Lugg (NA)
: That completely assumes someone didn't improve at all during the previous season. The ranking system makes it harder to climb than it is to fall. You can play a game perfectly and lose because your team sucks.
You can also play a game like garbage and have someone else carry you. Don't see your point.
: 60 percent on deathfire for ad 25 percent on ap hows it better for ap?
Think about the difference in amounts of AP and AD. Also, what AD attacks deal DOT that you know of.
: Diana will never play Fervor of Battle.
That's not the point. The point is that it's available to someone like that. Tryn could take the AD auto attack mastery, but he won't because he will always take the crit mastery.
: I understand your logic, but punishing someone for doing good is even worse in my opinion.
You're not doing good if you don't win. That is the object of the game.
Zaladin (NA)
: This is not because of my placements. I'm not saying League of Legends is a bad game, but this system is stressful.
It's very stressful, but at the end of the day, the object of the game is to destroy the enemy nexus. If you don't, then you didn't succeed. It's like any game/sport. If you don't win, you shouldn't be rewarded. If the object of the game was to have a high KDA, then we'd have a different discussion.
Zaladin (NA)
: I do understand the stance on this. However, that still makes the current system a very unrewarding climb. I don't know a direct solution detail wise. Maybe sometime of monitoring of game/stats, in a very detail way. I do not know the entirety of that. However, for this system to continue, it's very bad for the community. I know you TL:DR'd it, but please read the other parts, to see more in-depth.
To say this is very bad for the community confuses me. If this were the case, League wouldn't be growing the way it is. These posts happen every year after people play their placements. It all blows over after a month or so.
: rank placement
There was soft reset from that year to this year. If your MMR was really low last year (as most Bronze V's are), you'll still have a very low MMR after the reset. Then comes the placement matches. It's VERY difficult for the placement matches to put you higher than you were last year. If you lost some of your early games, that really puts a handicap on it as well. The earlier you lose, the more games you're playing against people with lower MMRs, which makes it harder for your MMR to increase. Don't get discouraged. If you win over 50% of your games, you'll eventually climb. The climb is a marathon, not a sprint. If you want instant gratification, go to McDonalds. If you want to put the time and effort into it, play League.
Zaladin (NA)
: The Ranked System Scoring, is providing a stressful environment. (Solution to it)
I skimmed as well, but my eyes drew me to the NBA reference. Now, answer me this. What does an individual ranking give NBA players? The answer? Nothing. The only thing that matters is how the team does. If Steph Curry scores 100 points every game but the team doesn't win, he gets nothing. The team gets nothing. At the end of the day, League (like basketball) is a team game. What matters is how the team does, not how the individuals do (especially if the team loses).
: Ranks opininos
The ranked system is not flawed. If you're better than your division, you'll eventually win games. You just have to win over 50% of your games, and you'll eventually climb.
: *new* ranking concept
You CANNOT CANNOT CANNOT reward a player for losing a game no matter how good his stats are. It would create a culture where no one tries to win, and everyone just tries to pump up their stats.
: Why do AD champions get 4 keystone options and AP champions get two?
Fervor of Battle-This benefits AP auto-attackers, too, probably more. Teemo comes to mind. It is bonus physical damage, so enemies that itemize against Teemo's AP won't itemize against this. Diana also comes to mind. Remember, stacks can be gained on spell-cast as well. Deathfire Touch benefits AP mages more than AD casters, so this is more of an AP mastery.
: clearly you are reading what you want. im making a clear cut point about how riot has come out and said there system is flawed and it makes mistakes and they wont change the mistakes made by a flawed system, no where am i blaming them for me raging.no where did i say hey riot you made a mistake on my account and you should change it. i'll quote myself and maybe you can read it again. "Riot cant admit when they made a mistake, they openly said that they know the system is flawed and that it makes mistakes and they will not change the mistakes. oh well."
If there's a mistake, Riot will fix it. If your account was banned due to a flawed system, they will review it and unban it as they see fit. I have seen RARELY where accounts that were permabanned turns into a 2 week suspension. However, in this case, it does not look like a mistake, and the ban was justified.
: Banning / Disciplining... instead of that account, why not that ip address and all accounts from it
The affects multiple people in one household playing or even college campuses. If I visit my buddy's house and get banned, all of a sudden he wouldn't be able to play anymore either.
: Why punish for accidental closing of the client?
At the end of the day, your teammates played with an AFK. That's why it's there. It doesn't matter how it happened.
