Rioter Comments
: I should be able to build glass cannon and get caught out, cc chained for 3 seconds and survive -adc players
Player builds 0 MR, eats an entire tanks kit when they are two levels down from the tank dies -surprised Pikachu instantly goes on boards and types up a thread on how tank damage is too high
: It actually places both types of support items at a fairly equal footing. Apart from a select few supports (cough cough mage supports) who, while i may not have a problem with being in bottom lane, did outgold enchanter supports by a ways due to mostly being artillary mages, so they just poke poke poke and get substantially more gold than those with the relic line or the spelltheif line because of long range. This allowed them to buy bigger items than enchanter and tank supports. Tank supports usually had a bit less gold getting (unless your adc actually works with you) with relic line than frost fang or ancient coin line, but edge out the frost line later on. Now? you get a pretty much free 750+? gold that you dont have to spend for more wards, you get the wards automatically without having to buy a 350 cost upgrade. After fully stacked and evolved, it also increases the passive gold generation as well as evens out with the other line, no matter what one you chose. It is all about stats after that. Not the greatest stats in the world, but considering you spent 350 gold for the item..... what do you expect? As for the third bush, yes, it is a major buff to bottom lane and top lane when fighting for vision control. It also provides a benefit to having a champion that can place something in that bush for vision as a support/adc/top. Such as Nidalee, Shaco, Teemo, Maokai, etc. It also provides more ways of juking around an opponent as well. This makes bottom lane less linear and more strategic depending on how you want to approach the lane. The main problem with people is their own mentality. It is like when people eat dominos for a long while, they cant stand little ceasar, and visa versa. Then there is those who dont mind eating both because it is still pizza. It is just different styles and ways of doing it. League is like a pizza. It has changed over the years for better and for worse, but it is changed to keep it interesting and not so linear. Some people can adjust with the changes, some people can not. Also, that split pushing item is already being nerfed, same as it was even when it was first in pbe it was nerfed. Split pushing is a part of the game however and no matter how they try to counteract it, it will ALWAYS be a part of the game. This is because players will find some way of making it a part of the game still. Though, an interesting nerf to it would be that towers act as a second "champion" same as they do with Kha isolation. Thus making it so that 1 person if under tower doesnt have to worry about the effect as much.
The support changes are huge for supports, but people see gold getting taken away and instantly dont like it. The new items cost 400g. Thats it, that all you ever pay for it. They automactially upgrade when you reach the gold threshold. Take new relic shield compared to old one. With new one, you are going to get 14 stacks off (optimally) in the first 5 minutes of the lane, but you get double the gp10 of the old item. Old relic shield you get 15 stacks off (optimally). So old relic shield would get 510 shared gold from 15 procs, new gets 489, optimally. Gp10 in that time, old would have been 60, new is 120. So 570 total old, 609 new. At which point new relic shield turns into targons and you get wards, so you have wards by about 7 minutes. In old you would have to back and spend 450 to upgrade to targons. With targons, old outearns new for the next 5 minutes, old 753 gold to new 669 gold. (but you had to spend 450 to get there) Now you are at 11-12 minutes, and with new item you have the full upgrade; you lose the ability to proc share gold, but you keep the 3gp10 compared to old 1gp10. So while old COULD outearn new by a ton at this point, by the 15 minute mark you arent going to be hitting the minion wave anyway, you would constantly walk around at full stacks, so its moot. In conclusion, new item costs 400 and gives (optimally) 1278 gold for the first 10 minutes of the game, gives earlier wards, similar stats, and upgrades for free. Old costs 400, gives 1323 gold for the first 10 minutes (not accounting for the time it takes to recall, upgrade and walk back to lane, so it would be less), didnt give wards till about the 12 minute mark, and costs another 1400 gold to fully upgrade. So it doesnt even earn what it costs to upgrade it during that time, while with new item you already have boots kindlegem and 2 pink wards (1250g)
KABLUMP (NA)
: it's definitely bad for relic shield people too, the loss of your procs is so painful
Not really. post 15 minutes, you werent going to be procing near as much as you were in lane, and post 20 minutes the wave got decimated before you could even hit it. Getting 1 more GP10 and not having to drop the gold on upgrades is 100% a buff to the item line in terms of gold efficiency I will miss smacking the minion wave to save someone from an ignite tick though
94372148 (NA)
: Pyke's pull doesn't need a 90% slow attached to it.
