Rioter Comments
: Tenacity needs a serious buff
Diminishing returns on cc would be great. Especially with how high damage is in the game. Like i said in the original post, tanks can't survive a root and stun anymore. Squishies get hit with a blitz silence and they die in that .5 sec. But tanks just get the worst of it. Once hit with a single cc then a 2nd one applied to them then they die, or their entire team is already dead because that tank is simply not allowed to peel or do anything. Add diminishing returns to CC to the game so everyone has the ability to play.
Rioter Comments
: Why do people want a drawn out game than a faster game?
I honestly enjoy the longer meta. It makes games feel better. It's rather boring and frustrating when the meta is "Oh Leblanc got first blood before minions spawned. Time for us all to sit in fountain so the game is over in 10 min." I'm not saying Leblanc is OP i'm just using her as an example. The longer games have more room for a team to out maneuver their opponents. There's more strategy and thinking involved. More to focus on. Shorter games severely limit this. But everyone has their likes and dislikes. I like being able to use my brain and coordinate with randoms because it's challenging. I like challenges. Others like the games over by 3min on auto pilot with the wham bam thank you ma'am mentality. There's no strategy in that meta. There's hardly even skill. In fact this puts more of the pressure on those players. If they get fed early and have all the resources, yet make that one misstep that gets them caught out and killed and you lose the game off that, guess who's fault that is? The fed player. Best example would be Rekkles in worlds a couple years back. Played a god-like Twitch the entire game but got overconfident and died his only death that game but it was enough for the opposing team to mop up and win the game. Longer games makes for more strategic plays from both sides lead to more equal games and therefore, happier players. Shorter games lead to tilted players on all sides. The player who went 0/4 early is now questioning why they bother to play, their team is on the forums complaining about feeders, the fed player is now overconfident and flaming his team for not doing as well as he was, and now his team are more inclined to leave you hanging because "you're fed can't you carry us?"
: The meta is called get it before somebody else and its horrible....
> [{quoted}](name=Wolity,realm=EUW,application-id=RaE1aOE7,discussion-id=uMVVjM3n,comment-id=0000,timestamp=2020-01-04T07:24:55.899+0000) > > The meta is called get it before somebody else and its horrible.... Not really. Seriously go into a game aiming to play Ocean/Mage or Poison/Predators and you will get to play those. Any other comp will make you lose by wolves because everyone else is playing the aforementioned comps. It's actually boring as fuck to even play anymore
Rioter Comments
Rioter Comments
: So much to Complain about!
I can agree that most players in TFT do play the same thing. Hello Ocean/Mage and Predator players. While it does suck to lose, there is some fun that can be gained in it. Since at least 6 players in a standard TFT game will be playing Ocean/Mage or Predators. That will leave the pool wide open for other comps. My personal favorite is 6 Ranger/ 3 Inferno. Absolutely gets annihilated by Predator comps because of their Steel trait, but it's still hilarious watching a Kindred hop around the map and make a Vlad's life an absolute nightmare
Rioter Comments
: Ocean/Mage
nice thought. but still doesn't stop them. even 4 mystics with dragon's claw doesn't stop that comp
Rioter Comments
: Can we make Maw stack with Steraks already
The argument would then be made for {{item:3046}} to stack as well. Getting a 1000 point shield for taking burst would just drop kick assassin champs back into the dark cave where they belong, but Riot won't do that. Also for team fight purposes, getting a fat tenacity buff along with bonus life steal/spell vamp would break bruisers far more than when Jax and Spear of Shojin was a thing.
: Last season was so much more enjoyable than this one.
I'm still learning the strategies but from what I've seen so far is that traits are borderline worthless. Seriously just get a rank 2 Olaf and have BT/ Guinsoo's and you win. Or a Sivir with Swordbreaker so that none of your opponents can basic attack and therefore you win. The only time I've seen traits matter was Ocean/Mage and i saw 4 people use that same comp with a Malphite that was made a mage. Can't hope to win if your units are earning frequent flier miles. One other time was me using 6 wardens and had a rank 3 Nasus with 700 armor. Shit was comical, but still borderline worthless as a rank 2 Vlad tore through him like wet toilet paper. Anything RNG related is still an issue and always will be. So far from what I've seen the only NOT RNG related issue is Krugs always dropping gold. Might just be me, but going through the Krugs round and only getting 6 gold 5 games in a row is either RNGeesus not being there, or he's just treating me like he's a Catholic priest to a 7 year old boy. Either case is not ok.
