: Tweak one champion to make them a troll pick
{{champion:134}} can pick up ally minions and pets. No Tibbers. Hitting is bad. Into the Baron pit with you. Then again.... throwing Shaco boxes sounds like a LOT of fun.
: It would affect your ability to get rerolls. You get an extra point towards your reroll for every champion in your pool.
Make it only count champions you own. Then make the reroll have an increased chance to roll a champion you own based on the # of champions you own. So someone who has just 10 champions will have a 10% chance to get one of their own champions on a reroll. Someone with 100 will always get their own champions on reroll. I'd honestly say ditch the whole reroll build up system and give half a reroll every game and do the %chance system. Opens every champion to ARAM, makes rerolling still useful and greatly hurts ARAM accounts. All while still making it worthwhile to build your champion pool even though they are all unlocked for the mode.
: what if he sees this? and decides to troll you as bard support?
What if he's so bad that troll Barding ends up him screwing that up and playing well?
: So, you're going to nerf URF till it becomes a normal game? And if the banning of several champions is so problematic, then just remove the bans. It is that simple.
Ah, another one with this post.
: I hope Lissandra gets a new passive in Mage update
Not all passives have to be good at all points in the game. Early game, she has one of the highest mana sustain passives in the game. Xerath matches her at around level 7 assuming the only CD reduction she gets is from the Q hit. And this is comparing her to a champion that has far worse mana issues. Which is why he can double the mana returned if he hits an enemy champion. Which is risky for him. LIssandra has a strong late game as it is with her utility. So what are you wiling to give up for a better passive?
: I can't help but reach the conclusion that OP simply wants to nerf champs he/she thinks are op. URF isn't a balanced mode to begin with, nor is it intended to be balanced. If anything, one of the reasons why ppl play it is because of champ imbalances, allowing them to have fun playing broken champs. If they care about balance then just play normal mode instead.
If this was true then Riot wouldn't put out their own changes both times the mode has come out. They understand that there are limits to what a champion should do in the mode. It's not about balance. It's about reducing the level of ridiculous the mode has in it. This mode isn't meant to be balanced. But when 80% of the picks and bans become the same thing after a few days there should be changes. Not only to reduce the repetitiveness but also to allow those who enjoy the constantly banned champions a chance to play them.
: Jhin has 4 shots
He should be able to Q it. Would make for some funny videos too.
Rude Name (OCE)
: Omen - Vex
Ah Dawngate. Just another reason to hate EA.
: tbh I hope so, they should have a new game mode available every couple weeks i mean shit they made 1.5 billion dollars last year, they can afford it
By that logic. Dominion was worth $750,000. =(
Arakadia (NA)
: But guess what! I find Lee and Yasuo broken! Zed is semi hard to learn, but very high skillcap.
They are broken. Numbers will never fix them. They need kit changes. Same reason Akali is always either useless or OP as hell. They're always trying to fix her with number changes.
: So glad Dominion is removed, seems like a waste of space to me
> [{quoted}](name=BeatzBoyFTW,realm=NA,application-id=cIfEodbz,discussion-id=RRUJPz3H,comment-id=,timestamp=2016-02-23T04:44:36.201+0000) > > When I first heard about its removal, I don't feel affected about it at all. First of all, who dafuq plays Dominion? Second, even if people claim to have played it, then why dafuq does it takes me more than 20-30 minutes to find a goddamn team?? And even if I found a team by that time, it will always be composed of at least a singple who's a Bot player who're just here to farm IP. I mean, what kind of "Dominion determination" is that??? You probably tried Draft. Sadly Draft was a barren wasteland. And yes, bots were a problem. They will just move to another mode now though. I'm actually shocked Riot is removing Dominion because of this reason. If the bots start to go into SR they will actually have to do something about them. > Hell, throughout all my 3 years of LoL life, and after checking through Boards last week, that was the first time I see people posting that Dominion is fun because of Hide & Seek. Let me guess. You just thought about it AFTER Riot announced its removal, huh? HUH??? You missed that big post from about a year ago of people asking for Riot to do something with Dominion. It got quite a bit of attention. Every once in a while a post will pop up about the mode. But since all the modes share the same forums it gets burred quickly. I honestly never see anything about TT. Should that go too? People flooded in to give their thoughts on how to improve the mode. How they would love to go back or give it a real try if it was taken care of. Riot overall ignored it. > And no, I am not in about the idea of replacing Dominion with another gamemode like URF. Cz after that, it will be URF's turn to suffer Dominion's fate. Let it be URF, One for All, or even Ascension. Doombots? Well, maaaaaaaybe, since we need a mode harder than Intermediate Bots anyway. 