klepto isn't broken so much as it being too good in the early game. Couple a good early game keystone with games being absurdly fast and you're bound to see high win rates. Of course if this was the case, every single on-hit character would be busted with it. Of the top 3 (GP, Sona and Ezreal), Ezreal boasts the best win-rate according to OP.gg. Most Sona players actually go Aery instead of Klepto, albeit klepto has a higher win-rate so maybe Sona is just strong at the moment. Gangplank sits around a 50% with or without klepto. Of course, Ezreal still benefits the most. Both from Klepto and from the bug. > The damage masteries super jacked up early damage (probably will see about a 30% nerf to damage across the board on them) to top it off. So that depending on what tree you go down with it, you may end up just out dpsing people through free scaling. Klepto needs a nerf for ranged attacks in general before we even think about hitting Ezreal with a nerf bat especially with us being only in the first patch of pre-season. See, that's the problem: It's always about whatever Ezreal is abusing, not Ezreal himself. That's the furstrating part. "Just nerf what Ezreal is abusing" and suddenly Ezreal drops from 60% win rates to dumpster tier. That's a flawed, problematic design that needs to be fixed. We saw it with Runeglaive. We saw it with Lizard Elder. We saw it with IBG when it was stronger on Ezreal. We just keep seeing this pattern and it's maddening that the course of action is always "Nerf what Ezreal is abusing", not "Take a look at Ezreal and see if we can fix it."
Praelis (NA)
: So, I know that the character has to be pre-existing in League of Legends, but does this include the new champion Zoe? I am a huge fan of hers and I would love to do art for her.
Yep! Any champ currently in league (or coming out for League) is fair game!
Edres (NA)
: Lets say you have an old TV box. It worked so it didn't need any fixing , but it is old and bland and you are still going to replace it with a 4k flat screen. Similarly, the runes worked fine, but it didn't give much player expression on how they are going to play as. Are you playing Nasus with Grasp to be tankier? Or playing him with Phase Rush to be more unkitable? Or are you going with Dark Harvest to do lots of burst damage? All these styles are viable, it is just preference of the player.
Hell, I wouldn't even say old runes worked fine. They were solved system, an expensive drop and never allowed for any sort of meaningful diversion because at the end of the day, they were raw stats with no drawback other than "You won't have anything else in that category." Comparatively, a lot of the runes in the new system are "You get <x> but for <y>". Gathering storm is probably the most massive stat boost in the game but requires 60+ minute games. Celestial body is a fat 100 bonus HP at level one but reduces your damage by 10%. etc. It makes it so a lot of the time, the right choice varies by meta and what champ you're playing.
GigglesO (NA)
: > [{quoted}](name=xX aZ3R0n Xx,realm=NA,application-id=3ErqAdtq,discussion-id=31NITyAU,comment-id=0010,timestamp=2017-11-15T18:21:41.704+0000) > > 5 seasons? I&#x27;ve only been playing since S5 and I only have about 30 champions left to unlock. You may have forgotten that the older players paid 6300 for more of the champs. We didn’t have this every time a new champ comes out one gets reduced. I also purchased every single rune including Christmas and Halloween runes, which took up a lot of IP budget.
Yes and no. A long long LONG time ago (We're talking S1), sometimes new champs would come out at lower than 6300. In fact, I think the 4800 price pool started with Trundle or J4. Around mid-S2 or early S3, they changed it so every single champion came out at 6300. To compensate, they mass-reduced costs for some of the oldest champs while some 6300 fell to 4800. These days, however, I don't feel discounts come fast enough. With Riot slowing down new releases of champs (You're at best getting 4-6 a year) it'll take decades for the majority price to drop. On the plus side, that means more 6300 shards. Which means more BE for you.
: PUBG.
