Rioter Comments
: Most ranked games "end" at 10min.
Literally just had a game like this haha
Nazgul10 (EUNE)
: I'm on a 7 defeat spree lol
Just went from 1 win away finally being Gold to current at Silver 2 60 LP. You're not alone. Honestly you just have to keep playing. That's what I'm quickly learning is to just keep playing, but be able to play well. Eventually your luck will turn and you'll find a way to win.
Rioter Comments
Yupia (NA)
: Today is my birthday! :D
Rioter Comments
Rioter Comments
: I certainly don't. I only get baked on my weekends, so I get a good mix of sober and high gameplay in throughout the week. The second I'm baked, I instantly lose map awareness. I think my mechanics remain close to the same, but my awareness is literally zero. I typically try a few games and if I'm just food for the enemy jungler, I usually just shut it down and go do something else.
> [{quoted}](name=Mantipede,realm=NA,application-id=yrc23zHg,discussion-id=cUzqE8VA,comment-id=0002,timestamp=2019-07-07T23:56:27.182+0000) > > I certainly don't. > > I only get baked on my weekends, so I get a good mix of sober and high gameplay in throughout the week. > > The second I'm baked, I instantly lose map awareness. I think my mechanics remain close to the same, but my awareness is literally zero. > > I typically try a few games and if I'm just food for the enemy jungler, I usually just shut it down and go do something else. Do you play solo or do you play with friends while baked? Also what role do you play?
: > [{quoted}](name=FranlkOcean,realm=NA,application-id=yrc23zHg,discussion-id=cUzqE8VA,comment-id=,timestamp=2019-07-07T22:44:13.493+0000) > > It's so much easier to focus and monitor my microplay, I barely die 1v1 and it's much easier to track possible ganks. I don't do it for ranked but it makes normals way better to play. Could it possibly be that you are playing in normals while high (a queue that is typically seen as less competitive than ranked) and in ranked while not high? They may look similar enough, but each queue has separate MMRs and intentions (typically people are trying their best champions in Ranked, while they are playing whatever in normals). Perhaps you just need to be high to play well, but I suspect that there may be a little more to it than that.
> [{quoted}](name=The23rdGamer,realm=NA,application-id=yrc23zHg,discussion-id=cUzqE8VA,comment-id=0003,timestamp=2019-07-08T00:33:30.636+0000) > > Could it possibly be that you are playing in normals while high (a queue that is typically seen as less competitive than ranked) and in ranked while not high? > > They may look similar enough, but each queue has separate MMRs and intentions (typically people are trying their best champions in Ranked, while they are playing whatever in normals). > > Perhaps you just need to be high to play well, but I suspect that there may be a little more to it than that. I feel like it's a combo of what you said, plus the fact that I have 0 anxiety when playing high. Still never gonna try it in ranked unless something clicks and I get to high elo really easily and can smurf. If I'm high it just let's me think (game-wise) more efficiently. While sober I'm worried about my team and play kind of scared when it's vs. a jungler that can get ganks off at all times Edit: I also feel like a large part of the reason I feel that I play better high is that I'm having a lot more fun, that could just be in my head tho
: Nobody else thinks you play better high. So do everyone a favor and stop forcing your loaded ass into our games.
