Stexe (NA)
: > We're starting the transition from League of Legends accounts to Riot Accounts that'll cover League and future Riot games (more on the support page here). All usernames (NOT Summoner Names) have to be unique, regardless of server. This rule applies to new accounts, too. We know that these sorts of changes are never fun, but they are necessary to help update and improve Riot’s account system to support new games. Why can't you just give the user name to the person who made it first when in doubt? Otherwise, we play a game of chicken with those who copied our user names. Whomever waits the longest for everyone else to change their name doesn't have to... that is really backwards and doesn't promote a fair environment for anyone. Most "Player Focused" company except when it takes more work to implement apparently... =/
Seriously. And what if the person who shares your username doesn't play anymore? It's totally backwards to make the *least* active people get priority on usernames. Instead, make it so when the name change is required, the first person to log in after that point claims the username and everyone else needs to change.
: Experimental "Max Cast Range" Changes Coming to PBE!
Have you considered making it based on *how far out of range the spell is cast?* For example, on Soraka, it would be super nice to apply this cast paradigm to her Q. A lot of the time it's difficult to get off a max range Q because you're trying to kite at the same time, and you want to maintain the maximum distance between yourself and your pursuer. However, at the same time, if I'm trying to do the same thing and I miss Q because I cast it too early, that would also be frustrating. Here's my specific suggestion: **Cast the ability if and only if the cursor is inside the ability's AoE range (ie, casting at max range right now would hit the enemy the cursor is over).** [Diagram Explanation](https://cdn.discordapp.com/attachments/565836675691839488/636355313880268810/castrange.png)
Meddler (NA)
: Quick Gameplay Thoughts: July 5
> Akali's W is a standard invisibility (gives her more vulnerability to enemies with reveals on their kits) YESSSSSS. It's the worst feeling when Akali steps on a Cait trap while in shroud and doesn't eat a headshot because True Sight doesn't actually make her target-able.
Wuks (NA)
: There will be a pool of 300 free tokens
Wuks (NA)
: Guide to MSI 2019 Trials
> Week 1 Missions: Will there be week 2+ missions? I'd like to know how many free tokens I will end up with so I can plan for what I want to spend them on. Normally there's an official event post but this time I can't find a mission list anywhere.
Meddler (NA)
: Quick Gameplay Thoughts: March 27
> Vayne - At time of writing we're still debating whether or not we should hit Vayne in 9.7 though probably won't. Power wise our take is she's on the border of needing a nerf, but not clearly over it. Direction we'd look at first if nerfing would be bringing down her ult power somewhat. If you touch Vayne, could we get a small QoL buff: Allow R to be buffered in the last 0.25 seconds of CC. It's super frustrating when you get hit by cc, try to R-Q as soon as it wears off, mistime it slightly, and end up regular Q-ing to your death instead. I was playing Vayne before the Q buffs and felt she was mostly fine in top lane, slightly weak in bot. I'd gladly take a small nerf in exchange for this QoL.
: This was driving me crazy today...a year after your post
: No one in the lore, reads the lore. Never confuse the level of knowledge and understanding we have as players and readers, with what the people of Runeterra know. I don't think there's many people who even have any kind of map, like we do.
Yeah, but really, who needs a map?
Meddler (NA)
: Quick Gameplay Thoughts: February 15
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=1ZAPMpxT,comment-id=,timestamp=2019-02-15T17:10:17.300+0000) > > **Karma** > > Late last year we explored some changes to Karma that involved giving her a new W that reduced allied CDs amongst other things. That tested pretty well, though also raised some questions about whether Karma was the right fit for it. After some further testing and discussion while waiting on some code changes for it we've backed away from plans to put that on Karma. We'll likely explore it for another champion at some point instead though. I think this was a good choice. > We don't have other changes currently underway for Karma. Something we'd like to try whenever we do next work on her though is an adjustment to her passive. That would involve giving it charges that get consumed whenever she deals damage that reduce her Mantra CD by a much larger amount than at present. Goal would be to allow spikier, clearer successes, rather than the more sustained Mantra tick down as at present. Curious how that sounds to those of you who play Karma? I have 130k Karma points, plus 200+ games in S4 before champion mastery was introduced. I never played pre-rework Karma. 1. I've said this to you before (in client), but the main thing I want is making Mantra choice a more nuanced decision. Pre-5.10 Karma got damage from all her Mantras, and you chose based on which kind of utility you wanted (heal/slow+easier Q/aoe shield). It was harder to figure out which Mantra was optimal, but that allowed for a deeper mastery curve and kept her interesting to play after many games. The only problem was that RE was overtuned compared to the others in 5v5 teamfights. - One significant problem introduced with 5.10 is that Mantra's late game cooldown is too low relative to her other spells, W in particular. I often want to use W to reduce Mantra's cooldown, but doing so would make R come up significantly before W. It's weird anti-synnergy when I have to ignore my passive in order to maximize my ult choices. 