: > [{quoted}](name=HalcyonDweller,realm=NA,application-id=3ErqAdtq,discussion-id=PYgP4r7Q,comment-id=000100000000,timestamp=2017-09-25T23:46:44.582+0000) > > Then you stand behind minions, force him to push, and then farm under tower. Are you familiar with the tricks to last-hitting under tower? Im working on it, I think the mele minions are 2 tower shots then you last hit, and caster minions idk.
Then you are well on your way. Once you have that down, you just let them take the tower and then you can freeze the lane near your second turret. They will have a much harder time harassing you there. Casters are usually 1 tower shot + 2 auto-attacks, depending on their health as they get pushed under tower. So with casters you have to prepare them with 1 auto before the tower hits them (if they are full health of course) because your attack speed won't let you hit them twice after the tower hits them the first time. Here's a playlist by SoloRenektonOnly who knows a great deal about minion wave management. He shows us how to manage waves, time our management actions, and prepare last hits under tower, as well as set up lane freezes. https://www.youtube.com/watch?v=eQz3yU5tzJ0&list=PLzHaU28zdQ4GAMfVf_aASyiB4dheLsONx
Demonek (NA)
: idk man i used a random site i found to make images links its imgbb weird idk.
1. Use the print screen command for your operating system. 2. Upload to a standard or more common website. Imgur comes to mind. 3. Profit.
: Do people even know what toxic means anymore?
> [{quoted}](name=Jayceonmyface,realm=NA,application-id=ZGEFLEUQ,discussion-id=b8fYIH9M,comment-id=,timestamp=2017-09-22T19:46:07.248+0000) > > I feel like this community has no idea what half the words they use mean. That, and the mods seem to use it as well, without actuall grasping what it fully means. I've seen mods look at things like "Maybe if you weren't trash going 2-17 initial feeding, maybe we would have won" and saying that's toxic. It's really not toxic, at all. "Maybe if you weren't trash going 2-17 initial feeding, maybe we would have won" This is unhelpful, inflammatory, and pointless to say in chat. it is just as easy to say, "we had trouble winning because the enemy got fed." This doesn't require you to single anybody out. Singling players out is never a good idea because it will just inflame the situation more and cause more arguing. That is why Riot considers it toxic.
Demonek (NA)
: https://ibb.co/eHrApQ here man this is the picture of the email and i still didnt get a reply from riot and am very confused and want my acc back :(
: > [{quoted}](name=AAAlex 123,realm=EUNE,application-id=3ErqAdtq,discussion-id=E0qm48u3,comment-id=0002,timestamp=2017-06-12T07:24:25.514+0000) > > The only players that actually want the {{champion:157}} rework, are these that can't play him/haven't played him, and always lose from Yasuos due to their lack of skill. > Yasuo IS balanced IF you know how to play against him. It takes more effort to learn how to play against him than it is to faceroll with him. {{sticker:slayer-jinx-unamused}}
> [{quoted}](name=ZapMyHeart,realm=NA,application-id=3ErqAdtq,discussion-id=E0qm48u3,comment-id=00020000,timestamp=2017-06-12T17:33:30.266+0000) > > It takes more effort to learn how to play against him than it is to faceroll with him. Precisely. A player who chooses to main Yasuo can learn all of the character's ins and outs, all of the nuanced tricks, as well as the limits of the character. Compare that to a casual player who rarely plays with/against Yasuo, they simply have way too much of an uphill battle to learn all of the ins and outs against the champion so that they can take advantage of him. But once they do he becomes relatively easy to beat, making him not a problem for players who HAVE put the time into learning how to beat him. I think the issue lies with how much time and effort is required to learn how to play against a champion. Most champions arguably you can learn how to play against within 2 to 5 games. Maximum. Yasuo is different in a bad way.
: Yasuo Rework incoming.
The only think I have complaints about mechanically / balance wise is this: Wind wall is way too forgiving for Yasuo players to use, and way too punishing for opponents. A Yasuo can throw it out at the last possible second, sideways or even backwards, and still block the spell. Opponents have to work way too hard to fight through / around it. General frustration / complaint: Spammable mobility and damage spells make it feel like he has way more agency over trading and lane matchups in general. I've long since learned how to play against him. But he just requires way too much effort from opponents to learn how to play against. Like, waaay more effort than most other champions. He has too many nuanced things for a casual player to pick up on and take advantage of.
: Reworking crit to a more anti tank stat instead of just raw damage that kills everyone could work but then you should also probably give mages some anti-tank tank tools and then they could both choose between building straight up damage that gives more burst and work better against squishy champions or more DPS and better tank killing
: > [{quoted}](name=HalcyonDweller,realm=NA,application-id=3ErqAdtq,discussion-id=PYgP4r7Q,comment-id=0001,timestamp=2017-09-25T22:09:10.855+0000) > > There are significant trade-offs for that. Xerath requires levels to increase his base damage, and his poke is not that strong early on without those levels or a significant amount of AP. > > Just a suggestion for counterplay: Standing behind minions will force him to push the lane to you if he wants to poke, giving you more influence over the lane overall and making the opposing laners weaker to ganks. These are all great suggestions but they work on the macro scale. If youre in low elo it doesnt work because your jungler is off picking his anus and you cant farm as an adc.
Then you stand behind minions, force him to push, and then farm under tower. Are you familiar with the tricks to last-hitting under tower?
: Xerath in the bot lane as support?
There are significant trade-offs for that. Xerath requires levels to increase his base damage, and his poke is not that strong early on without those levels or a significant amount of AP. Just a suggestion for counterplay: Standing behind minions will force him to push the lane to you if he wants to poke, giving you more influence over the lane overall and making the opposing laners weaker to ganks.
: I think Maokai should have had some of his reliability reworked in the tank rework
Some of his reliability has been nerfed with the rework, as others already demonstrated. I agree though, I would have liked to see more of his kit change from reliable to skill-expressive. Personally I think that the saplings should not detonate automatically on hit. Rather, the explosion should be back-loaded; made so that the ticks of the DoT apply first, then the main damage happens at the end. Additionally, I believe it would be more skill expressive if the Saplings didn't deal full damage unless Maokai landed another ability or attack on the target. Like priming an explosive. lastly, I really wish they had made it interact with Maokai's passive more, such as when he auto-attacks a target with a sapling attached to them to proc his passive without changing its current cooldown (basically a free proc) once per sapling, or something like that.