: riot modificated the game (and the RNG) to help every player this way they did make the game "more interasting" but as result definitive hands dont shine as much. notice as in the old TFT there were players about to collapse around stage 3 but in new TFT by stage 3 everyone is healthy.
> [{quoted}](name=ThunderCraft,realm=NA,application-id=RaE1aOE7,discussion-id=ieUqpMcM,comment-id=0003,timestamp=2019-12-23T05:33:20.207+0000) > > riot modificated the game (and the RNG) to help every player this way they did make the game "more interasting" but as result definitive hands dont shine as much. > > > notice as in the old TFT there were players about to collapse around stage 3 but in new TFT by stage 3 everyone is healthy. But that was due to how bad the RNG was last time. By stage 3 you could easily tell who had the game because the ones that were healthy had the two rank 3s and 5 completed items, while the ones lagging or about to lose are stuck with a rank 2 Vayne equipped with Guinsoo's and that's it.
: If Senna uses Last Embrace on a low health minion, it goes off instantly.
Cräfty (EUW)
: Smurfing should be bannable and here is the alternative for players who want to practice on new acc.
Smurfs have been an unsolved issue for 10 years now. Ironically it's why NA sucks as a region lol. The same high level players constantly beat down new players that may actually have potential to bring our region into more than just a wildcard region. Yet those potential players lose interest in the game before they can really tap into it. On the flip side, smurfs play accounts to their highest rank, then make a new one by playing the same champion and having learned nothing. Then we have the rare challenger players that have like 5 accounts all in the top 50 of challenger. So it looks like there are 200 challenger players but it's really only about 20 lol. And of those 20, 8 are professional players. All of these numbers are slightly exaggerated. Just making a point. I do wish that Riot did something about smurfing accounts. Force them into their own servers by IP (if that's possible). But sadly there isn't a whole lot they can really do. If they can just do something to minimize smurfs, then I think it's a step in making NA a better region.
: Season 4 vs Season 9 Game Speed Differences
I definitely liked the game back then where a small mistake or two early wouldn't be an absolute blowout. Even though champs back then had may more oppressive abilities (anyone remember when {{champion:28}} and {{champion:29}} had a 50 sec invisibility on their Q and {{champion:28}} having a 2 sec stun on her first attack from that stealth?) Even with abilities like that, the game almost never went under 40min, pending on afks, and both teams had a viable chance to win. There wasn't getting first blood in the first minute then getting the win in the next 20. All 10 players actually had to play their champs properly and outplay their opponents from start to finish. I want those games back. Not an 10/0 Draven hitting everyone for 900 dmg when their "tank" has 1500hp and it's only 14min in the game.
: There should be a non-random All-Mid mode
The random part in ARAM doesn't exist as well as you think it does. 140+ champs in the game and i landed on Swain without rerolls 4 games in a row. Besides that, {{champion:16}} {{champion:117}} and {{champion:45}} are in every single ARAM. At least in mine.
Yenn (NA)
: What's up with Caitlyn's traps sometimes not having an arming time?
Cait's traps do have an arm time. It's not an instant cast root. Normal move speed is enough to avoid the trap if she casts it directly on you. Any slows however makes it far more difficult. But there is an arm time.
: Bring back Unskilled Player report
Reporting for unskilled makes as much sense as you telling your parents you failed school because your teacher hates you when in reality, you never did the work.
Jamaree (NA)
: Reminder that if we end up in a slower pace meta from damage going down.
Riot will never be able to do one thing that will be accepted by everyone. The community here has been voted the #1 most toxic community in online gaming for years now. Players are going to bitch about one thing or another no matter what happens or what changes. I for one, welcome a slower meta. Bring some strategy back into the game. Back to the older days of having to outplay and outmaneuver multiple times. Not now where a single outplay early will just mean it's over unless you disconnect while you have a lead. 15min games are not exactly fun.
