: Patch 8.23 notes
Praise the lord. They buffed turrets. Now get rid of that bs gold granting.
D357R0Y3R (EUW)
: Riot's philosophy finally turned the game into dogshit after so much years
The problem is that people keep playing the game because they've invested so much time and money into it, but if Riot keeps seeing a large player base and also keeps getting money then they won't think they're doing anything wrong.
Rioter Comments
: Does anyone notice how many of the top performers are AD champs. This is due to better Items for AD champs vs AP. I am talking about non crit reliant AD champions obviously.
Also the mana changes and extreme mana dependency while AD champions generally have little holding them back from performing consistent BURST damage... It's a shame really
: Given the conversations around rate of change and the pain that's caused people, I can definitely say that we won't be able to do a tank item overhaul anytime soon. That being said, there might be some smaller tweaks to increase their slot efficiency that make building them feel more viable for both tanks and off tanks. Or if we're able to effectively siphon some damage from the game while not totally sacrificing lethality (not the stat) that could just naturally help with your noted problem. I do think that your Morde example is a really solid one fwiw btw.
I honestly don't know if the rate of change is the biggest problem. I think it might have more to do with disagreement of the direction the change is taking the game. We've seen tanks get damage buffs and defense is nothing like it used to be because of the damage creep. If the game was rebalanced to have better defined classes which followed balanced damage outputs and defensive stats, while every class would have positives and draw backs to playing them, people would be more satisfied. Even if the change was drastic. We need tanks to tank and set up plays. Not 1v1 the ADC.
: Griefing is Becoming More Commonplace Because Damage is Too High
I remember back in the day I could die once or twice and still come back. Now I die once and the enemy can literally 1v1 me under my own tower... It's too snowbally and turrets do nothing.
: What should you do if your teammate screws you over in the picking phase?
Rioter Comments
GigglesO (NA)
: As long as we keep the “assassins need to one shot” mentality everyone needs to be able to one shot to be viable. If I can’t kill you, but you can kill me then why would I ever pick what I did? Until we accept that assassins 100-0 ing is an unhealthy class design we cannot lower damage.
I can't agree with this. The problem with assassins right now is that they can one shot someone and sustain through the damage they receive, or that they can one shot someone and have low enough cooldown that they can go in again way too soon. The job of an assassin is to one-shot a squishy target and have good mobility, but the downside is that they have longer cooldown and are really squishy themselves. Sadly riot has been eliminating champions draw backs and now assassins have low cooldown and good sustain.
: I honestly think Riot should create an ARAM balance team. Not only would it contribute to make ARAM a lot more healthier and fair but also probably more enjoyable than it already is.
Though, their balance team hasn't fixed SR... So idk how effective that will be. But jokes aside they actually do try to balance ARAM. I've seen it in multiple patches through the years.
Rioter Comments
: Patch 8.10 notes
LeBlanc's E - Ethereal Chains now correctly reveals stealthed champions Can you also fix the same problem on Karma W? Test it on Shaco, he can still stealth most of the time
: Because there are ADCs who rely on front loading damage at the expense of follow up damage. The problem with adc's right now isn't front loaded damage, its the combination of being able to get that front loaded damage without sacrificing follow up damage.
So just buff those few that need front loaded damage. Don't give an item that all can abuse.
: Still doesn't make sense to add a item like that. ____________________________________ Effects I think they should give to items aimed to ADCs: * Damage ramp up per AA on the same target, in rapid succession.(Ranged Only - So Yi, Shiv, or Jax doen't abuse it) * An active that marks a target and for the next x seconds it converts part of your AA damage to true dmg.(Ranged Only - So Yi, Shiv, or Jax doen't abuse it) * An active that gives you more range on your AA but reduce your AS for x seconds. (Ranged Only - So Yi, Shiv, or Jax doen't abuse it) ___________________________________-- Effects Riot gives to items aimed to ADCs: * Tons of damage. * Tons of damage on the first AA. * Tons of damage in AoE.
: I am not advocating that a assassin should be able to consistently outplay a 1v2. I am simply advocating that they had some measure of counterplay for supports. As they currently don't really have any. They instigated counterplay for assassin's on the markmen end by reducing up front burst. So now assassin's need counterplay to point and click shields and exhaust. Lower uptime on shields would go a long way toward this.