: I'd like them to change up his Q a bit, Allow players to charge it, tapping it would basically behave like his live Q, but charging it like Galio W could increase the knockup range (Maxing out at the projectile's max range.)
That's a cool idea! I'd be a little worried about that much range fully charged, but making it charge and expand the range would be very cool. What about if it just expanded the knockup range down the skillsot's line the longer it charged?
: Well it is a very difficult problem to address since ADC's have a baseline with their AA DPS with their abilities being added on top of that While Mage DPS is all over the place depending on AP scalings, cooldowns (if the ability scales with CDR) and base damages and your main damage carry is going to need to deal some DPS to get through tanks and for killing objectives (The abilities that doesn't scale with CDR are things like Karthus E, Anivia R and other sustained abilities as these do the same DPS regardless of CDR and there are also DoT's like Cassiopeia Q which gets 100% up time at around 26% CDR and thus won't get any higher max DPS from more CDR) ADC AA DPS multipliers AD X AS = Max 250% AD as DPS AD X Crit = Max 125% - 175% AD as DPS (base AS is around 0.5 - 0.7 and multiplied by 2.5 with IE crit) AD X AS X Crit = Max 625% AD as DPS MAGE DPS multipliers AP X CDR = +66.66% increased DPS (AP and base damage) AP X Deathcap = +35% increased DPS (Only from AP) AP X CDR X Deathcap = +125% increased DPS Total AP DPS multipliers = 2.25 Total AD (AA) DPS multipliers = 6.25 The problem here is giving AP something like crit (or just some way to give them competitive DPS) to enable mages to DPS but not make burst mages get out of control 100-0 everything in sight... well there is one way I guess... the Corki way of making auto attacking mage ADC's
What if instead of buffing mages we brought marksmen more in line, made Crit less powerful against squishies, and made marksmen itemization's cost to damage profiles better match those of mage itemization? Or rework marksmen as a whole in order to better balance their auto-attacks with their abilities?
: With the new runes we may see all sorts of new champs in different roles.
Very true, which ones do you think will have the biggest impact?
: Morgana use to have this as her passive. They removed it because it was too tough on low mana enemy champs.
Not mana drain, sorry. Just mana gain. Like a % of the magic damage you deal is converted to mana regeneration.
: Lets talk about how to better support diversity in the bottom lane!
Shields, heals, regeneration, or other supportive effects that scale with the target's stats such as AP or Mana. (We already have this in some cases, such as with %HP healing or shielding.)
: Lets talk about how to better support diversity in the bottom lane!
An effect that helps an ally to deal more damage to minions, helping them CS better.
: Lets talk about how to better support diversity in the bottom lane!
How about something that allows you to fetch buffs for an ally, from somewhere else on the map? To alleviate the impact of Blue Buff requiring its dependent mages to be Mid or on that side of the map.
: Lets talk about how to better support diversity in the bottom lane!
How would you feel about _Mana Vamp_ for a duration or for a single ability? _like lifesteal but for mana, and based on magic damage dealt_
Ahris (NA)
: > [{quoted}](name=HalcyonDweller,realm=NA,application-id=yrc23zHg,discussion-id=2MlYGmLv,comment-id=00150000000000000000000000000000000000000000,timestamp=2017-09-25T20:18:47.395+0000) > > That is another debate entirely, one would that require you to alter your entire premise. For simplicity's sake I will not get thick into the weeds about this. > > Indeed, but that gets into the debate over whether Ahri should be a burst mage, a kite mage, or an assassin. Which is something I will not discuss here, as it is off-topic from your post. (Please feel free to create another post to discuss which Ahri should be, just don't change the topic in this thread) > > The fact of the matter remains; had you played her with more of a kiting playstyle, you would have been able to out-play and out damage the Misfortune. That is what was required in order to come out on top in that circumstance. > > I do not follow what you are trying to communicate here, please elaborate so that I can understand. A kiting mage should not have an abilitiy with 300 range. Taliyah is a kiting mage and has her main abiilitiy in low cd (3 sec). Ahri has flat 7 sec Q cd. How is that a kite mage's spell? She can only get the movmeent speed once every 7 sec(goes down by cdr) and her w spell already screams to be a burst mage and not a kiter. Kiting is for tanks, bursting is for against squishies. Unless Ahri's q has a low cd(down to 5 sec) then it would be fine to say Ahri is a kite mage, but she is not. With her long cd in all her abilitiy, she is a burst mage.
> [{quoted}](name=Ahris,realm=NA,application-id=yrc23zHg,discussion-id=2MlYGmLv,comment-id=001500000000000000000000000000000000000000000000,timestamp=2017-09-25T20:23:10.285+0000) > > A kiting mage should not have an abilitiy with 300 range. Taliyah is a kiting mage and has her main abiilitiy in low cd (3 sec). Ahri has flat 7 sec Q cd. How is that a kite mage's spell? She can only get the movmeent speed once every 7 sec(goes down by cdr) and her w spell already screams to be a burst mage and not a kiter. > > Kiting is for tanks, bursting is for against squishies. Unless Ahri's q has a low cd(down to 5 sec) then it would be fine to say Ahri is a kite mage, but she is not. With her long cd in all her abilitiy, she is a burst mage. As I stated earlier, I'm not going to debate this with you here. What Ahri should or shouldn't be is irrelevant to the circumstance at hand. How to play her best depends largely on the circumstances and what they require. In the video displayed, Ahri should have kited and evaded in order to better out-play the MF. She didn't, so she took too much damage and was forced to disengage. Just because one champion requires a lot more skill than another to outplay their opponent does not mean that they should be made stronger to make them equally easy to use. It just means that you need to accept that it is harder to outplay a fed opponent with Ahri. From there it is up to you whether you choose to practice and improve with Ahri or find another champion that is more effective with less effort.
