Kai Guy (NA)
: I disagree with how Riot impliments duoing, yes. I also am open that I'm not wild about their demotion protection size. I did and still do think that if you want to solve the issue of RNG teammate complaints you need to shift the competitive experience for players to a 5 man team. Now as for how viable, if population on serves can support that? I don't have the details. I am open to it being nonviable due to player base ristrictions. Going from the # of active accounts, I don't think it would be impossible to accomplish. When some one like the guy in this video rants with buzzword after buzzword for tilted players and ignores the basic concept behind Elo and MMR systems then I am gonna object. You can not make a system build around naturally occurring averages then fk with it so you don't have averages occurring naturally. For as much as he whines about algorythems he provided no proof and showed no understanding on the concepts used for MM. If some one wants to listen to a guy who thinks mobas are shit games, then go ahead. I enjoy them personally but any one like the rage case in this video who hates mobas really should follow his advice and uninstall league. News flash, it is a moba. @Eons Its not a broken system, it has a good amount of room for improvement and Riot puts far to many perception influence systems on it that don't help. My attitude is very much Riot has to improve their behavior systems and built + Set good expectations for players. I am always open to being wrong, I don't mind learning something that makes me have to change my views.
There is room for improvement, but do you know exactly why riot refuses to show you your MMR, or your position on the ladder or others? They used to but now they dont. My assumption is so that you cant see just how LARGE of a gap they allow between players being matched. If you could see you were number 295,000,000(mmr 1075) and had someone 280,000,000(mmr 1175) on the enemy team, and someone 350,000,000(mmr 900)on your team, then you could see the giant disparity between games. Its also probably why they forced MMR sights to stop using MMR, or "ranked numbers" as you you could see GIANT disparities between teammates. "Players would use this for bullying" is their defense. Last season I had a top laner 450 mmr lower than the enemy jg in ranked. Based on Na.op.gg it was rediculous. The dude had a 70% winrate(so i dont think it was bugged), and was almost 400 mmr higher than an enemy, why is that? Then came positional ranks. But overall yea, I honestly think this game is pointless to play if you dont que as 5 premades. Ive had 9 intentional feeders in the last 10 games, and the literally stated they were inting to "go to next". Currently I dont think there is enough incentive to climb or get better for solo que, especially with how you can just abuse the mmr gap system with duo queing. Honestly even if it wasnt broken, even if it worked right, I still dont believe the community would allow the thing to function.
: I played a game as Pyke and snowballed..
> [{quoted}](name=Horse Grenades ,realm=NA,application-id=3ErqAdtq,discussion-id=0YEWHrQG,comment-id=,timestamp=2019-09-16T16:11:09.521+0000) > > It was possibly my... 10th game with him? However, with one facet of his insanely overloaded kit, I was able to be FULL BUILD at level 12. > https://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/3144883241/216603313?tab=builds > > This is just terrible design. Why double gold? I had 24k gold in 38 minutes. He does so many things well, and he is entirely too safe, but on top of all that, you give him DOUBLE GOLD!? just give him the kill gold. Can we please get some feedback on why this champ isn't being nerfed or sightly reworked to be less safe? Meanwhile, dozens of champs are left in the gutter ____ If im not mistaken its actually tripple gold, with the extra given to the ally. So you can be full build at lvl 12 and give someone else an extra 3 items :D
mack9112 (NA)
: > [{quoted}](name=WAZZZUP500,realm=NA,application-id=3ErqAdtq,discussion-id=XETeEgAa,comment-id=0017000000000000,timestamp=2019-09-18T12:29:56.657+0000) > > Nowhere near half the champs. Plus you half to understand that when people say "broken", they mostly mean "frustrating to play against". > > Support carries: {{champion:555}} > > Invis assassins: {{champion:84}} {{champion:246}} > > Scaling lane bullies: {{champion:145}} {{champion:67}} {{champion:24}} {{champion:92}} > > These champs aren't problematic? The champions listed have clear opportunities to outplay them. The issue is people want to be able to approach every champion the same way so when a champion does something different they would rather complain instead of just learning how to deal with it. Be it akalis shroud or Jaxs counterstrike , riven q or Vaynes tumble ult , when these kinds of abilities are correctly played around the champion is no longer frustrating. To say a champion is broken when it is frustrating to play against is simply an inherently wrong statement. You are frustrated because you don’t know how to deal with the situation not that these champions are impossible to deal with.
The problem is when the counterplay is champion restricted and based. Or my favorite countering them requires them to be the one to mess up/a gank etc. Pykes only weakness is that he engages with every ability if it hits q pulls them to him or requires him melee range, e requires him melee range, R teleports to target etc. That is a weakness vs some, but a strength vs others. Combined with his toxic ult its kinda unfair.
Rαy (EUW)
: Fed up with this game ever since Runes Reforged. Heading out for good if season 10 continues this bullshit that has been going on for two years. No skill expression, no team fights, just a braindead nuke fiesta.
The skill, is in the order of nuking, and the position of those nuked ;) Rito games 2019. /s Runes reforged was a bigger mistake than cc filled assassin support with gold generation and self healing came into someones mind.
puśsý (NA)
: Season 10 makes or breaks it.