> [{quoted}](name=FrozenFitzgerald,realm=NA,application-id=yrc23zHg,discussion-id=cUzqE8VA,comment-id=0004,timestamp=2019-07-08T01:56:30.032+0000) > > Nobody else thinks you play better high. So do everyone a favor and stop forcing your loaded ass into our games. Man I hope to q up with you soon, Imma be faded out my mind :)
Rioter Comments
Rioter Comments
Rioter Comments
: Hey Junglers, let me explain to you why top laners are always so toxic (explaining; not excusing it)
Beautifully said. I wish I could post this in every ranked lobby when I first pick top. Take my upvote friend
: Well first is always champion select, right? There's a reason people in high elo get mildly tilted when they see matchups or their composition and the players aren't one tricks; it's because this stage is important too. It counts as macro. Now maybe in Silver and below, your mechanical skills can carry you to at least Platinum. This is feasible. But it's also, in my opinion, more difficult and certainly takes more effort. Not to mention I believe you gain a lot more traction or future progress out of macro. You'll notice most pro players aren't the best mechanical players in the world (they're still very good), but they are amazing at macro most of the time. ------ _Why_ are you picking Gangplank? _Why_ are you picking Jax? What do you plan to do with the pick? Take for example, Jax. Generally, you want him to win lane and split push. So from point A where you consider Jax, you go to point B and see how the top matchup can work for you. Point C is now, other champions they have on their team and how well they could rotate to stop you, or beat the rest of your team. Point D becomes, look at your team closer now, and understand their functions. If there already is a split pusher or your mid to late is too weak to hold, then perhaps Jax is too risky. Maybe they have a lot of bruisers on their team or a lot of peel, then you might just need a full tank. Perhaps they have a very powerful early game and can snowball before you can impact the map, or their splitpush can outdo yours. It's always relative. Gangplank is hard mode already. The champion has been nerfed enough that you need mechanical skill, experience into many matchups, and a lot of macro awareness in order to hard carry -- at any elo. He's good if you know all that though, even if a bit on the weaker side. Same thing though, why pick him? What do you want out of the pick? You want him into something that cannot easily kill you while also being able to proc Grasp or Klepto. You want to reach late game by mid game through gold and farm, then carry while ahead. That's the first goal. Alternatively, if you're confident, you can just win lane as an ideal goal -- but that's it's own mechanical and lane matchup experience dependence rhythm, different subject. You also want to be able to Ult a different lane and discourage dives. Clear waves, teamfight a bit. Overall, Gangplank fits into a lot of teams and against a lot of teams if you want to stick to learning him, but he will fail if you aren't meeting his primary objective. Gold. He needs his items, and he needs them before the enemy. Otherwise, you have to be mechanically gifted enough to carry generic teamfights, or become a split pusher. Also feasible though, you want to split normally as Gangplank a lot anyway, but not as deep as Jax might go. Gangplank wants to teamfight a bit more than Jax does, and you want to force that when you have the item lead. You also need to look at the enemy team and make your build pathing before even entering the game. Full damage, bruiser, crit, exec. calling, etc. Take the right summoner for the purpose into the enemy team, ask the same questions. When to split is the dangerous question, you have to read the map, learn to ward deep so as to anticipate how the enemy is moving, understand wave management in top to freeze effectively or break a freeze, where to leave minions so they push back into you, or as a split pusher to know when the wave will slow crash into their turret, know when to use your passive, your ult, etc. A lot of games are easier when you understand the champion select screen and what do there, then _remember_ what you decided and thought about as the game begins. You need to follow through.
This is quite literally some of the best advice on this game I've ever read. I've been thinking about this for hours and I believe it helped me win a couple of games today, so thank you. Originally I played GP simply cause I enjoyed him, and this was before his nerfs. Sometimes it feels like the enemy has to be lobotomized to actually lose lane to me, but GP is satisfying to play nonetheless. And even if I can't exactly play my lane the best, I can help other lanes with my ult. I like GP cause it feels like I can always have some sort of affect the game. But I loved the champ select advice. A quick question for you though. This probably matters way less in Diamond due to the game knowledge you have, but if you're forced to essentially blind pick into a possible counter, how do you make that decision?
