Ðïana (NA)
: It IS a bug, but not in the way you seem to be suggesting. The bug would be the icon showing it as available, not the spell going on CD. Every other spell I can think of goes on CD if it's interrupted/user is killed during the Channel/Cast time. From the sounds of it her's is behaving as expected, but the icon is still showing it as available.
Good suggestion, highly doubtful. Cooldown for Final Spark was modified to cast finish in patch V4.1. It's an old bug that came back. https://leagueoflegends.fandom.com/wiki/V4.1
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Cloud273 (NA)
: What's the point of using rock types in Pokemon?
Well, beyond STAB on rock-type moves, which are incredibly powerful and resisted only by the fighting, ground, and steel types, rock-types are one of three types that are resistant/immune to normal-type attacks. Also, during a sandstorm, rock-type pokemon have their special defense increased by a whopping 50%. Have you ever tried to KO Tyranitar in a sandstorm with a special attack and wondered why it was so tanky? In the 6th gen, when Talonflame was the go-to for most teams, rock-types had the advantage of NOT being weak to fire. I remember carrying Golem on my team just to counter Talonflame. The only downside then is Will-O-Wisp if Talonfalme carried it. Rock-type pokemon are pretty good. The only reason they're not used defensively more often is because steel-types are so common, and have more resistances than rock-types.
Rioter Comments
: League of legends: A video game manual for surviving in real life.
Needs refinement, but otherwise a polished spectacle. Upboated.
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: What's "the evil place" in the real world? No one wakes up in the morning, tweaks their mustache, and says "Heh heh heh, how can I be the most evil today?!" :-P Everyone is the hero of their own story.
Ahhh. I love this comment.
: PBE is testing 2 version of Ahri, let's vote which one we prefer.
More power on Charm makes more thematic and gameplay sense. Charm's Ahri's *thing*. And to make Charm more effective, so much so that her other spells are **amplified** by its success gives opponents a clear understanding of what it is that's most important to avoid from Ahri. Versus faster champions like Zed, Leblanc, or some other assassin, the mindgame for Ahri is how and when to land that tricky Charm that'll wreak havoc on their assassin burst patterns and land her the kill, and the mindgame for the playing against assassin is how to avoid it. Also, Spirit Rush is a bit unfair to begin with, so it wouldn't be such a great idea to make it even more powerful :)
Zynca (NA)
: Really need a solid AD for duo
: Waveclear work for 8.6 or later
: Thank you Riot for Listening to the Leblanc mains and reverting her, Thank you alot!
l0l *clears throat* ahem -now in role- "That's right gentlemen. I understand what you're trying to point out ahead for me. After all, you're ghosts. And I'm not a ghost. But see, right here I have this special new tool called BATA. BATA is unlike anything you've seen before. It's a whole new way to visualize concepts in quantifiable, rigorous terms. BATA will change the world forever. What's that? Something about feelings? Nonsense. Feelings are useless. They can't be reconciled with BATA. BATA derives its power from a complete shunning of the nonsense. If BATA tells us to speak, we speak. If it tells us to jump, we jump. There is no second thought. Goes what? Two ways? I can't hear you anymore. BATA is calling."
AzuBK (NA)
: LeBlanc Mini-Revert Context
~~l0l so basically leblanc keeps all the shitty parts of her old self - namely, the slow speed dash I remember distinctly you guys REMOVED because her win rate dropped to new lows, she gets her ranged burst combo shafted - the only one of which she can land reliably without dying against a team that counters her, AND she gets a new high cooldown ultimate to boot!?!?~~ ~~i'm not playing that~~ ~~"hey players who go to the ends with a champion, we're gonna destroy your muscle memory so you know, you can play more champions and not be so OTP and extreme... DIVERSITY RIGHT."~~ ~~"oh hi der players, we're going to justify our previous changes. cus you know. changes for the lu - health of the game. but we're still not wrong. we're never wrong. we're going to revert lb to her old self, but we're still not wrong and we'll tack on some extra nerfs :^)"~~ Is that the best you've got?
Rioter Comments
: How come a 1/21 zed with all tears doesn't get banned for inting yet people do for toxicity
Because silence is kind and thoughtful. You scream out into the wilderness, to ask for truth. But the truth has never spoken a word. It has been with you for as long as you can remember. It observes and forgives, as long as it can allow.
: LeBlanc After the Reverts
Leblanc before the changes was the quintessential burst mage assassin. She was squishy, easier to kill than most mages even, and needed almost always to go all-in on someone to instantly KO them. She couldn't kill tanks, it was hard to last-hit minions with her, and she was practically useless in teamfights if the enemy team grouped together with some tanky champions and knew how to play (remember Faker getting hard-countered?). She couldn't even split push that well. That's as fair as an assassin can get. And the cherry on top? QRWE instaburst was FUN TO PLAY.