Hopefully in season 10 they bring back solo carrying, instead of the whole "Its a team game you need all 5 members to be able to win" meta. I dislike the current "burst the fed enemy instantly, then hope you dont die while cds are down" meta that just forces you to rely on teammates. I hate the super mobility cross map 1 shots like Camille and zoe etc meta. Hopefully they make laners and jgs require more skill and less of the game is decided by champion picks and positioning of teammates. I keep getting in games where people are 3/0 or 0/3 before the second minion wave spawns. Season 10 cant be worse than season 9. Rito, "Are you challenging me!" Crossing fingers {{sticker:sg-soraka}}
: pantheon had this problem last patch and they fixed it. if you dashed out of W, pantheon stun wouldn't stun. this is exactly the same thing. there's no way for ryze to know whether his EW will snare while he's casting, which is super jank. I don't mind people being able to flash or dash away, but the snare should still snare afterwards.
Pantheon had the problem that his W didnt even function vs people with movespeed, when it was intended to function and was a huge part of his kit balance. Ryze is intended to NOT function like that.
: it's not instant. ryze has to finish casting 2 abilities to get it and end his combo. it used to be W would snare by itself, meaning you could combo off it.
No by your logic ryze only needs to cast 1, otherwise the root will apply at the end of the e cast, because the root will occur even if the target leaves the ws range during the cast animation. So it requires exactly 1 spell cast to root, this means their is a point and click root. This is what they didnt want.
: except on low enough ping it works as intended because the spells input buffer rather than immediate cast. And it works as a snare. And in most cases it still snares. the times it doesn't though is what people are complaining about, because it isn't consistent.
it doesnt, there is a range that the ability just does not work anymore, that range is around 950 units regardless of if you buffer or not. The w is instant the e is not, this means the farther away a target gets during the W cast animation, the more likely they will not suffer the root. You can test this with any champion that has banshees veil. You will apply the e not the w if they arent dashing at max range during the w cast but the w not the e if they are.
: > [{quoted}](name=Zheng Jiang,realm=EUW,application-id=3ErqAdtq,discussion-id=w1pYtNzQ,comment-id=000a000000020000,timestamp=2019-09-10T11:16:47.289+0000) > > I mean, no, it's not a bug. The E has travel time, the W does not. The W does have a cast time. If your W cast time completes before the E hits then they don't get rooted. Giving people a small window, the E>W cast time, to essentially flash the root (and still get slowed, mind) seems like pretty healthy counterplay to me and not a bug. > > Don't see where you see that "Riot is fixing it" either. Do you understand the difference between a bug and counter-play? E does not have travel time. Sometimes E - W roots sometimes it does not. That is not something that will always happen aka not consistent behavior. it's not there for counter-play. If it was then it would be perfectly fine and I would have no issue because it would be consistent.
Its literally a ball of light that travels through the air, and then hits the target, that then applies a small debuff to the target and does damage. If the point and click aoe that spawns at the enemies model from ryzes W, happens to occur before the debuff is added via the E, from the E not actually making it to the enemy yet, the ability doesnt use the enhanced version aka not the root.
: this is not a good comparison. I don't undestand how e hitting before q is supposed to change anything. as kassadin, if you flash into someone and finish casting E Q, the enemy will get hit by both abilities even if they flash.
because sometimes I dont want to electrocute/ludens/predator/etc the guy i nail with my E, i want it to occur on the one i hit with the q.
: it's completely different. you'll get the stun off with annie no matter what. in that case it's fine to hold the other ability until after the stun is over. In Ryze's case he's not even getting the snare no matter how good he plays. look at the first clip and tell me if Ryze had enough time to wait for E to land before snaring. the ryze situation is exactly like pantheon last patch where when people walked too fast or dashed away from his W, the W wouldn't stun. They fixed it so it stuns if he manages to get the cast off even if they dash away during the animation.
Ryze did NOT have enough time to wait for e to hit before rooting, which is what the point of the e travel time is. It gives the enemy time to flee, its intended to occur. If you wish for the E to be instant, then the e would need .2 seconds longer cast time or so, to give the same effect without the risk of range being a problem. This would yield the same result as before, but ryze wouldnt even cast w. That is a thing they could do if the player base so wishes, however, your combos at close range would come off MUCH slower.
: it's not instant. ryze has to cast E before snaring. The problem is when you E then W and snare doesn't work properly. it's more of a bugfix. if I could cast W .005 seconds later it maybe would've snared. that's impossible though because you **have to buffer** or deal with input delay after the first cast.
If alistar uses wq, and you flash, should alistars w and q still displace you? even tho its a point and click combo? with the intent on causing the target to be cced? Because thats what your asking for ryze. You are asking for the ew to have 0 counterplay due to buffering.
: it's completely different. you'll get the stun off with annie no matter what. in that case it's fine to hold the other ability until after the stun is over. In Ryze's case he's not even getting the snare no matter how good he plays. look at the first clip and tell me if Ryze had enough time to wait for E to land before snaring. the ryze situation is exactly like pantheon last patch where when people walked too fast or dashed away from his W, the W wouldn't stun. They fixed it so it stuns if he manages to get the cast off even if they dash away during the animation.