: Buffing Tenacity would make fierce tank champs like Mundo into literal gods. I can recall one specific game where my team had to actually 5v1 Mundo and the abuse he can take is just obscene. If our ability to lock champs down for a few seconds is gone, like CC'ing a fed Nasus, then those champs can easily hyper-carry.
> [{quoted}](name=NuubmasterLXIX,realm=NA,application-id=3ErqAdtq,discussion-id=z86aFIER,comment-id=000f,timestamp=2019-11-15T05:47:43.501+0000) > > Buffing Tenacity would make fierce tank champs like Mundo into literal gods. I can recall one specific game where my team had to actually 5v1 Mundo and the abuse he can take is just obscene. If our ability to lock champs down for a few seconds is gone, like CC'ing a fed Nasus, then those champs can easily hyper-carry. Mundo or Nasus being fed in relation to the topic is reaching. Nasus especially. He has to sacrifice his early game and require almost all jungle pressure if he hopes to make it out of laning phase. Any form of cc you can land on him will net you his flash, then a kill for the next 5 min. Games also don't last long enough for Nasus to be a threat consistently. Hell i'd wager 90% of solo Q games all end around 21min max as that is when one team gets baron and the other team surrenders. That's no where near enough time for Nasus or Mundo to be a relevant threat. 10 sec of not being able to play is relevant from min 1.
: Xavanic makes some good points, and I'll admit, I don't know stuns weren't reduceable below .5 seconds. But I'll even add to his argument, which is that it's nearly impossible to get 81% tenacity, and you certainly can't do it with the items and runes you mentioned. Why is that? Because most tenacity is multiplicative, not additive, sadly. I've pasted a copy of what someone else posted in 2016 about how it works below. So basically, if the average non-garen tank or juggernaut were to try to maximize tenacity through runes and items, the max percent reduceable CC you can reach is approx. 26% on a 2 second CC. Less that 2 seconds, you the start reaching the "can't go below .5 seconds cc" problem. The sources for getting max tenacity at late game are as follows: Merc treads (30%), steraks (30% for 8 seconds), legend: tenacity (30%), elixir of iron (25%) for a total of 115% if you were to stack them addivitely. But since they are mostly multiplicative, the calculation for a 2 second stun is 2*((1-.03)*(1-0.3)*(1-0.3)*(1-0.25)) = .51. Then, .51/2 = .26, or in other words, the total tenacity reduces CC only down to 26%, rather than capping out at 100%. Then of course, if you do the math for a 1.75 second stun, the efficiency would be even less since it can't be reduced below .5 seconds. I don't know how this applies to cc that starts at .5 seconds or less though. At anyrate, it's pretty easy to see that, along with other limitations, stacking tenacity is pretty garbage, maybe even more garbage than stacking armor pass 200. So it's just better to get only one form of tenacity, two at max, and then try get items or runes with more useful stats. So if you plan on merc and steraks, try to avoid a tenacity rune, as it will be wasted. EndlessSorcerer (NA) - 3 years ago They are applied multiplicatively (not additively). For example, suppose you had Mercury Treads (30%), Elixir of Iron (25%) and Tenacious (15%) and were hit by a 2s stun. 2s * (1 - 0.30) * (1 - 0.25) * (1 - 0.15) => 1.4s * (1 - 0.25) * (1 - 0.15) => 1.05s * (1 - 0.15) => 0.8925s The stun would effectively only last 0.8925 seconds (45% of its initial duration).