2. Regardless of lane (mid/top/supp) or build (ap/supp/bruiser), Karma thrives in extended fights. I like this about her and would like it to stay. I do appreciate that it means she can't have the same kind of power in short fights, and I'm OK with that. - I also appreciate that it's hard to balance for lane and teamfight power, since laning is basically one super extended fight, but I think it's possible with gating behind mana costs and levels; I'd like you to try. 3. Also regardless of lane or position, I think Karma is most interesting at closer ranges, where she's forced to use her whole kit to avoid damage. While I'm sure there are some people who prefer spamming RQ and playing safer wannabe Xerath, I think they're a small minority of Karma mains. - **Answer to your question:** I'm concerned that a spikier passive — particularly one that removes the incentive to AA — would promote in-and-out combat patterns and/or boring, reactive play where you poke with Q, wait for the enemy to engage, and grab your passive charges while disengaging with W+E. - Probably just me: I used to run a hybrid Karma top build (hybrid pen runes with bork+zephyr+roa+tank) where you relied on AAs to proc your passive. Called it SUPER SUPPORT since your goal (after bullying lane with dblade start) was to body block everything for your adc while whittling down their frontline. Nowadays R cooldown is so low you don't need any extra AS to ult constantly. If Karma were on the table for a full VGU, I'd probably be more willing to compromise on a couple of these as long as the end result was well executed. However, I don't think she'll be a top priority in that department for a few years, so I'd prefer to see a small gameplay update that uses 5.9 Karma as a starting point and investigates: - Tweak RE for better teamfight balance - Delay the explosion (Ivern-style)? → Less reliable to hit multiple targets for quick ult refresh. - Maybe even delay the AOE shield until the explosion happens (though I'm wary this might feel bad). - Tweak or even replace passive with something else that encourages extended fights. - Only keep reduction on autos? - Passively generate charges; hitting spells generates additional charges; hitting autos consumes charges and reduces ult cdr? - ????
: > [{quoted}](name=The Djinn,realm=NA,application-id=yrc23zHg,discussion-id=uu9EHnfx,comment-id=0000,timestamp=2019-02-13T13:03:42.778+0000) > > We're aware of it and have our best Wuks looking into it. This statement implies there's more than one Wuks. Now I'm wondering where you got *more* than one.
> [{quoted}](name=DuskDaUmbreon,realm=NA,application-id=yrc23zHg,discussion-id=uu9EHnfx,comment-id=00000000,timestamp=2019-02-13T13:51:20.711+0000) > > This statement implies there's more than one Wuks. > > Now I'm wondering where you got *more* than one. More than one **Wuk** — The original statement might have read: > [{quoted}](name=The Djinn,realm=NA,application-id=yrc23zHg,discussion-id=uu9EHnfx,comment-id=0000,timestamp=2019-02-13T13:03:42.778+0000) > > We're aware of it and have *four of* our best Wuks looking into it. There is only one account, owned by all of the Wuks collectively. ;)
: PBE: League Director and the Replay API (new content creation tools)
> [{quoted}](name=Riot ThEntropist,realm=NA,application-id=A7LBtoKc,discussion-id=AmtMIQB3,comment-id=,timestamp=2019-02-07T17:04:41.567+0000) > > We're happy to also announce that League Director will be open source, meaning community developers can create their own copies with new features and modify and release them as they wish as long it's free and fully available. Shouldn't you license it GPLv3+ then, instead of Apache2.0?
: Personally I'd like to see them rework his E substantially, it's overbearing on his kit and thematically terrible. **An emperor shouldn't do, an emperor should command.** Instead of dashing to his soldier, his soldier should be the one dashing to him. The soldier should stop upon hitting an enemy champion and knock them up, granting Azir a shield if it does. or if it gets back to Azir unhindered, Azir now has some damage up close and personal.
: Full ARURF+ Change List
Base cannon still exists => I'm still not playing. It's no fun playing a squishy champion when you can't siege towers for fear of a bruiser cannoning in behind you, so the only option is to kill them first. I liked URF because it was SR on steroids; this mode is just fighting with no strategy.
Ryzzlas (EUW)
: That sounds good. I'd love to have an overview of how well people on my friends list are doing. But it is by all means just a nice-to-have feature.
Agreed, I'd much prefer improvements to existing client features *cough rune selection cough* over this.
: Yeah, we've kinda moved away from the ladder concept except for Master+. We could add it back in but many players weren't using it and it wasn't particularly meaningful. As for stats, at some point we'd love to make it so you can click a button on your position rank banner and go directly to the stats page for that position. Is that something you'd find useful?
I only ever cared about the ladder when one of my friends was in my division. There's no sense of competition if I don't recognize the names I'm being compared against. If you ever being it back I'd rather just see a comparison to people on my friend list, or the ability to issue a climbing challenge to one specific friend or something.
: That's an interesting suggestion - we've talked about banking LP for a while, no guarantees we will do it but we'll keep investigating.
If you build this tech you could probably re-use it behind the scenes to hide lp splashing losses for placements, then just lower the amount of lp for wins by that much (divided by the number of placements left).