You can w the air and miss and it is quite obnoxious, you can also bait out peoples QSS and not even stun them by quickly dropping the stun somewhere else. Ryzes EW is nothing like pantheons W. Pantheons w was a point and click stun designed to be just that, point and click cc, and took a massive amount of his power budget, he was near useless a few patches ago because of HOW bad it was that he didnt have that intended power. Ryzes EW ISNT designed to be point and click instant cc, its designed to be a combo, much like katarinsa ewq, she doesnt instantly gain all her daggers and 1 shot, she has delays and they are intended, same as ryzes. The only bug here if it exists, is the fact that ryze can even cast his W even tho talon is OUT OF RANGE OF W the FRAME ryze attempts to cast the w post E, but it BUFFERS allowing ryze to cast even out of range. If this is whats happening that should be removed and ryze shouldnt even have been able to CAST w. If it isnt the problem, then its complete intended. You dont seem to understand. THEY WANT ryze to not have point and click instant unreactable cc, but they also dont want the E cast time to be long. So they added a travel time. So ryze can Ew or Eq, and if they are close, it works, if they are far it sometimes doesnt, as its intended to not. Syndras qw combo is the same, if the q wasnt spawned on the enemy they dont take damage from the q, even if the q passes through them, but they do eat the w stun and damage. Ryzes combo is very similar to that, except instead of the q damage its the root. Timing is important, and so is distance. Fizz q can miss. Same concept intended counterplay. Reksai can miss the ult, intended. Alistar can miss the combo if the enemy flashes, COMPLETELY INTENDED. Imagine if alistars wq always knocked you up even if you flash just because its a "combo".
: [QOTD] What kind of Champion Theme do you want to see in the future?
Honestly the last one (shapeshifter) should be the udyr rework tbh
: >If it's done properly, we gain dozens of buildpaths for every champion and lose nothing of value. No champion has "dozens" of build paths in a world where analysts get paid to theorycraft optimal builds. At the end of the day, every champion will have specific core items, supported by a handful situational items. I mean it's really cute to pretend that you can build half the items in the game. I should be able to relate since I OTP a champion that's been played competitively in all 5 positions and still has quite a few distinct soloQ viable item builds. But really, every champion has an optimal role/position/item build. And it's not an item rework that will change that perception. And seriously, looking at your list makes me wonder why you don't build Wit's End, Triforce or even Spirit Visage on Draven. Because they'd be more viable and make more sense than half the DotA items you listed.
No champion should have an optimal build vs 5 different champions every single game. No build should yield a optimal result against orianna as it would against jax or alistar.
Bârd (NA)
: If it's done properly, we gain dozens of buildpaths for every champion and lose *nothing of value*. Barely any champions would even need to be touched. {{item:3031}} 80 Attack Damage UNIQUE Passive - Crit Damage: Increases the multipliers of any crits by 0.25. UNIQUE Passive - Critical Strike: Wielder has a 30% chance to crit for 2x damage {{item:3086}} Zeal and its derivative items no longer grant critical strike. They now grant a moderate amount of attack damage. {{item:3508}} Either doesn't exist or has been reworked. {{champion:23}} "Tryndamere has up to a 35-50% chance (based on level) to crit for 2x damage, based on his current *fury*". {{champion:157}} Removed doubling crit chances. "Yasuo has a 25/50/75/100% chance to crit for 1.8x damage at levels 1/6/11/16". {{champion:22}} "Enemies afflicted with Frost Shot take 10-50% bonus damage from Ashe's basic attacks" {{champion:51}} {{champion:133}} {{champion:498}} Removed crit chance ratios. AD ratios on these abilities now additionally scale with level. Harrier CD lowered based on level. {{champion:203}} Removed crit damage ratio on E. Multiplier increased by 5%. {{champion:202}} Removed crit chance > AD conversion. AS > AD conversion increased from 25% to 44%. ___ The only champions you even need to consider here are the ones with Crit built directly into their kits, and even in those cases *you don't need to do anything*. As long as you're replacing those items with something good, it doesn't matter. If you don't believe me, lets see how one of the biggest Crit ADC's, Draven, would do with Dota's items, in which their IE equivalent costs 5330 gold. As it turns out... he would be completely fine. If Draven were ported into Dota 2 right now as a ranged strength hero, his build could contain almost any combination of: * Phase Boots * Power Treads * Hurricane Pike * Mjolnir * Satanic * Desolator * Daedelus * Diffusal Blade * Monkey King Bar * Black King Bar * Heart of Tarrasque * Sange and Yasha * Assault Cuirass * Bloodthorn * Blink Dagger * Drum of Endurance * Nullifyer * Moon Shard * Linken's Sphere * Hood of Defiance * Aghanim's Scepter * Hand of Midas * Boots of Travel * Silver Edge * Eye of Skadi * Heaven's Halberd The Marksman rework didn't fail because League's system for Crit is some sacred thing that can't be changed. The Marksman rework failed because *League's items suck*, and Riot refuses to fix that issue. Hell, if Riot wanted to, they could literally build unique crit chances/multipliers into each champion's BASE STATS, but they won't.
Indeed, crit right now either over shadows or is underpowered, with absolutly no flavor. its either the best and only thing you can build, or you just cant build it.
Bârd (NA)
: The state of Crit in league is a big part of why item diversity sucks ass.