> [{quoted}](name=ImTheJuggernauty,realm=NA,application-id=3ErqAdtq,discussion-id=z86aFIER,comment-id=0003,timestamp=2019-11-14T14:57:15.134+0000) > > Xavanic makes some good points, and I'll admit, I don't know stuns weren't reduceable below .5 seconds. But I'll even add to his argument, which is that it's nearly impossible to get 81% tenacity, and you certainly can't do it with the items and runes you mentioned. Why is that? Because most tenacity is multiplicative, not additive, sadly. I've pasted a copy of what someone else posted in 2016 about how it works below. > > So basically, if the average non-garen tank or juggernaut were to try to maximize tenacity through runes and items, the max percent reduceable CC you can reach is approx. 26% on a 2 second CC. Less that 2 seconds, you the start reaching the "can't go below .5 seconds cc" problem. The sources for getting max tenacity at late game are as follows: Merc treads (30%), steraks (30% for 8 seconds), legend: tenacity (30%), elixir of iron (25%) for a total of 115% if you were to stack them addivitely. But since they are mostly multiplicative, the calculation for a 2 second stun is 2*((1-.03)*(1-0.3)*(1-0.3)*(1-0.25)) = .51. > > Then, .51/2 = .26, or in other words, the total tenacity reduces CC only down to 26%, rather than capping out at 100%. Then of course, if you do the math for a 1.75 second stun, the efficiency would be even less since it can't be reduced below .5 seconds. > > I don't know how this applies to cc that starts at .5 seconds or less though. > > At anyrate, it's pretty easy to see that, along with other limitations, stacking tenacity is pretty garbage, maybe even more garbage than stacking armor pass 200. So it's just better to get only one form of tenacity, two at max, and then try get items or runes with more useful stats. So if you plan on merc and steraks, try to avoid a tenacity rune, as it will be wasted. > > > EndlessSorcerer (NA) > - 3 years ago > > > They are applied multiplicatively (not additively). > > > For example, suppose you had Mercury Treads (30%), Elixir of Iron (25%) and Tenacious (15%) and were hit by a 2s stun. > > 2s * (1 - 0.30) * (1 - 0.25) * (1 - 0.15) > => 1.4s * (1 - 0.25) * (1 - 0.15) > => 1.05s * (1 - 0.15) > => 0.8925s > > The stun would effectively only last 0.8925 seconds (45% of its initial duration). I've done the builds before including sterak's and when that procs the tenacity is at 81%. Garen's W would add to that to close to 90% (thanks to one of SRO's videos) but still. You literally have to take every single tenacity related thing and the only thing it would do is make sure you can take one or two more forms of cc before you die.
Rioter Comments
Peardix (NA)
: I feel like moving URF to Howling Abyss might actually lessen the chaos because because it removes the ability to flank and makes intense chases through jungle nothing but a dream. Sure, constant team fights Howling Abyss might be fun, but Summoners Rift just adds more depth to it.
> [{quoted}](name=Peardix,realm=NA,application-id=GgNYATV4,discussion-id=AqT3MNLL,comment-id=0002,timestamp=2019-11-04T16:40:23.931+0000) > > I feel like moving URF to Howling Abyss might actually lessen the chaos because because it removes the ability to flank and makes intense chases through jungle nothing but a dream. Sure, constant team fights Howling Abyss might be fun, but Summoners Rift just adds more depth to it. not much depth added if the "flanking" never happens. just split push and run away.
: Make Urf about kills and not killing the nexus
I really just want the map to be played on Howling Abyss instead of Summoner's Rift. What's the point of joining a game that has no resource costs and 80% cdr if players just pick champs that ignore fights altogether? Move it to Howling Abyss where there is one lane and the only way to win is through the enemy team. Not split push and act like you truly accomplished anything.
: Blitzcrank’s Pull
I wouldn't say Blitz is overpowered just off his hook alone. He is a play making support like Thresh or Nautilus. Blitz existed like this since season 1. Early game it has such a high cooldown and mana cost that if he misses it he's just a walking ward. Additionally there are some champs that ignore the pull even if hooked by it. If you buffer Ezreal's or Tristana's hops right as the hook hits you, you don't get pulled back. Mid to late game is where he can really shine. But that's not all on him. The state of the game now has such high damage that getting hit by a single Blitz hook will mean you die. The same can be said by getting hit by a Thresh or Nautilus hook. It all comes down to being able to dodge it or hide behind minions. I guarantee you that Riot will not remove Blitz's hook. It's the most defining ability he has. Much like Garen and Katarina spinning to win before and after their reworks. You're only option is to either perma ban him, or learn to dodge the hook.
: Impossible to derank from silver 4?