: Personally I disagree with bounties entirely. It's just more gold in the game to blow people up with. Playing league these days just feels like a rush to get to the point where everyone blows up, one fight is lost in 3 seconds and 3 towers inhib and nexus die before anyone respawns. Also bounties are about as fun as plot armor in anime. The better team SHOULD win. Losing because the 130 CS Vayne 30 minutes in gets 2 kills and suddenly is "fed" feels terrible. The team that makes the most mistakes should lose. Not the team that makes the last mistake. Take jungle for example. Say you are having an excellent jungle game vs an enemy Nocturne. You are getting ganks off. Your stealing his camps. He's not doing much of anything. Your bot lane is rolling well. Bot win another fight but it's a bit close. Nocturne presses r r q and gets a double. Suddenly going up over 2k gold and snags the tower + some lane CS. Literally everything you did that game is now worthless. Nocturne will delete your adc for the rest of the game.
> [{quoted}](name=The Bad Touch,realm=NA,application-id=ELUpwER8,discussion-id=tE8tvcFQ,comment-id=0004,timestamp=2019-01-21T13:14:39.001+0000) > > The team that makes the most mistakes should lose. Not the team that makes the last mistake. I agree, but getting rid of bounties wouldn't do that. Instead, it would mean whoever makes the *first* mistake would lose. Say you're laning, and you make a mistake, and give over a kill to the enemy laner. Neither you or your opponent make a mistake for the next 10 minutes. Then they make a mistake and you get a kill back on them. You've both made the same number of mistakes, so you should be even, right? Well, no. Because in that 10 minutes between kills, the enemy has been able to use their early lead to zone you off of cs. If you really want "equal number of mistakes means teams are even", you need to have a bounty where getting that return kill catches you up to the enemy laner. The bounty would *not* be so large as to give you a lead, but it *would* make up for the time you've been down. And… while it may not be tuned correctly, that's pretty much how the current bounty system works. It's just that in certain scenarios, it doesn't work that way, which is what my post is trying to point out to fix. There's also a question of difficulty vs reward. Getting a kill on someone who's massively ahead is much harder than getting a kill on someone who's even. Is it wrong to have a bigger reward?
: Instead of just bandaging the snowballing issue by artificially snowballing the other team too by giving them gold, how about they fix the snowball issue? This "solution" isn't fixing snowballing, it's just creating artificial snowballs throughout the game trying to counter-balance an already flawed system instead of fixing the flaw. You get way too much dmg per gold in current league of legends which creates a feedback loop to seemingly endlessly continue using damage to generate gold that generates dmg that generates gold at a rate that is very hard to shut down in a solo queue environment. Rule of thumb, killing the same guy in your lane shouldn't give you the power to 1 shot the 4 other teammate's at the same time.
I agree that there is too much damage in the game right now. I'm not sure if that's a result of more dmg per gold, or whether it's just that people are better at getting gold (better csing, more efficient jungle routes) than they used to be, so damage from gold is outpacing tankiness from levels. I'd be up for toning down the pace of gold generation, but I don't think that would get rid of the need for bounties, since snowballing would still exist.
: The key is that the MMRs are linked but they're not the same. They're mostly linked so we can avoid situations where a player might be Diamond in one position and then somehow get matched into Bronze games in another position. That doesn't make sense, so we put some restrictions on it behind the scenes.
I'd be interested to know about the implementation of "linked". I can think of a couple ways it could be: - Winning in one role splashes a little mmr to other roles too - Mmr gains/losses are adjusted based on other role mmrs - No splashing or adjustment, but a hard cap on how far apart different roles can drift is it any of these? Some combination? Something different?
: > [{quoted}](name=Hyrum Graff,realm=NA,application-id=A7LBtoKc,discussion-id=bdBcjHbB,comment-id=00150000,timestamp=2019-01-16T02:50:38.130+0000) > > The negative comments are always louder than the positive ones. For example, I'm *really* looking forward to positional ranks. Right now I can't play jg in ranked (and shouldn't really play top, either), because if I do I'll get my ass handed to me. With positional ranks, I can play mid and supp in high gold / low plat while *also* playing jg in low gold (or maybe high silver?), where my jungling skills belong. > > But the point is to do the exact opposite. Today, the Gold 4 top/adc main who sucks at support gets autofilled, has to play support in Gold 4, and feeds his ass off. With positional ranks, he'll still be autofilled, but he'll be playing support in a silver game where he has a chance. 1. You're right! The negativity will always be louder, but don't forget that people who like the idea can just upvote a post, while people who disagree with them are the people who'd like to provide feedback (just like I did) 2. That part is absolutely fine! If you suck at jungle, you should be matched with lower tier people to help you get better instead of getting you frustrated about autofill. 3. You got that part wrong. I wasn't talking about the people who feed because they are legit bad at the role they got filled into. I talk about the people who see support next to their name and lock in cleanse-ghost nunu because they are autofilled and just want the protection as soon as possible. This system will give them exactly that, but with less LP loss on their main role. In my other comment to Sap, I told him that this idea could work out decently if the folks that are responsible for the report system were to do their job and take care of people like these f**kheads. You can feed in my games, I don't mind. AS LONG AS YOU ARE LEGITIMATELY TRYING! As a jungle onetrick, I always try to prioritize someone if I know they are autofilled. But you can't help someone who decided not to care during champ select.