> [{quoted}](name=EzSkillshot,realm=NA,application-id=yrc23zHg,discussion-id=PkoPFL5a,comment-id=0001,timestamp=2017-11-14T22:35:55.258+0000) > > PUBG. Who would win: Four Triple-A industry games, some of them from franchises that stood the test of time and some which were groundbreaking successes. vs. One early access boi
Rioter Comments
Alüe (NA)
: I'd agree with you if movement speed wasn't such an issue in the game. Telling you right now a zed can close the gap fairly quickly. The justification that oh they had to burn a flash is sort of weak. A kill is a kill and the fact that mages are immobile, skill reliant and resource restricted is a strict favoritism for ad assassins mid. While I agree an assassin is supposed to counter a mage. I do not think that it should be stat reliant but rather per mechanic reliant (as we see with zed being able to close distance quickly). This exact topic reminds me of an issue when rengar originally came out. Mages were dieing in under .32 secs. Physically faster than the human reaction and allowed counterplay. This pre-season has thrown us dangerously close to this type of gameplay again. I can't tell you the amount of times as an xerath main i sit under tower poking and still get blown up even after landing my stun and playing the situation as best as i could. The original poster failed to even awknoledge there is a strict favoritism for ad itemization. Want to discuss about hexdrinker? The go to item that basically shuts out any ap mid?
Flash is absolutely a justification because of the long CD comparative to defensive tools such as Hourglass, your own flash and more. See, this is the problem: You're only seeing this from the perspective of a Xerath who is panicking because Zed jumped on him. You're not seeing it from the perspective of a Zed who has had to throw out Qs and take awkward trades because Xerath outranges you by a mile without having to blow your one mobility tool. Zed has to pick, choose and come out on top of his engagement because he's an assassin who HAS to kill his target or else he can't roam and begins to fall behind. Your rengar argument also flops hard because Rengar came out at a time when Riot wasn't all "MY COUNTERPLAY THO". In fact, Rengar was Season 2/Season 3. Almost five years ago. If your best example of a counter argument is almost half a decade old, it's not a strong one. Assassins have more counterplay now, albeit they also have more itemization. Of course that's not to say AP mages have nothing. Stopwatch is probably your best bet with a 600 gold item that counters a Zed/Talon early. Plus if you also consider that early game the CDs on such all-in ults are fairly long, you should absolute be able to farm up an hourglass which should prevent Zed from getting most of his burst off, among others. But let's go back to the overall issue: Ranged vs. Melee. You want ranged characters to have more defenses to survive their vulnerability time. It's incredibly ironic that we have such a disparity between melee characters and ranged characters and _yet we're still asking that ranged get buffs to their defenses_. It's madness. It perpetuates the state that ranged will always be better than melee in an equal playing field. And at the end of the day, if you're getting blown up 1v1 and being dove under tower, the constant is you. We're both gold so that means neither of us is particularly good at League. Maybe it's time to examine how you play and the problem with your playstyle rather than pointing to the game and saying everything is wrong. As a final note, let's look at some [OP.gg stats](http://na.op.gg/champion/statistics) to see how things have been shaping up. This is based on Korea, arguably the best region and on 7.22 (Preseason). * The first AD midlaner who appears is Pantheon at Rank 10. Only one champion in the top 10 is an assassin, with Katarina being an AP assassin-mage at rank 2. * Zed is currently sitting just about a 50% win rate with an 11% pick rate. * Xerath, conversely, is at 53% win rate with around a 4% pick rate. * The Zed vs. Xerath match up [leans in Xerath's favor](https://puu.sh/ym2kf/e98a723016.png) despite Zed having first tower down and first kill in most situations. Of course you can point to the ban rate so.... * Talon, as another comparison, has a roughly 50% win rate, a similar pick rate to Zed and [has an even worse match up against Xerath than Zed does.](https://puu.sh/ym2qn/e2c808c77a.png) This includes even less of a ban rate than Zed. Seems that people who know what they're doing don't have an issue against AD assassins with Xerath.