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: I'm sorry that your League experience hasn't been as enjoyable this year as past ones. I sympathize with some of the points you bring up and I just wanted to give some of my perspective as an individual who works on the Live Gameplay team. First, I think there's a tendency for some players to think that our balance approach is directed at creating a game state that generates the most LC$$$. This is simply false. As a person who's worked on changes for the game over the past ~2 years, I've never once been asked to consider eSports revenue as a factor in my design decision making. If this was truly our goal, I'm sure you'd be hearing a lot more "ha-sa-ki" in the pro games you are watching. As a designer, I value the pro-game as an expression of what optimized behavior looks like. Having an eSports scene illuminates what is powerful and what is weak to every player and helps designers understand what systems need to be re-balanced in order to achieve more variety in League's gameplay. This is both good and bad because even though it helps live players discover new strategies, it also accelerates the solving of the meta-game when something is over-tuned or lacks counter-play. Ideally, being informed by pro-play allows us to make changes that improve the holistic experience for all players over time. But balancing our timing with what's healthy for pro play has historically been very challenging. This year we tried to be more accommodating to the pro players with the degree and timing of our changes nearing Worlds. I personally feel like this was a correct decision, but it also meant we took on different risks than previous years which have manifested different costs. I also want to highlight that some opinions about the game aren't uniform at Riot. Designers argue and discuss about what the game needs every day but efforts to make change need to be balanced with features that the design team is already aligned on delivering. For example, I personally think League's pacing should be re-examined and that Duskblade should probably be re-shaped, but it's unlikely that I could work on those changes properly without seeing what the game looks like after Runes Reforged shakes things up. To close, I realize this post isn't very specific about particular solutions we might have in mind with the pain points you brought up, but we are most definitely examining the game with similar lenses. I'm sure all of the devs on League are striving to do better in this new season as well and I hope we can earn back your trust with the efforts you'll see in the coming months and new year.
Hello Wav3Break, Optimized behavior in games involves the unifying of satisfaction with discovery. This in turn creates the experience of "fun" in a game. Think about a day in your childhood when you went out and had no expectations of the future. Every day was an exciting experience. Why? The complex, tiny little details about the rules of the game were hardly the focus of your experience. And yet, you could have so much fun playing something like "tag" or sports. Example : When you play a sport, there are surely many, many rules and complex little things that govern how you can move, run, etc. etc. But the core gameplay of a sport is that it's fun AND/OR competitive. You don't focus on bringing the weaker runners up to par with the fastest runners by injecting them with hormones or performance enhancing drugs for the sake of "variety". That's a recipe for expectations and disaster. Instead, you focus the "spotlight" on the strengths of the winners - the fastest runners, the most clever movers, the best of the best. This carries into "e-sports" as well. This is what happens when you focus on bringing the "dying breeds" up to par with the natural flow of things. Weak champions outnumber strong champions --> Designer faces problem of making the game "varied" but fails to see that different people play the game at different times and with different perspectives and don't necessarily adapt to things in the same timeline a Designer "adapts" to the changes in the flow of the game --> Designer decides to focus exclusively on "diversity" and fails to see what brings people together in the game --> Designer proceeds to continue down a particular path because "insert reason here" --> People stop playing the game because it's no longer a "game", and some experimental project being engineered and manipulated by the Designer. The real situation at hand... 1) Weak champions outnumber strong champions precisely because that's the definition of strength. Strong champions are glorified because few people can play them successfully AND/OR they have innate strengths related to their kit/game design. <-- Notice here the AND/OR. Strong champions can be strong sometimes because they're not popular, but they can also be strong because of their kits. These are not mutually exclusive, and at the same time neither implies the other is necessarily true as well. 2) Through natural evolution and dynamics, a certain "flow" to the game establishes itself. Strong champions that are strong because they're not popular will rise in popularity and fall in strength as their counters start to gain some traction. Strong champions that are strong because their kits are imbalanced or "unfair" remain strong because that's their core identity. 3) Over time, players learn which champions are truly "strong" and which champions are just strong because they're popular. Players who want to climb the ladder will gravitate towards the "strong" champions for the best chances of winning over the long-term grind. Players who want to be flashy will play the popular champions and/or flashy champions regardless of whether they are strong and learn the particular champion's strengths and weaknesses as to fit their particular goals. When everyone is satisfied because they can have "fun" without obeying other people's rules, you have a game. When you play "God" and claim you know more than the people experiencing the game firsthand because (insert statistics, logic, and reason here), you'd better be... 1) Right. and, 2) Really Fucking Right. Because if you're not, they'll leave. TL;DR -Don't touch champions because they're "broken" or "strong". If you do touch them with small number adjustments, don't post it in patch notes in the "headlines" for visibility (instead, make it available only to people who look for the information - aka "mains" of the champion). Don't "rework" champions because they're "problematic". Introduce more mechanics into the game so players who put in the time and effort to learn their champion and their champion's strengths and weaknesses can look forward to change without having to play a different game altogether (because their champion isn't even the same champion anymore). Don't kick someone's sand castle down because you don't like it for the sake of "diversity". Thanks.