IMO with a champ like Pyke, you are better off removing how incredibly safe he is. If pyke is all about the big playmaking slam dunks from the support position, then he shouldnt be one of the safest champs in the game. For instance, Pyke has the highest base armor at level 18, getting 15 more than Braum and 20.1 more than Rammus. On an assassin who isnt going to build armor, but runs aftershock, meaning that he has around 200 armor when he goes in. You could rework how grevious wounds and ignite work with his passive, as right now it doesnt reduce how much he heals, only slows how much he heals, which doesnt matter because he is camouflaged and 1500 units away from you. If Pyke takes a bad trade in lane and the opponent uses ignite, it should force him back to base, not for him to return 5 seconds later with 70% health. For a champ with such potential for his team, he is so incredibly forgiving
: > [{quoted}](name=Veloz Destello,realm=EUW,application-id=3ErqAdtq,discussion-id=aNMAaHQA,comment-id=00020000,timestamp=2019-11-13T03:51:03.626+0000) > > But what sense does it have if now you get 2 eyeballs per take down? You keep getting the same AP at the same speed xD They don't want to change eyeball collection. They are intentionally keeping the ap/ad the same. The only reason they changed it that way was so they could nerf adaptive force in other areas, such as the runepage passives and conqueror. It has literally nothing to do with eyeball collection.
this actually doesnt make sense though they arent nerfing eyeball, because they arent changing eyeball. Before the patch, you got 1.2AD/2AP per takedown. Post post, you get 1.2AD/AP per takedown. The only thing that was changed was the wording; before you got 1 stack per takedown that gave you the adaptive force, now you get two stacks per takedown, but each stat is only equal to half of what it was before. If this is getting to convoluted, its because Riots change is dumb and makes it that way, so here is an example. For each cup of lemonade you sell (takedown) you gain 1 dollar. Riot changed that to say that for each cup of lemonade you sell you get 50 cents, but customers only buy 2 cups at a time, so each sale is worth a dollar. It doesnt actually change anything, and by extension doesnt change its relation to other adaptive force stats, it just makes it more difficult to read
koshkyra (NA)
: Riot is sacrificing the identity of the support role to make it more “fun” and appealing.
"and the last two seasons have only been hook and mage supports" there was an entire meta named around an item last year, the Ardent meta, in which teams tried to spam as many ADCs and supports who rushed ardent into the same comp as they possibly could. Im not a fan of Senna or Pyke, but lets not overlook the fact that some supports have dominated the meta for years
Rioter Comments
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Rioter Comments
: > [{quoted}](name=Ahris,realm=NA,application-id=9hBQwnEU,discussion-id=rmh3fbJu,comment-id=0000,timestamp=2019-11-02T15:56:40.730+0000) > > What was the language spoken? Have you read the title?
there are two distinct dialects of "Chinese" those being Mandarin and Cantonese. I would guess that Tian was speaking Mandarin though
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GreenLore (EUW)
: I doubt her ult will lose its globality, but I'm pretty sure that it might receive a small delay&indicator in the future. Remember that only the middle line of the shot actually damages enemies, the rest simply shields allies, so if a small indicator&delay is added(think of the chargeup for Luxs R), then enemies might be able to dodge it if they see it coming, in which case the ability would be far more manageable for enemies.
Even though the massive part only gives a shield, it being global is huge in terms of team play. It is a projectile, but probably the fastest projectile in the game atm. Just having the ability to influence other lanes is incredibly powerful.