Terchio (NA)
: Long ranged mages are already immobile and skillshot reliant, and generally have harder-to-land CC. The short ranged ones have their own tools, as well. I think both could use help against AD. Don't pretend long-ranged mages are invulnerable now. They have windows of vulnerability like anybody else.
They're not. They do have windows of vulnerability, which is the job of an assassin to capitalize on. Why should a long-range mage get armor so that if they do get all-in'd, they have defense against a flaw? Why does long-range get the added bonus of having this window of vulnerability but also getting defense so it's harder to kill them in this window? Also, close-range mages are more liable to trade with the likes of Zed, Talon, etc. That's why they need more defenses. They're more at risk and have more dangerous farming/spell practices so they deserve a little more love.
Aterpater (EUNE)
: That's how addiction and lack of self-discipline works. People just can't say no to a flashy skin or weapon or a hyped new game, like a kid in a candy store. They know they are screwed over big time and whinning about it but just can't start to vote with their wallets. I'm afraid companies are perfectly aware of this. Btw, loot box systems - just like in the latest EA title, or sadly all around nowadays - are practically gambling, and we all know how the psychology of gambling works...
> [{quoted}](name=Aterpater,realm=EUNE,application-id=yrc23zHg,discussion-id=IJr2AxkV,comment-id=0001,timestamp=2017-11-14T14:24:06.084+0000) > > That&#x27;s how addiction and lack of self-discipline works. People just can&#x27;t say no to a flashy skin or weapon or a hyped new game, like a kid in a candy store. They know they are screwed over big time and whinning about it but just can&#x27;t start to vote with their wallets. I&#x27;m afraid companies are perfectly aware of this. > Btw, loot box systems - just like in the latest EA title, or sadly all around nowadays - are practically gambling, and we all know how the psychology of gambling works... The sad part is that it's not even entirely that. The problem is that with loot box systems, you don't need to make a product that appeals to <x> amount of people. Companies are completely fine with making a loot box system that is never bought by 99 players but has one player spending 15k+ on it over the course of their lifetime. It's really sickening because it means that the will of the majority is subservient to the will of someone who probably has a gambling addiction and needs help, not encouragement. And yeah, it should be classified as gambling but the US/EU/etc. are way behind in this. It took a scandal like CS:GO lotto to make Valve act on it. Shame we're not going to see someone do something about this until a kid fucks his life up spending money on loot boxes before he's 10.
: Lol. I.e. a Zed can close the gap BARELY shorter than fully charged arcanopulse with combination of a blink and unstoppable dash.
...So Zed flashed and W'd to get to you. He blew two of his most valuable resources to (ALMOST) close the gap and get on you while you still have your tools. This line of thinking is why ranged were king for all of S7 and assassins were dumpster tier.
VanaQuish (EUNE)
: Ye because long range mages are immune to all ins.
If Xerath is in a position where he can be all-in'd, that's Xerath's fault.
: Juggernauts may need to be looked at
The runes themselves aren't the issue. The base stats are. Juggernauts (and divers who have some issues) often went half defensive, half offensive. But now your tree dictates your buffs. So you go resolve tree...and only get HP. No AS, no ad, etc. You go AD? No defense. etc. They need either stronger base stats or better starting items.
: Can mages have armor again?
Give short range mages armor. Let the long range pokes one stay as-is.
: Riot is conforming to general stereotype of today's games
Well, yeah, that's because they work. This isn't anything "new" by the way. We've seen this type of behavior all the way back in WoW of 2004. When you leveled up, you got a massive golden light around your character and big ass text announcing "YOU'RE LEVEL 29 NOW!!!!", on top of new things. Then you'll argue "oh but that is WoW" at which point we can point to Modern Warfare 1/2 for popularizing the grindy numberfest with arbitrary rewards. I don't think this system by design is a bad one. Unlocking chests/crates feels good on a psychological level and it's nice having actual runes available. However, to ease the pain, Riot SHOULD: * Give you BE for either your champion mastery or a small amount for a win/loss * Make the drops somewhat static in the crates. 4 shards with at least one being a 4800 or higher champion. (Averages out to around 1k+ per crate) * XP weekends or in general ways to boost your BE/XP gains. * BE to OE conversions if you'd rather disenchant that shitty ultimate skin into a new champ or two. The system as it was implemented is far from perfect. That said, I don't think it's as unsalvageable as people argue that it is. The real fact is that the onus is on Riot to improve and expand upon the system. Will they? Eh. I hope so.