> [{quoted}](name=Dr Rick Report,realm=NA,application-id=A7LBtoKc,discussion-id=bdBcjHbB,comment-id=001500000000,timestamp=2019-01-17T13:36:45.433+0000) > > If you suck at jungle, you should be matched with lower tier people to help you get better instead of getting you frustrated about autofill. How would you do this without positional ranks, though? Say I'm hardstuck plat 4 on both mid and supp. I can't think of a way to avoid this abuse: - Play poorly on mid so the system thinks I'm bad at mid - Queue up for supp and climb until I reach P4. - Switch to mid for easier matchups so I can climb higher than my actual skill. > I talk about the people who see support next to their name and lock in cleanse-ghost nunu because they are autofilled and just want the protection as soon as possible. I'm sure there are some people like that. However, I would also guess that a lot of these people decide to int *because they see it as a guaranteed loss already*, so they might as well get it over with more quickly. I also remember Riot saying that when you're autofilled in particular, you'll get bigger LP gains (not losses) in your main role, compared to the normal splashing. So, I hope that these players will think, "I'll get a decent amount of LP in my main role if I win, and I'm against worse players this game so I might actually have a chance even though I'm autofilled, so I guess it's worth trying instead of playing disco nunu." I guess we'll have to see whether "less consequences for trolling" or "actual possibility of winning" is a bigger deal. > In my other comment to Sap, I told him that this idea could work out decently if the folks that are responsible for the report system were to do their job and take care of people like these f**kheads. Amen. For inters, I've taken to reporting them both postgame *and* in a support ticket. It's pretty effective (lots of instant feedback messages). > As a jungle onetrick, I always try to prioritize someone if I know they are autofilled. Interesting. When I know someone is autofilled I usually prioritize other lanes, since they're not on comfort so they're unlikely to carry even if they get fed. (Of course I'll also adapt as the game goes, if it turns out they're good at the champ but just don't know how to play the lane, for example). > You can feed in my games, I don't mind. AS LONG AS YOU ARE LEGITIMATELY TRYING! But you can't help someone who decided not to care during champ select. I think this is a pretty common sentiment. For me, weird as it sounds, I actually prefer inters to people who are **both** inconsistent *and* don't communicate (either or is fine). When someone is inting, they're consistent. It just means I'm playing League on hard mode. It's like playing Dark Souls. I'm probably going to get my ass handed to me, but at least I know what to expect, so I can still judge whether I played well. When a teammate is inconsistent *and* doesn't communicate, they're impossible to play around, and that's super frustrating to me (note: You can communicate with gameplay, too. If you press W and run forward on blitz, I know exactly what you're trying to do, even if you didn't ping or type a word).
: Bounties are a good idea, but they need to fall off
Posting this part in a comment because it made the original post into a wall of text: The reasoning for the first idea is that if you're not pushing your lead, the game is actually getting closer. An X gold lead at 15 minutes is worth a lot more than an X gold lead at 35 minutes. So, the losing team doesn't need quite as much help coming back, even if they haven't "made a comeback." The reason for the second one is a bit complicated, but overall the idea is to better reflect what's happening in other lanes. Let's break it down: - You can only get bounties from csing if your cs is up compared to the *average* of the enemy team's cs in the same time period. - If multiple people on your team have bounties, your team is probably winning hard, and the enemy team's *average* cs is probably low. That is, *your team's performance can add to your bounty.* - If the enemy gets some shutdowns in other lanes, they've caught up a bit, but you still have the bounty from when they were csing poorly, *even if* your *lane opponent wasn't csing poorly.* - This is what the change is intended to fix. - The 25g extra bit is to balance things out in the other direction. If all lanes are losing, one shutdown probably isn't going to swing the game all that much (even if one lane is caught up, it's hard to create any sort of momentum when other lanes are losing). So, it's also good to make that shutdown a little stronger. - This could be visualized on the scoreboard as a shared/team bounty instead of stealing some of other players bounties. So if right now there are 3 bounties -- 450, 500, and 650 gold -- instead it would show 400, 450, and 600 gold bounties with a 100 gold bounty for any shutdown. Then I get a showdown on the 400 gold player and the scoreboard updates to 450 and 550 with 75 shared.
Rioter Comments
: "We aspire to be the most player focused company in the world" - Riot Game back then What has happened to this guys? I went thru all of the posts that were strictly about the positional ranking (including this post on the boards) and what I saw is nothing but pure negativity towards the idea. 1-2 positive comment next to 10s if not 100s of negative ones. Either you need to give glasses to the person who said that we like the idea or you need to fire that person altogether. I'm sorry, but if this change goes live, a lot of people will most likely quit playing ranked (or League altogether), including me. Riot made a ton of bad stuff over the years to help cover the other bad ideas instead of removing/fixing them. You tried to make role picking reasonable with autofill instead of removing the feature. (which is fine, probably even better this way) The balance folks ruined the smart part of the game by taking away everything related to vision (pinks revealing stealth, green smite, sightstone, etc.) just because esports wasn't good enough. I'm basically the second support as a jungler, I should be getting autofill protection for every single game I play as jungle. But this update is different. Ranked with these updates was bad, but still playable. But when this goes live on EUNE, the amount of people who int autofill games (which you don't take care of, since the report system is a pile of trash for anything other than chat) will at least double. You asked for the opinion of the community, you got replies from every region indicating that they don't want it (including NA which has a lot less inters compared to EU), so please man up and say that okay guys, this was a bad idea, we're scrapping it. Please!