Rioter Comments
Rioter Comments
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Rioter Comments
: Petition to make Nautilus grow in size w/ level or stats
Naut should grow by 10/20/30/40/50% in size when his W is activated
: > [{quoted}](name=Dark Cøsmic Jhin,realm=NA,application-id=3ErqAdtq,discussion-id=oEEqit3O,comment-id=0000,timestamp=2019-10-22T23:36:03.216+0000) > > Im very doubtful anyone who voted to keep ohmwrecker in the game is actively using it in their games. It's primarily an item to use against AD comps and isn't a marksman item, naturally it is going to be used less often. If it had 60mr 60armor like old zzrot stats it would be a core item.
it will never be a core item. Its a tank item with an active that shuts off tower aggro, but the the user isnt auto-targetted upon the end of the active. So the tank, who is building stats to tank the turret shots, might not be the one to be targetted when the effect ends.
: Preseason changes just scream EARLY GAME and even shorter matches.
You can only get 2 heralds by taking the first Herald very early (looking at you CG) So in 90% of games this is never going to happen. Getting 3-4 drakes means that the game has gone to at least 20-25 minutes if every dragon is taken within seconds of spawning. Mind you that 25 minutes is fairly average game time for most, if not longer considering that most games end in a surrender. Elder immolation is stupid IMO, but Riot really wants an all or nothing objective if the game reaches 35+ minutes instead of teams dragging the game out with wave clear because one side is ahead but have no way to crack the base. They added one brush, its not going to be game breaking for assassins, you shouldnt be walking into unwarded brushes as a squishy without knowing where their assassin is anyway. More lethality - Riot said in there own statement that each item took a stat nerf, but if you build two lethality items then are on par with current lethality. As for stacking pure lethality vs squishy comps, hey that is LITERALLY the job for an assassin. PTA isnt taken top lane outside of silver/gold except by quinn/vayne players (fuck those guys) and conq losing true damage means that tanks have an easier lane again. SoS is gone, so goodbye Jax/Renek/Riven being a 1v9 out. Im not a fan of the balance team either, but CertainlyT no longer works there, and this pre-Season looks like the best one we have had in ages.
: > [{quoted}](name=boricCentaur1,realm=NA,application-id=yrc23zHg,discussion-id=7gpLzupI,comment-id=0001,timestamp=2019-10-16T00:16:15.958+0000) > > Yeah no. This video is just nonsense. If you actually believe anything in this you're just trying to look for something to hate. > > Also balancing around the 99% is the dumbest and I mean dumbest way to balance a game. Since NEWFLASH they're not good. You should balance around people that are good and force those people to learn. Do you know how much time an average challenger player pours into playing ranked compared to the average silver played? HINT: A LOT MORE. Balancing around the 1% while leaving behind the 99% that cannot devote time and resources is a brilliant strategy to go bankrupt and alienate majority of the player base. :)
> [{quoted}](name=Dracocrash,realm=EUW,application-id=yrc23zHg,discussion-id=7gpLzupI,comment-id=00010000,timestamp=2019-10-16T00:56:45.490+0000) > > Do you know how much time an average challenger player pours into playing ranked compared to the average silver played? HINT: A LOT MORE. > > Balancing around the 1% while leaving behind the 99% that cannot devote time and resources is a brilliant strategy to go bankrupt and alienate majority of the player base. :) if you balance around the 90+% who dont play the game as often or as well as the top 10%, not even the top 1%, then your balance is going to be a nightmare at the top 10%. Things that are broken in silver are not even played in diamond. Players want more access to vision, but thats because they have a mid laner with a 6 vision score in 30 minute game and are just more likely to take a bad fight even if they know where the enemy is. At the pro level, adding more vision means that no one ever makes a play that isnt a 90/10, because they have full information
: > [{quoted}](name=KnifeCat,realm=OCE,application-id=3ErqAdtq,discussion-id=exRVU5Ro,comment-id=,timestamp=2019-10-16T05:30:25.452+0000) > > I can’t help but feel a little disappointed that Damage/snowball meta is still not being addressed. Was really hoping that they’d finally do something about it this preseason. Instead we’re getting another fancy gimmick added to summoners rift. > > No change to resistances, damage keystones not touched (apart from Conq) and mage itemisation not being touched.. Towers still useless past 14 min and Baron buff will still end the game in a single push most games. > > I’m excited as hell for all of the new stuff, but barely anything happening balance/gameplay wise is rather disappointing. The mountain drake will give resistances instead of bonus damages Conqueror will not deal true damages anymore So tanks will probably be more played, so it will lower the damages in the game.