: Top, mid, and jungle can macro a victory on their own. ADC has to mechanically do so unless you're like Jinx or Tristana and really want to try that macro. Support better be great at multitasking, but their roaming and warding can decide games as well. All can technically win through mechanics _and/or_ macro, but it's easier one way than the other for certain roles. It certainly doesn't make any role have an inherent advantage as much as it does the player and their own skill or knowledge. Jungle feels prevalent because players don't normally respect a jungler exists in Silver 1 and get caught in precarious positions or faulty wave management. It is a very powerful role due to the potential impact that it can cause certainly, but Mid has access to the whole map as well with more stats than a jungler. Hence why normally your Mid-Jungle duo can roam the map best if your top laner isn't in an inherently good matchup. In this sense, Jungle counts as high impact because it can affect the whole map as a pivot, not necessarily always as a direct carry. As a pivot, you are still subject to the quality of your team to theirs, just that you have more autonomy over your decisions of pressure. You'll play for top if you want to rotate around, it's a lot of macro. Say your jungler snowballs top but nobody rotates or goes for objectives. Then you're not very ahead and the enemy team has a larger chance of coming back. Not to mention, if you let an enemy top run rampant, the game hardly ends at 25 minutes unless your team is playing perfect. Their top is going to become a monstrosity that bullies your jungler and your top -- as well as forcibly pulls pressure to them while applying it. So, while a lot of the time it might seem the jungler has the most impact, it's really whose team knows how to pivot around their jungler or winning lane. This increases as you rise in elo. Now, my highest is D4, so I can't speak for the highest echelons like D2+, but as you go up -- the jungler gains a lot more respect and their free ganking is severely reduced. It becomes a lot more macro and generally you want to support your win condition. This changes with each team composition and who you are up against, but the jungler has the highest influence on it as a pivot, alongside a lane that is considered the highest priority, or the objective which lane is nearest to. Overall, the game is neatly (ideally) set in that mid, jungle, and top can be set by macroplay -- and bot can be set mechanically. But within all of that, the jungle has the opportunity to always apply pressure even when they're losing, and this allows them to pivot for any lane as a support for that lane to apply more pressure. Game is relatively complex to spell out, but a lot of it comes naturally when you've played enough. -------- tl;dr - Jungle is power pivot and thus technically has both high value pressure for a team and also less than you might think if your team doesn't know what to do with it. Mid can pivot best off of Jungle, so it usually handles right behind it as well as having high impact on pressure to open the map. Support and Top are in the same tier due to the ability not only to roam, but also pressure objectives and deep ward easier into enemy territory and provide TP pressure or backup at any point before becoming a powerful split pusher or ghosting carrier. ADC is ironically the lowest only due to lack of autonomy that requires peel and reliance on being fed. They cannot pressure alone without it, and thus are relegated to mechanically providing a win condition. In that sense, ADC is variable and can be the highest impact to the lowest. Probably why it is also the most difficult to balance. Keep in mind, all the roles aren't linearly able to line up effectively. They have a lot of details and it is a team game. But in the best terms I can give you for an answer in a simple form (even though above is better for information), it would be: ADC > Jungle > Mid > Top/Support > ADC
What are some ways I could improve my macro play? I main GP top with some Jax and Dr. Mundo and sometimes playing Reksai jg. Most of my games on GP I feel are nearly impossible to carry vs. hard lane opponents and junglers who can get around the map easily. I've improved my mentality a lot and I rarely tilt, but many games feel out of my hands especially if I'm playing GP.
Rioter Comments
Jamaree (NA)
: Because he isn't as strong as people make him out to be and people only remember their experiences against the ones that stomp.
I feel like this is accurate. Sylas players with lots of games maintain good winrates but it's weird that his overall WR is so low.
: Easy to jump in without thinking, similar to Yas.
Hmmm, but even Yasuos win rate isn't that bad at lower elos when people are still learning to play him in a ranked environment.
Rioter Comments
: Macro play in low elo
Honestly I'm starting to feel like macro play in low elo doesn't matter as much. Just play a champion where you can easily get fed and control/take objectives at will
: If you want to use a mmr based matchmaking
I'm sometimes really curious as to why I have to face mid gold players (in the last few days I've faced people as high as Gold 1) just to get to Silver 1
Rioter Comments
CD8 (NA)
: Im only gold 2 but..
Your MMR says you're good enough to play against them. At least that's what people on the boards say.