: I think you'll be first because it's right about time to get ready to sleep at my place :D
Ok, thanks! Well I've written it, feel free to drop by whenever you see this :) https://boards.na.leagueoflegends.com/en/c/gameplay-balance/B5P2rZUm-lets-talk-about-how-to-better-support-diversity-in-the-bottom-lane
: The main problem isn't that supports are set up to support ADC's it is more that there aren't as many mages that are worth supporting Early game the mage might just run out of mana even if the support can set up for the mage and later on in the game ADC's just scale way better as a main damage source (AD X AS X Crit is way more powerful than AP X CDR) Yes mages can do good burst damage but they usually don't need any supporting for that and after they have unloaded their burst they aren't actually all that valuable to protect After all there are plenty of supports who just support with CC (which works just as well on the enemy regardless of who the support lane with) and healing/shields which just offer general protection {{champion:12}} {{champion:53}} {{champion:432}} {{champion:43}} {{champion:44}} {{champion:412}} {{champion:143}} {{champion:63}} {{champion:25}} {{champion:497}} Non of them give any AD/AS/Crit or gain benefit from their allies auto attacking (though of course any support with a shield/heal can build Ardent Censor which does provide a benefit to auto attackers)
OK, I understand what you've said and I don't disagree with it. I have to ask, do you think that this isn't a problem and things should remain as they are? If no, then how would you change things to improve the diversity there?
Ahris (NA)
: > [{quoted}](name=HalcyonDweller,realm=NA,application-id=yrc23zHg,discussion-id=2MlYGmLv,comment-id=001500000000000000000000000000000000,timestamp=2017-09-25T19:35:02.726+0000) > > If you hadn't stayed in range for too long, you wouldn't have taken so much damage that you would have had to back off and end the engagement. Had you instead evaded MF's damage then you would have had opportunity to stay near them and re-engage with another cast of your ultimate + Lich bane for additional damage. That is not burst that is consistent damage. Ahri is a burst mage not a consistent damage dealing champ. Sure she can apply consistent damage but if she is going to burst, she better burst. Current Ahri doesn't do either well. Being in range with w should be more than enough to kill the target. People complained about w r one shotting people, which is probably lies, but if the enemy is in range at all times and they cannot burst you during that time, then ofc ahri is supposed to burst.
> [{quoted}](name=Ahris,realm=NA,application-id=yrc23zHg,discussion-id=2MlYGmLv,comment-id=0015000000000000000000000000000000000000,timestamp=2017-09-25T19:45:13.187+0000) > > That is not burst that is consistent damage. Ahri is a burst mage not a consistent damage dealing champ. That is another debate entirely, one would that require you to alter your entire premise. For simplicity's sake I will not get thick into the weeds about this. > Sure she can apply consistent damage but if she is going to burst, she better burst. Current Ahri doesn't do either well. Indeed, but that gets into the debate over whether Ahri should be a burst mage, a kite mage, or an assassin. Which is something I will not discuss here, as it is off-topic from your post. (Please feel free to create another post to discuss which Ahri should be, just don't change the topic in this thread) The fact of the matter remains; had you played her with more of a kiting playstyle, you would have been able to out-play and out damage the Misfortune. That is what was required in order to come out on top in that circumstance. > Being in range with w should be more than enough to kill the target. People complained about w r one shotting people, which is probably lies, but if the enemy is in range at all times and they cannot burst you during that time, then ofc ahri is supposed to burst. I do not follow what you are trying to communicate here, please elaborate so that I can understand.
Rioter Comments
: > Free slow on next ability cast. > Mana return for damage deal with abilities for a buff's duration. > Spell vamp on next spell cast or for duration of a buff. - this one was inspired by the OP. All these would work with ADC's though after all they also usually have some abilities that deal damage (well most of them do but there are exceptions like Vayne doesn't really have much in the form of ability damage)
Okay, how would you change them or what would you propose instead that could avoid that problem? Not challenging you, just trying to spark more ideas.
Ahris (NA)
: > [{quoted}](name=HalcyonDweller,realm=NA,application-id=yrc23zHg,discussion-id=2MlYGmLv,comment-id=0015000000000000000000000000,timestamp=2017-09-25T18:50:32.080+0000) > > Ahri's playstyle, similar to any assassins, demands that you use your mobility to evade damage, you aren't supposed to dive in and face-tank it. Landing kit or not, the situation was misplayed. Dealing enough damage would have required dancing around zones of influence, like I stated before. How is it misplayed if I landed everything? You keep on saying misplayed but clearly i got all the damage out except for the 2 ulti charges which will almost guaranteed to lead to death. Which is not rewarding at all.
> [{quoted}](name=Ahris,realm=NA,application-id=yrc23zHg,discussion-id=2MlYGmLv,comment-id=00150000000000000000000000000000,timestamp=2017-09-25T18:56:11.003+0000) > > How is it misplayed if I landed everything? You keep on saying misplayed but clearly i got all the damage out except for the 2 ulti charges which will almost guaranteed to lead to death. Which is not rewarding at all. If you hadn't stayed in range for too long, you wouldn't have taken so much damage that you would have had to back off and end the engagement. Had you instead evaded MF's damage then you would have had opportunity to stay near them and re-engage with another cast of your ultimate + Lich bane for additional damage.
: Of course we can! I think it's a great niche that is yet to be filled
I'll make one on my lunch break today, if you get to it before I do, please post a link in the reply here and I'll jump over to contribute.
Ahris (NA)
: > [{quoted}](name=HalcyonDweller,realm=NA,application-id=yrc23zHg,discussion-id=2MlYGmLv,comment-id=00150000000000000000,timestamp=2017-09-25T18:01:46.939+0000) > > When did it charm her? it didn't last for very long if it did. Then it comes down to windows of opportunity. If the charm is not affecting the target when you trade, then it's not relevant and cannot help you. > > Your window of opportunity was while she was charmed, and since you were present within her zone of influence longer than that duration, she was able to damage you. > > I stand by my assessment that this trade went badly because of mis-play and not because of a lack of power for Ahri. Despite me being late the burst was still there. There is no misplay if I landed my entire kit.
> [{quoted}](name=Ahris,realm=NA,application-id=yrc23zHg,discussion-id=2MlYGmLv,comment-id=001500000000000000000000,timestamp=2017-09-25T18:26:40.158+0000) > > Despite me being late the burst was still there. There is no misplay if I landed my entire kit. Ahri's playstyle, similar to any assassins, demands that you use your mobility to evade damage, you aren't supposed to dive in and face-tank it. Landing kit or not, the situation was misplayed. Dealing enough damage would have required dancing around zones of influence, like I stated before.
: Well... * Any CC would be nice as mages more often than not rely on skill-shots. * Something that would make CSing easier or refund mana so that mages could use spells to waveclear. * Effects that would reward longer trades because botlane is all about sustained damage and mages often rely on quick trades and poke. * It would be great if support could fetch you a blue buff from the other side of the map if you're not lucky enough and get botlane near red buff. * The support could have an ability thac charges up by ally spell casts (kinda like Kassadin's E but only on allies). But even with all these effects it's still hard to make this champion dedicated for supporting mages. Most of these effects would work similarly whether your ally is a mage or simply an AD caster. I guess you could throw in some Magic Resistance shred but that's a bit cheesy way of forcing a playstyle. I have to say that it's quite an interesting topic and it deserves some more attention. **Get the up-votes going!** Before I've read this post I hadn't even known that I wanted to have a mage-dedicated support for all those years...