I'm a bit reserved until I get to play in the preseason about the changes, but as a tank player I have real hope for it. Conq getting true damage removed so bruisers cant just run at you. Mountain granting increased armor/mr and a big shield if you get the soul, SoS getting removed, klepto getting changed to stop ranged laners from going top and just farming you for gold, XP buffs for solo laners its certainly got potential
wolvius (EUW)
: What you don't like RNG maps with a chance of extra bushes for rengar to maul your ass or a dragon giving executes.
From what I can see from the pictures that Riot released, it looks like Ocean rift adds 2 new bushes, 1 in drag pit and one just outside of the pit. Presumably there will also be matching brushes in baron pit (?) There is also the new brush being added near blue/gromp on each side of the map. The bush near red buff also expands from wall to wall in Ocean rift. IMO that isnt going to break Rengar, and it also requires that 3 Ocean drags spawn. Rengar doesnt really want ocean drakes, he wants the raw stats of Infernal drake, which now gets rid of brush. As for the Elder Drake change, Im not a big fan of it, but I think that Riot wants a big objective that forces a big fight, and thus the game at 35+ minutes, to get rid of a team being far ahead but unable to close out a game because the other team is running an insane amount of waveclear and area control.
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Rioter Comments
yonzzzz4 (NA)
: I think Riot is trying to cut games shorter by threatening winning teams to end early, but what is going to happen to late game champions? This is going to turn into another assassin meta, which was never fun to play with. The possibility for double herald is a change I like because it shifts early game focus from around bot lane for dragon to all over the map. This is a good change, which also makes the game more early game dependent. Just my two cents.
they also want it to be good on teams that can take it, even if they have been behind all game. Atm, if you get elder with 0-1 drakes, its pretty bad, the only reason to take it is to deny it from the team with 4 drakes
Rioter Comments
: Also, has sneaky been replaced with some kind of bronze clone? He hasn't played an ADC yet.
NA is also getting clapped by the Garen Yuumi pick, when Garen hasnt been buffed yet on that patch, and Yuumi just got her heavy nerfs really goes to show how static the NA meta is that they cannot play vs something different
: I got one {{item:3193}} because its bad on everyone.
{{item:3193}} is great in coordinated play its bad in solo q because you go in to tank and cc, meanwhile your backline is choking on their own spit
: Its harder to display a legitimate outplay these days
IDK, I think that its just an extension of the "that didnt hit me" mindset that has always been in gaming. You know, when you shoot at an enemy and hit "you are good" but when an enemy does the exact same thing "this is bullshit, fuck this game." Players will rarely respect what an opponents kit can do, and then cry OP when they get smacked by the kit doing what its supposed to do. Like ganking a Darius post 6 when both the laner and the jungler are not ahead, and then he kills both you you, or the same could be said for Morde killing your ganking jungler under his turret in death realm because you didnt respect his kit. Thats all it is IMO
: Garen has currently a 55.92 win rate mid and a 55.50% win rate top
The in house balance team is very small, and in a trend across the industry as a whole, pushes things live without a full QA test. As a result, both from the small QA amount and the rush to push things to live, you end up with some things being seen as ok/weak in house, but when it hits live and someone figures out how to play it, it "becomes" very strong. PBE, or Riots out of house QA, is laughably bad, and there is 0 communication between Riots in house QA and the PBE testers (at least for the ones who are actively looking for balance issues). PBE is only used to look for bugs, and most of those dont even get patched out before the patch ends up going live. As a result of the two of these you can get wildly buffed champs like current Garen or Cinderhulk Sej (back in S5) that can go from a nonpick to a meta warping champ in one patch
: The game randomly gave me 2,000 gold when buying Banshees Veil
I know what happened you got all the gold that I lose when dipping into futures market congrats for making that smart investment - Riot support /s