: Will I get any credit to my promos without winning?
Your provisional games only count wins and losses. How you do individually does not matter.
Lugg (NA)
: I have to call BS on the "eventually be adjusted" thing. If you get 7 wins in placement, you should be Gold for sure. If you don't belong there, you will fall. It's MUCH easier to drop ranks than to gain them, so Riot should definitely place you higher vs lower.
This is if you've never played ranked before. It's only a soft reset between seasons, not a hard reset. How you did last year does matter for this year's placements.
: Ranked provisional scores
Judging by your match history last season, you were probably gaining small amounts of LP for wins and losing more for losses. Therefore, you had a pretty low MMR in Bronze V. Let's assume that you had a 400 MMR at the time of the reset (could have been higher or lower). A soft-reset hits ([1200+400]/2=800. Your MMR is now 800 before your provisional games. For reference, 1200 MMR is widely accepted to be the difference between Bronze I and Silver V (but we don't really know this). Now, you lost your third ranked game after the reset. The more you win early, the better off you are. Think of it as test/assignment grades in school. The more good grades you get early, the easier it is to have a high final grade. If you get lower grades early, you're climbing an uphill battle. When it was all said and done, you won 7 games (good job!). This was calculated into your MMR which was 800 (probably 600 or so after your first game--maybe worse...we don't really know). You were placed into a tier based on your MMR. It seems as though most people are placed into the division just below where there MMR would put them. This could be because after the reset, the average MMR in each tier are defaulted back to normal, which is probably higher MMRs per tier than at the end of the season. If your MMR is higher than your division (which many times it is after placements) when you win, you'll gain a lot of LP, and when you lose, you'll lose less. This is because the system is trying to find the correct division in which to place you. If your MMR is much higher than your division, you could potentially skip a division all together. This is rare, but it has happened to me once (placed in Silver V and skipped Silver IV). Don't get discouraged and keep playing. Also, remember the new ranked promotion helper is live, so if you lose a promo series, then next time you're there, you get a free win.
: 7 Wins and 3 Losses and put into Bronze V?? Placements Rigged?
You ended last season with 80 LP in Bronze V. Judging by your match history, you were probably gaining small amounts of LP for wins and losing more for losses. Therefore, you had a pretty low MMR in Bronze V. Let's assume that you had a 400 MMR at the time of the reset (could have been higher or lower). A soft-reset hits ([1200+400]/2=800. Your MMR is now 800 before your provisional games. For reference, 1200 MMR is widely accepted to be the difference between Bronze I and Silver V (but we don't really know this). Now, you lost your first ranked game after the reset. This more-or-less put you in a "losers" bracket. Since you only had one ranked game this season, your MMR dropped significantly (much lower than the 800 you had before). Think of it like your first test grade in school. It's your only big grade, and you've only had a lot of small assignments before that--if you fail the test, your grade will drop, and you have to work to improve it. Now, since you lost your first ranked game, you have an uphill battle. When it was all said and done, you won 7 games (good job!). This was calculated into your MMR which was 800 (probably 600 or so after your first game--maybe worse...we don't really know). You were placed into a tier based on your MMR. It seems as though most people are placed into the division just below where there MMR would put them. This could be because after the reset, the average MMR in each tier are defaulted back to normal, which is probably higher MMRs per tier than at the end of the season.
Meddler (NA)
: Statikk and the other folks working on the mage update will be talking in detail about why these particular champs. At a high level our goal with these class updates is to increase distinction between characters. With the mage update especially we're also looking at some champions that are distinct, but when functional aren't healthy for the game or are in an ok spot already but have a fair bit of untapped potential for differentiation. **Ought to bring more distinct things to a team:** * Vel'Koz - Really distinct to play as, cohesive, feels fair to play against. Doesn't bring enough distinct to a team though, so lacks a clear strategic niche or specialized tool offered. Goal with him will be to offer clearer situations where he's the right pick when you want AP poke. * Brand - Pretty similar to Vel'Koz overall, in that he lacks a clear enough niche, so primary gameplay argument for picking him is when he's the most damaging AOE mage. Needs a somewhat more distinct toolkit basically. **Distinct, but have significant game health challenges:** * Vlad - Does distinct things, but can be really unhealthy. Work on Vlad's going to involve a lot of 'how do we preserve the core of what he does while adding ways to play against him'. * Malz - More game health issues than anything else. Counterplay's not great in particular, with Malz needing to just click on you and kill you given his squishiness, immobility, lack of reach, vulnerability to item system counters. Has a lot of distinctive stuff going on though. **Untapped potential/Confused identities:** * Cass - Confused identity, unclear niche (sustained damage almost marksmen like pattern, versus poison spreading potential, versus stacking power, versus counter initiator etc). Work on Cass will need to start with constructing a clear picture of what her concept should be (suspect that'll include stripping out the stacking gameplay, though that's a guess). * Zyra - Does reasonably distinctive things, but has the potential for quite a bit more. Also ends up either a strong bully or struggling to function a bit too often. Finally, as with the marksman update in preseason, we'll also be making some small tweaks to a number of other mages at the same time as these bigger changes (things like the Q reset on Twitch for example).