Hotarµ (NA)
: I don't have a lot of time to dedicate to playing ranked on League but this advice kind of works across all games. I use it for Smash locals. - Take care of yourself physically. It sounds kind of silly but staying hydrated, eating a good meal, and sleeping properly can help curb anxiety alongside increasing your focus. - Remember that it's just a game. Obviously it's still ranked so don't pick something like first time Ashe mid with Barrier/Cleanse, but the point is that if you lose it isn't the end of the world. Everyone has low points and you're bound to have a few bad games here and there. Just focus on improving and how you can better yourself. - Play what you're comfortable with. Pretty self explanatory, if you're more comfortable on a champion you're more likely to perform well with them since you know their ins-and-outs. If you want to learn unique mechanics or matchups, hop in a practice match with friends or norms. - Warm up with some practice games. Going straight into ranked might not be a good idea since you might be a little rusty, just warm up with some norms or even ARAMs to get back into the groove of League. - Ban what _**you**_ don't like fighting/can't play well against, not what other people tell you to ban. If you're more comfortable banning Vayne rather than Tristana, go with what you think will help you de-stress.
Thank you for the advice man, really appreciate you taking the time out to drop it :) I'll do my best to put it into practice.
: Well for starters I don't treat the game as life and death.
I try not to but I don't feel this way about other online games. I just hate to be that dude that could potentially cost my team the game.
Rioter Comments
: why do you want to climb in ranked? (poll)
5. I've always been too lazy or busy with other life things to put time into getting out of Silver. I can watch high elo players and understand their thought process well enough. I want to at the very least try to reach mid gold cause I know I'm at the very least good enough and knowledgeable enough to do that.
: Because disagreeing with randomly slung shit clearly means I'm a contrarian. Instead of, you know, the posts made generally being dumb, pointless, or highly flawed. You notice I don't tend to be a "contrarian" when a post is actually factually accurate.
> [{quoted}](name=DuskDaUmbreon,realm=NA,application-id=3ErqAdtq,discussion-id=OoOltG2u,comment-id=0001000100000000,timestamp=2019-05-05T14:33:05.318+0000) > > Because disagreeing with randomly slung shit clearly means I'm a contrarian. Instead of, you know, the posts made generally being dumb, pointless, or highly flawed. > > You notice I don't tend to be a "contrarian" when a post is actually factually accurate. Literally all you do is come to post unneeded and highly flawed opinions about things the entire player base has had issues with. What the OP is saying about the match quality isn't something specific to him, the games are way too snowball oriented. You can ask players at any elo about this, but hey apparently you know better than ALL of them and their experience in this game means nothing.
: Yes, because disagreeing with this clearly means he's kissing Riot's ass, and not that maybe he's just fucking pointing out things.
His comment was as idiotic and intellectually dishonest as the one you're making. No one is claiming Riot is targeting them specifically, the matchmaking is a joke. But If you want be a contrarian, by all means do it.
: I love the delusion that you think Riot is keeping you in from getting to the elo you think you deserve lmao
I don't think they're preventing me from doing anything. Their matchmaking is trash and it's a proven fact now. But you can continue to bend over backwards for them if that makes you feel good about yourself.
eunekid420 (EUNE)
: How is it a joke? Go look OP's match history. You won't find rigged matchmaking there. It's equally skilled players on both sides (unranked ones are gold or plat s8). If OP really was a diamond smurf then it should only be unfair towards his enemies. See how this contradicts the whole post? Or does Riot flag tilted/trolling players and intentionally put them EXACTLY IN YOUR games just to stop you from climbing? Unless Riot sabotages and manuscripts games on purpose, there is nothing they can do to "fix" the matchmaking.