Just an idea. Kill the support when they shield the adc, use your mobility to get out then come back in when you're short cooldowns are done and kill the ADC.
: The issue with supports (Janna Lulu and karma's are the big offenders) is that they have 100% uptime on a 300-600 (maybe even 700) hp shields. That doesn't even give you (as an assassin) room to attempt to outplay. Btw I am in favor of outplayes. I don't care who does it. Its good for the game. It makes it fun and allows you to be skillful. Most assassin's burst for maybe like 500-600 damage extra if played optimally. This leaves an assassin unable to even kill the priority target 100% of the time before factoring in things like exhaust or and other forms of cc/peel. So seriously. Shields need to have durations reduced by about half. Well down to 2 seconds. So it's on the support to shield the damage and play well. Not spam e on cooldown and type '/all outplayed' after the assassin trying to get lucky because he doesn't have a realistic ability to do anything else in a teamfight.
Do you realize how mana dependent some of these champions are, and that mana users just got nerfed? They don't get to spam these abilities for free, and their shield is only on one person. Therefore, you can still kill the support. If you are in a 1v2 and trade 1 for 1 you technically still did better than your enemy.
: > You once told me that ideas posted on your forums are free for your use, since they are on your forums Wow, wait what? Who told you that? Because they were hilariously wrong.
It's in their terms and conditions
Darkrown (EUNE)
: Voidbringer Ivern
Riot needs to hire you. This is amazing!
: Mages getting nerfed meanwhile all i play against mid is....
Dear Riot, Please listen to the community. I would love to come back to the game but it's unbearable now. Thank you, FuzzyLumps
: I just want this game to be fun again
I never like to surrender, but more recently I've found myself actually clicking yes to the surrender vote. The game is severely imbalanced and the games move too quickly. Riot needs to stop playing favorites and balance everyone. It's not even fun to watch a pro game where literally one mistake, just one, decides the entire game. Everyone loves a comeback and Riot keeps killing the chances of one off. Not to mention the game is so serious now, with such meta builds, roles, and all of these mana nerfs. No one wants to play a champion that is only useful for a few seconds of a fight.
: When the mage nerfs go through expect a chunk of the community to leave and never return.
I already quit for this very reason
Naalith (NA)
: Mage changes are confirmed to be a result (in part, at least) of mage dominance in pro play. Really?
This change was actually the nail in the coffin for me. Unless they nerf every other class in not coming back to League. It gets more frustrating and less fun to play with every patch. They play favorites way too much.
: All manly champions have True Damage in their ults, i.e. {{champion:122}} {{champion:86}}
Did you just leave it the manliest champion of all??{{champion:201}}
mah1foo (EUW)
: Punished for defending an enemy who was being bullied by his team, Riot advises to not defend him
The chat log shows nothing worth punishing. I've literally had people use zero tolerance words in game, reported them, and didn't receive a notification they've been punished. What you did was a good thing. To defend someone in game should not be punished if it is done tactfully. Riot needs to rectify this. It's BS. This is the stuff that makes it hard to play.
Bonnìe (NA)
: idt i missed it in the lore but what does she look like? i like her vibe.
I would think something along these lines. More fierce and she would need the aura of spiritual and dark energy described in the lore. https://goo.gl/images/skDkeE
Rioter Comments
Trias000 (EUNE)
: {{champion:127}} > Fiora could be a first melee Star Guardian {{champion:78}} Excuuuuuse me?!
: Champion and skin sale: 02.27 - 03.02
I'm not so hot about that Elise skin splash art, but it looks amazing in game
Rioter Comments
Rioter Comments
: Lunar Revel 2018 ending soon
Why didn't they have a my shop?