I'm confused as to the claim that Brand doesn't have a niche. Brand is a team-fighting poke mage. He can poke out with his spells individually or together. He can combo his abilities to deal massive damage to everyone in team fights (QERW), and he's versatile enough to be played in mid lane and support. As a Brand main since the day he was released, I feel as though he is in a great spot. He doesn't lack an identity crisis, he's not weak overall. He was even powerful before DFT was a keystone. Based on previous reworks, I hope this isn't an excuse to simply add complexity or minigames to his kit.
Statikk (NA)
: Mid-Year Mage Update
I hope this round of updates isn't an excuse to make champions more complicated. Brand has been my main since the day he was released, and I read a rework with the goal to make everything more complex. The game needs simple champions. I, and I'm sure others as well, am tired of complexity creep in all these new champs/reworks. Please don't ruin by Brand.
: Riot, for all of the Shen players out there, make this one change for us...
I'm confused with your comments. The blade doesn't follow him around. It just means that he was there at one point and hasn't used his Q or R since then. Seeing his blade doesn't mean he's not around. The issue with your idea is that if the blade is on one side of the lane and I'm on the other in the brush, I can Q and my blade will come towards me and go through the enemy without ever seeing it.
nami tf (NA)
: That's the thing. I'm not too good with Tristana. I'm considering whether to try to master Tristana and get Heimer, or get Jinx and use her like I do Fortune.
Tristana is my best ADC and I really enjoy playing her. Jinx is my second-most played ADC. Tristana is played by pros a lot (especially C9's Sneaky). Watch his stream for some Tristana tips.
nami tf (NA)
: > [{quoted}](name=GroundRuleDouble,realm=NA,application-id=cIfEodbz,discussion-id=AU0Its0f,comment-id=0000000000000000000000000000,timestamp=2015-12-30T20:35:49.649+0000) > > I'm a mid main, so I will vote for Heimer. Jinx has the highest upside (Jinx is solid all the way up to diamond). Heimerdinger, however, is very oppressive in low-level games and Bronze/Silver. I've also played Jinx before during the free rotation, so I've gotten the hang of her a bit, whereas I've never played as Heimer before, although it seems simple enough. If I am going to buy a champ, I want to master them (need lots of Tristana, Poppy, and Annie help). I also main adc bot.
The other thing to consider is that if you have (and are good and confortable with) Tristana, having Jinx is kind of redundant, so adding Heimer do your list of champs might not be a bad idea.
nami tf (NA)
: > [{quoted}](name=GroundRuleDouble,realm=NA,application-id=cIfEodbz,discussion-id=AU0Its0f,comment-id=00000000000000000000,timestamp=2015-12-30T20:09:16.438+0000) > > It's showing updated for me (for your account). Try submitting a ticket. Oh wait it finally updated. Yay! Question 2: save up for Jinx or buy Heimerdinger? I'm most used to playing Marksmen ADC but Heimer can be annoying as heck (from my experience).
I'm a mid main, so I will vote for Heimer. Jinx has the highest upside (Jinx is solid all the way up to diamond). Heimerdinger, however, is very oppressive in low-level games and Bronze/Silver.
nami tf (NA)
: > [{quoted}](name=GroundRuleDouble,realm=NA,application-id=cIfEodbz,discussion-id=AU0Its0f,comment-id=000000000000,timestamp=2015-12-30T19:49:13.881+0000) > > That's your summoner level. Sometimes it takes a while to update on the forum. Seriously? How long does it take? {{sticker:zombie-brand-mindblown}}
It's showing updated for me (for your account). Try submitting a ticket.
nami tf (NA)
: > [{quoted}](name=GroundRuleDouble,realm=NA,application-id=cIfEodbz,discussion-id=AU0Its0f,comment-id=0000,timestamp=2015-12-30T19:02:18.200+0000) > > What do you mean by member level? Where it says, for example, 'you must be level 7 to post'. What level is this?