BigFBear (EUW)
: To everyone who says there's no elo hell and matchmaking is fine:
I just love the mental gymnastics people go through to justify this bullshit. The matchmaking is a joke and the Riot stans just can't get that through their heads.
y0r1ck (NA)
: > [{quoted}](name=TheBlackFaker,realm=NA,application-id=3ErqAdtq,discussion-id=fGLB0iBg,comment-id=00020000,timestamp=2019-04-25T07:37:03.772+0000) > > Riot should implement this with a 2-3 year plan and approach each issue over a span of months through trial and error, and very clear communication with the player base. > > If they overshoot on any issues they can simply scale those back, go to another problem and come back to it. > > If I ran this this MOBA I would be aiming for 30-35 minute games at minimum. I can't stop smurfing or heavy snowballs so there will always be exceptions to that but for quality games in that time bracket would be a great start. This can be done by reducing the current snowball by lowering tower plate gold and first tower gold, or perhaps reducing the gold given by scuttle. Create more warding options and give it a higher value in regards to player performance. If I could bring back farm junglers who emphasize securing map objectives and building up strength without it being problematic I'd go that route too. Not meaning to bring back Sated Devourer but clearly something more healthy. > > Maybe introduce a "green buff" that allows you to place and/or hold more wards as a jungler or encouraging counter jungling in some way. > > I'd create more vivid options for defenses in the runes besides Aftershock which is getting nerfed. The runes feel too geared towards offense and problematic gimmicks. > > In terms of the matchmaking I'll copy something from an earlier comment: > > > I played a ranked game last night. Nothing too special about it, won my lane and my game. But I checked my op.gg to get a full view of my opponents and how I performed against them. I had a Gold 3 jungler and the rest of us were mid Silver players. They had a Bronze 1 Ez playing ADC who was also first timing, but his MMR said that he was good enough to face and possibly beat mid silver players and a Gold 3 jungler. I wouldn't be surprised if our jungler sometimes went up against Plat players. This wasn't their game to win, and for no reason other than the matchmaking dealing them a shitty hand based on MMR. This isn't specific to me, people have had issues with the matchmaking that's even worse than the example I just gave. If you're completely ok with this, that says a lot about you and I don't think we need to proceed with this discussion further. Whatever changes that would take place would simply put people against someone with a rank similar to theirs or performance based on things like CS or average champion grade after games. > > > You're right, maybe I'm not entirely qualified to balance to this game, but I sure as hell wouldn't think of releasing Sylas, Zoe, release-Camille or release-Kai'sa. > > But I'm here to have a civil discussion. What is it that people who play this game everyday and make a living off of it don't see that Riot does? You're right, we have no need to discuss further. You've solved league congratulations.
You asked for thought out solutions. If you really wanted me to think each and every solution out completely, I wouldn't post in on the boards. It'd be a literal 11 page research project which I know you wouldn't care to read. But assuming Riot always knows best despite the state of their game is ludicrous. They aren't above making mistakes and the records show they let their mistakes linger. Points for the nonchalant attitude tho :)
Xayahrí (NA)
: > Diversify Mage itemization. All just rush magic pen and grievous wounds. morello is a waste of 3k gold lmao unless youre glacial ahri and you have nothing else to build late game its literally a support item right now with all the mage supps cuz their cheese is based on pen and the RIDICULOUSLY overpriced healing is pretty supportive for mages. void staff isnt a rush item either cuz it literally only gives magic pen and ap. As far as diversifying goes, I think at most there just needs to be a few more defensive AP items. The current state of mages is fine and even if more items are changed/added it's hard to change a mage's playstyle to fit something outside of the AP items that already exist.
I agree with this, they definitely don't have to be offensive items. Whatever works best for the game, I would ardently support.
y0r1ck (NA)
: There's this saying, "Only a fool finds a simple solution for a complex problem." As much as I dislike it, it's surprising how often it's true on these boards. How should RIOT implement them? What should RIOT do if they don't work or if they overshoot the issue? What should RIOT do if the game length increases by 2 minutes? Etc. I hate using "etc." because it's lazy, but I can't list every factor you neglected - I'd be here all night. I'll be honest with you because you just seem like you love the game and want to see it do great. Stop pretending to be on the balance team, you're clearly not qualified enough to make valuable suggestions and you don't have enough clout to change anything without having fantastic ideas. I might just make this a copypasta...