You forget the fact, that a lot of champions kits/abilities just don't compete with the numbers crit gives at all. For example, if Zed pushes R and right clicks you with an IE and crits, you just took 4 shurkens worth of damage if its late game. This requires base damages to be insanely high for ad scalers to go into lethality instead of crit(as the ad ones always auto). __ This also forces bruisers to go into hp damage items instead of lethality because their abilities typically dont do anywhere NEAR the damage of a crit, so its just pointless to buy lethality, and they cant utilize crit for lack of engage(melee) so they are forced to be SUPER TANKY damage dealers. Then tri force and spear of shojin break everything anyway. This Also severely reduces the raw power of ad scaling abilities because ad scaling is terrible and entirely balanced around the idea of a crit being possible (crit renekton hitting for 5x ad comes to mind... terrible idea on the build but very high reward). Champs like pantheon cant build enough raw damage to make their Q lethal so they need 470(650 on execute) base damage to make lethality valuable as 2x bonus ad scaling (3x on execute) isnt enough to come CLOSE to the value a normal auto crit would give (2.25x ad factors into the base 120 or so ad people have making the base damages of abilities need to be over 250 to beat crits long before the 2.25x bonus ad scaling.)
Kai Guy (NA)
: Im glad this guy uninstalled. If you believe him please do the same.
Ironic your the dude that made the statement that you had a better mmr and more fair system than the one riot had a year or 2 ago. And yet here you are defending that broken system.
SirPurrr (NA)
: just false check out the streamers doing the race from unranked to challenger and streaming every game solo many of them have above 80% win rates all the way to high Diamond
Hate to be the bearer of bad news, but its actually proven and stated by riot. The game tries to forces a 50% winrate between both sides, red and blue, not individual players, so it rigs the mmr of one team higher than the other (Red has high mmr Blue has low mmr) because of the distinct advantages of blue. LCS blue team wins far more than the red, this also occurs in ranked due to the wall at baron and double leash at red making jg faster and impossible to duel. So to compensate for it, they intentionally match one teams mmr over the other. Does this cause a massive problem? kinda, most people on mid low elo dont use blues advantages well so the mmr disadvantage causes a massive 1 sided stomp. Duo quers also impact this massively. If you duo with people massively ahead of you in mmr, you dont need to win more than 35% to climb duo to mmr vs rank not aligning, so you just naturally climb even at 35% winrate.(your duo will lose lp tho like A LOT). His statement of division promo being a waste is a strong statement. Bronze should play bronze, the best climb the worst fall, then silvers fight silvers and so on. MMR would even out with rank and your rank would be obvious and equate to your skill or at least closer than now. Gotta play enough games for law of large numbers to equal out(assuming there is no system to force losses). But then the law of large numbers wouldn't matter since each game isn't considered an independent event by the game and actually WOULD impact the results of the next game causing it to be even LESS likely to be a true representation of skill. Back at the end of season 8 when Na.op.gg had mmr estimates, I had teammates with 500 less mmr than the enemy, and thats considered fair? The mmr system doesnt seem to have been changed since then, so I am guessing that is still possible and likely, so that means games are nearly always RNG with that big a variance. The high elo is even so bad people hard int to avoid being diamond or higher because of how 1 sided the game is (the worst player single handedly causes losses). which also impacts rankings. Also smurfs.
: > [{quoted}](name=ONI Ahri,realm=NA,application-id=3ErqAdtq,discussion-id=dUP2XKWQ,comment-id=0003,timestamp=2019-09-17T16:53:25.758+0000) > > The only solution i've been able to find is to roam hard with predator/{{summoner:4}} {{summoner:6}} - {{champion:136}}... Most of my jungles usually defend themselves by saying they "cant gank before 6". Which is fine by me, Ill gank the other lanes myself then. Don't forget Ingenious Hunter! Then your teammates begin to throw the lead you gave them and the enemy actually ends up stronger than before because they end up with shutdown gold on top of farming them mid game.
That is by far the worst thing about this meta. Getting a lead on anyone but yourself is super risky, and even then if you have a lead you cant use it in a lot of cases for fear of dropping the bounty.
: Dead weight teammates
Whats even worse, is having your team funnel gold into someone thats deadweight, either through roams or jg ganks, then they just drop off that gold via shut down gold but never really use it. Even worse is when a pyke is on the enemy team, because the game is lost long before it began. The moment pyke realizes how bad that player is its game over 99k bonus gold. Few games ago my bot lane fed pyke SUPPORT so hard he had 1.5k more gold than the 16 kills khazix jg.
Xphineas (NA)
: Oh yeah, for sure, I agree. If you cast the E first, it should hit first. I hate ryze as much as the next guy, but when something isnt fair I call it out.
same interaction occurs with annie, throw the q but push W and the w uses the stun instead of the q, also the q into e for q to stun also interacts like this. Its completely intended by riot. the E is NOT a enemy centered spawn point ability and the spread isnt instant, its completely intended as his kits interactions. A lot of champions have small things like this in their kits. Annie, kassadin, malzahar(push Q then r the R hits first), fizz, morg(these are both ridiculous examples as their R are massively delayed for obvious reasons but its the same concept as ryzes EW) fiora's vitals delay on spawning preventing the RQ instant vital hit malphites q travel time, irelias delay on the stun vs her Q reset(gotta wait for the mark to hit first), even Diana has this same delay vs instant interaction.
Xphineas (NA)
: Oh yeah, for sure, I agree. If you cast the E first, it should hit first. I hate ryze as much as the next guy, but when something isnt fair I call it out.
Kassadins q into e combo does the same, the e hits first the q hits second even tho q was cast first. This is intended counterplay. His w/e wouldnt be cast time abilities if it wasnt.