Rioter Comments
: Hey HateDaddy, To start off, I just wanted to say that we, Riot, do care when people choose to stop playing League. We might not be able to address everyone individually, but as gamers ourselves and players who love to play League, whenever someone, let alone a super engaged player chooses to leave, it gives us reason to take a step back and think about what we're doing, or not doing, that made you want to make that choice. I can empathize with a lot of what you wrote here, as I've been playing League since 2009, and joined Riot back in 2014 (god that seems like forever ago), and want to try to touch on at least some of what you've said. I want to make it clear the statement that you're replaceable and irrelevant isn't true. Full stop. We can't simply "replace" a player who has been a long time supporter of League, we can't replace those experiences, the highs, the lows, and everything in between that you experienced. To me that's one of the reasons I love League, because when I think back on the 8 1/2 years of playing, my own experience is my own personal story where I can remember times in the past before a meta, when Ashe mid tping to a ward after ulting from fountain was a thing. I can remember when Rock Solid made GP support a thing in the pro scene and it worked. I remember when Veigar evaporated people with DFG and when Yi could EASILY 1v5. I remember when TF had his destiny on his E, and would tp to a side lane bush and have his team follow him for a cheesy early game kill. Those are the memories and experiences that if I left couldn't be replaced. It's all a part of the journey, and the never ending path to mastery that keeps me coming back to League year after year. Have there been times I've wanted to quit? God damn right there has been. Hell, I have a baby now, and another on the way in February, and with my free time quickly fleeting, the first thing I still want to do when I get an hour to myself is load up a game of League and get my ass handed to me on the Rift (that or play a quick game of pubg if I don't have enough time). But enough about me, let's talk about what you wrote here, again I won't be able to touch on everything, but I'll try my best with the time I have. The feeling that this season has been one of the least fun seasons for you is a very interesting thing to callout, as despite what I've said about, it's something that I've felt **at times** but not the entire season as a whole. Usually when I feel like the game has lost all appeal, is after I've had a run of games where someone went full potato on me team, or raged out at us for several games in a row. Those are the times that I stop and ask if it's really worth it, but then when I find an hour of freetime...I still keep coming back. So there seems to be difference with what we classify as what makes League fun. For me, if my teammates are level headed rational people, League is still the best game ever, but for you it seems like it's more about the state of the game which takes the fun away, so let's dive into that a bit. Snowballing and game length are some very interesting things to point out as reasons for feeling the game isn't fun. Anecdotally, I feel like my games have had more variance in terms of quality of game play for the past year, and to me personally, it's led to a feeling of games feeling more snowbally at times. On the other hand though, I also feel like I've been in games with more epic "come from behind" victories due to good teamplay, catchup xp/gold which helps cushion snowballing, and over confident opponents. League was designed as a team game, and when people snowball the hell out of their lanes winning 1v1, 2v2, or with some help from the jungler, the game also gets determined by which team has the better comp. The infamous "don't worry we'll scale", is actually a thing that matters, and has led me to experience more games that maybe felt like they were decided at 10 minutes, but actually swung in my favor as we scaled. In regards to playing fighters specifically, we have a task on our plate to figure out how to best support melee champs in League holistically that we're aiming to get to early next year. Right now being relegated to split pushing, and buying the same items that your fellow marksman are purchasing usually makes one of the most valuable stats in the game (range) make you come second to anyone else that can build the same items. This often forces melee fighters to rely on splitpushing, which is a pretty shitty solution to a problem when you want to be in the middle of a team wrecking havoc whether it be with your blade or your fishing rod. Sorry that was a bit tangential, but you called out fighters and I wanted to touch on it a bit. Please correct me if I'm wrong, but it seems like a lot of what's leading you to feel fed up with League is how heavily you need to rely on teammates to do the right thing? If that's the case, it's going to be a bit trickier to solve the problem for you explicitly, as the design of LoL is based so heavily on coordination with teammates, whereas a game like DOTA is designed around each champion being capable of carrying their team more easily. I won't go super heavy into this discussion, since I'm not a designer and didn't create the original dota, dota 2, or League (I just work on the balance team), but we have intentionally gone the direction of having all the micro decisions you make in champ select, runes/masteries, in itemization, in lane phase, and macro level calls all feed into increasing your chance to win. I definitely don't think we've perfected it, and we have a long way to go until we can say that's 100% the case, but I'd be curious what sort of solutions you'd like to see to make League the game that you want to keep playing? Is it the ability to better coordinate with teammates? Is it the ability to more consistently carry a game when you rock the lane phase and go 6/0? Is it giving a different distribution of damage and durability to champs? Or retuning jungle mobs and epic encounters? I'm asking