Riot should implement this with a 2-3 year plan and approach each issue over a span of months through trial and error, and very clear communication with the player base. If they overshoot on any issues they can simply scale those back, go to another problem and come back to it. If I ran this this MOBA I would be aiming for 30-35 minute games at minimum. I can't stop smurfing or heavy snowballs so there will always be exceptions to that but for quality games in that time bracket would be a great start. This can be done by reducing the current snowball by lowering tower plate gold and first tower gold, or perhaps reducing the gold given by scuttle. Create more warding options and give it a higher value in regards to player performance. If I could bring back farm junglers who emphasize securing map objectives and building up strength without it being problematic I'd go that route too. Not meaning to bring back Sated Devourer but clearly something more healthy. Maybe introduce a "green buff" that allows you to place and/or hold more wards as a jungler or encouraging counter jungling in some way. I'd create more vivid options for defenses in the runes besides Aftershock which is getting nerfed. The runes feel too geared towards offense and problematic gimmicks. In terms of the matchmaking I'll copy something from an earlier comment: I played a ranked game last night. Nothing too special about it, won my lane and my game. But I checked my op.gg to get a full view of my opponents and how I performed against them. I had a Gold 3 jungler and the rest of us were mid Silver players. They had a Bronze 1 Ez playing ADC who was also first timing, but his MMR said that he was good enough to face and possibly beat mid silver players and a Gold 3 jungler. I wouldn't be surprised if our jungler sometimes went up against Plat players. This wasn't their game to win, and for no reason other than the matchmaking dealing them a shitty hand based on MMR. This isn't specific to me, people have had issues with the matchmaking that's even worse than the example I just gave. If you're completely ok with this, that says a lot about you and I don't think we need to proceed with this discussion further. Whatever changes that would take place would simply put people against someone with a rank similar to theirs or performance based on things like CS or average champion grade after games. You're right, maybe I'm not entirely qualified to balance to this game, but I sure as hell wouldn't think of releasing Sylas, Zoe, release-Camille or release-Kai'sa. But I'm here to have a civil discussion. What is it that people who play this game everyday and make a living off of it don't see that Riot does?
: > [{quoted}](name=TheBlackFaker,realm=NA,application-id=3ErqAdtq,discussion-id=fGLB0iBg,comment-id=00010000,timestamp=2019-04-25T00:23:28.555+0000) > > Before I address what you said, I'm going to go off a limb and assume you're overall happy with the way the game currently is right? Nope. Morgana could use a nerf to her W damage, but she gets a nerf on her E and I'll take it. Ezreal still out of line. Zed, Riven, Vayne and Vlad could use nerfs. Other than that I can hardly complain. None of the things you proposed would fix any of that though.