> I went thru all of the posts that were strictly about the positional ranking (including this post on the boards) and what I saw is nothing but pure negativity towards the idea. The negative comments are always louder than the positive ones. For example, I'm *really* looking forward to positional ranks. Right now I can't play jg in ranked (and shouldn't really play top, either), because if I do I'll get my ass handed to me. With positional ranks, I can play mid and supp in high gold / low plat while *also* playing jg in low gold (or maybe high silver?), where my jungling skills belong. > the amount of people who int autofill games will at least double But the point is to do the exact opposite. Today, the Gold 4 top/adc main who sucks at support gets autofilled, has to play support in Gold 4, and feeds his ass off. With positional ranks, he'll still be autofilled, but he'll be playing support in a silver game where he has a chance.
: If this direction was taken I would make the true damage a bonus damage instead of convert it and put for every 3 or 4 % instead of 2%, we need extra damage on this item the problem isn't just the absence of crit chance it's also the removal of the old passive, but old passive was very powerful I'll give you that so a 10% increase (effectively about 15% on squishes and 20/25% on tanky targets due to true damage) would be imo a better alternative
I think you're undervaluing the crit on old IE as a source of its power. But yes, there's plenty of variations you could make on the "convert overcapped crit to extra damage" passive (noted in edit to GP, which was mostly targeted at one of PhRoXz0n's comments).
PhRoXz0n (NA)
: Crit Item Explorations
Can I propose a 3rd direction? Change IE's passive so that it only gives bonus damage on crit when crit is overcapped. Eg, something like: > **Infinity Edge** > > BF + Pickaxe + Combine Cost > > - 60 AD > - 20% crit > - Unique: Crit chance from *other* items doubled > - Unique: For every 2% crit over 100, convert 1% of your critical strike damage to true damage (max: 20% true damage at 140% crit). It's not a complete solution (needs some tweaking), but the high level goals are: - Make IE rushable again. It's still a bad first item, but competing it first isn't trolling any more - BF -> Zeal item -> IE won't feel as bad since it's a better 2-item power spike vs non-tanks. - Better power spike vs non-tanks without buffing early tank busting; also reduce LW and IE antisynnergy - Now 80% crit with IE + Zeal item + LW upgrade is a viable build path when there isn't enough armor on the enemy team to warrant the true dmg - Alternatively, grab a second zeal item for true damage instead, at the cost of anti-synnergy with LW (you'd get a 2nd zeal *instead* of LW) - Allow more diverse crit builds (ie, can put crit on other items) edit after reading comments: If the true damage portion is not desirable, you could do the same thing but just with damage amplification instead.
: on-hit: max W anything else: max Q
> [{quoted}](name=EricPelletier,realm=NA,application-id=Ir7ZrJjF,discussion-id=79nHLVQw,comment-id=0003000000000000,timestamp=2018-12-11T02:33:57.135+0000) > > on-hit: max W So, always? ;)
: Riot you confuse me a bit
> [{quoted}](name=The Stripy Bag,realm=NA,application-id=yrc23zHg,discussion-id=tqKyU9eE,comment-id=,timestamp=2018-11-30T15:37:03.084+0000) > > Nothing changed! Two things changed. 1. **Bounties come from cs too.** Before, funneling meant you had a very fed team member with no bounty. Now, they have a bounty. 2. **Turret plating gives lots of gold.** Before, the enemy mid had basically no way to get an advantage from being alone in lane unless they could completely take the enemy mid turret. Now there's a bunch of gold for getting small amounts of damage on the turret, so the enemy mid gets to be stronger from not having a lane opponent.
: "You need not follow, but you must witness." Azir radiates such power with this voice line.
: I agree with the idea that folks should read what interests them and go from there, but sometimes we've made it hard to know if there IS something that leads on from it. Bit of dropping the ball there. {{sticker:zombie-brand-facepalm}} Us lore-heads may know that Sivir at the watering hole in "Water" follows the Rise of the Ascended, but what I'm attempting to do with this (these?) is lay out a known path. Otherwise you might listen to Rise of the Ascended, and check to see what Azir is up to now on his Champion page on Universe, and find nothing (yet). A few dead ends, and you might give up. Shurima seems a good candidate for a guide, Noxus too. Some of the other regions have lots of content, but lack a clear through-line of connected story, and work better as more of a scavenger hunt than a playlist, imo.
Can I suggest: At the bottom of each story, link to the next one*and*, at the top of each story, link to the previous one (and maybe also to the first in the arc). That way if someone ends up on the page of that story with no context, they won't read things out of order unless they want to.
Alzon (NA)
: I meant they cannot buff the item for Ezreal so that it becomes a 100% must-buy on him. He's always been a balancing issue, breaking a lot of things added into the game that are balanced on other champions. Runeglaive, Kleptomancy, and more. We don't want Manamune added to that list.