100% agree with this one. Those modes would seriously get boring. A big thing about Dom is that it has it's own map. And none of those mods are intended to be balanced. URF alone would take far more than Dominion to balance. > #But it was Riot's fault that they never bothered to update Dominion! > > Oh shut up, if you're this determined to love playing it, then I'm sure the non-updated features doesn't bother you as well. Plus, there were various times where certain champions were nerfed/buffed around Dominion, so don't say Riot has completely forgotten about it. Dominion received very minor assistance in the form of a single Rioter communicating it all. Those champion changes were map specific. TT got the same thing. This was also quite a while ago. When Dom had a community and it's own forum. It was for sure more than 0.5% of the population. It dropped that low because Riot stopped trying and people started to leave. There were a lot of factors that lead to that 0.5%. And the #1 contributor was Riot. They did not care. They tried to give minimal effort to band-aid it. Obviously, it didn't work so they just stopped caring all together. #2 was probably that big thread I mentioned before. A lot of dedicated Dom players left after that, because Riot overall said they wouldn't put any effort into it. Most people who got into the mode were able to ignore the non-updated features. In all honestly, look at that Reddit post of the final Dominate Dominion tournament. Dom achieves what Riot has only done once for SR since I started playing. (I started early S3, Tank meta was fantastic). * Almost every champion is very viable. Some are for sure stronger than others. But not on the scale SR has problems with. * Comebacks can easily happen. * Vision is a challenge, but not frustrating. Hell, Clairvoyance on at least one player is a GOOD idea. When has that spell been a good idea on SR? * Action everywhere. The mode is teamfighting. What was the last season you watched the LCS and thought "man this is so exciting, every turn is a fight of skill". No, most LCS matches are people playing PvE till the jungler shows up to 2v1. Then one side stalls and tries to recover while the other streamrolls over them. * Most types of team comps are viable. SR is generally limited to a meta and meta-counter comps. Once in a while you see comps that go outside of this. But those are gamble comps and not really 'viable'. They hope to offset the balance and take the enemy out of comfort. * ADC's are a power pick! ADC's overall are weak on the mode and require a team to actually be effective. ADC's have been a mandatory pick on SR for years.
Zurtch (NA)
: I quit
You could just stop playing SR. I mean... till they get rid of the other modes.
: just becuase you hate a champ...
Zed is not hard to play. He's hard to play at a level where he is actually toxic. But most people shouldn't have trouble learning how to at least play him enough to win. Just don't expect to outplay a 3v1 dive under your tower and manage a triple kill. Yasou, is a hard to play champion. Lee Sin is another. But mostly because you can screw up anything he does. A side effect of being able to do almost everything.
: > [{quoted}](name=Cindikle,realm=NA,application-id=3ErqAdtq,discussion-id=1cH4fvqW,comment-id=0002000000000000000000000000,timestamp=2016-02-23T04:15:43.599+0000) > > I see you like Oranges. > > But I like Apples. Apples oranges pears or plums either way her soil is still not Free to use, there are far too many botlane combos that outrange her.
A 900 range spell that can be cast over range. Instant cast. WILL proc Thunderlords and all 3 spelltheif procs while she walks out of range of any return aggression is exactly a zero risk spell. She doesn't have to put herself in any real risk to use it. Blitz has to line his shot up. And without it he is a weak champion unless he's already in your face. Which he wont likely be using his Q. Cait's Q has an obvious start up and deals reduced damage as it passes minions. Both of these abilities have clear drawbacks that the enemy can take advantage of. Soil? Hope you have good reaction and ping. And a dash. Not that you'll avoid the procs. They will hit. If you want to compare Blitz's Q. Compare it to Morg's Q. Which has 250 more range. Also, Morg's shield counter Blitz's Q.
: > [{quoted}](name=Cindikle,realm=NA,application-id=3ErqAdtq,discussion-id=1cH4fvqW,comment-id=00020000000000000000,timestamp=2016-02-23T04:08:40.391+0000) > > Only source would be stupid. > > But you are very likely to get most of it's damage off and a Thunderlords if you use it at the right time. > > It follows the same logic as any poke. You do it when the enemy is least likely to avoid it. When they are around minions or going to CS. > > And no, I did not factor in MR. Just like I did not factor in the 120-175% AP scaling the spell will do. > > Morg is a combo mage. She lands her Q then goes all out. W by itself is a harass/zoning tool. Not a main source of damage. > > And again. My reply to the OP was about Thunderlords being too easy to proc. Not about Morg's damage. No idea why you're bringing this up to me. > > Unless you really think being able to proc Thunderlords with zero risk is OK. And yes, it's zero risk. It takes 1.5 seconds for it to proc Thunderlords. At least half of that will be taken up by reaction time and lag. All at 900 range(from the center of the pool). It is by far one of the easiest spells to proc Thunderlords. You keep saying its zero risk Morgana Black Soil Range: 900/175aoe Compared to- Caitlyn Piltover PeaceMaker Range: 1250 Blitzcrank Rocket Grab Range: 925 Or my favorite Miss Fortune Make it Rain Range-1000/200aoe..... 100 more range,25 more aoe, and a slow. If you want to talk about ez thunderlords this is the spot to start This random botlane stat alone shows how "zero risk" morgana soil is. There are way too many factors in this game for almost anything to be "zero risk"
I see you like Oranges. But I like Apples.