Syte (NA)
: RYZE E TRAVEL SPEED
This specific interaction looks completely intended by riot as counterplay. The fact is, talon was running away from the E projectile, then he flashed BEFORE E hit adding even more distance, however, ryze had already used the W before the E hits. This is the intended counterplay to ryze. His E w combo is coded to work everytime at max range, this was well beyond his max ew range, and as such the projectile speed was not fast enough. The problem is they dont tell you the speed E travels at anywhere, so you cant know the range the E is out paced by the W. My guess is its around 800 units or so. Talon used his Flash to escape the combo, its that simple. Riot intended this. This is more a buff ryze could receive if he was weak not something inherently wrong in his kit. This occurs when the enemy travels a certain distance away from ryze during the cast/travel time, flashes dashes and blinks and insane movespeed buffs.
Dr Poro (EUW)
: If you see you're a melee vs range, ask for jungle help at the start of the game. Ranged champs are generally really easy to gank as they tend to push and are very squishy. Even a trist with a jump can easily be ganked.
: This. I don't even have to punish my laner for roaming anymore. I can just sit my ass in lane and harvest five turret platings+first turret gold and nab myself 1k gold while my laner works their ass off for one or two kills. They can come back 2/0 and I'll still fuck their assholes because I still have a 400~500 gold advantage. In addition to this, people can't play safe anymore! God forbid someone picks something immobile/that I counter mid lane, because then I'll force their asses under turret and get that 1k turret gold anyways while also denying them farm. It's almost better to just die fighting your laner rather than sitting under turret and letting your laner take three platings.
They can go bot lane and take your turret plates and first turret faster with that 2/0 ya know? But yea, you are harshly punished for not having wave clear now.
mack9112 (NA)
: The point is to keep you in lane for at least 14 minutes so everyone has an opportunity for individual skill expression through winning you lane. Turrets do more damage and are far harder to kill. Bounties systems allow for you to come back from behind if you are dieing in lane. Did you even play last season where 7 minutes in a tower was down and the winner of that lane was now in your lane ? The system does its job correctly if you are dieing in lane numerous times snowballing the lane it is your fault because you are not recognizing that after you die your play style has to adapt as you become more behind or ahead instead people will always play the lane the same regardless of two levels ahead behind or equal.
It doesn't actually do that tho, it just makes jg pressure really really strong. It just promoted roaming and ganking and death ball is what it promoted. The first turret plate is typically dropped the first jg gank. The first turret is typically dropped the first Tp play. Bounties are a gold acceleration mechanic. Early game champions are being phased out because of it for mid and mid late game champs.
Fegone (NA)
: > [{quoted}](name=Zoeish,realm=EUW,application-id=3ErqAdtq,discussion-id=4wqVRhr2,comment-id=00030000,timestamp=2019-09-05T19:35:28.871+0000) > > your logic is flawed because if they do well they get that turret gold too. > > If anything, it makes the range of worst/best case even bigger. > > You can now fall behind 1800 gold, or get ahead 1800 gold. If we assume you win your lane and get some platings but your other laners suck you might get ahead 600 gold but enemys still can get 1200g themselves which is double of yours. It's not flawed, because I said "statistically seen". If you do well, another lane of your team doesn't. In your example, yes: you get ahead 600 and your opponents 1200 because they win 2 lanes. But that just puts at least yourself even with each other lane, so when you gank, at least you leveled the playing field. Early headstart also allows for better carry. The last thing I want is a system like in Heroes of the Storm: In that game you can do incredibly well, be ahead 10 kills in your lane, and get 2 towers down, and still it's impossible to solo carry if one person on your team is trolling. Dead weight that's un-carryable is so much more frustrating than the worst case scenario of how it is now.
You do realize if you die, you drop 1k gold for each of those already fed players right? like you just gotta hope you never ever die ever, because they never lose gold, and you getting the gold bounties from them also pushes your bounty higher and higher. It doesnt help your team, it helps the players that scale off gold the most nothing else. If there was XP bounties and such added it could be more fair, but overall its just an anti early game champion change, not an anti snowball change. Infact it promotes snowballing for the team that bounty hunts.
Zoeish (EUW)
: your logic is flawed because if they do well they get that turret gold too. If anything, it makes the range of worst/best case even bigger. You can now fall behind 1800 gold, or get ahead 1800 gold. If we assume you win your lane and get some platings but your other laners suck you might get ahead 600 gold but enemys still can get 1200g themselves which is double of yours.
unless of course you can somehow take all of top mid and bot lanes plating BY YOURSELF {{sticker:slayer-pantheon-rainbows}} {{sticker:slayer-pantheon-rainbows}} SO MUCH GOOOOOOOLD
Fegone (NA)
: Unpopular opinion incoming: I actually like the way this works at the moment. I try extra hard in the beginning to get that first or 2nd kill, just so that I DO get that extra gold. Because most likely, my other lander or 3rd lane doesn't perform as well and I will have to go there / gank / carry and this will help me. Statistically seen, if you do well, one other lane on your team does bad. This helps you compensate for them.
I try to not let you get that kill, then if i succeed you lose and gg. But if i dont, you still lose because your laner wasnt tryna avoid dying {{sticker:slayer-pantheon-thumbs}} Until the next game where its the opposite {{sticker:zombie-brand-facepalm}}
Bârd (NA)
: Plants were a welcome addition IMO. Blast Cones are fun to play around, Honeyfruit is nice, and Scryer Bloom is fine I guess (I'd rather have the wolf spirit tho).