Outside of some blatantly OP champions and some that you specifically want nerfed, it really sounds to me like you're fine with the game. That's cool, but many high elo streamers and a lot of the community are very vocal about what they don't like about this game and this game isn't just for you to play. > Why? It's not even that strong. I wish more people rushed it, because it's so god awful that they essentially wasted their gold until they get more items. This is just your opinion. The ultimate passive has been problematic on many bruisers since it was still on essence reaver. But you specifically have no problem with it so it's ok. I got you. >Already exists though. Bruiser items have offensive stats on them. Tank items are more heavy on Resists than pure HP and Juggernauts are nothing else than a mix of the two. A lot of the juggernaut items are simply more effective on bruisers. Lots of people have been on record talking about this. > Diversify Mage itemization. All just rush magic pen and grievous wounds. Rework ADC items all just buy life steal and crit. Reduce the overall gold income available. Wouldn't fix anything but artificially draw out games. Nobody wants to lane until 20 minutes. Reduce damage across the board by 10%. Wouldn't fix anything, besides potentially just making tanks or bruisers OP thanks to how damage vs defenses scale. I see you can put words in my mouth, excellent job. At least tanks would be more prevalent in the game and have a real place in the top lane again. Perhaps games would last a little longer too. >They already exist. Runes as a whole are more gameplay focused than simply stacking your defenses up though. So here is where your bias is showing itself. The runes are focused on doing damage. Stacking defenses up should be a viable strategy as well. Do you have any reason why it shouldn't be one? There's more than enough true damage to go around so why not? >Absolute bs idea. MMR is the bread and butter of the entire system, you cannot remove it and simply use arbitrary ranking like that. Would become entirely meaningless. If you're too ignorant to understand that divisons and MMR aren't the same thing and that you shouldn't complain about playing from a range of 2 to 3 divisions up and down you need to just shut up about this because you clearly haven't understood a single thing. Would also encourage people to play for KDA, which is a dogshit idea. I played a ranked game last night. Nothing too special about it, won my lane and my game. But I checked my op.gg to get a full view of my opponents and how I performed against them. I had a Gold 3 jungler and the rest of us were mid Silver players. They had a Bronze 1 Ez playing ADC who was also first timing, but his MMR said that he was good enough to face and possibly beat mid silver players and a Gold 3 jungler. I wouldn't be surprised if our jungler sometimes went up against Plat players. This wasn't their game to win, and for no reason other than the matchmaking dealing them a shitty hand based on MMR. This isn't specific to me, people have had issues with the matchmaking that's even worse than the example I just gave. If you're completely ok with this, that says a lot about you and I don't think we need to proceed with this discussion further. Whatever changes that would take place would simply put people against someone with a rank similar to theirs or performance based on things like CS or average champion grade after games. And also, chill with the ad hominem attacks. It makes you look bitter and unintelligent. You're better than that. >Or you just change broken interactions but keep champions the way they are. This is why League isn't dead yet. There's always something new, even if you don't want to admit it. That's why balance changes are made. Many champs have clear cut weaknesses and those that don't really have any obvious ones are generally kept weaker because of it. No, there are some champions released that are blatantly overloaded and they're nerfed into obscurity due to that. It's also no secret that Leagues player base has begun to decline due to their balance decisions. Vayne is supposed to be weak in lane, but they buffed her Q cooldown to give her better lane presence, and later buffed her ult on top of it. The reworked Irelia was nerfed less than 24 hours after her live release. Aatrox was also nerfed into obscurity post-rework cause he was too strong and they're just now touching him again. These champions are clearly designed with strengths at the forefront and whoever is calling the shots with the balancing clearly has bias, which is why Riven and Vayne are still broken after all of these patches.
: Climbing is not impossible.
It's definitely not impossible, people just aren't willing to put for the time and effort, and/or adapt to them the meta. Kareem Abdul Jabaar once said "a reason I was able to score so much and so easily was that the places I shot the ball were close to the basket." Doesn't hurt to pick up a meta pick or just play something that's easy.
: Sure. The thing Riot's been trying to do for 5+ years will easily be done by some guy in 2.
Damn are you 100% sure about that? So what's the excuse for letting certain runes, items, champions, and problematic mechanics run rough shot for months on end? What's the reasoning for leaving Vayne and Riven untouched for so long? I'm not being passive aggressive I just want to know what I'm not seeing here.
: And how do you do this? Or are you just listing complex issues and stating it like it has a simple solution?
Address each issues one at time through trial and error. I'd give myself no more than 2 years to fix all of these things.