: > [{quoted}](name=Cindikle,realm=NA,application-id=3ErqAdtq,discussion-id=1cH4fvqW,comment-id=000200000000,timestamp=2016-02-23T03:41:23.900+0000) > > Why does that matter? I'm saying Thunderlords is too easy to proc. It's free damage for too many champions. Damage that they cannot trade back. It's like facing a Siege mage or Lux. > > And if Morg lands a binding, Thunderlords is probably the last of your worries. > > Rank 1 Soil and Level 1 Thunderlords does 90 damage with no amps for 70 mana. Level 1 mana is 341. Given mana regen she can do this spell 5 times before going OOM. Meaning she will do 450 damage. This goes up to ~550 if you assume you have 2 spelltheif charges for every thunderlord proc. > > Morgana has 547 Hp at level 1. Again. This is not including AP or the bonus damage to low HP targets from the soil. > > It shouldn't take your 4 times your mana pool to kill a target. But you're talking bots. Who will likely run out of the pool the second you drop it. Vs players you can drop it when they go to CS or when they have mobs around them. Making avoiding most of it's damage very unlikely. Comparing bots really doesn't work. You havent even played morgana since 2014........ Please sir, i beg of you, Go to a norm game and try and use soil as your main damage source. Humans dont just stand in the soil and let it work its magic. Also youre not calculating for the **42 magic resist** which cuts that thunderlords/soil damage down pretty fast. And the **20 second cooldown** of thunderlords which is enough time for most champs to regen the damage after mag resist. Tldr Morganas soil is one of the weaker skills in game, and far down the list of things that proc thunderlords too easily.
Only source would be stupid. But you are very likely to get most of it's damage off and a Thunderlords if you use it at the right time. It follows the same logic as any poke. You do it when the enemy is least likely to avoid it. When they are around minions or going to CS. And no, I did not factor in MR. Just like I did not factor in the 120-175% AP scaling the spell will do. Morg is a combo mage. She lands her Q then goes all out. W by itself is a harass/zoning tool. Not a main source of damage. And again. My reply to the OP was about Thunderlords being too easy to proc. Not about Morg's damage. No idea why you're bringing this up to me. Unless you really think being able to proc Thunderlords with zero risk is OK. And yes, it's zero risk. It takes 1.5 seconds for it to proc Thunderlords. At least half of that will be taken up by reaction time and lag. All at 900 range(from the center of the pool). It is by far one of the easiest spells to proc Thunderlords.
: Who has been the most consistent and best champion in league of legends
Lee Sin and Thresh. There are a lot of "consistent" champions. But I many I wouldn't say have been "Best" often or even if at all. But those two have almost always been in the top 3 of their rolls since release. Lee is a maybe because he did see less play in the tank meta. But he was no where near bad. And a lot of that maybe is pro-play. He was still heavily played in soloQ.
Cherysse (NA)
: "We thought Xin needed some love"
Difference is that they thought Xin was an easy fix. And forgot that his kit cannot allow him to be good at anything.
: If only something like yi or katarina was picked... they´d lose instantly.
Quinn can stop her ult. 2 of the 4 have dashes to get out of it. And with their powers combined, they can just burst her. Death is the longest CC in the game after all.
: > [{quoted}](name=Cindikle,realm=NA,application-id=3ErqAdtq,discussion-id=1cH4fvqW,comment-id=0002,timestamp=2016-02-23T02:04:32.675+0000) > > Just change Thunderlords(not nerf). > > Dealing damage 2 times makes your next attack proc it. > > Meaning her pool will easily charge it up. But she has to either land a binding or AA the charged target. > > This would solve a LOT of problems that Thunderlords has caused. Because it actually comes with risk to that power. No more sitting in the back procing it with a single spell. On top of this it actually gives it that thing Riot loves, counterplay. go in a custom game, and try to kill an enemy champion with thunderlords soils alone, you will run out of mana FOUR TIMES before you will kill them. Soil is hot trash without the synergy of a landed binding.
Why does that matter? I'm saying Thunderlords is too easy to proc. It's free damage for too many champions. Damage that they cannot trade back. It's like facing a Siege mage or Lux. And if Morg lands a binding, Thunderlords is probably the last of your worries. Rank 1 Soil and Level 1 Thunderlords does 90 damage with no amps for 70 mana. Level 1 mana is 341. Given mana regen she can do this spell 5 times before going OOM. Meaning she will do 450 damage. This goes up to ~550 if you assume you have 2 spelltheif charges for every thunderlord proc. Morgana has 547 Hp at level 1. Again. This is not including AP or the bonus damage to low HP targets from the soil. It shouldn't take your 4 times your mana pool to kill a target. But you're talking bots. Who will likely run out of the pool the second you drop it. Vs players you can drop it when they go to CS or when they have mobs around them. Making avoiding most of it's damage very unlikely. Comparing bots really doesn't work.
