: I love how people who complain about inters never Post from an activ main.
Can't post from that account since Riot's "Support Group" has yet to fix it being stuck at lvl 5 on the boadrs despite being level 8 in game. Please completely ignore the inter ruining games more.
Rioter Comments
: Are there any Rioters lurking right now?
Probably not working hard unless they're on the art team.
: > [{quoted}](name=PitchBlack4,realm=EUNE,application-id=3ErqAdtq,discussion-id=0BcEOE3d,comment-id=0001000000000000,timestamp=2018-02-15T19:23:53.578+0000) > > {{champion:83}} {{item:3060}} {{item:3512}} {{item:3078}} > > > {{sticker:slayer-pantheon-rainbows}} Duo Bot: {{champion:83}} {{champion:74}} Items: {{item:3060}} {{item:3512}}
{{champion:74}} {{item:3092}} {{item:3060}} {{item:3512}} {{item:3107}} {{item:3157}} {{item:3151}} {{champion:83}} {{item:3401}} {{item:3078}} {{item:3060}} {{item:3512}} {{item:3109}} {{item:3748}} What is botlane again? When did they patch it so it's just an open run to the Nexus?
: First win of the day gives a flat amount of xp (400), rather than a % of the xp required for the next level. Since xp/level goes up with each level, it becomes less relatively speaking, and only by 15 did they conclude it was somewhat reasonable (although it still gives roughly a third of a level at that point). Having it on at level 1 would literally result in people gaining like 4 levels from a single game, and the idea of the early levels is to slowly ease them into league of legends and unlock new stuff at each level, not to rapidly have people fly over the first dozen-ish levels.
Every other game in existence, even MOBAs usually has people zoom by the first levels and normally doesn't have vital gameplay mechanics locked behind level requirements, League and its misguided defenders is the only one that seems to go by the philosophy: "You can't read, you can't possibly understand one bit about the game you're playing, we are the only MOBA in existence so you have no experience to compare it to, we are not unreasonable with our asinine and pointless level requirements that force you to play the exact same way over and over and over again until you're finally able to unlock all of those mechanics you actually WANT to use, suddenly changing your playstyle completely." Oh man you're level 18? Please tell me master how to use these Rune's that clearly state what it is that they do, I'm a lowly level 10 with absolutely no reading skills whatsoever.
: > [{quoted}](name=Esio Rex,realm=NA,application-id=3ErqAdtq,discussion-id=WTaTwTEn,comment-id=00000000,timestamp=2018-02-15T22:05:23.447+0000) > > That makes no sense, because the people that invest heavily in the game will still be a higher level than them... > > So what's the problem? In time! Not comparable to games played! Read what the First Win mission is.
It's an XP + BE reward with a 24 hour Cooldown And so I ask again, what's the problem with letting people have it from lvl 1?
: If I were to hazard a guess, it would be so that someone who only plays one or two games a day doesn't get suddenly rocketed super high in level in comparison to the amount of games they've played. But if that was the case, I'd argue that lower levels they should just get some other form of first win of the day in the form of more BE than normal (100? 150?), but very little/no EXP. This would make it easier for new players to at least buy some of the more basic champs. Lord knows it's already hard enough for new players to farm up the BE for champs already.
That makes no sense, because the people that invest heavily in the game will still be a higher level than them... So what's the problem?
Rioter Comments
noukinn (NA)
: Here's a thought: Why not cut Ranged Crit damage down to 150% instead of 200%?
You really expect Riot to back-track and split Burst and DPS up again? These are the people that decided EVERYTHING needs CDR and damage while {{item:3165}} and {{item:3508}}exist. These are the people that think {{item:3087}} {{item:3094}} is a healthy combo even without factoring in {{item:3031}}. Get real dude, considering the fact that Riot is BUFFING weak champs to combat the strong ones instead of whittling the OP ones down... I'd say it's safe to believe this crap is here to stay.
: KDA might not matter but feeding does. If you get lots of kills but also die 20 times then you played poorly, even if you carried in damage. On the other hand a player who gets no kills but never dies has ultimately played well by not giving the enemy team gold. This is the core reason why anyone who gets put behind in lane but still tries to rush damage is a fool. Not giving gold to the enemy is the most important is the most important skill in the game.
Feeding stops being a thing really after a set amount of death, what with the diminishing returns each death gives in terms of gold. If I have an ally who is 0/8/22 do I REALLY want him to get a kill and reset himself back to 300g?
Rexxiee (NA)
: Azir is kind of completely broken atm
What month is it? Add 3 more and maybe they'll get back to you with plans.
: Sounds interesting. I do suspect it's pretty broken, though a lack of any real stats might counteract that, and even then, it's not necessarily something that couldn't be worked around. Even if we were to change Tear to be more powerful, the problem it's meant to solve honestly isn't one that many champions are faced with nowadays, insofar as extreme Mana gating is concerned. Maybe we should change it to be more of a playstyle option than champion binding or something. Maybe more people want to buy Tear and its upgrades than I'm giving credit to, but it seems more like a burden/requirement for certain champions than it does an exciting playstyle opportunity in its current form. Another option could be to just amp up the power of the upgrades a bit once they're stacked up and upgraded. Basically, I'm not sure whether the best approach to Tear should be closer to "make it turn on earlier because games have become shorter" or "make it more powerful once finished to compensate for the early game power trough incurred by taking it."
I could certainly go for a better late in exchange for the abysmal sacrifice you make early.