Rioter Comments
: False completely. Riot won't admit that but other compaines with MMR system has admitted how the system really works. You can see same effects of matchmaking there like in lol. Same systems. Do you know how really it works? You get matched based on team's average MMR. Not individual. Do you know why you skip divisions? Because there is a certain mmr range for certain division if you exceed it you either skip division of fall down immediately. If you win many games in a row your MMR is higher than average for certain division. So to make team's average the same to match enemy team you get people with lower mmr than average (usually titled people, on loss streaks, or simply bad players either boosted or carried by friend etc.). This is when you notice "why is my team is boosted. they play like complete noobs. Making mistakes that you can see only in new and completely bad players gameplays". This is the result of matchmaking trying to make average team's MMR equal. I will use fictional numbers to explain this. Average MMR of division you are in is 1000. Enemy has 5 players each 1000 MMR. You won a lot of games lately. You have 2000 MMR. So to make your team's average MMR 1000 and match both team's average MMR, your team needs players with 750 MMR which is below average. both team's mmr average is the same, but your temamates are on lose streaks, bad or tilted and you have to carry even more than before. After loss streak your enemies are still the same decent skill level but your teammates suddenly play decently as well because your MMR dropped after loss streak so the average of all players in your team is the same. This is the "big" mystery that Riot tried to hide which is dumb since it was revealed by other companies using exactly the same system. Unlike Riot, those companies try to fix the matchmaking and ranking points gains but improving the system with individual performance stats that are taken into account in ranking system. And I'm not talking excusively about KDA ratio, but a lot of other things that count in. Riot just want you to play the game. So they make it much longer and harder to climb. It's not that its impossible to get e.g. diamond. Its just all the odds are against you and it will take much longer than it should take.
This needs to be higher up. Could you please make your own boards post with this. It is dead on and I think people need to understand it. It's not intentional that you're out on a bad team, but it's a bad system that allows for it.
: How am I being a prick by saying the game isn't competitive if you balance around people being bad, more than just natural error at high elo, at the game?
: Upcoming Changes to Rotating Game Modes
: Quality of Life Update across the board
I also want to see how many stacks I have on an item like Mejias at the end of the game.
: I voted for one, and was quite pleased that it's not just me. My primary issues are 1 and 3 however. With number 1, I understand damage is as high as it is because of previous balance changes to raise champion base stats to how our old runes that gave us stats were. This was done in order to keep things "normal" but then part of the rune rework was to give us extra stats based on the tree we chose. This meant, combined with old base damages, meant that even damage at lvl 1 went up from there. In addition to this, the precision and domination trees offer the greatest snowballing mechanics by rewarding you by getting ahead. Damage has ended up this way because of deciding to "raise stats so it feels like our old runes never left us" and then "here, let's give them some bonuses based on the tree(s) they picked." And then the runes selected, once again specifically those in precision/domination offer extra AS,LS,Tenacity, AD/AP, Ability Healing, Roaming or active item CDR even. As a result of such high damage, it meant that objectives fall faster, team fights end sooner, and games end faster. Causing problem number 3. I do wonder what would happen if bounty rewards were slightly nerfed, and objectives (particularly turrets/non-elder dragons) were buffed even in just HP in order to cause longer laning phases or ability to contest such things. I didn't say I had a problem with number 2, I would still like to address it. Damage is high, games do end too quickly I think, but as far as balance, that will always be difficult to do. Even if there is relative balance (say, best balanced times mean each champion is 45-55% WR, and while this pales in comparison to pick rates, ban rates, I want to use a simple metric here), Metas are always going to be a thing because there is always at least going to be a tier of "Most Effective Tactic Available".
> [{quoted}](name=Kraid2400,realm=NA,application-id=yrc23zHg,discussion-id=EmvQ5dar,comment-id=003a,timestamp=2018-01-11T21:33:30.732+0000) > > I voted for one, and was quite pleased that it's not just me. My primary issues are 1 and 3 however. > > With number 1, I understand damage is as high as it is because of previous balance changes to raise champion base stats to how our old runes that gave us stats were. This was done in order to keep things "normal" but then part of the rune rework was to give us extra stats based on the tree we chose. This meant, combined with old base damages, meant that even damage at lvl 1 went up from there. In addition to this, the precision and domination trees offer the greatest snowballing mechanics by rewarding you by getting ahead. Damage has ended up this way because of deciding to "raise stats so it feels like our old runes never left us" and then "here, let's give them some bonuses based on the tree(s) they picked." And then the runes selected, once again specifically those in precision/domination offer extra AS,LS,Tenacity, AD/AP, Ability Healing, Roaming or active item CDR even. > > As a result of such high damage, it meant that objectives fall faster, team fights end sooner, and games end faster. Causing problem number 3. I do wonder what would happen if bounty rewards were slightly nerfed, and objectives (particularly turrets/non-elder dragons) were buffed even in just HP in order to cause longer laning phases or ability to contest such things. > > I didn't say I had a problem with number 2, I would still like to address it. Damage is high, games do end too quickly I think, but as far as balance, that will always be difficult to do. Even if there is relative balance (say, best balanced times mean each champion is 45-55% WR, and while this pales in comparison to pick rates, ban rates, I want to use a simple metric here), Metas are always going to be a thing because there is always at least going to be a tier of "Most Effective Tactic Available". I have to disagree with the damage reasoning, only because damage was too high before the runes changes anyways
Thilmer (EUW)
: "Damage is too high" and "games are too short". And both problems are clearly related.