: My prediction; he was a simple man, blamed for the famine of his village and possessed by a demon of HUNGER of sorts who takes the form of a murder of crows. Not exactly Tahm Kench's style of gluttonous, high class picky-eating hunger, but more the decay and painful death of hunger. That, or the Amumu route of 'mysterious mystery fable stories'
[Sorta](https://boards.na.leagueoflegends.com/en/c/story-art/6EofhoHW-lets-talk-biographies?comment=0025) The gist of my story was that Fiddle was a man who was hung and propped up as a scarecrow because he burned his village's crops. He was reincarnated as Fiddle. It's not 1:1 though.
: A Second Batch of New Bios!
That fiddle one is kinda similar to something I suggested years ago! Noice.
PB4UAME (NA)
: How does that make what he was saying or alluded to incorrect or less valid? You're still proving exactly his claim, but are also showing that people are additionally losing interest in others as well? So. . . what exactly is your point? How is it misleading when you just restate the same claim yourself?
Because it's specifically referring to League and no other game. Maybe if he was saying "Yeah MOBAs in general are going down over time and people aren't interested" it's fine. Except he's specifically singling out league. The next argument is "but League includes all MOBAs" but then you look at the comment just below yours: >Fake news, put Dota 2 on and it will be reversed. Dota is vague and refers to another game. Which means his comment is implying League and only league is getting worse while other games are getting better, when in reality the genre itself is facing a decline.
Maszii (EUW)
: > [{quoted}](name=CaptainMårvelous,realm=NA,application-id=3ErqAdtq,discussion-id=30zvj2Ni,comment-id=00010000,timestamp=2017-11-13T20:29:16.746+0000) > > Or tie it to champion mastery. > > Win/Loss can sometimes be out of your control but if you get an S++ on your champ, why not get a fat BE bonus? Plus you never feel like your time was wasted unless you didn&#x27;t do well, in which case you have only yourself to blame. ~~Or you can blame someone else but people will laugh at you.~~ You will get KDA-whores
And they'll get shit grades because K/D/A isn't the primary indicator of champion mastery.
Heartnettz (EUNE)
: God.. why are they complicating such a simple mistake. Yes, the new rewards system sucks. But what is killing me and pissing off the rest of the community is the fact they can fix the problem with such a simple solution. Just keep everything as it is and start rewarding players BE after every game just like you did with IP. Why can’t Riot solve such a simple problem before people start getting frustrated and leave the vame for feeling they’re not getting rewarded accordingly.
Or tie it to champion mastery. Win/Loss can sometimes be out of your control but if you get an S++ on your champ, why not get a fat BE bonus? Plus you never feel like your time was wasted unless you didn't do well, in which case you have only yourself to blame. ~~Or you can blame someone else but people will laugh at you.~~
Bârd (NA)
: Transcendence is balanced and Black Cleaver is balanced.
Yeah that's all you gotta do. I assume that the CDR on BC wasn't unique because they never had to deal with BC stacking since S3.
: Is ascension better than TT? Should they swap places?
It boggles my mind of Ascension isn't a perma mode yet. It's fantastic for shorter games without ARAM locking you into a weird random champ and the mode could definitely use a chance to shine. It's what dominion should have been.