Cherysse (NA)
: Daily reminder: Lux sits at 54% win rate and has INSANE ratios
You're viewing her wrong for one thing. Ziggs and Xerath are siege mages. They do not combo you to death, nor are they meant to. They CAN pull it off. But overall they poke you down before finishing you off. Lux out damages them because she is not a siege mage. Lux is a long range combo mage. So you need to compare her to other combo mages and compare the damage/utility between them. But first, lets compare what makes them as such. Siege mage: Uses very long range magic from a safe point before finishing a target off. This means this spell must be spammable and low cooldown. Combo mage: Will cast a spell to catch a target before unloading their kit on them. Must have spells that work well together or amplify each other. Lux's E has a mana cost of 130 with a 10s CD Her E reaches a max of 1450 range. Vel'Koz's Q has a mana cost of 60 with a 7s CD and can reach a range of 1521 with proper aiming. Zigg's Q has a mana cost of 70 with a 4s CD and can reach a range of 1520 Xerath's Q has a mana cost of 120 with a 5s CD and can reach a range of 1400. Has built in mana sustain. Lux's CD is very long compared to siege mages. And using her like a siege mage will drain her mana very fast. {{champion:99}} (One passive proc, extra procs are just bonuses): 1154 base+2.25xAP. Proc is 154+0.20xAP if you are able to AA after you R. {{champion:25}} (Will not factor in pool bonus damage, will assume minimum damage) 1300 base+2.00xAP {{champion:1}} (Will assume 3 bear aoe hitsand 1 shield reflect, will not include bear attack damage) 1075 base+3.25xAP {{champion:63}} (Will assume 2 ult hits but no passive damage) 1405 base+2.80xAP Edit: Forgot to factor in W bonus damage, but 2nd ult hit should be enough. {{champion:43}} 1045 base+2.40xAP {{champion:127}} 1020 base+2.35xAP {{champion:90}} (Will just up his numbers by 20% for the pool) 1404 base+3.48xAP {{champion:61}} (Will assume 2 AA hits) 1020 base+2.53xAP {{champion:134}} (Will assume 5 orbs) 1654.5 base+2.79xAP {{champion:143}} (Will assume 6 plant hits) 1600 base+3.05xAP Nothing about Lux's damage is insane base or scaling. Throw in a second passive proc and she becomes above average at best. Only thing that makes Lux a problem is that her E has no counterplay. Even though it's a skill shot. Unless you already have mobility or high movement it will very likely hit you. It is a free trade for her. If you try to fight back she shields and moves away. AA's you for a passive proc. Lands a Q. Passive. Lux's problem is that every trade starts with her already ahead too far. Takes too much to dodge. And with her passive and shield trying to trade back easily hurts you more. Reverting the E change is also not a choice. It was done for a reason. So they have a few choices: * Reduce the radius to something more acceptable. Likely have to compensate somewhere. * Reduce the missile speed. * Make it deal less damage on the edge and not proc passive. But they would have to compensate her with a higher center damage. * Have it grow from the center like Cass's E. * Be more creative than me and find a better solution. Any of this would help the problem. But most will require compensation.
: Morgana a tad bit overbearing with Thunderlord's and FQC
Just change Thunderlords(not nerf). Dealing damage 2 times makes your next attack proc it. Meaning her pool will easily charge it up. But she has to either land a binding or AA the charged target. This would solve a LOT of problems that Thunderlords has caused. Because it actually comes with risk to that power. No more sitting in the back procing it with a single spell. On top of this it actually gives it that thing Riot loves, counterplay.
Nahui (NA)
: Well Karma has CC to keep you slowed so you can't simply jiggle your mouse. It's also point and click, so naturally it's worse. It also does DOT, and not separated into two instances. This can be both good and bad in that breaking it in the last second will deal most of the spell's damage to you, unlike LB where you lose half. However, breaking it VERY early will deal less than half of the spell's damage, while LB will still deal half. It's all a different distribution of power. Also...Karma's tether range is 1000 and the cast range is 650...I just looked it up. LB's is a skill shot so it has a 950 range and a tether of 1000. So actually...LB's is more jiggle and break than Karma's....
> [{quoted}](name=Captain Rand0,realm=NA,application-id=3ErqAdtq,discussion-id=Mai4tJjB,comment-id=000100000000,timestamp=2016-02-11T23:43:20.975+0000) > > Well Karma has CC to keep you slowed so you can't simply jiggle your mouse. Karma has to land her Q for that CC. Leblanc's E has a built in slow if you land the tether. You're basically telling me Leblanc gets to do with one spell what Karma does with two. Also you're saying because Leblanc has a 950 range that she has a higher chance of the enemy walking out. That's only if you hit it at max range. Generally it's cast with her Q or R(q). Which is a 700 range. So assuming you landed your combo, it's about the same as Karma. But Karma has to land a second spell to keep you in range. Karma's also takes 0.5 seconds longer to snare. Leblanc's tether is far superior to Karma's in every way but the fact that Karma's is targeted. Not that I'm really on either side of this argument. Leblanc needs changes. But numbers is not the real fix. She needs a way to be punished for being too aggressive in lane. The OP's picture to me looks like two flashes worth of distance. That's 800-900 range. Which fits within the tethers cut off.