: > [{quoted}](name=TheBlackFaker,realm=NA,application-id=3ErqAdtq,discussion-id=fGLB0iBg,comment-id=,timestamp=2019-04-24T23:53:30.555+0000) > > Remove {{item:3161}} > Why? It's not even that strong. I wish more people rushed it, because it's so god awful that they essentially wasted their gold until they get more items. > Create a clear distinction between bruiser, tank, and juggernaut itemization. Already exists though. Bruiser items have offensive stats on them. Tank items are more heavy on Resists than pure HP and Juggernauts are nothing else than a mix of the two. > Diversify Mage itemization. All just rush magic pen and grievous wounds. > Rework ADC items all just buy life steal and crit. > Reduce the overall gold income available. > Wouldn't fix anything but artificially draw out games. Nobody wants to lane until 20 minutes. > Reduce damage across the board by 10%. Wouldn't fix anything, besides potentially just making tanks or bruisers OP thanks to how damage vs defenses scale. > Take True damage out of Conqueror and make it more like Fervor and/or just bring fervor back. No. > Create vivid defensive options in the runes. They already exist. Runes as a whole are more gameplay focused than simply stacking your defenses up though. > Remove MMR and match up people in ranked 1 or 2 ranks below or above their bracket depending on past game performance (let's say the last 5 games). Absolute bs idea. MMR is the bread and butter of the entire system, you cannot remove it and simply use arbitrary ranking like that. Would become entirely meaningless. If you're too ignorant to understand that divisons and MMR aren't the same thing and that you shouldn't complain about playing from a range of 2 to 3 divisions up and down you need to just shut up about this because you clearly haven't understood a single thing. Would also encourage people to play for KDA, which is a dogshit idea. > Reform champion design/champion rework philosophy to clearly emphasize strengths and weaknesses, and don't make them to synergize crazily with certain runes and items. Or you just change broken interactions but keep champions the way they are. This is why League isn't dead yet. There's always something new, even if you don't want to admit it. That's why balance changes are made. Many champs have clear cut weaknesses and those that don't really have any obvious ones are generally kept weaker because of it.
Before I address what you said, I'm going to go off a limb and assume you're overall happy with the way the game currently is right?
Rioter Comments
: Ok, just one thing "The runes and mastery were more complex than simply adding more damage and rewarding kills." It's certainly debatable how good the current runes and masteries are but if there's one thing the old system wasn't, it's complex. Runes were also just stats and even if you changed some of them sometimes, almost every single page would have armor yellows and your reds would always just be whatever marks were numerically best for your class type. Only glyphs and quints would have any kind of variation and even then it wasn't much and it was still just stats. We can debate how bad the current system is but the old system was braindead, you can't convince me that the old runes and masteries were at all complicated or interesting with their minor stat boosts. They were less of a balance nightmare but they were also not very noticeable or impactful individually.
Ok on this you certainly do have a point. I spoke mostly from hindsight as a GP main. There were multiple ways to approach his rune set up opting for crit, cdr, lethality, or straight ad. Now it's just kleptomancy or grasp. But I do agree with you
: "Let's make a comparison, devil may cry" Let me stop you there, this is a moba, DMC is a fighting game.
If you're going to quote me, don't omit what I said to make my argument seem worse. "**Let me just make a comparison to other mechanically intensive/knowledge demanding games**. For example, Devil May Cry is considered by many to be a very hard game to play." I made the comparison on basis of the difficulty of both games and time it takes to truly master them. Despite DMC being more complex now than it has ever been, it hasn't been dumbed down and the core mechanics for high level play are still needed. League is a mesh of champions that are simply too strong, too strong with a certain rune or too strong with a certain item. ****
Kaisha (NA)
: "Let me just make a comparison to other mechanically intensive/knowledge demanding games." - There's nothing mechanically intensive or knowledge demanding about league. Its an RTS with training wheels to make bad players feel good and spend money on skins.
I'm not really one to talk since im a mid silver player but I don't really think that statement holds water while you're a mid silver player.
Rioter Comments
Moody P (NA)
: Top lane is shrinking to range tops and the fighters/tanks who can deal with them
This has been happening since season 6, hell I can say as early as the end of season 5.
Mr Dander (EUNE)
: Please bring back scaling Gangplank
Bruh am I fucking dreaming??? A GP thread is getting upvoted on these vitriolic boards that hate everything except supports and some mages? GP mains have been calling for this for months and we all just get trashed but hey, nice to see people are coming around.
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FranlkOcean

Level 98 (NA)
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