: > [{quoted}](name=CaptainMårvelous,realm=NA,application-id=3ErqAdtq,discussion-id=sLX4cwMZ,comment-id=000000010000000000000000,timestamp=2017-11-12T21:01:57.555+0000) > > What? > > I&#x27;m not asking for nerfs because Ezreal is too strong or too annoying. > > I&#x27;m pointing out that Ezreal screwing with on-hit effects is always a problem. **This has nothing to do with how strong or weak Ezreal is at any given time but rather that Ezreal continues to be a massive outlier when it comes to most on-hit items**. Usually the &quot;on next hit&quot; items but sometimes he&#x27;ll screw with something else. > > Compare this to other champions who warp the game around things they can abuse. Yasuo/Tryn probably cause problems with crit items for melee characters. Ryze used to limit what you could do with mana before his rework. etc. Just feels wrong that these characters are all rework bait but Ezreal gets to keep scooting around with his on-hit bs. Gangplank does it too and lucian probably even more when it comes to standard onhit.
I addressed Lucian in the OP. >I could go on but you get my point. What's frustrating, however, is that Ezreal gets to keep being Ezreal. Take Lucian for example: **When Lucian was breaking stuff, he would either get kneecapped or get one of those soft reworks that shuffles everything around.** Rengar breaking something? Dumpster for you, kitty cat. Ryze? Just...Ryze? In general? Gangplank is an interesting case in terms of on-hits because GP never really breaks on-hit effects with his Q. This is likely for a few reasons: * Gp is more about barrel explosions than Q-procs. * GP is melee and has less mobility than Ezreal * Ezreal has a longer range and shorter cooldown. And of course we can talk about the raw stats. >Parrrlay: 20 / 45 / 70 / 95 / 120 (+ 100% AD), 625 Range, 5 Second CD, 40 mana cost. vs. >Mystic Shot: 35 / 55 / 75 / 95 / 115 (+ 125% AD) (+ 40% AP), 1150 range, 5-4 second CD, 28-40 mana cost. Mystic shot, even with being a skillshot and on a ranged champion, is just better. Bigger ratio, better CD, scaling cost, etc. I know that we can compare kits beyond this but we're trying to specifically figure out why Ezreal's on-hit is so much stronger than GP's.
: zzz you're the same type of dude that cries for lee sin nerfs i bet
What? I'm not asking for nerfs because Ezreal is too strong or too annoying. I'm pointing out that Ezreal screwing with on-hit effects is always a problem. **This has nothing to do with how strong or weak Ezreal is at any given time but rather that Ezreal continues to be a massive outlier when it comes to most on-hit items**. Usually the "on next hit" items but sometimes he'll screw with something else. Compare this to other champions who warp the game around things they can abuse. Yasuo/Tryn probably cause problems with crit items for melee characters. Ryze used to limit what you could do with mana before his rework. etc. Just feels wrong that these characters are all rework bait but Ezreal gets to keep scooting around with his on-hit bs.
: Yeah except oftentimes it took Riot an entire season or so to nerf particular ADCs, like Cait and Lucian, now it’s Trist, Twitch, and Xayah. Riot will completely obliterate a mage or bruiser in no time but they’ll let broken ADCs be god tier for months.
And yet Ezreal has been breaking things (albeit not an overt balance issue) for almost a decade.
: Runic Echoes? Ezreal can't use that. You mean Runeglaive.
: I think the problem is Riot seems to think we want more ways to tear down turrets. Example: Demolish I just want to be able to leave lane at least 2 times and not lose tower. All I really want from towers. Is for them to last longer than 2 pushes and maybe just maybe add a slight champion only damage buff (I'm talking like a 30 base damage buff) to them to make them scarier against dives but not too oppressive.