: > [{quoted}](name=Cindikle,realm=NA,application-id=3ErqAdtq,discussion-id=foFczZPg,comment-id=00000001,timestamp=2016-02-11T04:32:31.850+0000) > > When the mode came out there was some issues with the queues. I think it was that there was no dodge penalty. So people would troll game or jump out if they didn't like how things looked. This made it unplayable for most people. And they did not fix this quickly. > > From the start, Riot has shows they care little for the mode. Considering they expected something like 40% of their SR playerbase to swap over. They probably decided to cut their losses and back away from it. Over time it became infested with bots. Making it hard to get new players into it. But we had a way to handle that with the forums. Helping people learn how to play. > > What hit the final nail in the coffin was the loss of that community. These boards have nothing to help other game modes. Also with the introduction of ARAM, Dominion was no longer the only "fast and fun" mode. > > There was a short time when Riot did give us a single Rioter to talk to and try to fix things. But all we got was some balance changes to item and heroes. He himself said a lot of things were tied up and he couldn't do much past that. > > Riot screwed up the start. Their fix that came years later they put little effort into with a single guy communicating with us and making what he can do very limited. Then finished it off with removing it's community. > > They've been told multiple times what this mode needs to improve. > > Really cannot blame the Dominion playerbase for this. We've done what we could. Some players even made a subreddit to help recreate a community. But the damage was done. It was too late. Riots incompetence on some things is really starting to irk me: especially after I had seen so many positive things come out and many changes to the game that i was finally feeling justified in buying rp again (mainly in teambuiler, this new draft mode, and changes in the community). Honestly, its kinda shaken my faith in them. This game may very well implode at some point.
It's been on that path for a while now. They're just too focused on being an E-Sport than actually making games. They have their cash cow, and they're rolling with it.
: Dominion lost all of its playerbase almost instantly. I would much rather they do it as a yearly featured game mode like URF. They can focus much better attention to that anyways.
Problem with that is they are removing the map. If we see it back, it'll probably be on TT. Since the mode is based around a smaller map. SR would just be too big and HA would never work. But since one of their reasons for dropping this mode is that they are creating two animations for every champion(about to channel, then channeling) for 0.05% of the playerbase. I doubt we'll see this mode back ever. At best it'll work like Skarner's shrines.
Jbels (NA)
: Actually, it's technically the playerbase's fault. Riot probably would have put more time into it if more people actually gave a shit. Don't yell at riot and claim they don't care when the players started it. Why should riot care if their players don't?
When the mode came out there was some issues with the queues. I think it was that there was no dodge penalty. So people would troll game or jump out if they didn't like how things looked. This made it unplayable for most people. And they did not fix this quickly. From the start, Riot has shows they care little for the mode. Considering they expected something like 40% of their SR playerbase to swap over. They probably decided to cut their losses and back away from it. Over time it became infested with bots. Making it hard to get new players into it. But we had a way to handle that with the forums. Helping people learn how to play. What hit the final nail in the coffin was the loss of that community. These boards have nothing to help other game modes. Also with the introduction of ARAM, Dominion was no longer the only "fast and fun" mode. There was a short time when Riot did give us a single Rioter to talk to and try to fix things. But all we got was some balance changes to item and heroes. He himself said a lot of things were tied up and he couldn't do much past that. Riot screwed up the start. Their fix that came years later they put little effort into with a single guy communicating with us and making what he can do very limited. Then finished it off with removing it's community. They've been told multiple times what this mode needs to improve. Really cannot blame the Dominion playerbase for this. We've done what we could. Some players even made a subreddit to help recreate a community. But the damage was done. It was too late.
: 0.5% of millions of players is still plenty enough people to be viable. Queue times were never that long (for blind pick). The funny thing is the effect of this announcement on Draft Pick. It used to be over an hour if you got a game at all, and now its 5 minutes.
I can understand overall. 0.5% is very small. For every 1,000,000 games, 500 of them are Dominion. And they make two animations just for CS for every champion. As well as bug testing on the mode. I really do understand this choice. My problem is that it's overall their fault it's this low. Because they neglected it for so long. And to top it off. This will mostly just create problems for other modes because all of those bots will go somewhere.
: To bad Its gonna dissapear now {{champion:32}} {{item:3070}} Rip Hide and seek
Rioter Comments
Foucz (EUNE)
: Can Annie passive get Ryze treatment ?
Make it so that if she doesn't use the passive within 4 seconds the duration of the stun is cut in half. While it's not hard to work around this. Her CD's outside of her Q are not less than 4 seconds. If she uses her shield, wait 4 seconds then attack. She either has to attack back for a smaller stun, or has to give up the trade and wait to attack back when she can get a longer stun.
: When will be this mode up on oceana in 2016?? someone tell meh plzzz! {{champion:32}}
So far has come out April 1st for the world. The mode as a whole is an April Fools joke.
: > [{quoted}](name=Cindikle,realm=NA,application-id=3ErqAdtq,discussion-id=KxRiUELv,comment-id=000e0000,timestamp=2016-02-02T02:47:08.330+0000) > > Down votes because many people believe URF shouldn't be balanced ever. Not even a little. Actually, I downvoted you because you have a backwards idea of what actual balance looks like. Your changes are uninspired and based off flawed misconceptions. You seem to lack a basic understanding of champion strength and their potential both overall as well as in this specific gamemode.