Great ideas, thanks for contributing! If this doesn't get enough attention we can always create a separate post rather than commenting under this one.
Ahris (NA)
: > [{quoted}](name=HalcyonDweller,realm=NA,application-id=yrc23zHg,discussion-id=2MlYGmLv,comment-id=001500000000,timestamp=2017-09-25T17:24:30.234+0000) > > Thank you for understanding, I understand your point too. > > Maybe I'm missing something but I never saw MF get charmed. Charm is very core to Ahri's advantage against other carries. I believe the Ahri would have won if she had charmed the MF during that fight. > > When you build Lich bane you have to adapt your playstyle, you're opting for more damage from Lich bane, but you have to space your spells out to use it more effectively. Like I said before, dance in and out of range, proc Lich bane as often as possible while staying safely near the edge of the other champion's zone of influence. Using charm would have helped this as well because the Ahri could have stayed within MF's zone of control safer for longer because MF would be unable to attack for that duration. > > In general I agree with you, but in this particular instance I believe that Ahri did not outplay the MF. She didn't use charm, so she didn't catch her effectively. If you watch it again, I charmed miss fortune first, I did not record the exact moment I landed though. And yes, I should've bursted and that is why I made this post.
> [{quoted}](name=Ahris,realm=NA,application-id=yrc23zHg,discussion-id=2MlYGmLv,comment-id=0015000000000000,timestamp=2017-09-25T17:26:41.021+0000) > > If you watch it again, I charmed miss fortune first, I did not record the exact moment I landed though. And yes, I should've bursted and that is why I made this post. When did it charm her? it didn't last for very long if it did. Then it comes down to windows of opportunity. If the charm is not affecting the target when you trade, then it's not relevant and cannot help you. Your window of opportunity was while she was charmed, and since you were present within her zone of influence longer than that duration, she was able to damage you. I stand by my assessment that this trade went badly because of mis-play and not because of a lack of power for Ahri.
Ahris (NA)
: > [{quoted}](name=HalcyonDweller,realm=NA,application-id=yrc23zHg,discussion-id=2MlYGmLv,comment-id=0015,timestamp=2017-09-25T16:57:40.186+0000) > > You left out MF's score and items from your post. If a marksman is fed they can easily duel mages / assassins. > > Additionally, as Ahri you've got to use your Ult and Q movespeed to dance in and out of a champion's range while dueling them if they are fed. You can't expect to just dive and burst them freely, it won't work out in your favor, as you can tell from your video. > > tldr; A champion's kit is only half of what makes them strong. You have to use it to it's full potential to beat opponents, if you don't then you can still lose using that champion. > > Claiming a champion is OP or UP and calling that the only reason for it winning or losing is a cop-out. We have to take responsibility for our actions and personal skill levels. You are correct. But this scene is showing an Ahri facing a glass cannon MF. Ahri herself is also glass cannon. Ahri is lvl 16 while MF is lvl 15. MF is slightly more fed but it doesn't change the fact that she is a squishy. This scene shows that this Ahri landed all her skill shots, yes she outplayed her opponent, now what is the reward? No reward. Ahri used her first R + ignite + lichbane + q + w + e and all together was not enough for her to kill MF. This clearly shows her lack of burst than my personal understanding of the game. The understanding will come on how I play during lane and throughout the game. This scene is specifically showing the damage Ahri does and it is clearly lacking. ADC should be able to duel mages or assasins, I agree on that, but if they are outplayed they should be punished. Because if an APC uses their entire burst to outplay only for the enemy to live, it doesn't make sense the adc's outduel when outplayed.
> [{quoted}](name=Ahris,realm=NA,application-id=yrc23zHg,discussion-id=2MlYGmLv,comment-id=00150000,timestamp=2017-09-25T17:02:32.147+0000) > > You are correct. But this scene is showing an Ahri facing a glass cannon MF. Ahri herself is also glass cannon. Ahri is lvl 16 while MF is lvl 15. MF is slightly more fed but it doesn't change the fact that she is a squishy. Thank you for understanding, I understand your point too. > This scene shows that this Ahri landed all her skill shots, yes she outplayed her opponent, now what is the reward? No reward. Ahri used her first R + ignite + lichbane + q + w + e and all together was not enough for her to kill MF. Maybe I'm missing something but I never saw MF get charmed. Charm is very core to Ahri's advantage against other carries. I believe the Ahri would have won if she had charmed the MF during that fight. > This clearly shows her lack of burst than my personal understanding of the game. The understanding will come on how I play during lane and throughout the game. This scene is specifically showing the damage Ahri does and it is clearly lacking. When you build Lich bane you have to adapt your playstyle, you're opting for more damage from Lich bane, but you have to space your spells out to use it more effectively. Like I said before, dance in and out of range, proc Lich bane as often as possible while staying safely near the edge of the other champion's zone of influence. Using charm would have helped this as well because the Ahri could have stayed within MF's zone of control safer for longer because MF would be unable to attack for that duration. > ADC should be able to duel mages or assasins, I agree on that, but if they are outplayed they should be punished. Because if an APC uses their entire burst to outplay only for the enemy to live, it doesn't make sense the adc's outduel when outplayed. In general I agree with you, but in this particular instance I believe that Ahri did not outplay the MF. She didn't use charm, so she didn't catch her effectively.
: Why aren't there any supports that support Mage carries?
What would be some good effects to put on these mage supportive kits or items? Here are a few I could think of: * Free slow on next ability cast. * Mana return for damage deal with abilities for a buff's duration. * Spell vamp on next spell cast or for duration of a buff. - this one was inspired by the OP. * Make Janna's shield and other stat-buffing abilities _**Adaptive**_ (new mechanic from upcoming preseason masteries.) Add your thoughts and ideas?