Actually, being able to take towers is one of the things that make ranged champions so much better than melee. They can rack-up damage on a tower without having to be worried. The idea behind demolish (A tanky character can do significant damage to a tower that's on-par with a ranged carry) isn't necessarily a terrible idea. That said, towers are probably on the weak side, although the way to buff them isn't clear-cut. Damage? Ramping damage? Penetration? Tower HP? Tower stats? Maybe make the mid/inhib/nexus turrets get buffs based on killed towers? etc. We can say towers are weak but I don't think we should just raw-buff the stats.
: Riot probably should take a look at the box prices. As you said, it doesn't give as much anymore, so they should go down in cost.
Also, you only get (at best) 2 things from a crate. Maybe if your crate opened and got something like 2-3 items (with one being a guaranteed shard) it could be justified but right now you're paying 0.99 cents or so for what is basically a champion shard with an incredibly slim chance at a gemstone.
magewick (NA)
: The problem is that in a moba, there will always be outliers who will need close monitoring. Even if you rework ezreal, then lucian or corki will find a way to break the next item. Mobas by their nature are very complex and every time something new comes along, there will be a champion who finds a way to break the item. The solution isn't to rework a champion every time they break an item, it is to be vigilant about adjusting numbers so that outlier champions are reigned in.
I'unno man. I don't think Lucian/corki are apt comparisons. Take Gangplank. He's also the ranged on-hit applier but he never breaks anything to the degree Ezreal does. Like sure, Kleptomancy GP is annoying but he hasn't broken nearly as much as Ezreal has over the course of years. Predominantly because he's a melee character but that's an entire different argument of melee vs. ranged. The other issue is that for all Ezreal's faults and how there are always problem moba characters, nobody has even taken a crack at Ezreal. Nobody said "Hey you know let's try something else with Ezreal". They're content to warp the game around him and it's quite annoying that no heed is paid to him, even if he's prime VGU material.
magewick (NA)
: The thing about ezreal is that for as many things as he has broken, riot is at least prompt to respond.
True, but they keep having to respond. Let's say you've got some busted plumbing. You fix it but a year later, the plumbing leaks again. The obvious response is to just figure out why your plumbing keeps breaking and fix it. Instead, (Riot's response to ezreal) you bandage the plumbing again. Like instead of solving the problem, they just keep bandage fixing it. It fixes it, sure, but the problem just rears it's head again when you get a new ~~toilet or sink~~ item.
: Your not wrong. That said he's a Marksman soooooooooooooo
{{champion:236}} was the example I used but let's take a peek at some other ADCs. {{champion:119}} got his passive reworked because he was bleeding people out in lane. {{champion:96}} got his entire kit reverted because it just wasn't balanceable with on-hit items. {{champion:133}} has gotten all sorts of changes. {{champion:51}} has had all her power funneled into her traps. Meanwhile Ezreal's last two changes (not counting preseason) were buffs to his Q. Y'know. The thing that keeps making on-hits a pain to balance with him.
DarkRooster (EUNE)
: Fake news, put Dota 2 on and it will be reversed. Dota is vague and refers to another game.
Survey says....you're wrong! https://puu.sh/yk7bD/98ad0bd785.png Even if you put in DOTA2 instead of DOTA 2 https://puu.sh/yk7dS/fea138bd57.png I've been trying all variations of it from DOTA2 to DotA 2 to dota 2 but nothing is supporting your claim.
Rioter Comments
: Sorry to ask, but what does the archivist mean?
> [{quoted}](name=Stormshadow3503,realm=NA,application-id=yrc23zHg,discussion-id=rV2XBiGe,comment-id=000000000001,timestamp=2017-11-11T23:58:34.711+0000) > > Sorry to ask, but what does the archivist mean? I moderate/focus on C&C and SAS. Basically I like to keep up-to-date with lore/stories and sometimes write/make my own stuff.
: Here's a graph of the "google interest" for League of Legends. https://trends.google.com/trends/explore?date=all&q=%2Fm%2F04n3w2r
Now that's what I call misleading info volume 68. https://puu.sh/yjYhq/6b17efca1c.png The better term/example you want to use is that MOBA/DOTA-style games as a whole have lost interest. Just like the MMO bubble, we've had them for years and the wear/tear is starting to show. There's a reason PUBG is absolutely destroying every other game in terms of twitch viewership and rising playerbase.