Isn't it already a must-buy on him?
Eedat (NA)
: I'm not "triggered" by you throwing insults.
> "But trolls and inters get banned less!" Just FYI, you can get people banned for this by submitting support tickets and someone at Riot will do a manual review. Source: had an autofilled jungler who threatened to troll unless he got a different lane. When nobody would swap with him, he changed is attitude and pretended to be "just a bad player trying my hardest". He gifted 2 early kills to the enemy bot ("Oops, bad tower dive"), then proceeded to afk farm the jg, farm our lanes, and ks whenever possible -- so all of our team's gold would be on him -- while splitpushing without taking towers and refusing to fight the enemy team except to ks. From every stat except damage dealt, he looked like the best player on our team. Sent in a support ticket and got the instant feedback notification shortly after. On mobile now, will find the match history later if anyone is interested.
Shwurf (EUW)
: He said relative to other marksmen. Think about Jinx, Twitch, Varus, MF, Sivir... Even champs like Trist and Xayah have more Aoe than Kai'sa.
> [{quoted}](name=Shwurf,realm=EUW,application-id=A7LBtoKc,discussion-id=zpaM5Ki1,comment-id=000d000000050001,timestamp=2018-10-05T23:25:50.188+0000) > > He said relative to other marksmen. Think about Jinx, Twitch, Varus, MF, Sivir... Even champs like Trist and Xayah have more Aoe than Kai'sa. Yes, yes, yes.. Trist? Sure she's got the bomb pop, but that's pretty unreliable, since teams can often scatter for it. I'd call Kai'sa with Runaan's a higher aoe champ than Trist (even if also with Runaan's).
Meddler (NA)
: We could skip skins for a year and it wouldn't help us work on death recap - the issue there's what expertise is needed for each job. Skins are mainly artist dependent. Death Recap by contrast primarily needs engineer time. That means the trade offs we'd need to make for Death Recap work are things like working on client bugs, FPS optimization, enabling new features for game modes etc. Completely with you that Death Recap isn't in a good state, our conclusion's been that other work like that's going to improve people's experiences more (on average, certainly not for every given person) though.
Do you know what manner of engineering work is necessary to make death recap work? In particular, I'm wondering whether it would be feasible to ship a "50% effort" update *alongside* the current death recap. Something like a circle showing the magic / physical / true damage you received since you last entered combat. Much less info, but much more likely to be correct.
dome025 (EUW)
: > You should have games where you and your team are walking in lock step and roll over your opponents Interesting that you worded it like this, because it sounds more positive for the person you are talking to than the opposite which will logically happen too -> "getting stomped by the enemy team" (which will also be the case for the person you are talking too). I do agree that there should be some variance in the game and that snowball is important too (because you did a good job and should be rewarded for it), but it shouldn´t be to such an extent that stomp games (are walking in lock step and roll over your opponents) happen.
I think the stomp games are fine, as long as they're a small minority (maybe 10% of games) and *they're over quickly*. It's one thing to get rolled over, have your nexus blow up at 15, and get to play another game. It's another to be trapped in an unwinnable game for 40 minutes and not have time to play another.
: Given his current state, what are you willing to give up, power wise, for that?
I am not a Garen main. I have heard Garen mains say they're willing to power down the Villain mechanic.
Yenn (NA)
: How the fuck can anyone on the balance team think this is healthy?
I remember back in S4-S5 when a normal adc build was IE, Zeal upgrade, Greaves, LW, situational (usually lifesteal), defensive item (usually randuin's or banshee's, which was a pure tank item at the time, alternative to spirit visage). Marksmen still did a lot of dps, but not quiiite so much, and they still popped to assassins, but not quiiite so quickly. I think it was a healthier meta *in that respect.*
G2 Phantøm (EUNE)
: A fun zed build
[#milkbuild](https://www.youtube.com/watch?v=PTfFTE9A1Os) in 2k18!
PB4UAME (NA)
: We haven't had a tank META since patch 5.02-5.18 almost three years ago. . . Its been an ADC META since the end of Season 6.
> [{quoted}](name=PB4UAME,realm=NA,application-id=3ErqAdtq,discussion-id=AELPzJp2,comment-id=0001000000000001,timestamp=2018-06-15T23:34:33.646+0000) > > We haven't had a tank META since patch 5.02-5.18 almost three years ago. . . > Its been an ADC META since the end of Season 6. Personally, 5.15 (right before juggernauts) was one of my favorite patches (my favorite?). A few patches earlier, it was total tank meta, but by 5.15 they'd toned tanks down and just about every class in the game was equal power.
: Experiment: Community Patch Notes
## Melee and Caster minion gold down. > _Over time, the average skill level of League players has risen, including their ability to cs._ > _This means item spikes come online sooner, enabling earlier tower dives and takes. It also means items become a larger portion of a champion's power budget early, increasing the strength of early game champions (it's easier to zone off of cs than xp)._ > _Pushing back the power champions get from items also puts increased importance on their base kit and helps to differentiate the roster._ Melee minion gold: ~~21~~ → 20 Caster minion gold: ~~14~~ → 10 Seige and Super minion gold stays the same
AR URF (NA)
: > [{quoted}](name=HebiKuroha,realm=EUNE,application-id=3ErqAdtq,discussion-id=AELPzJp2,comment-id=0001,timestamp=2018-06-15T08:32:34.786+0000) > > They should just bring back the tank meta at this point... no no no NO!!