Ahris (NA)
: Ahri does No damage
You left out MF's score and items from your post. If a marksman is fed they can easily duel mages / assassins. Additionally, as Ahri you've got to use your Ult and Q movespeed to dance in and out of a champion's range while dueling them if they are fed. You can't expect to just dive and burst them freely, it won't work out in your favor, as you can tell from your video. What you should instead do is attempt to set up a pick. And just poke until you are able to. If you had used charm in that fight it would have gone very differently. tldr; A champion's kit is only half of what makes them strong. You have to use it to it's full potential to beat opponents, if you don't then you can still lose using that champion. Claiming a champion is OP or UP and calling that the only reason for it winning or losing is a cop-out. We have to take responsibility for our actions and personal skill levels.
Cloud273 (NA)
: What is the most normal looking female skin in your opinion?
Where are all these downvotes in the comments coming from?
: It's amusing that the title made me click the thread to see the answer, but then saw that you opened the thread in full SJW mode.
> [{quoted}](name=Postal Badger,realm=NA,application-id=yrc23zHg,discussion-id=jqrEKmeG,comment-id=0012,timestamp=2017-09-25T16:35:10.403+0000) > > It's amusing that the title made me click the thread to see the answer, but then saw that you opened the thread in full SJW mode. They asked a legitimate question. Just because the question runs parallel to a group of ideas doesn't mean you should assign and dismiss the OP as being part of that group.
: > [{quoted}](name=MangoInfinity1,realm=NA,application-id=3ErqAdtq,discussion-id=j5mGI8tH,comment-id=0003,timestamp=2017-09-24T20:16:44.869+0000) > > how about... you learn to play every role (DUN DUN DUUUUUNNNNNNN) I already do know how to play every role, unfortunately, support yasuo/vayne/rivens don't seem to.
https://memegenerator.net/img/instances/400x/46869508/hes-right-you-know.jpg Gabe has a point here. Even if we put the effort into learning all roles, other people won't, and they will invariably ruin games when they get the roles that they are too selfish to learn.
: ***
Was there any point at all to saying that?
Koobal (EUW)
: 'kids' because they acted like one, and i didn't think the word " autism" is rude, i said it as a general word,; but my intentions wasn't that bad, i admit chatting with them in early game was a big mistake should have muted them since min one but i thought they would calm down, guess result of plying with premade's.
I think their point was that you retaliated and responded instead of simply defending yourself or ignoring them.
Koobal (EUW)
: 14 days ban after you get attacked by everyone in your team
Dude, we get it. It sucks to get teammates like that. But you're not just an innocent victim, you also lobbied for reports against them (which is unnecessary by the way, 1 report counts the same as 9 - so you're better off keeping quiet and just reporting them yourself), and repeatedly calling them 'kids' and acting superior. Sure you might have actually been superior, but acting that way in chat and demeaning people is never going to solve your problems. Some teammates are really really difficult to deal with. I've actually written a detailed guide on how to deal with this sort of thing. You can read it if you like to see if you can learn anything useful from it. [Feeders and toxic teammates got you down? This may help](https://boards.na.leagueoflegends.com/en/c/player-behavior-moderation/bv2m7fx4-feeders-and-toxic-teammates-got-you-down-this-may-help)
Ahris (NA)
: > [{quoted}](name=Khristophoros,realm=NA,application-id=yrc23zHg,discussion-id=asqhPOfv,comment-id=0004,timestamp=2017-09-23T10:40:04.856+0000) > > Sol's W is most of his damage output. > > Ahri's W is one of her 4 damage abilities. lma Point? It shows that Sol's kit overall is way stronger than Ahri's kit. With just 5 stars he outdamage Ahri's entire kit(only stars and no q or r) How is that fair?
> [{quoted}](name=Ahris,realm=NA,application-id=yrc23zHg,discussion-id=asqhPOfv,comment-id=00040000,timestamp=2017-09-23T14:07:28.363+0000) > > Point? It shows that Sol's kit overall is way stronger than Ahri's kit. With just 5 stars he outdamage Ahri's entire kit(only stars and no q or r) How is that fair? Seriously? We're comparing apples and oranges now? Aurelion Sol's bread and butter skill: W - Celestial Expansion: Stars orbit him and it's core to his theme and kit. Weak to enemies coming near him. Ahri's W on the other hand, is not her bread and butter skill, and it automatically seeks targets within range of her. Making it stronger against enemies that come closer. It's power profile is different, and due to it's mechanical strengths it cannot be allowed to have greater damage. If you wanted damage on it like Aurelion Sol's W, you would have to make it less reliable and offer opponents more counterplay. If you can think of a way to do that then be my guest, but otherwise just max Q as Ahri and make use of her ACTUAL bread and butter skill. This is pointless to complain about, Ahri is fun and powerful enough as she is. She doesn't need any straight-up buffs.
Tk Slays (NA)
: Tk Slays: you could of played ori Tk Slays: if u wanted man Tk Slays: it was an accident btw Tk Slays: i was fiing my hot keys Tk Slays: dude u know Tk Slays: yuou could just go toad Tk Slays: and lvl Tk Slays: lol Tk Slays: 3 peoiple soaking exp takes a lot longer Tk Slays: dude Tk Slays: can u get out of lane Tk Slays: alright Tk Slays: w.e Tk Slays: leave the bot lane Tk Slays: go jungle Tk Slays: so u can lvl plz Tk Slays: really gragas? Tk Slays: youy're that butthurt? Tk Slays: okay Tk Slays: report this gragas plz Tk Slays: hes trolling Tk Slays: i was fixing my key binds i could of helped him with red Tk Slays: really not a big deal Tk Slays: ok i could help him qwith raptors then Tk Slays: almost had u Tk Slays: damn ur strong Tk Slays: twitch op Tk Slays: blame the gragas Tk Slays: cry baby gragas Tk Slays: np Tk Slays: lol Tk Slays: slam dunk Tk Slays: ikr :D Tk Slays: ikr Tk Slays: im a magician :D Tk Slays: cya Tk Slays: ya Tk Slays: happened to me 8 times Tk Slays: ez Tk Slays: slam dunk Tk Slays: ez Tk Slays: me too Tk Slays: ya but you didnt Tk Slays: thats why you died Tk Slays: dont misclick Tk Slays: lol... Tk Slays: when your 8-7 and get out played by a 3-10 Tk Slays: i mean i was full hp Tk Slays: so your auto would of totally killed me Tk Slays: if you saY SO LOL Tk Slays: oh yuou ment before i used my heal Tk Slays: ya you totally would of gotten me cause its like i didnt have heal Tk Slays: true Tk Slays: LOL Tk Slays: y r u guys so mad Tk Slays: lmfao Tk Slays: if u say so Tk Slays: uhhh nothing Tk Slays: lol Tk Slays: why are you all so salty lmfao Tk Slays: not at all Tk Slays: im having fun Tk Slays: what happened? Tk Slays: nice man hes already useless Tk Slays: np Tk Slays: twitch how tf do you suck so bad fed Tk Slays: LOL Tk Slays: report him plz Tk Slays: :( Tk Slays: damn Tk Slays: now i can tell ur salty lol Tk Slays: np daddy Tk Slays: gg wp Tk Slays: this gragas is so salty lol I got perm banned for this man, I had an inting gragas in my lane, and i was being flamed by the other team the entire game because I wasn't havent a great game due to the gragas ruining my experience.