Pika310 (NA)
: I played several dozen Urf games in season 5, nobody bothered banning Sona past the very first day it was out and I saw her less and less every day. This wasn't matter of "bad luck," as it was a consistent trend. If your entire argument is based off "winrates," then you don't have an argument. Just like any map, game mode or elo, winrate has no direct correlation to champion strength, it's just a collection of countless contributing factors.
I didn't see her at perma-ban state. There were more important bans in the mode at that time(Eve, Shaco, Galio, Trynd). Considering the mode's duration. Winrate is really most of what we have to go off. It's not the best. If a champion on SR gets over 55% win rate people tend to start to freak out. 60% is a lot and does say something about the champion on the mode. Don't even think Eve had that winrate.
: Did you make these up? A lot of them sound fun, others make champs a little more usable. I like a lot of it. Why do you have 16 down votes?
Yes, I did them while bored. Lowering the crowding of the stronger champs is the main idea behind it. Down votes because many people believe URF shouldn't be balanced ever. Not even a little. Yet both times the mode came out Riot made their own adjustments, more the second year. No one really complained then. They're likely to do more this year. It's a mode about everyone being OP. Not everyone being broken. I mostly hope we see them mix it with different modes this time. I think Nemesis URF would be very fun. Really only a few champions I can think of that would be perma-banned on there. Yasou being at the top. I wonder how/if they'll make him usable this year. He was really bad.
: No way.bug off URF.People like it cuz of all the broken shit u wanted balance.u dont get it.URF is supposed to be unbalanced.thats why its fun.Riot doesnt want it permanent cuz its unbalanced.End of story.
Not the first to say this. Probably wont be the last. This thread is mostly about reducing the ridiculous and less about balance. Even with these changes. AP Trynd will still be flat out ridiculous.
Pika310 (NA)
: > [{quoted}](name=Cindikle,realm=NA,application-id=3ErqAdtq,discussion-id=KxRiUELv,comment-id=000a0000,timestamp=2015-12-27T17:59:44.026+0000) > > I feel sorry for a Sona main when URF is around. Since she's banned so often. Feel even more sorry for a Shaco/Eve main. A champion that gets the shaft enough and suddenly they're always banned. Sona was practically never banned during Urf last year. Perhaps you're remembering the season 4 Urf which took place BEFORE patch 4.13 where she was gutted into an unplayable character. Fact of the matter is, in season 5 Urf she was just a hindrance to your own team. In all of my games played during season 5 Urf, I never saw Sona win a single game EVER. My team, the enemy team, spectate mode, it didn't matter. Sona's team lost every single game I saw her in.
I saw her win most of them. I think she was in the top 10 win rates on LoLKing's charts. You must of had some bad luck in your matchmaking.
Tohob (NA)
: {{item:3070}} RIP Dawngate; it died as it lived Locked in EA's basement at an alarmingly young age
This made me giggle more than I thought it would.
: A possible update for summoner spell ?
Summoner discussions make me miss Dawngate.
: Why do AD champions get 4 keystone options and AP champions get two?
Does anyone use Fervor of Battle? Why not make it more AP based?
: New champ select is trash?
Game told you about the lock in when they introduced it. Was shown as a 1 2 3 step program. Supposedly the game is supposed to try to keep you at least at 50% of your primary roll. It may be flawed, but you shouldn't be going 10/10. People who got their main roll in the old champ select often had faster computers. They could call it sooner. While you might get your roll. Someone got forced into a roll they're not as familiar with. Yes, it sucks you might get stuck with that other roll. But at least you don't have to worry 'as much' about your team sucking at their roll. New champ select creates a lot less pre-game stress. Something that was very much needed. A difference big enough that people were begging for it to come back when they took it down for a short time. Making an option to only get a single roll at a higher queue time is an option. But chances are too many people would do this and hurt the up sides to the system.
: Clairvoyance and Clarity available in battle training!
> [{quoted}](name=Ashechabs,realm=NA,application-id=LqLKtMpN,discussion-id=VVY7Zc3s,comment-id=,timestamp=2016-01-26T00:47:59.425+0000) > > so they should probably be removed! The spells or the tutorial?
: > [{quoted}](name=Cindikle,realm=NA,application-id=3ErqAdtq,discussion-id=tgXgry1R,comment-id=0002,timestamp=2016-01-25T01:18:19.512+0000) > > They could always just fix the mode. It really doesn't need that much to just feel better to play. > > * Drop both queues. Replaced with "Blind Draft" Same thing we get in the event modes. 3 bans, followed by a blind pick. > * Remove the scoring system. Don't replace it. Just remove it. It's bad. > * Do something about the bots. Heck, leave Blind Pick if you want. Let them go there. And give the rest of us Blind Draft. > > The first 2 would do a lot to make the mode more enjoyable. > > The last is something that I don't know if they can so easily fix. They're honestly probably happy the bots flood Dom instead of SR. They'd have to actually do something about them if they started to overly infest it. > > As a huge fan of URF. I'd rather have Dom year round than URF. Why not have both year round lols i wish but will never happen
Problem with a year round URF is that it's an imbalanced mode at it's core. For sure they could do more to reduce the ridiculous like AP Trynd. But if you ever felt a meta was built around the same ~15 champions. Hope you like having the same 10 as pick/ban in every game. The level of work it'd take to "balance" the mode is too high. Only way I can see to make it work. Is every day. The top two win rate and banned champions become disabled from the mode for a week. This means a rotation of 14 champions will always be disabled. But for someone who mains say Shaco, will rarely get to play him. I'd like to see it more than once a year. But a making it all year long isn't a good idea.