That's your summoner level. Sometimes it takes a while to update on the forum.
Troiann (NA)
: Oh ok, my bad. The only way to determine lane match ups is your biased opinion that zed and yasuo are OP because they have mobility. I'm so sorry, reputable sites discussing winrates about champion winrates against each other have nothing to do with lane match ups, it's because lux gets carried every single game yasuo and zed too OP they go 20/0 against her but because these toxic player play broken champion they get banned in middle of game and so lux win game, but zed yasuo OP they win ggez.
Windwall is a big reason Yasuo has a huge advantage over Lux. It doesn't allow Lux to combo against you.
nami tf (NA)
: Question
What do you mean by member level?
: Yeah, pretty much.
Well, this just made my day.
Raw (NA)
: It's currently available in the shop right now, both Frozen Shen and Yellow Jacket Shen. http://www.auplod.com/u/uopadl6d63e.png
Awesome. Thank you for your help! Are all the snowstorm skins available (just not the sale price)?
: Ranked Question
You will go through placements again and your MMR will be soft reset [(current MMR + 1200)/2]. So your progress matters, but you'll replay your placement games and figure out your new rank.
Rioter Comments
Neopite (EUNE)
: hello, So it is confirmed that ranked has higher weight than normal? btw they were not rankeds Thanks!
Yes. Lyte confirmed this back when leavbuster came out.
Neopite (EUNE)
: LeaverBuster mechanics
If your 5 minutes was in a ranked game, that would trigger the first leave buster punishment.
: About Dragon Trainer Tristana
: You can't base all of your thoughts on just your personal views. I ask others my thoughts and read other posts before I post things like this page. Just because YOU haven't seen a decent Tahm doesn't mean Tahm isn't ridiculously strong as everyone else HAS seen a good Tahm and its stupid.
I also know the LoL community blows things WAY out of proportion, so you can only take the 1000 upvote threads for a grain of salt.
: When I say lose lane, I also consider being forced to farm under your tower a loss. But I guess I am one of the few that think that... Still, not that many mages go top lane, Vlad being the main exception, and Tryn can only win against Darius post-6. Cause Tryn kinda beats 90% of all champions post-6.....
Farming under tower isn't a loss as long as you haven't died a ton and your tower is still standing. It's a real strategy against certain champs (only if you can cs well under tower). Tryn also has a good level 1 and 2 against Darius which can create an early snowball. Mages used to be much more popular top lane (Ryze, Lissandra, etc). I play Brand against Darius top lane if I'm forced there. He's a hard counter to Darius.
: They do have gap closers though, ms buff with silence and then a pull, being kited is not exactly a very good weakness when their lane opponents aren't able to do the kiting. That in itself is a really big issue. If put against a good Darius player in top lane with any normal top laner automatically makes you lose your lane, as you are not able to trade with Darius due to his bleed, nor are you able to fight due to his heal and bonus AD from his passive. Its not right for a champion to have kiting as the main weakness, in a role where kiting is rarely available. Basically, people are forced to pick Gnar or one of the few other options like him. The balance is not fair to those playing against them.
To Garen...his Q breaks out of slows but it doesn't prevent them. Wait to use cc until after he uses Q and he's worthless. Any mage is good against Darius (when played smart). They can poke from a distance and avoid the bleed. Tryn is also very good against Darius. Anyone that can farm under tower is also very good against Darius. The key to beating Darius is to poke him so he can't get the 5 attacks off on you. if you do that, he can't do much. That's the Darius counter.
: How does Tahm not deal damage? He deals massive damage, in fact, there are many threads with a very high upvote regarding nerfing Tahm's damage. Also, Darius's pull has a long enough range to pull most marksman at their auto attack range. So its long enough.
Darius's pull is 550 range. About half the marksmen are at 550 or below and the other half are greater. And I have yet to see a good Tahm.
: Also, I am not asking how to deal with them. I am saying they are stronger than other champions within their same role, by a large margin. They need to be balanced to fit within their roles and not outclass all others by default.
The balance is being able to be kited. Their damage is very unreliable. They have no reliable gap closers (blinks, dashes, etc). That's their balance.