That sucks dude, it's awful getting teammates like that. However; Continuing to chat about and lobby for reports against a player who is trolling only feeds their behavior. If you instead mute them and do not react, then eventually they will get bored and stop in most cases. Either way, retaliating to trolling is not the same thing as defending oneself. There are right ways and wrong ways to handle it and what you did was not beneficial to you nor your team.
: What do you do with trolls, especially when Riot seems to encourage this behavior?
I actually wrote a whole post about this exact topic! Here is the link: [Feeders and Toxic teammates got you down? This may help:](https://boards.na.leagueoflegends.com/en/c/player-behavior-moderation/bv2m7fx4-feeders-and-toxic-teammates-got-you-down-this-may-help) In it I outline a lot of ideas surrounding toxicity and how to build trust and cooperation with teammates as a match progresses.
: > I see how this is a problem, but I am skeptical that Riot will make significant enough changes to fix this. I mean, if this is close to the 5.10 update, then it would be possible, since they did **the opposite** back then, lol. Being skeptical and hopeful seem both reasonable though. > I think part of the problem is that it was an instant-cast AoE that had both Offensive and Defensive impact. We can only guess what the problem was. Other than ricklessabandon grossly missjudging this ability. Or all of Karma, tbh. The thing with the Offensive&Defensive part was, that it could fail. Shield only your team and it was meh. Damage the enemies and it was okay. Hit 10 champions and it was worth an ultimate. But again, why would anyone clump against Karma? It's like people standing in a line to fight Twitch ^^' And realisticly, you would usually hit 2-4 people. Today's RE is way more problematic, imo. [Because it always works at peak performance](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/UgL90Jpr-psa-karma-was-at-her-healthiest-when-mantra-e-dealt-damage). There is no counterplay for the enemies (positioning) to make it less impactful. And baiting it out is nearly impossible, since lategame Karma has it all the time... again, a problem introduced by ricklessabandon's idea of making Karma more of a machine-gun with mantra. I dunno what went through his mind, tbh. That being said, I am generally a great fan of readability and counterplay. Current Karma has a lot of mechanical counterplay in Q and W already, so I didn't mind pushing a bit of reliable damage into RE. In fact, between 3.5 and 5.10 it was her lowest, but safest mantra damage (only missing RQ's second half was lower). This tradeoff seemed to escape most people though. But again, I like readability in spells and a short... warning before the RE seems reasonable, even to diehard Karma fans, as far as I've seen. > if you're open to discussing other designs and characters in the future then I would be grateful for the opportunity to do so. Sure, I'd love to help out! I must warn you though, I am not that well versed with other champions.
> [{quoted}](name=SilverSquid,realm=EUW,application-id=A7LBtoKc,discussion-id=2wjE4Iqs,comment-id=000c000200080000000000000000000000000000,timestamp=2017-09-23T00:30:35.768+0000) > > I mean, if this is close to the 5.10 update, then it would be possible, since they did **the opposite** back then, lol. Being skeptical and hopeful seem both reasonable though. Fair enough. > We can only guess what the problem was. Other than ricklessabandon grossly missjudging this ability. Or all of Karma, tbh. The thing with the Offensive&Defensive part was, that it could fail. Shield only your team and it was meh. Damage the enemies and it was okay. Hit 10 champions and it was worth an ultimate. But again, why would anyone clump against Karma? It's like people standing in a line to fight Twitch ^^' > And realisticly, you would usually hit 2-4 people. Gotcha, I see what you mean. > Today's RE is way more problematic, imo. [Because it always works at peak performance](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/UgL90Jpr-psa-karma-was-at-her-healthiest-when-mantra-e-dealt-damage). There is no counterplay for the enemies (positioning) to make it less impactful. And baiting it out is nearly impossible, since lategame Karma has it all the time... again, a problem introduced by ricklessabandon's idea of making Karma more of a machine-gun with mantra. I dunno what went through his mind, tbh. > > That being said, I am generally a great fan of readability and counterplay. Current Karma has a lot of mechanical counterplay in Q and W already, so I didn't mind pushing a bit of reliable damage into RE. In fact, between 3.5 and 5.10 it was her lowest, but safest mantra damage (only missing RQ's second half was lower). This tradeoff seemed to escape most people though. > > But again, I like readability in spells and a short... warning before the RE seems reasonable, even to diehard Karma fans, as far as I've seen. Thanks for discussing the delay with me :) I'm glad that we may have hit on something that seems like it would work well. > Sure, I'd love to help out! > I must warn you though, I am not that well versed with other champions. No problem! You're analytical in the best of ways, so I would imagine you would have plenty to contribute. Here is one for Varus: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/L75woVuR-i-wish-varus-was-more-complex-interesting-to-play-here-are-a-variety-of-ideas-to-accomplish-that
: > Fair enough. I'm not opposed to the damage anyway, just trying to provide alternatives in case we find out Riot is opposed to it. I can relate. But since I have not heard that from them yet, nobody complained about it when it was around, there seems to be no objective reason against the damage, and people love the shieldbomb... I would rather push the shieldbomb or finally get my answer. > Thanks, those are some great points. I am simply trying to convey what the last 2 years have taught me. You seem positive and learning quickly. > To be fair, Karma's current design kind of is all about using her ultimate to fire off more powerful versions of her other abilities. Imho, this was one of the many mistakes in her rework. Her mantra turned into a cheaper Heimer ult, which is a problem; he gets it in addition to his turret identity, while Karma draws all of her identity from it. I can understand why you wanted to go down this way, just judging from the kit she has now, but looking at the Karma community, this is not well received. > Here's another idea to consider, what if she couldn't cast R+E just anytime. What if instead she had to cast it after a target had already been shielded? Well, either this makes Karma dependent on OTHERS shielding her target (which I don't find appealing... again, this doesn't work in solo lanes either) or she needs to press E+R+E or something. Which is clunky. Maybe a more simple solution is to add a travel time to the explosion (think Riven's R) or give it a 0.5s delay. Maybe both. Personally, I hold that spending mantra is already enough room for counterplay. Since it's a rare ressource and spending your shield to deal damage leaves you open to retaliation. And you can bait another mantra. Or you can bait shieldbomb to DENY another mantra. Keep the ideas coming though. I had to make like a dozen of reworks until I got positive feedback, so I feel like having many ideas is more important than having the perfect ones right away.