: URF to replace Dominion
They could always just fix the mode. It really doesn't need that much to just feel better to play. * Drop both queues. Replaced with "Blind Draft" Same thing we get in the event modes. 3 bans, followed by a blind pick. * Remove the scoring system. Don't replace it. Just remove it. It's bad. * Do something about the bots. Heck, leave Blind Pick if you want. Let them go there. And give the rest of us Blind Draft. The first 2 would do a lot to make the mode more enjoyable. The last is something that I don't know if they can so easily fix. They're honestly probably happy the bots flood Dom instead of SR. They'd have to actually do something about them if they started to overly infest it. As a huge fan of URF. I'd rather have Dom year round than URF.
: So when is RIOT going to wise up?
People post these types of things all the time. And they all sound stupid to me. There is no perfect system. The old Tribunal was trash. Most people just click ban for every case with a 90%+ success rate. No one actually cared like you seem to think they did. I bet the current system a higher than 10% "not banned" list. Getting banned also takes more than one game. A lot more. Your friends were already jerks. Instead of realizing this and improving themselves. They became bigger jerks. You're going to have bad games. You're going to have games with trolls, afks, try hards and even those who are high/drunk. Until they make a way for people to require some kind of login with something actually personal like an SSN. It will stay. Until it becomes less anonymous. It will not change. Far as I know, Korea doesn't have the same troll problems we do. They require a bit more to log into a game. I never hear about them having serious troll problems. The system isn't broken. It's doing a good job. Not perfect, but good. Also note. Your friends had to be temp-banned at least once before perma-banned. I know it's possible to skip one of the stages. But they already were told they were doing something wrong.
: ***
When you logged in it shows a 3 section image of the changes. The last was said you had to lock in. It did cause a few problems of people who didn't lock in, then would walk away and do something else. So there was something broken about it. But I think that is offset by the fact you can't hold a pick till the last second in case you change your mind. Pro's do it all the time. Hold that safe pick while they talk it over. Sometimes changing it at the last second. Both are overall minor things though.
: I can understand why you would want these nerfs and buffs to make URF more fair but honestly the unfairness is where alot of the fun come from like being able to blitz pull all the time or always have dianna sheild up ect. so i think URF sould be left alone for the most part wit hvery little changes (such as their choice to half healing for the begging of the game) but i can understand why you would want these changes and it is an interesting thought.
These changes are not really about balance. It's about reducing the ridiculousness. Think of your favorite champion. Now think how fun they are on URF. Now think that you'll never play them on URF again past day one because they became permabanned. If Diana was more popular she'd be perma-banned on URF easily. I enjoy URF greatly. I just don't want it to turn into the same bans and champions played past day 3 like it has been the past two years. Really I just hope they play around with the mode a bit more. Put it on a different map. Mix it with one-for-all or Nemesis. It's such a fun mode I'd love to see more done with it.
Albion (OCE)
: Can we stop pretending that mages are weak?
Brand - Always been good. Not really item reliant. Which is why the mage item changes didn't hit him as hard. Anivia - Low play rate, mostly played by those who are really good with her. Champions like this tend to have inflated win rates. Items she used didn't get hit as hard as the usual items. Rough early game but can make up for it with her waveclear after 6 and her strong teamfight utility. Malz - A mix of brand/Anivia. Lowish play rate, always been good. Did get hit by the item changes, but ghosts and thunderlord helped him out. Because of space aids, he can farm very safe and even zone the other guy out. He does well to prevent snowballing. Can be a fairly hard counter to assassins. Lux - E change. It was a needed change, but it should do less damage on the edge or at least not proc her passive. Like Brand, always been good. Has little to do with items or assassins as to why. Lulu - Not really a mage. More of a support. Often if you bring her, it's for the utility. She just does better while building AP, so she often happens to lane. Yes, she is still a mage, I know. But she doesn't fall into the "mages are weak" group because she's more about utility than nuking. Below average when building damage even though her stronger rolls are mid/top. Lissandra - Champion.gg lists her as ~47% win rate for both top and middle rolls. She also counters assassins in general. Should probably take her of you list. Viktor - 46.6% win rate on champion.gg. Another one you should take off your list. TF - Not hit hard by the item changes, actually even buffed. Ghosts have always been strong on him and lichbane has some CDR now. A lot of his win rate is from dedicated players. He's a playmaker champion. While he is a mage more than anything else. He's not as "magey" as the rest of them. Closer to Shaco in playstyle than a Brand. Uses mind games and setting up attacks to win. So a few mages are doing well. This is honestly something to do with that champion more than being a mage. A Brand is doing well because his kit allows it. He can't build around his faults as well as the other rolls can. Honestly a lot of mages have 50%+ win rates in the middle lane. Zyra, Vel'koz, Morgana, Annie. None of these mages directly require gear to work though. All 4 of them are often used as supports. Brand/Lux also fill the support roll. On your list, the only one that really is only used as a mid lane mage is Malz. The rest get their power from other rolls that they can fill in while their mage side is weaker. And Malz works because of a dedicated group that plays him. And he counters assassins.