It is possible to demote from tiers. I know because I've got to gold 4, then went on a losing streak back to silver 2, then finally reclaimed my gold 4. So yes, it's entirely possible.
: People like to have some semblance of control in their games. That's all.
> [{quoted}](name=Kuumailmapallo,realm=NA,application-id=GgNYATV4,discussion-id=AqT3MNLL,comment-id=0000,timestamp=2019-11-03T03:15:59.667+0000) > > People like to have some semblance of control in their games. That's all. If they want control, play a normal game. URF mode is supposed to be chaotic. Why remove that core part of the mode away by just never participating?
: Urf picks are funny and so are you.
the champs would be balanced somewhat if the map was howling abyss instead of summoner's rift. almost all these champs can and will split push urf most of the time and completely ignore what urf was supposed to be about lol
Rioter Comments
: Giving me a loss for dodging in champ select while in Promos is petty AF
: Fully random champion selection violates the spirit of ARAM
i think i've played Ryze 5 times in the last 10 arams i played lol
: Bot lane and my frustrations with this game
sad to say but that exists in every lane. the game is so damage focused that if you die early you are going to keep dying throughout the game. Games are over within 10min because a single kill will net such an advantage over you that your team will tilt into giving up.
duvey (NA)
: Every game in Season 9 is a 10k gold lead stomp and they're all so absurdly boring.
Sadly the game has become far past that point. 10 years ago a standard SR game was 45min+ and those were equally fun to play and to watch. And that was during absurd times like Evelyn and Twitch having 50sec stealths on their Q. Damage back then was so low that strategy actually mattered in a game. Even Veigar with Deathfire Grasp had counter play. Now I've had a few games that I've came back from even after suffering 26-3 in the first 15min. It's entirely possible, but it's completely revolved around the enemy team making a mistake then they get blown out. It's almost like we are back in the assassin meta, except EVERYONE is assassins. If Riot could tone down the total numbers between damage and resistances, then there would be room for an equal match between both teams.
: Draven Oneshot
closest I've seen in the past was a Draven that built {{item:3078}} . He activated his Q then with standard full crit items he hit my buddy who was playing jg Nidalee for 1800. Survived with 20 hp and instantly threw up a surrender vote after that lol.
Keiaga (NA)
: If you bother taking 60% tenacity, it's gonna be hard to chain cc you to death. Most champs with a stun only have a stun of 1 or 2 seconds which means it won't last long enough to affect you. but if a morg/lux/veigar/leona all chain stun you, then yea you'll be waiting for a while.
> [{quoted}](name=Keiaga,realm=NA,application-id=3ErqAdtq,discussion-id=YXZLAu0X,comment-id=0001,timestamp=2019-09-19T05:42:03.964+0000) > > If you bother taking 60% tenacity, it's gonna be hard to chain cc you to death. Most champs with a stun only have a stun of 1 or 2 seconds which means it won't last long enough to affect you. > > but if a morg/lux/veigar/leona all chain stun you, then yea you'll be waiting for a while. Yes but if the enemy team has 5 champions that have multiple cc in their kits, tenacity is pretty useless. I still wish tenacity did something for airborne/knockback cc. There are far too many champs with that kind of cc in their kits.
: mercs, tenacity runes and elixer is only like 60% there are diminishing returns on tenacity...
> [{quoted}](name=I Like Teemo,realm=NA,application-id=3ErqAdtq,discussion-id=YXZLAu0X,comment-id=0000,timestamp=2019-09-19T05:19:58.403+0000) > > mercs, tenacity runes and elixer is only like 60% there are diminishing returns on tenacity... I mentioned the sterak's active as well. you can get up to 90% with all those together
Rioter Comments
Rioter Comments
Comicman (EUW)
: > [{quoted}](name=Akashic Torment,realm=NA,application-id=RaE1aOE7,discussion-id=i0sKIi6y,comment-id=,timestamp=2019-08-14T06:54:29.135+0000) > > My game had a player that rushed level 9 while obtaining at least 8 fully completed items. 3 {{item:3080}} 2 {{item:3124}} 2 {{item:3107}} and a {{item:3026}} at least. He had Imperial/Wild/Shapeshifter/Blademaster at least on his team as well. He was pretty much gifted everything he could ever want in sealing 1st place. He destroyed the team i worked on all game and i landed in 4th. I watched the remainder of the game and this same player came in 3rd because his 2 hyper carries {{champion:119}} {{champion:157}} were either yoinked by {{champion:53}} , or one shot by {{champion:84}}. > > Moral of the story: Items definitely give you an advantage to win, but team placement and champion counters will always net you a win. > > Also rush a rank 2 {{champion:89}} in any scenario. 8 sec stuns are op Items alone don't win games, knowing how to play does. That guy obviously couldn't position his units well if akali or blitz just destroyed him.