> [{quoted}](name=SilverSquid,realm=EUW,application-id=A7LBtoKc,discussion-id=2wjE4Iqs,comment-id=000c0002000800000000000000000000,timestamp=2017-09-22T23:28:38.148+0000) > > I can relate. > But since I have not heard that from them yet, > nobody complained about it when it was around, > there seems to be no objective reason against the damage, > and people love the shieldbomb... Ok, I agree with you there. > I would rather push the shieldbomb or finally get my answer. > > I am simply trying to convey what the last 2 years have taught me. > You seem positive and learning quickly. > > Imho, this was one of the many mistakes in her rework. > Her mantra turned into a cheaper Heimer ult, which is a problem; > he gets it in addition to his turret identity, while Karma draws all of her identity from it. I see how this is a problem, but I am skeptical that Riot will make significant enough changes to fix this. > I can understand why you wanted to go down this way, just judging from the kit she has now, > but looking at the Karma community, this is not well received. Fair enough, I am merely discussing ideas to see what works. Thanks for helping me see that more clearly! > Well, either this makes Karma dependent on OTHERS shielding her target (which I don't find appealing... again, this doesn't work in solo lanes either) or she needs to press E+R+E or something. Which is clunky. Maybe a more simple solution is to add a travel time to the explosion (think Riven's R) or give it a 0.5s delay. Maybe both. Ok simplest solution IMO is what you suggested, _put it on a timer delay._ R + E shields the target, then starts a timer, when the timer runs out it detonates to deal damage and shield in an AoE around that target. Could re-shield the target if more power is needed. > Personally, I hold that spending mantra is already enough room for counterplay. Since it's a rare ressource and spending your shield to deal damage leaves you open to retaliation. And you can bait another mantra. Or you can bait shieldbomb to DENY another mantra. Cooldowns are one aspect of counterplay, but readability and opportunity to react can be equally important. I think part of the problem is that it was an instant-cast AoE that had both Offensive and Defensive impact. IMHO it should offer opponents more reaction time that it did before they removed it. > Keep the ideas coming though. I had to make like a dozen of reworks until I got positive feedback, so I feel like having many ideas is more important than having the perfect ones right away. Thanks a bunch! I'm greatly enjoying discussing design with you, and if you're open to discussing other designs and characters in the future then I would be grateful for the opportunity to do so.
: I would personally just rather they remove the rock crutches altogether but I know they won't go for that and so rather than just keep harping on a revert I made those suggestions (For the old post) to try and make the poor state his current kit is in better. Also, I can't be the only one that thinks they can just outright remove the mana regen on the crystals? Ever since the creation of Hunter's Talisman it's just been a needless waste of power in the budget of his kit.
Ok, I see what you were going for. I respect that. You're making a good effort with things.
: > At least just in case Riot didn't like the direction of having it deal damage, this offers another way to bring the effect back. Before I even hear a single viable game design reason for why the damage aspect is bad, I will not consider this. I have read every single Karma related red post and I have been working with the Karma community for 2 years now and not a SINGLE reason has been brought forth. On to your ideas; This must be considered carefully. A straight up buff is out of the question. This means, the movementspeed would have to go. Be prepared to have an idea for that. Additionally, you probably don't want to have a heal/shield in one ability. It makes both low impact and kind of mushy. And I could imagine a lot of reasons why having a shield that spawns shields is another problem. One of them being, that it's worthless in solo lanes. Also I started to dread mantra abilities that simply give you more of the same. There are so many of those "enance basic ability" effects out there, let's have Karma do something better. PS: I am sorry if I am sounding harsh, this is not meant to be against you. I appreciate you throwing new ideas into the bunch, but I have gotten used to giving precise feedback towards Karma ideas and I might not care for my tone too much. Again, please feel appreciated for using your head creatively and positively.
> [{quoted}](name=SilverSquid,realm=EUW,application-id=A7LBtoKc,discussion-id=2wjE4Iqs,comment-id=000c00020008000000000000,timestamp=2017-09-22T22:40:38.646+0000) > > Before I even hear a single viable game design reason for why the damage aspect is bad, I will not consider this. I have read every single Karma related red post and I have been working with the Karma community for 2 years now and not a SINGLE reason has been brought forth. Fair enough. I'm not opposed to the damage anyway, just trying to provide alternatives in case we find out Riot is opposed to it. > On to your ideas; This must be considered carefully. > A straight up buff is out of the question. This means, the movementspeed would have to go. Be prepared to have an idea for that. Additionally, you probably don't want to have a heal/shield in one ability. It makes both low impact and kind of mushy. And I could imagine a lot of reasons why having a shield that spawns shields is another problem. > One of them being, that it's worthless in solo lanes. Thanks, those are some great points. I see now how I made it a little too wishy-washy, or 'mushy' as you put it. Solo-lane effects is another good point, I hadn't considered what it would do to Karma in that situation. I see now that it would have to be solidified or made more consistent in order to work well. > Also I started to dread mantra abilities that simply give you more of the same. > There are so many of those "enance basic ability" effects out there, > let's have Karma do something better. To be fair, Karma's current design kind of is all about using her ultimate to fire off more powerful versions of her other abilities. That said, I understand and I'm also not opposed to this sort of change. > PS: I am sorry if I am sounding harsh, this is not meant to be against you. I appreciate you throwing new ideas into the bunch, but I have gotten used to giving precise feedback towards Karma ideas and I might not care for my tone too much. Again, please feel appreciated for using your head creatively and positively. Lol thanks, I understood. No offense taken! Here's another idea to consider, what if she couldn't cast R+E just anytime. What if instead she had to cast it after a target had already been shielded? It could be made so that casting R+E would be what would cause the Bomb to detonate from the shielded target's position while also making it shield allies. By delaying it in this manner it offers enemies time to see and react, while also offering Karma more power by being able to re-shield her target? If needed it could also be given a slowly growing AoE (grows like Galio's taunt) that applies effects to allies or enemies when it reaches them. Some, all, or none of this idea could work. Do not think that I want all of this as a complete package, please. I'm open to discussing individual parts of it separate from one another.