People downvoting this comment like they don't remember the front page being flooded with complaints about tanks a few months ago before conqueror was introduced. Seriously, best meta is when both tanks and bruisers are playable.
Malak (NA)
: To be fair, and by the way I also hate Yasou, a lot of players ban him regardless of his state just because he's really freaking annoying to play against. A lot of players who play ranged champions will ban him. Now that he is viable in bot lane both the mages and the adcs are banning him
I read a post in r/summonerschool where someone was learning a new champion and mentioned they used to be a Yasuo main, but were switching because they could never play him (since he's always banned). SO CATHARTIC
: When Rioters are in-game, their summoner names have "Riot" in them. No one's going to act a mess in a game with a Rioter of any kind unless they're just too bold for even the crazies out there.
> [{quoted}](name=chipndip1,realm=NA,application-id=3ErqAdtq,discussion-id=MkNAelF2,comment-id=000100030000000100000000,timestamp=2018-06-14T22:00:20.724+0000) > > When Rioters are in-game, their summoner names have "Riot" in them. No one's going to act a mess in a game with a Rioter of any kind unless they're just too bold for even the crazies out there. This is incorrect. "Riot" is just a part of their summoner name, albeit one that is reserved for Rioters. Some Rioters choose to take a summoner name with "Riot" in it, others don't. Bazerka [doesn't](http://na.op.gg/summoner/userName=bazerka). Edit: If you look at the most recent game in their match history (loss on Shen 2 days ago), you can see some other Rioters (Riot Giraffy and Riot HoneyTower) who do.
: Here's the thing: **You're a Rioter.** It takes a damn fool to int right in front of your face. Even if you use the same reporting mechanisms as the rest of us, it's like stealing from the cookie jar with your mom looking dead at you. Who on Earth would be so brazen about doing something they know they aren't supposed to? For normal players, the minute someone even says something slightly disrespectful in chat, the whole game turns into an e-peen contest over who can intentionally lose the game the hardest or not care about losing the game the most. The experience is *miserable* and it traps people in certain elo ranges when perfectly winnable games are lost because two other randoms on your team are fighting. That's the worst part about it. I don't even say or do negative shit most of the time, but *my teammates* will get into it with themselves and then int and lose the game with me going along for the ride, regardless of my play in bot lane. Hell, the most recent time was when my mid laner got into a spat with my jungler over something that *didn't even concern my mid laner.* This shit sucks for the rest of us. I don't think Rioters get how shitty inters are for the regular player base, especially in ranked.
Bazerka is a recruiting coordinator, not a big face to the community. Nobody who gets matched with them in game is gonna know they're a Rioter.
: Thanx. (Also I'm a total sucker for compliments) The process is not limited to interactions, so for instance, Aatrox has frankly less "Move" lines than I am comfortable with-- but he has more interactions with top laners than any champion previously made. (Aatrox will be introducing a new type/category of line for league, which I think people will like.) In general, we have "general line minimums" for a script. So a champ has at least: 25 Move lines (triggered when clicking to move greater than 900 units), 15 LongMove lines (triggered when leaving base, mid tower is up, and clicking greater than 900 units), 25 Attack lines etc... Then based on the position a champion plays you may have other minimums too. (So a character designed as a split pusher might have lines for destroying towers, while a support might have lines for placing wards.) Now once you've filled in those core minimums you might have specific gameplay needs. (Kled yelling Charge!, Sion yelling Cowards!" etc...) Then finally, you have "X"number of lines left. This is where you use lines for "misc other stuff" e.g. lore, jokes, alleviating player pain (i.e. Zoe groaning "Darn it" when she misses a long Q) This is where the writer prioritizes and makes judgement calls. (For instance, maybe you have a targonian character that has some lines for Taric... the lines are super funny.. but your character is a midlaner. Is it better to have lines for someone they might actually lane against? Hmmm -there isn't a right answer.) I remember writing a line or two for Vlad... but I honestly don't remember if it got culled. (As Vlad is mostly a mid-laner and Aatrox is mainly a top-laner.) I will say Aatrox really, really, **really** hates Zoe. (He as a very good reason too hate her-- but also I like to make fun of my, and the designer's previous champs).
> [{quoted}](name=WAAARGHbobo,realm=NA,application-id=6kFXY1kR,discussion-id=BdPgp4xW,comment-id=000100000000000200000000,timestamp=2018-05-18T20:40:05.960+0000) > > For instance, maybe you have a targonian character that has some lines for Taric... the lines are super funny.. but your character is a midlaner. Is it better to have lines for someone they might actually lane against? Hmmm -there isn't a right answer. I'm gonna go with option C: Taric is a mid laner now.
: Game client anti-cheat changes going live
Will this affect people playing on Linux using wine?