> [{quoted}](name=Comicman,realm=EUW,application-id=RaE1aOE7,discussion-id=i0sKIi6y,comment-id=0001,timestamp=2019-08-14T09:27:56.367+0000) > > Items alone don't win games, knowing how to play does. That guy obviously couldn't position his units well if akali or blitz just destroyed him. This post was mainly to inform most other players that complain about items. I used to be one of those players until I saw this. Sucks I had to see the hard way but at least it opened my eyes lol
: >On a serious note: under no circumstance should you be by yourself as an ADC. yeah fuck that, I'm not my support's pet. When the advice to not getting insta-bursted is "don't have any agency over your own play"...there is a serious problem.
> [{quoted}](name=Marshbouy,realm=NA,application-id=3ErqAdtq,discussion-id=auAJ6KLt,comment-id=00010000,timestamp=2019-08-14T13:42:10.290+0000) > > yeah fuck that, I'm not my support's pet. When the advice to not getting insta-bursted is "don't have any agency over your own play"...there is a serious problem. It's a team game. No lane or champ can win a game on their own. But a single lane or champ can lose the game on their own.
Rioter Comments
Detram (NA)
: quit the lobby with no dodge timer
If there were no dodge timers, you'd never get into game. That and the dodge timers have existed since the start of the game. No point in removing it
: Really loving how every single game is literally "who can burst the other faster"
How long have you been playing? Since the Tank Meta phased out 2-3 seasons ago, the game has always been about who can burst the other faster. Don't you remember the "ADC 2k18" meme? On a serious note: under no circumstance should you be by yourself as an ADC. Especially if there are assassins/burst mages on the enemy team. Giving up some cs during laning phase to play safe from jungle ganks/mid roams is far better than dying and losing the cs anyway.
: try this meme build {{champion:114}} {{item:3124}} {{item:3083}} {{item:3148}} preferably +knight +guardians + noble and laugh as nothing can kill her
> [{quoted}](name=Dorans Pants,realm=EUW,application-id=RaE1aOE7,discussion-id=uatvxQ6q,comment-id=0000,timestamp=2019-08-14T02:37:32.218+0000) > > try this meme build > > {{champion:114}} {{item:3124}} {{item:3083}} {{item:3148}} > preferably +knight +guardians + noble > > and laugh as nothing can kill her Unless someone tags her with a Red Buff or Morello. Then she dies as normal
Rioter Comments
Rioter Comments
FireDrizzle (EUNE)
: No item or champion has as much impact on the game as Red buff {{champion:350}} {{item:3022}} {{item:3153}} {{item:3124}} The teams you faced there were weak, the 2 spent 100 gold getting Gold Warwick and Ahri so he ended at level 6 and the 3rd place player had no Golds.
> [{quoted}](name=FireDrizzle,realm=EUNE,application-id=RaE1aOE7,discussion-id=mj8luq6T,comment-id=0001,timestamp=2019-08-11T12:09:00.841+0000) > > No item or champion has as much impact on the game as Red buff > {{champion:350}} {{item:3022}} {{item:3153}} {{item:3124}} > > The teams you faced there were weak, the 2 spent 100 gold getting Gold Warwick and Ahri so he ended at level 6 and the 3rd place player had no Golds. Kinda disagree with the rageblade. It's cool early, but late game your champ who has it is almost never alive long enough to see a decent use.
: ARAM Ranked
Players would leave it far more often. Especially since there would be no bans and you would only gain ranks based off pure RNG. Much like TFT
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Harrowïng

Level 200 (NA)
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