More win more mechanics, laner that can hard shove? free 40% health and mana back. Laner that can hard shove? free engage around vision. Laner that can assasinate? get a kill and get out because you now have a dash and a knock back that goes over walls. Blast cones punish immobile champs far to hard, and honey fruits reward the champ that can get to it fastest way to much.
: I'm just glad {{champion:55}} is still flying under the radar with people. My bae is like the only broken champion that people have a shred of respect for.
she has a lot of counter play, when she gets ahead you only blame yourself/the feeder that let the 2 second delay assassin with no in kit cc champ rek them.
: You are exagerating quite a bit. There has been the Juggernaut rework, the introduction of Lethality and Runes Reforged. Sure, turret plating is still a mess but we are talking about Riot. It's just a little mistake compared to the average fuck-ups they are used to do. Other misdeeds include: * Removal of Dominion and incoming removal of Twisted Treeline. * ARURF. * Eternals. * The sheer existence of {{champion:157}} , {{champion:238}} , {{champion:67}} , {{champion:84}} , {{champion:39}} , {{champion:141}} , {{champion:145}} , {{champion:555}} and {{champion:142}} . * {{item:3161}} . * Jungle plants; and in general any kind of change to the jungle since Season 5. And a lot more.
Zeyphel (NA)
: No, the worst thing added to the game was the cs and kill Bounties. They basically turned the game into a coinflip joke in which all the advantage you created during 20 minutes can be erased just by killing you 2 times. Also, don't forget the Baron buff. This was made so that the losing team which spent the entire game making mistakes can win if they are lucky enough to win a team fight. Fairly Balanced... Regardless, I agree that plates give too much gold rn and the individual amount should be lowered.
Yep, and no. Baron change and bounties where designed as a comeback mechanic? problem? ___ Well putting the comeback mechanic on the most fed most impactful players head BY ITSELF reduces that players impact. So it reduced the CHANCE of a come back because the team that was ahead will always be the one that wins, whereas before the player that was most ahead and used it was the one that would win. Nowadays 5v5 teamfights where both teams trade 4 players lives for 1 kill and the other team trades 4 more for the other, just happen to be the standard. The team that scales hardest then uses that massive amount of gold. ___ Man it sucks when the support leona or thresh takes the shut down and literally ends the game for his team because they made a great pick!
Speeedy (NA)
: What if they lowered the gold to like 25 per person per plate. So if 3 people take a plate they get 25 gold each, but if one person gets it they only get 25 gold.
5 people top, 5 people bot, each team takes 1 turret each, each then transitions to the other side, then the team that scaled better wins the fight for the mid lane turret plates. 0 snowball would be replaced with absolute control. The idea would ruin professional play. but it would nerf solo que snowballing a bit as getting 5 people to do that in solo que is impossible.
: > [{quoted}](name=WarnercBbT,realm=NA,application-id=3ErqAdtq,discussion-id=4wqVRhr2,comment-id=0000,timestamp=2019-09-05T17:31:07.631+0000) > > Then don't die and actually win lane > > You're not gonna be rewarded for playing poorly. You are if you're winning lane but losing game. If you try to help your team to unfuck your game then your laner gets to catch up by doing literally nothing. It's just a win more mechanic.
Indeed, and shutdown gold further locks that in. Even if you take 3 people with you, your worth more than those 3 together at a certain point. Its not a "comeback" mechanic its a gold acceleration mechanic that makes the game more teambased less individual skill based. Sometimes its just best to let your 4 allies die in the 4v5, and give up baron, than it is to win the 4v5 and get baron simply because pyke ulting the "FED" player is like 1.5k gold to his team. Insane power spike if its landed on the right target.
: doesn't this only apply to mirror matchups
no, it applies to matchups that dont hard favor one person(the one that would be losing in this case). If its mirrored then its mosty runes that determine the lane, you auto loss with wrong runes on even footing skill or no skill. However, if something early game jumps something built for mid game, and the early game wins, the mid game CAN come back given enough time but its highly unlikely. If something early game gets ganked, and the mid game champ wins, theres 0 chance the early game champ can play anymore.
: > [{quoted}](name=The thigh guy,realm=NA,application-id=3ErqAdtq,discussion-id=4wqVRhr2,comment-id=00000000,timestamp=2019-09-05T17:35:40.071+0000) > > 1 death should not mean you don’t get to play the game for the next 25 minutes like it currently does. If you have leaver buster for 25 minutes thats on you
Tho i agree the leavers are kinda obnoxious as there is more than 1 lane, there are 2 solos and 1 duo lane so 1 lost lane isnt the end of the game, people that up and quit because 1 person is losing? why cant they be on the enemy team every single game? man i wanna be that lucky dude that plays against 10 afks ina row :D
: > [{quoted}](name=The thigh guy,realm=NA,application-id=3ErqAdtq,discussion-id=4wqVRhr2,comment-id=00000000,timestamp=2019-09-05T17:35:40.071+0000) > > 1 death should not mean you don’t get to play the game for the next 25 minutes like it currently does. If you have leaver buster for 25 minutes thats on you
I dont think you understand. Winning lane is based on getting the plates, that is a won lane. If you dont die to your laner you still lose lane massively if you dont get the plates, and its unfeasble for a comeback to ever occur if you also lose turret. You can NEVER get the gold you lost from turret plates or first turret gold, you cant farm jg for it or out farm minions. Its like 100 minions or so early for every turret plate and the turret(cumulatively not individually). 1 gank, forces recall? instant lane loss vs anyone with demolish rune.