: Riot give lucian 550 range please
Lucian is balanced around his current range. Sitting at a nice 50.38% win rate and current the most placed ADC(according to champion.gg, LoLKing places him below Vayne). Nothing wrong with him. Trynd can't have more range because what makes him toxic is getting lucky crits and then his lanner can't trade him anymore. He wins with RNG. Making it so he can do this even easier only makes more issues.
: Retring Aatrox
The passive just needs to go in it's current form. Riot has done well with other AD champion that builds squishier. * Yi - Hypercarry. Doesn't require lanning, so shutting him down is mostly winning before he becomes a god. * Yasou - Possibly dethroned Lee Sin as the most complained about champion. * Trynd - Debatable. But he does what he does well and has the tools to work. A little broken as a champion? Sure, his kit can be toxic. But he's never really OP or too weak. He just might break a current meta that can't handle split pushing. * Riven - Top contender of the boards circle jerk. * Gangplank - Unique playstyle. Nothing too overboard after this nerfs. * Fiora - Scary what she can do when played right. Then we have Aatrox. Like most melee AD's who don't build tank. He's meant to be in the fray doing a lot of damage. Unlocked most melee AD's, he's not built to survive this. He's built to die and come back. He really has little to handle this. His sustain is weak. Assuming 250 bonus AD. His W heals him for 102.5 health every 3rd hit. Or about 34 a hit. Meaning this is the same as doing 170 damage with a basic attack with a BT(20% lifesteal). I'll actually admit this is probably balanced. But sustain is meant to be part of his survival as a melee AD that doesn't build tank. And his damaging abilities cost him HP. For a champion built around a health system and built to survive combat through sustain. He doesn't do it well. His CC isn't reliable. While they're not bad. They mostly only help him enter a fight. Their impact in a fight is much less. Q has a long enough channel time that using it in close combat and not a gap closer will result is less overall damage from the self CC and lack of AA's. On top of the Hp cost. E I'm not too sure of. I haven't played him enough. But it's likely best to save for the CC than the damage. With the above on his Q and E being better saved than used for damage. His ult is mostly an AA steroid. The ult's damage works with nothing Aatrox builds(magic damage/ap). Overall he gets AA range and attack speed from this. So we're left with a champion that Q's into a fight. And AA's. That's it. No gimmicks. He's expected to sustain his way through all the burst coming his way. Not once, but twice. The passive is just not made in a good way. **Passive - Surviving Through Carnage** -- Bask in the Battle - Being near a slain enemy will heal Aatrox for 5%(+1% per level) over 5 seconds after the enemies demise. Allies are healed as well if the enemy is champion. _Does not stack, clearing a wave will not heal you for 30%(+6%). This gives him some strong sustain, but creates openings for his enemies to deny him_ -- Blood Well - Upon Aatrox's death all nearby allies gain 10% Attack damage, Ability Power and Movement Speed. If these allies kill 3 enemy champions, Aatrox will be revived with HP based on how long he was dead to a minimum of 20%. Aatrox's deaths, even if revived, will reward gold to the enemy team. _Yes, this has no cooldown. Instead it rewards gold to the enemy. Meaning you wont be tower diving with this. And it takes 3 enemy kills to active the revive. So you likely wont get two off in a battle. Unless it's a very extended battle. These two passives are meant to be his theme this lore gives. He thrives in battle and empowers through battle. _ Other changes: Q - Untargetable while at the very top of his flight. It's short, mainly to give it an in-combat use to avoid attacks by luck. Not meant to turn him into Fizz. W - Reworked - Gives 4/8/12/16/20% physical damage dealt as healing when attacking enemy champions as a passive. Now activates to an AA reset that heals Aatrox based on his enemies missing health(higher at lower enemy HP). Aatrox will also continue to AA this target while moving as long as they don't leave his range for up to 5 seconds or 3 AA's. E - No change R - Activation removes CC. AA range and AS stays for the same duration. For 3 seconds after activation, all damage dealt to himself or nearby allies is distributed between those allies. Allies who fall under 20% HP will break from this effect and instead be healed for 10% of all of Aatrox's self healing. Sure maybe numbers would need tweaking. But at least he fits who he is. He's a threat in battle as well. Still AA focused through. More of a support melee ADC. Which is his theme lore wise.
: Can we nerf Evelynn?!
What do you suggest? Her abilities do low damage. She has to build a sheen item just to have any worthwhile burst. She's a close range fighter, so once she's out of stealth she has to make her opening count. She can't 1 shot like Rengar. She has two real threats in her kit. Perma stealth, the ability to avoid normal wards. And reliable damage while moving with her Q. She still does decent with this. So since we're removing her stealth, what do you suggest we buff as compensation? Because this will probably tank her win rate.
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Cindikle

Level 30 (NA)
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