: those still are damage items
yes and no. They are not pure offensive items, such as {{item:3031}} {{item:3036}} {{item:3094}} or {{item:3089}} {{item:3135}} {{item:3165}} Those are items that you would generally expect to be in a carries build if they are going to deal carry level damage. You can have offensive items that combine defensive components, such as {{item:3156}} {{item:3102}} {{item:3157}} {{item:3139}} or {{item:3026}} but if you start adding more than 1 of these to a build, the damage of that champ should fall off. Full defensive items such as {{item:3001}} {{item:3068}} {{item:3083}} {{item:3143}} add no damage but make the champ harder to kill. The issue is when you can have a champ that builds 3-4 of the offensive hybrid items (not pure offensive items) and continue to deal almost unmatched levels of DPS while being nigh impossible to kill Looking at you {{champion:145}} {{champion:24}} and a special reference to season 5 {{champion:429}}
Rioter Comments
: Worst patch ever?
Blitz buff is welcome, he is underpreforming, but is still tilting to play against. Fiora buff I can see being reasonable, they want to encourage players to pick Fiora as she isnt great at splitpushing, despite being an S+ tier duelist and having a garbage teamfight, she wasnt as good as Jax when it came to killing turrets. I'm personally not a fan of the buff, as Fiora wins most 1v1s unless hard countered, but w/e Orianna and Riven buffs are simply BS that Riot added solely for worlds. Riven still wont get picked because of how she needs to snowball to win, which in competitive 5v5 doesnt happen without a large skill gap, and Orianna was already at a 50% WR and was picked occasionally in pro play.
: Just remove the gold aspect at least. Or better yet, removing plating entirely and just put those stats into the towers themselves. The intended purpose of tower plating is to make them last longer, with the reward of destroying them early being winning faster... idk why gold was added as an additional reward.
It was to give options for more coordinated play, aka Pro games As in if they enemy team sends 4 players to gank a lane, they lose out on a turret plate of gold. They might end up getting 1, possibly 2 plates, but the other team still gets some reward, as opposed to old turrets were the ganking team would get the entire turret and the team that stayed in lane would get 0 reward. This doesnt translate over to most Solo queue games though, as when the enemy team sends 4-5 to gank a lane, your team doesnt push/uses that time to back
: > [{quoted}](name=King Braum,realm=EUW,application-id=3ErqAdtq,discussion-id=QfkmG0M1,comment-id=00010000,timestamp=2019-09-12T22:46:37.199+0000) > > Ngl, I appreciate the Blitzcrank and Veigar buffs but the others do look very questionable. Especially Tahm Kench getting 100% Gray Health regen at level 18. He's losing like 45% grey hp regen lvl 1 for it. That's not a buff
^this. Hes losing 45% at rank one, and only gets back to the old 75% at rank 12. Given that most games end before or around supports hitting 12, its a hard nerf. Even if this wasnt the case, the grey health to health ratio really only helps him early game against poke or a bad trade. Past the 15 minute mark, Tahm generally has to pop the shield to survive, so the healing becomes 0% anyway
puśsý (NA)
: > [{quoted}](name=Ralanr,realm=NA,application-id=3ErqAdtq,discussion-id=f3AzspMA,comment-id=0002,timestamp=2019-09-10T23:21:33.288+0000) > > A big strength to tanks is that they don't have a powerspike item that need to rush in lane. Do you know how fucking awful it feels when you're behind on someone like Darius, and you're still stuck building your core while your laner has two items on you? > > Tanks don't need to get fucked harder. Why would tanks get fucked harder if they spent 3k+ gold on a non-rush item that actually made them tanky? Spend more gold for a better item, be rewarded.
but the thing about those "better items" are that (other than tri force) they don't provide much other than raw stats until they are completed. And having most items in the 2k6 to 3k area is better for tanks IMO. it allows you to vary your build more to address whoever is the major damage threat on the other team. If I have to build armor for lane, but then the enemy control mage is rolling in the dough, I'd rather not have to wait to complete a 3.6K+ item in order to decrease their damage
Áery (NA)
: Hi Riot, has your fetish for damage made your forget about exhaust?