: Turret plating is honestly the worst thing I've ever seen added to the game next to rng scuttles
Promotes jg camps, and makes counter picks more important than ever. Playing safe means enemies get fed. Playing unsafe means enemies get fed. Great winmore mechanic, which was intended to remove the win more mechanic of rushing turrets down with lane swaps and such.
: I dont really see any prob with {{champion:23}} he has small windows of where he can attack before he gets his ult.And he has tons of counerplays.I find {{champion:157}} to be more of a pain in the ass with 2 item 100% crit and and windwall that cant stop a ton of ults from doing anything wile free dashes as long as mins are around. try playing teemo , caitlyn both can hard counter {{champion:23}} or any one with some kind of good cc hell even .Playing vs {{champion:23}} u cant just sit there and let him free farm u have to smack him when ever u can if u let him build up rage easy thin ya u are just leting him have a free lane .{{item:3123}} /{{item:3033}} or {{item:3165}} does wounders but next to no one seems to build it vs champs that can heal a lot its no wounder people find trind so hard to fight. Also after looking at your matchup u quit at lv 4 8 jg creep kills im guessing {{champion:23}} killed u once and u raged quit to make a shit post on how a champ that killed u has no counter play lol
: I dont really see any prob with {{champion:23}} he has small windows of where he can attack before he gets his ult.And he has tons of counerplays.I find {{champion:157}} to be more of a pain in the ass with 2 item 100% crit and and windwall that cant stop a ton of ults from doing anything wile free dashes as long as mins are around. try playing teemo , caitlyn both can hard counter {{champion:23}} or any one with some kind of good cc hell even .Playing vs {{champion:23}} u cant just sit there and let him free farm u have to smack him when ever u can if u let him build up rage easy thin ya u are just leting him have a free lane .{{item:3123}} /{{item:3033}} or {{item:3165}} does wounders but next to no one seems to build it vs champs that can heal a lot its no wounder people find trind so hard to fight. Also after looking at your matchup u quit at lv 4 8 jg creep kills im guessing {{champion:23}} killed u once and u raged quit to make a shit post on how a champ that killed u has no counter play lol
yas and tmere have same crit chance, tmere gets his faster tho. tmere has more base ad, more scaling attackspeed, and an ad steroid where yas reduces his ad(on crits). Yas has windwall tmere has -80(when maxed) ad and up to 60% slow for 4 seconds Yas counters skill shot mages/tanks Trynd counters yasuo style champs. Honestly i think they just made Tmere a counterpick style champ.
Jesi Oni (EUNE)
: Maybe he should lose his ultimate after being hit by hard cc? https://media.tenor.com/images/b6a5e629bf02c52979dc348bafc1c0c8/tenor.gif And ultimate should work as cleanse when activated... Then you would have to use it smart 💪
that would make him a counterpick and he would need to be completely busted to compensate that MASSIVE loss of power. Like 10 13 16 seconds of ult duration if 1 hard cc removes his R
: > [{quoted}](name=Eonslegacy,realm=NA,application-id=3ErqAdtq,discussion-id=2ynn38dA,comment-id=00190000,timestamp=2019-09-05T07:51:53.022+0000) > > qss, cleanse, and the 2 tenacity, if you opt to go full cc against tmere he can change his build to accomidate. Believe me, tmere is weakest when he goes the meta build of full damage. Picking someone he has to go full damage into is the best way to make him weak in lane, picking someone with cc is a bad idea he becomes nearly immune to it if he doesnt need his ult to kill someone. Your right. Problem with {{champion:23}} ? {{champion:78}} Back to base. Have a good grounding.
never gets old watching tmere go flying back to base knowing the player is as enraged as the champ :D
: You are very wrong sir.
305070 is what it leaves him at and gives full fury With his 300 point heal on his q he beats ignite every time even a near perfect one. You have to actually ignite him post ult to kill him. And if he ulted defensively the you shouldn't be able to get that, I'd he ulted offensively and died from ignite he is straight boosted for picking that terrible fight as triumph more than removes ignite
: > [{quoted}](name=Eonslegacy,realm=NA,application-id=3ErqAdtq,discussion-id=2ynn38dA,comment-id=00150002,timestamp=2019-09-05T07:58:59.167+0000) > > Tryndameres ult leaves him with like 250 health, waiting 3 seconds on ignite leaves tmere with like 200 health left, and hten he waits grievous wounds off and heals like 500 or more. > Poppy is a great counter, around as good as akali. > Bard is... questionable since flash and e are on sucha low cd unlike bards ultimate. > Veigar is not a good counter at all. > Zoe dies in that 2 seconds more than half the time lack of mobility does that. > Heimer, maybe, depends on runes and jungle pressure tbh. > Anivia, its actually her passive that counters his ult, her wall is also FAR stronger than her q vs him since it shoves him back and her forward. > She can get run down pretty hard tho if he flashes/cleanses her q. Ive played it several times but i was the mid laner so im not sure how hard i could rek him to prevent him from farming. She is really unsafe tho top lane. redo your math. his ult lasts 5 seconds. ignite lasts 5 seconds. wait 3 seconds on his ult leaves 2 seconds of ult time. so lets say he is level 6, minimum level for ult, and caster is also level 6. he is left with a minimum of 30 health. level 6 ignite does 170 total. cut that into 5ths and apply only 3/5 of it. that still 102 damage. enough to kill him. but timing is key. if you use ignite right after he uses his ult it will either do 1/5 the damage or none at all. even at max level it still works. max level ult is 5 seconds leaving 70 health. max ignite does 410. 3/5 of that is 246. still enough to kill. only way he can survive it is if he has an ass and a half load of life steal since ignite also applies grievance wounds, cutting healing in half.