Player342 (EUNE)
: you are laughing, but as a season 1 player it really saddens me how ridiculously bad in terms of balance this game has become in comparison to season 2/3/4. it's a joke, there is no more strategy, just who can make enemy team explode 0.5 sec faster. new runes made things even worse, as we have even MORE damage and i thought that adding more damage is impossible at this point
> [{quoted}](name=Player342,realm=EUNE,application-id=yrc23zHg,discussion-id=rV2XBiGe,comment-id=000f,timestamp=2017-11-11T18:56:20.700+0000) > > you are laughing, but as a season 1 player it really saddens me how ridiculously bad in terms of balance this game has become in comparison to season 2/3/4. it&#x27;s a joke, there is no more strategy, just who can make enemy team explode 0.5 sec faster. new runes made things even worse, as we have even MORE damage and i thought that adding more damage is impossible at this point Co-designer of the tree my friends.
: The problem with that is that Force of Nature would instantly crush the game under these conditions. It's literally the best Magic Resist item, and one of the best defensive items period, to ever exist in the game.
> [{quoted}](name=Incognonymous,realm=NA,application-id=yrc23zHg,discussion-id=rV2XBiGe,comment-id=0001,timestamp=2017-11-11T03:44:47.067+0000) > > The problem with that is that Force of Nature would instantly crush the game under these conditions. It&#x27;s literally the best Magic Resist item, and one of the best defensive items period, to ever exist in the game. Yeah I know defense building took a lot more strategy back then. :c
: What? We stealing from Crash Bandicoot now too? Neat
> [{quoted}](name=2nd Chance,realm=NA,application-id=yrc23zHg,discussion-id=rV2XBiGe,comment-id=0000,timestamp=2017-11-11T03:42:01.036+0000) > > What? > > We stealing from Crash Bandicoot now too? Yeah I love dark souls.
Rioter Comments
: Either the XP for leveling up needs to be lowered or BE needs to start being given for wins.
IMO, give BE based on champion grade. Ignoring the plus minus, BE could scale somewhere between 400-50. 400 being for an S. Alternatively, give an XP boost/multiplier. 1.5x bonus if you get an A, 2x bonus for an S. Either way, there are ways you can tweak it that encourage good gameplay. Anywhere from honor to double xp/be weekends to more.
: Riot Needs to Ask Themselves: “What makes LoL better than other mobas? Why should people play?”
Characters. Riot's strength and what elevated them above most other games were the character design. Was it TOTALLY ORIGINAL UNQIUE AMAZONG? Well not really. Riot did, however, find a way to wittle down the absolute boilerplate of what makes a character enjoyable to look at and listen to. It was also a far cry from DOTA classic, which used mostly generic archetypes from Warcraft 3 units. Not that it was bad (and DOTA2 has improved that characterization) but it always felt like League was a step above. There's a reason that even people who quit would still like to know about or play as the characters they love, after all.
PB4UAME (NA)
: So, they replaced almost endless variety with next to no actual choices, and making everything extremely linear to the point where you'll use exactly the same page on similar champions, and never ever deviate from that page for that champ. And the removal of all of these options for an even more linear path, rermoving all sorts of diversity, and individual player expression is so that we can. . . Not have all of that I guess, which you're acting like is in some way a good thing? Despite not actually saying a single advantage that this system has. . . Or how it is better at anything (other than removing options) than the old system.