> [{quoted}](name=Thilmer,realm=EUW,application-id=yrc23zHg,discussion-id=EmvQ5dar,comment-id=0034,timestamp=2018-01-11T15:40:08.393+0000) > > "Damage is too high" and "games are too short". And both problems are clearly related. Not necessarily. Games being too short can also be linked to objectives, like mountain Drake and rift herald. It can also be linked to turrets being too weak.
: I'm fine with the games being short, I just want 15+ minute lane phases again. I hate getting four man ganked top lane around 7-10 minutes and losing my previously undamaged tower in one go. I'd love to play longer games, but if the lane phase still ends within the first 10 minutes of the game why bother?
> [{quoted}](name=redniwediS,realm=NA,application-id=yrc23zHg,discussion-id=EmvQ5dar,comment-id=0002,timestamp=2018-01-10T19:21:16.976+0000) > > I'm fine with the games being short, I just want 15+ minute late phases again. I hate getting four man ganked top lane around 7-10 minutes and losing my previously undamaged tower in one go. > > I'd love to play longer games, but if the lane phase still ends within the first 10 minutes of the game why bother? Yeah I feel like turrets need a buff
Rioter Comments
AR URF (NA)
: what Riot doesn't understand about league vs other MOBAs.
They should try to reduce game time through different game modes or having more custom game options do people can make games that will go faster. They shouldn't change normals
: In memory of my brother
Damn. This broke my heart. I'm sorry man. I hope there wounds heal and that you're only left with great memories.
Rioter Comments
: To Hell With Your Outrageous BE Prices On Masteries
Okay, yes you are working hard to earn these masteries. However, Riot needs to make money in order to provide the game you work so hard to get good at and earn masteries on. If they have no money, none of your hard work matters. So yes, some of these COSMETIC things might cost you a little cash if you want them to go as quickly as you want. But, the game is still 100% just as playable whether you have these cosmetic upgrades or not. They are not required in order for the game to be playable or for you to be better at the game (except Rune Pages now).
: I know what scaling is, I know what bursting is, I know what XP is, I know what balance is, I know who karma is, I know what morellos is and does, I'm not a noob, I know what bugs are, I know what cheats are, I know what the new patch is, I know what the old patch is, ive played almost 5 seasons and probly know the game better than most on this board, I know when league kids are toxic and attack people bcz there are a lot of them, I know what MR is, I know what AP is,...
Okay... Then report it. But, it is best to have the replay saved so you have proof. Make sure to save the replay next time and submit it with your report or bug report.
: People are one-shotting me with morellos only
People aren't responding well to this, so I'll give it a shot. Every champion scales differently with AP. And all of their abilities scale differently too. So the 100 AP on an ability that has 1.0 AP scaling will do more damage than one with 0.6 AP scaling. Look up each champions abilities to learn which scale better with AP. If you stand in a karma empowered Q and take both bursts of damage, it will chunk you down really hard. It is her Q on top of her ult. If you believe this is a glitch, or that people are cheating, then you should save the replay of the game to submit to Riot when you put in a ticket for the bug. Without proof there is no way to figure out what actually happened.
Rioter Comments
: RIOT...WHY DID I GET A BAN..trying to make them stop fighting? i dont deserve this..14 days ban?
I think you need to read what is reportable. You weren't being constructive or helpful, and broke many rules such as offensive language, harassment, and giving up. It doesn't matter if some else started it. As long as you do something wrong, they have every right to punish you. It is in the terms and conditions. There are posts that will help you know what is reportable, and what can get you banned. Study up before you get permabanned
Rioter Comments
: Am i the only that doesnt despise snow day arurf?
I think it's still fun but Riot kind of contradicted itself on this one. They got rid of urf because people would always choose the same champions, and then they limit the champion pool so you always see the same champions...
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FuzzyLumps

Level 102 (NA)
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