: I know I'm not HTC but I am passionate about Skarner (When he comes up anyway). The one word that always stuck out to me when Skarner was getting his first reworks was that he's supposed to be "sticky". He's meant to be a high CC fighter, he doesn't do burst damage but if he can lock you down long enough then he can output a lot of damage. I am kinda tired of repeating myself so I'm going to show some ideas I had before for what could be changed about _current_ Skarner. > One way to change Skarner is to make his ult capable of dragging his crystals but have it have a separate cooldown for using it on a crystal. This would allow you to SET UP where you want to put them so you could plan ahead on where you intend to fight. This would actually demonstrate some skill and require proper planing, both to set them up and to make sure you don't place one in a spot you could be zoned from. You'd have to reduce the range of the effects but at least this way you wouldn't be shackled to just fighting in the jungle. > > Another thing would be to get rid of all the stat shit and instead make it so they give him utility or special effects on his abilities, the kinds of effects that would make him better at dealing with baron and dragon or maybe they'd give him his old passive on his Q again. Part of what makes the current crystals so bad is that they're just stat balls which is a lot of "invisible power" that Riot says they don't like. > > Another would be to ditch the activation gimmick entirely and make it so Skarner's abilities, when used on the crystals, do more things. Maybe hitting his Q on a crystal causes it to ring out with a harmonic frequency that deals damage, or silences enemies for half a second, or maybe it slows enemies. Hitting his E on a crystal could cause a large beam of energy to shoot out towards the nearest enemy. Using his W while next to a crystal could apply his shield to all of his allies in range for half the value. > > If we're talking about changes that involve the removal of the rock crutches, reverting him back to the version of him before the Juggernaut patch would be a fantastic solution that Riot would unfortunately never go for. So if it were something entirely different then perhaps make Skarner more like an actual scorpion, maybe remove his current ult and make his Q have him grab someone for a short time (Like .5 seconds) and make his E be a spammable short duration slow and his main damage source. Maybe make his W a crystal creator that has to be placed in the jungle or a bush and have it give him increased damage and so the idea is to drag someone to their doom into the crystal zone.
> [{quoted}](name=SpecterVonBaren,realm=NA,application-id=3ErqAdtq,discussion-id=8gFgrgF4,comment-id=000000000000000000000000000100000000,timestamp=2017-09-22T22:38:51.432+0000) > > I know I'm not HTC but I am passionate about Skarner (When he comes up anyway). The one word that always stuck out to me when Skarner was getting his first reworks was that he's supposed to be "sticky". He's meant to be a high CC fighter, he doesn't do burst damage but if he can lock you down long enough then he can output a lot of damage. > > I am kinda tired of repeating myself so I'm going to show some ideas I had before for what could be changed about _current_ Skarner. Thanks for chiming in! Here are my thoughts on your thoughts. > One way to change Skarner is to make his ult capable of dragging his crystals but have it have a separate cooldown for using it on a crystal. This would allow you to SET UP where you want to put them so you could plan ahead on where you intend to fight. This would actually demonstrate some skill and require proper planing, both to set them up and to make sure you don't place one in a spot you could be zoned from. You'd have to reduce the range of the effects but at least this way you wouldn't be shackled to just fighting in the jungle. I am opposed to this. I would rather they remove the spires or offer them more compelling gameplay such as how the OP suggests. > Another thing would be to get rid of all the stat shit and instead make it so they give him utility or special effects on his abilities, the kinds of effects that would make him better at dealing with baron and dragon or maybe they'd give him his old passive on his Q again. Part of what makes the current crystals so bad is that they're just stat balls which is a lot of "invisible power" that Riot says they don't like. I support this. This would be awesome. Skarner relies a lot upon steroids when he should instead rely on gameplay. > Another would be to ditch the activation gimmick entirely and make it so Skarner's abilities, when used on the crystals, do more things. Maybe hitting his Q on a crystal causes it to ring out with a harmonic frequency that deals damage, or silences enemies for half a second, or maybe it slows enemies. Hitting his E on a crystal could cause a large beam of energy to shoot out towards the nearest enemy. Using his W while next to a crystal could apply his shield to all of his allies in range for half the value. Not sure how I feel about this. It's cool standalone, but because I oppose the first idea and I should be consistent I am opposed to this as well. > If we're talking about changes that involve the removal of the rock crutches, reverting him back to the version of him before the Juggernaut patch would be a fantastic solution that Riot would unfortunately never go for. So if it were something entirely different then perhaps make Skarner more like an actual scorpion, maybe remove his current ult and make his Q have him grab someone for a short time (Like .5 seconds) and make his E be a spammable short duration slow and his main damage source. Maybe make his W a crystal creator that has to be placed in the jungle or a bush and have it give him increased damage and so the idea is to drag someone to their doom into the crystal zone. This is interesting, I like this a lot. If he somehow created or spread crystals with his kit it would be much more interesting. Maybe kind of like Taliyah's worked ground except like you said, he can hurt enemies by dragging them to it. You've sparked a bunch of ideas in my head as well, so I'll have to think about this some more and maybe post about it. Thanks for contributing to the discussion!
khorney (NA)
: depends on the adc. geee lets think on this varus, corki, mf, ashe all have ap scaling so no not horrible. besides with ga ur out of the figth for 10secs so truly not being able to get ulted unless ur shield gets burned or using hourglass which is 2.5 secs and on top of that ur still in the fight so ur wrong there champ
Context bro. OP stated they were playing Vayne. Also no, this is terrible advice. AP items do not work on Marksmen for the most part. Varus is the only exception. Corki, MF, and Ashe all scale better with AD or Crit anyway.
: So, we're dying in a few hours guys. Confession time.
In the past I have texted while driving. {{sticker:sg-lulu}}
: Banned for refusing to surrender.
Too many people before you have claimed things like this while actually lying. We cannot take you at your word on this. If you want feedback or support from the community with your problem, please provide your unedited chat logs for us to see.
: sincerely good luck! -halycon convinced me to be optimistic.
That was a little too pessimistic for my taste. The OP stated that they are trying to change and that they appreciate Riot. I think there's nothing wrong with the post and it certainly doesn't warrant such a negative response.
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HalcyonDweller

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