Soníc (EUW)
: Solid update and addresses a lot of the concerns. I think a lot of the Ranked playerbase do worry about the separate ranks for separate positions as its far more open to abuse. Also fears of extended queue times (because autofill can't exist with this proposed system, otherwise games/matchmaking would be all over the place, right?) and other problems do hound the potential of a new system. Its not that I don't want to express my skill in multiple roles but I don't feel like it would add anything to the experience as a whole. Most of us already play 1/2 roles religiously and dedicate ourselves to playing those roles, with the added pressure or option to queue up for different roles, why should we be spending more time perfecting/honing our craft in different positions for another rank. It's also going to cause potential toxicity for only being a high rank in certain positions, perhaps more hatred towards Support, just because they are "only Diamond" in Support. All the other changes im on board with, but I just can't see the position ladders working properly without really big problems and a more negative experience over all for Ranked.
> [{quoted}](name=Soníc,realm=EUW,application-id=A7LBtoKc,discussion-id=QTXRJ9fj,comment-id=000d,timestamp=2018-05-24T16:06:21.790+0000) > > autofill can't exist with this proposed system, otherwise games/matchmaking would be all over the place, right? Other way around, actually. Say you're a top/mid main (I op.gg'd you so I know you actually main support, but that means you never get autofilled, so the example doesn't work :P). When you queue top/mid, the system starts looking for matches where you can play top at your top mmr, or mid at your mid mmr. If the system decides it needs to autofill you to support, it'll start looking for support with your support mmr, not your mid/top mmr. Compare to today where you got your current rank playing top/mid; the mmr used to find your support game is still the same, even though you might be much worse at the position. So, overall, it should work towards fixing the "more autofills loses" situation.
: Thanks for sharing all your feedback and ideas. We're still working out how we want to do all the new borders/emblems and how we want to treat previous-season rank, and every bit of feedback helps. :)
> [{quoted}](name=Riot SapMagic,realm=NA,application-id=A7LBtoKc,discussion-id=QTXRJ9fj,comment-id=001e0000,timestamp=2018-05-24T19:52:27.126+0000) > > Thanks for sharing all your feedback and ideas. We're still working out how we want to do all the new borders/emblems and how we want to treat previous-season rank, and every bit of feedback helps. :) # Please consider displaying your current rank in normals only. In ranked, the vast majority of the time my teammates are all going to be close to the same rank as me, anyway. And the few exceptions when they aren't, it just means their mmr is ahead of their rank, so they might as well be my rank. I don't need load screen to tell me I'm playing with a bunch of people who share my rank. Duh. On the other hand, it would be nice to get to show off my rank In normals. That would probably motivate me to play more ranked before season end, so I could show off that border for a longer amount of time. This could be an addition to or replacement of previous rank.
: You make a good point for sure. We're still discussing - I'm leaning towards Tabi and Randuin's applying before Infinity Edge.
> [{quoted}](name=Riot Axes,realm=NA,application-id=A7LBtoKc,discussion-id=2ykqAkNa,comment-id=002c0000,timestamp=2018-04-30T18:47:08.384+0000) > > You make a good point for sure. We're still discussing - I'm leaning towards Tabi and Randuin's applying before Infinity Edge. **Opinion:** There shouldn't be a good way to mitigate the damage from a full crit adc. **Opinion:** It feels bad to build full tank and still get burst by full crit adc and friends. **Proposed solution** (for randuin's passive): On crit, gain X% damage reduction (or X armor, whatever) for Y seconds. This makes you tankier when facing a crit adc, without gutting the crit adc's ability to do the one thing they're supposed to be good at (melting through high armor targets).
Meddler (NA)
: Quick Gameplay Thoughts: April 25
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=AAQmzoJh,comment-id=,timestamp=2018-04-25T15:27:01.762+0000) > > **Small Patch/Large Patch** > > * Do you notice it at all? To me, the draw of small patches is that I can kinda skim them to see "X, Y, and Z got buffed while P, Q, and R got nerfed," and I don't need to worry about relearning any new mechanics. Basically, that I'm playing essentially the same game, but better balanced. 8.1 felt like that, but 8.3 had Swain, 8.5 had Kai'sa, and 8.7 had Irelia. A new champ or rework doesn't feel like a small patch to me (although I understand why it's desirable from your end, to see their impact on the game with minimal disruption).
: also as a sort of side-argument: i think people actually identify a lot more with tanks that kinda play like fighters, that have some spells dedicated to fighting people and not just CCing people. my favorite tanks in the game are/were {{champion:111}} and {{champion:113}} before their updates, and i really enjoyed their ability to whittle people down with their respectable DPS. i think {{champion:54}} {{champion:33}} also speak to me that way, because they're not just "3 or 4 CC spells, with a shield," right? they've got legitimate damage steroids attached to them; they'll fuckin bash your head in if you don't respect them. i think that's cool, and that's what i like the most about the old tanks. yeah, they might be a little too simple for today's league, but i think their overall direction was a lot more 'healthy' for the game, and gave them clearer roles to play, relative to other tanks, than they have right now
2016: Riot, tanks do too much damage, nerf pls. 2018: I miss how tanks used to do dmg. I know it's different people on each side, but still funny.
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Hyrum Graff

Level 172 (NA)
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