  Rioter Comments
Paroe (NA)
: > [{quoted}](name=Esio Rex,realm=NA,application-id=3ErqAdtq,discussion-id=hEq0bEgW,comment-id=000800000000000000000000,timestamp=2017-09-28T17:08:33.688+0000) > > Sec-on-dary > > Click the link, and LOOK WITH YOUR EYES > > You're not going green, you're going yellow and grabbing a SECONDARY rune that will give you extra defense (Like they USUALLY GET WITH RUNES) and one to cheese towers easy. Im very aware columbo, maybe you should get those reading comprehension goggles on. Ill break it down for you because you clearly didnt understand it; **_Because red and blue have better things by far than green._** The nine potential options you can get in red and blue are BY FAR better as a whole than anything you can get in green. The bonuses on green are for tanks with an eye on the ultra late game. 0.2% max HP per two minions, +100base HP, the tower damage thing are the only ones ACTUALLY worth using, And of them only the tower damage is a general "good" one. **_Green is actually REALLY bad because unlike everything else its +6armor/MR and +5% increased resistances. Going green for one good rune is a bad idea._** As i stated above, theres only three good runes in green. Neither are good enough to warrant not getting actual damage increases or actual utility from red and blue JUST for demolition unless youre off-tank {{champion:115}} building {{item:3027}} {{item:3100}} {{item:3102}} {{item:3157}}{{item:3165}} {{item:1001}} for that lovely early game cheese.
Or you know, get Overgrowth instead of the resistance increase? You know the Rune that increases max HP by a percentage? The one that works perfectly with something like demolish? The thing that an ADC who usually gets close to 300+ CS a game could EASILY stack up? That's why you need to read
Paroe (NA)
: > [{quoted}](name=Esio Rex,realm=NA,application-id=3ErqAdtq,discussion-id=hEq0bEgW,comment-id=0008000000000000,timestamp=2017-09-28T16:58:19.224+0000) > > Let me just give you something to mull over thanks to this awesome page we've been provided: > > http://na.leagueoflegends.com/en/featured/preseason-update/8000-8003?build=00000216 > > With this an ADC could get all the wondrous things available within the precision tree AND get Demolish on their secondary. > > They want to shaft towers at any point of the game? Their secondary is ALWAYS available for Demolish, and considering the fact that Bot tower has no early game defense... why WOULDN'T they get it to cheese that early first blood tower and snowball? Because red and blue have better things by far than green. Green is actually REALLY bad because unlike everything else its +6armor/MR and +5% increased resistances. Going green for one good rune is a bad idea.
Sec-on-dary Click the link, and LOOK WITH YOUR EYES You're not going green, you're going yellow and grabbing a SECONDARY rune from green that will give you extra defense (Like they USUALLY GET WITH RUNES) and one to cheese towers easy.
: 375 is less than one ADC basic attack in late game. Even in early, it's something like 4 attacks. Won't make a difference. Actually, I feel like this Rune is underwhelming even on the Tank that can actually abuse the Ratio, but on ADC it's ridiculously bad compared to the other options they have access to. I'd be happy if an ADC picked that Rune over, say, Ravenous Hunter or Overheal.
Let me just give you something to mull over thanks to this awesome page we've been provided: http://na.leagueoflegends.com/en/featured/preseason-update/8000-8003?build=00000216 With this an ADC could get all the wondrous things available within the precision tree AND get Demolish on their secondary. They want to shaft towers at any point of the game? Their secondary is ALWAYS available for Demolish, and considering the fact that Bot tower has no early game defense... why WOULDN'T they get it to cheese that early first blood tower and snowball?
GigglesO (NA)
: > [{quoted}](name=Esio Rex,realm=NA,application-id=3ErqAdtq,discussion-id=hEq0bEgW,comment-id=,timestamp=2017-09-28T02:13:34.304+0000) > > Seriously, WHY does a Rune like Demolish even exist when turrets are in the state they're in currently? Because full tank champions actually have issues destroying them... unlike everyone else... and instead of buffing armor and making it so tanks have an armor/mr ratio against towers they'd rather just watch them burn.
Skorch (NA)
: I really dont think that this will be abused by ADCs. When an ADC can kill turrets late in 8 autos anyway, why take it? 20% of an ADCs HP isnt that much. Especially when in the new rune system there are so many better options. In other trees. IF ADCs DO INDEED abuse it, then i would 100% agree that halving for ranged is a good idea. (not melee only though, i dont like the thoughts of melee only runes) OR maybe making it 20 or 30% of BONUS health instead. So that on some carrys like Mages with RoA it would still be good. AND tanks cant early deal a bunch of turret damage with first puch up to turret. I can however seeing this be a really good rune for splitting {{champion:83}} {{champion:420}} {{champion:48}} which its probably meant for.
**375** + 20% Not sure how you can miss such a massive number like that. And all they really have to do is grab it in their secondary and there you go, ADCs demolishing towers even easier now while still getting a majority of beneficial stats from the new runes in their primary.
: Yeah, because ranged champions either have giant hp or don't allready shred towers, right? Oh The high hp ranged champions are vladimir and swain. Oh The others are just mages and adcs hm watch out for that support split push
400+ extra Damage every 60 seconds isn't something to scoff at. Even if a Champ's HP is as low as 500 they still end up doing 375 + 100 Damage due to the absurd base damage.
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Esio Rex

Level 30 (NA)
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