>So, they replaced almost endless variety with next to no actual choices, and making everything extremely linear to the point where you'll use exactly the same page on similar champions, and never ever deviate from that page for that champ. Which was the main criticism of the old rune pages. Almost every optimal rune page was the same. TotalBiscuit actually addressed this in an old video where he played league early on (Like 2010), quit, and then looked up Cho's runepage around 2014. The optimal rune page had not changed in four years. The idea/goal behind these pages is to have a lot of conditional choices rather than one flat out best one. >And the removal of all of these options for an even more linear path, rermoving all sorts of diversity, and individual player expression is so that we can. . . Not have all of that I guess, which you're acting like is in some way a good thing? You're woefully overestimating how "unique" runepages were originally. The only time there was experimenting was early in League's life around S1/2. After that, it was a solved system. You couldn't iterate on it because it was just flat stats and every champ class would always have the stats they wanted. You could always express yourself by tweaking those invisible stats I guess. I'm certain that 20 armor at level 1 will be quite noticeable by the enemy. So then we get to the new system. A system we've had for a handful of days on live. But what are the actual advantages? For one thing, most runes don't give you raw stats like +10 AD or +6 Armor pen. They're conditional. You get <x> after <y>. Are they _all_ like that? No, but most of them are. Power that isn't freely given but requires you to fill a subset. All runes should be like this but eh, Riot's working on it. The other thing is that (while base stats are out of wack atm), you actually don't have to worry about level one stats. Your first inclination when you lose lane isn't "Shit did I have the right rune set-up?" (Well, it is, but you're focused on the runes and not invisible stats). But at their core, runes to me represent a thing that can positively change league. Something that (if worked on in the right way) can improve on an earnestly shitty and outdated system. A system with choices tailored to ten different situations, not a system where you have one right choice and the one gimmick page you pick against one match up. If successful, this could absolutely smash what the old system was and make gameplay far more interesting in the pregame. But, as I said, it's day zero. Even so, the runes as an idea are a step in the right direction over raw stats and focusing on numbers.
: To be fair, Magical Footwear gives a heavy spike of 350 free gold effectively, which is kinda broken.
It is, but you still wait 10 minutes without boots. (Unless you get kills)
VulDread (NA)
: Pretty sure damage on DPS champs has spiked up (ADCs)
Hm. Maybe you're right. Press The Attack does give a ton of damage. Even so, it's true that defensive runes/masteries/etc have gone down.
Eedat (NA)
: This new system REALLY isnt friendly to older players.....
Yeah I feel you. The emote, icon and everything else just feels meh. I got Urfwick but...yeah, 5+ years of League boiled down to a single free skin. Kinda sucks man.
DaCurtis (OCE)
: When I first started playing league of legends, I was having fun, and when you have fun with a game, you have an instinct to try and learn about the game to try get better at it. Runes for me wasn't the biggest learning curve of the game, the items were. Runes and masteries were pretty transparent. "Oh, putting 9 armor in my runes makes me tanky against attack damage champs? Makes sense." If you're arguing the accessibility of runes and how they were hidden behind the ip paywall, yeah, I could agree with you. But that could have been easily changed with making all the runes cost no ip. Heck, riot could have done what they did with the preseason runes and made a rune page for each role so new players didn't have to create a rune page. Overhauling the runes wasn't necessary.
Overhauling the runes was necessary for the exact reason you just listed: It was easy and served to change nothing. While it's like day 2, it didn't take long for runes to get figured out. From around season 2 onward, there was an optimal, singular runepage for every champion. There was also little interesting about runes. The "interesting ones" (Larger energy pools, for example.) were noob traps. So you ended up into homogenized paths that were right for pretty much every champion. "Oh but-" Cheese builds don't really count either as most cheese builds weren't good beyond one match-up that almost never happened. The idea is to remove raw stat bonuses, make things based more upon the champion you pick rather than the raw statistic bonuses. Are runes good now? Naw, they need tweaking and general keystones are a bit too powerful (Looking at you electrocute) but the idea behind them in giving you runes that buff your playstyle per situation is way more interesting and easier to iterate on than raw stat bonuses.
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CaptainMårvelous

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