K 30 50 70 with 300 point heal as he gains full fury. If he runs away during ult he will be max fury using his q. The q heals 300 plus 150% so, ignoring baron or guinsoo so that's still 300. Grievous sounds is only 40% reduction not half. Every single time tmere lives. Every single time. Especially given his health regin is like 20% of an ignite tick by itself. Sure he can also life steal or something too. But assuming 246 ignite damage which is ignites most favorable time vs tmere, he still heals 180 through grievous sounds with 70 base health leaving him with 4 health assuming your perfect ignite no lifesteal or auto health regin or heal boosting tmere runes or anything. Tmere is weak vs things like poppy or Akali not ignite.
Anu3isII (EUNE)
: Let me rephrase it: Enemy Jungler would waste time spending in a bush instead of getting Gold and XP from camps, while Kassadin can't farm all the minions, but still stay in XP Range. Enemy Mid laner would at most be ahead of Kassadin while having no real advantage over any other laners. Kass' Jungler has the possibility to also gank any other lanes and since 2 people camp 1 guy, it is essentially a 4v3 for his team. Camping someone is viable only if you do get some rewards or force them to back and lose in XP. Otherwise, you lose at least as much as the other guy in terms of XP/Gold, while also losing pressure over the map. And the major reason why I mentioned Kass as a whole is because he lacks kill pressure pre-6 and he greatly depends on it. The champions you mentioned, while definitely very powerful post-6, still have the potential to turn it in a 1 for 1 pre-6. Kass can only get a kill if he is allowed to poke with no repercussions pre-6. This makes the strategy much safer vs him.
That Is not his you play jg tho. Why sit in a bush kass full combo ignite and a turret shot early game don't kill most jgs. Why not just walk into lane and attack kassadin then walk out. For instance Horse runs too speedy like hits auto w then goes to his golemns, does red re hits top, goes skuttle plant then raptors then goes back top or mid then heads to verticle jg, and re ganks top or mid after 1 or 2 camps. This is a strong way to shut kass down if you replace all top ganks with mid ganks. ___ There are many typos in this as I'm on phone. It's bad clearly horse used his q on the auto q combo not the w unless he has blue buff. Then w is used too.
Razelth (NA)
: See I don't understand. Play norms if you're not playing in order to win. You're treating ranked as if its norms, then complaining about ranked not being an authentic way to determine an individual's skill. You've been in Gold 4 for about 3 months at this point, even though all you play is ranked. You started in B2, where I'm guessing your insanely high winrates for those artillery mages you speak of came from. Your account looks pretty hard stuck to me.
No. I play it like a competitive sport should be played. Like ranked. The problem is how allies play compared to what I pick. With naut or pyke or leona support when you go full combo your in melee range, with no follow up you can easily die or be chunked into uselessness. With lux you can full combo and never risk a thing. This is why I have a much higher winrates with the non risky type. 1 of 3 things occurs when leona uses her E 0 follow-up dead leona Terrible follow-up dead leona and ADC (ezreal eing on a cait trap and missing everything for instance.) Or good follow up and a kill. With lux it's either no follow up chunked enemy Terrible follow up chance at dead adc Or great follow up dead enemy. The meta champs that are strongest in high elo and are the best overall aren't the best to climb with because of that reason. I'd like my skill individually to mean more than my champ pick. Heck I would settle for my teammates to not straight up int and flame because they THINK I MAY do bad with my pick. Anything others MAY NOT consider hard meta for example vlad apc, tmere jg, pantheon mid, support xerath so on_ meets really really harsh backlash. Adcs literally afking on my Syndra support games at the 2 min mark and such. Hard inting top laners because of midlane kennen being on their team. The community as a whole is why ranked is a joke right now. That is what I dislike. I play ranked because I didn't want to experience the 0\50 trolls that norm has but ranked and norms are no different now. I literally won my last two lux games. And your mmr advances far quicker than you seem to think. I hold 80% winrates on 40 lux games and 61% on 51 kennen games. I just don't enjoy having to spam them nonstop.
: Wait Have you never read his ult? Legit leaves him at 1 hp XD and forces him to heal right after so igniting right before ult ends will cause him to die. He didnt say the champs counter trynd he said they counter the ult.
Ñaofumi (NA)
: This is exactly why people play mobile cancer or things that can 1v2, they have actual agency in lane and often have huge map priority as far as bot lane roams go. When your an immobile mage mid and is far behind a mobile laner / someone that got a massive tent, you just sit back and play safe while praying your team doesnt feed
why you are being down voted but the 3 dudes below you saying the same aren't is weird.
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Eonslegacy

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