Exhaust in now a niche summoner, compared to earlier seasons when it was taken all the time The reasons for this; bot laners want pressure in the 2v2, and ignite from the support gives way more pressure early game than exhaust does. Games now end earlier, so late game damage deny from exhaust isnt worth as much any more. I will still take exhaust if Im playing support, if certain criteria is met. For example, if the enemy team has 2 or more assassins, exhaust can really shut them down during their all in. If I know that we are going to lose the 2v2 lane, but scale harder, I will take exhaust. There isnt a point in taking ignite if you have no kill pressure early. Its a niche spell, but most people dont play scaling champs anymore, or don't align their pick with their teammate to make both picks work.
Bârd (NA)
: Banshee's needs a buff. It's designed for a different game than what we're playing today.
How to make Banshees viable with minimal changes: take the current passive, and replace it with the Unique Nights Veil passive, which is the unique passive on {{item:3814}} Now you can create your spell shield when you are looking for a decisive fight instead of having it popped by one ez Q, it has a 40 second CD, which current banshees has, but it comes back in 40 seconds after activation regardless of what happens, while taking damage during banshees down time resets the counter So for those who dont know, here is {{item:3102}} current passive UNIQUE: Grants a Spell Shield spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds and here is {{item:3814}} unique passive that Banshees should have UNIQUE – NIGHT'S VEIL: Channels for 1 second to gain a Spell Shield spell shield that blocks the next enemy ability within the next 7 seconds (40 second cooldown). Damage will interrupt the channel. You can move while channeling. If the channel is interrupted, the item is put on a reduced 5 second cooldown.
Rioter Comments
Rioter Comments
: Why the fuck does Pyke have more gold than Yasuo? Yasuo has the most cs in game and a few more kills. Riot. You fucking r%%%%%s. inb4 snowflake mods remove this comment
Becuase Pyke gets sooooooo much gold from his ult now. They did this to compensate for him being nerfed in a solo lane. Except that the last solo lane pyke I faced ended the game with 50 farm at 35 minutes, while having the most gold in the game. Despite them only getting one turret, and 0 neutral objectives. Great job Rito
YOU NWAH (NA)
: Let's be honest, in most cases, Jax isn't landing five man stuns. He's jumping on one person and taking a lot of aggro for it, and he relies entirely on his kit to be able to survive that. Galio and Rammus don't rely entirely on their W to survive their jump-in's. They're inherently tanky and build tanky. They can afford to take the aggro. That's why they have a downside.
Galio and Rammus also dont have even close to the level of damage, either sustained or burst, that Jax has its comparing a bruiser(or a fighter) to a tank. Jax E isnt OP IMO, but what the post is saying is that Jax E has 0 downsides, while rammus W and Galio W have major downsides. Taking away Jax being able to Q or flash while in E would ruin him, but a self slow or a self AS slow for the duration would line the abilities up. Not saying that Jax needs those changes, but its hard to see the justification for Galio nerfs when Jax E exists
Rioter Comments
: "So we can focus on our larger game modes"
Also Riot: We have decided to make TFT permanent. As if you hadn't already made that decision before you even released it, what with all the talk about it on LCS/LEC streams, its own dedicated event, skins, a ranked queue while its still in Beta, etc. Meanwhile other game modes that had plently of people excited about them and playing them get 0 resources
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Rioter Comments
JPlayah (NA)
: New featured game mode idea: Yordle Kombat
Jokes on you, I pretty much only play yordles as it is
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DeusVult

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