: Darius can't be kited unless the darius player is not very intelligent. He has a pull with a really long range along with a slow. Or he could just flash on top of you. Garen can Q to increase his movement speed and get out of any slow, and his ult can take someone from half health to no health instantly. Tahm is just overloaded with too high of stats.
Darius's pull is really short range compared to ranged champs. Flash is another story and should be played around using flash timers. Garen's Q gets him out of slows but it doesn't make him immune to slows. He can be slowed after using Q. And he has to be up close to use his ult. Tahm does everything but damage, but that's what you want in a supportive top or jungler.
DropFill (NA)
: "I'm bronze V because these noobs I'm getting matched with"
I can speak to this exact point. I was in Bronze V all season (between 0 and 50 LP all the time). Over the last two weeks, I focused, played what I knew, and I won 19 of my last 22 games and am in Bronze III. ELO hell doesn't exist (in the traditional sense).
: they trade cc for damage. if a tank deals no damage and has no cc there is no reason to damage him. you can even ignore him. if a tank has no damage and has good cc then it's still a good idea to avoid him.
Garen and Darius can be kited easily. Tahm isn't a problem.
Mooch07 (NA)
: Here's a reason. When an ability has no or little counterplay, it is not fun to play against. As an extreme example, lets say Karthus's ult had a shorter cooldown it would be incredibly un-fun to play against because there is no way around it. (Yes... I know what Zonya's is. Not everyone can get that) You can say anyone can choose Karthus but equal opportunity for broken abilities is also no fun. As is, it can be interrupted (unless he ded) and has a very long cooldown. The long cooldown ensures the ability is about timing, not spamming. Here's another example: We'll give the summoner spell exhaust {{summoner:3}} a change so that it lasts for 12 seconds. There. We broke an ability. The adc/apc is now useless in that entire teamfight. There's no counterplay to it. Everyone would start choosing it. Game would be more fun without it though. I am thinking flash is in a similar category. Limited counterplay with select abilities, everyone takes it. Just unequivocally the best.
To your Karthus example, only one team can have one Karthus. Very different than something that is available to everyone every game. Second, your example about exhaust would be relevant if you could flash 1000 units. The counter to flash is knowing flash's distance and knowing flash timers. Watch Annie and don't let her get in flash range. If you see her, flash in and stun her yourself.
: Negativity in champ select/ lobbies.
No way to do it without it being abusable. Eventually, people would start booting someone out for not playing a meta pick or if they don't like the opposing team comp, they'll boot someone out so everyone repicks,
Mooch07 (NA)
: Flash needs some counterplay
No reason to nerf it when everyone has the ability to get it without hindering them in any way. Maybe it could use a longer cooldown, but it's already a very long cooldown. I think it's fine.
: I understand the problem with reporting someone you think is unskilled in hopes of not playing with them. But, if Riot keeps a log of peoples past ban and chat restriction history, this is what my idea would be based off of. Not the reporting of them, but the follow through of them being banned by those so called actions. Sure it would not be instant, but it would be nice over a period of time to gather that type of information from bans and restrictions. I see your point as it not being good for a businessman, but in a way it could be good too. If you consider you owned a restaurant, and some people would come in and harass your customers and staff, but they still bought food. Would you allow them to keep returning just because they bought food providing your business income, or would you respect the customers and employees that you may lose due to the toxic customers?
And the toxic players do get banned eventually (whether it's temporary or permanent).
: Smurfing
Smurfs are so few and far between. Most of what you mentioned is punishable (boosting and trolling).
: If it dilutes toxic players from the player pool, I would gladly wait the extra time to find other potential players. Edit: Better yet, I would love to see a hidden toxicity rating, that grouped you with players of your toxicity rating, so toxic players play with other toxic players, and non-toxic players are less likely to be grouped with toxic players. Of course if not enough people are in queue at the time, it would have to fill in the gaps with toxic rated players. Would be interesting to say the least, give them players a taste of their own medicine.
As a player, I would love that. As a businessman, I would not. Most players wouldn't want to wait in a very long queue time. Plus, to your first point (and my original point), it's not only about the queue time. It's about you playing with someone, deciding they aren't "good", and reporting them just so you don't play with them again. That's not what this game is about.
DropFill (NA)
: When does the season end?
The season ends at midnight between the 10th and the 11th (based on your timezone).
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GroundRuleDouble

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