this to be pedantic, I'm genuinely curious in your thoughts as a diamond player and person who's played League for as long as you have. I never played Doom, so unfortunately I can't touch on your references, what I can say however is we've been talking internally about how we can make epic monsters (Rift Herald, Baron, Dragons), actually feel...epic. There won't be anything in for this pre-season as we're trying to keep the runeway (hue) for runes reforged as clean as possible for as stable a launch as we can get, but we're talking about them for next year. No concrete plans as of yet, but it's one thing I wanted to call out since you pointed out how they currently feel. In regards to teamfights I think this one becomes a bit more nuanced and subjective, as my perception of the live state currently is that coming back is arguably more possible now, that teamfights are actually longer, but I think I can concede the point about CC being higher especially in a time like right now when tanks are strong and viable. Creep block is another thing we've been talking about, not removing it, but making some adjustments so we can avoid as many of the "I was literally stuck in my creeps" situations as possible. I would go into the runes reforged stuff, but I'd prefer to leave that to the team (who's been pumping out a ton of content/articles on their progress), and I have to say that while I was personally skeptical of the system at first (like waaaay back), more and more recently I've been getting excited theory crafting how a particular keystone would synergize with a champion or playstyle I enjoy. When I'm testing internally it _feels_ more like early seasons, when theory crafting was another key way you could find your way to victory, and I'm super excited for the new system to go live, and see what problems it solves, and what we need to continue to work on (like some of the ones I touched on above). In regards to the rank system, this is one which I may actually be the most aligned with you, and it's been the topic of some hot debate last Friday in the office in one of our slack channels. There are some major pros to the way it works now, in regards to things like how you can feel a sense of progression as you play, but there's definitely some pitfalls when you run into people who seemingly just grinded their way to their mmr and don't actually have the skill to hold their own. I do honestly believe that we have one of the best matchmakers and ranked systems around, but definitely don't think it's perfect either, though sadly I don't have much context into that space I could give you. Just know that it's a thing we talk about a lot ourselves. To close this off. I want to first say that if you do choose to truly leave League, I hope you find another avenue that brings you the same highs that I've experienced in the past 8 1/2 years, whether that be in games, or in the real world (fuck it's scary out there). You're not just a spoke in a wheel, as for every person like you that writes a clearly passionate and informed post that you did, there's 10 others who leave silently. Yes, we can replace you with another player if we looked at our players as just 1s and 0s, but that's not how we look at you. You've been a part of this journey and have supported us, and it's on us to prove that League is a game you should feel confident in spending your time and getting rewarded for doing so. Whether that's ranked dominance, super fucking high moments, or riveting gameplay. I appreciate the time you took to write this, and I'm sorry if it felt like I was glossing over any of your statements. I'm not the best equipped to answer all of them. If you do have followup though please reply to this and I'll try to get back to you at some point over the next few days. I'm really sorry that this is likely riddled with typos and shitty grammar, it's early and I haven't had my coffee yet :P, also note that a lot of this is just my opinion, and not an official stance from Riot, but I wanted to reach out to you regardless. Thanks again man, and good luck over the rest of the season! Asyrite
Asyrite, A big problem with League is that players expect you guys to respond to their incessant nagging. There comes a time when it just isn't good to explain what's going on with patches so that players can "discover" for themselves why some adjustments were made in a certain direction. If you are in a position of power and you really think you understand the game better than the short-minded average league player, then prove it by making your point. Change the game and leave it that way for a while. You guys keep tuning the game and iterating with small number adjustments and changes. Sure, it makes it competitive, but it doesn't make it fun. I can't learn to play a champion, for example, and expect that the champion will play the same way in two weeks because you guys keep changing it. Same with items. Reworking existing champions and/or items to make them more fair to play against or more mechanically intense and exciting does not work if simply for the fact that League is too simple of a game. And what I mean by simple is this - there are six keys for your champion. Item actives hardly "count" because they're not UNIQUE to your champion. And if I put it that way, then each champion really only has four keys because Summoner Spells are also not unique to your champion. These four keys are also usually not very interesting - they lack depth. There aren't many abilities for example, like Fiora's parry. Fiora's parry interacts (key word) with other abilities and there's a huge mindgame behind when, how, and where to use it (against opponents) and how to play against it (when versus Fiora). Same thing with Master Yi's Alpha Strike (albeit a lot less so because you can't really "mess up" with Alpha Strike) and Meditate - they interact with other champions and other champions' abilities. Compare this with the average League ability - say (Insert Skillshot Here). Sure, it's outplayable in the sense that you can play something like a Mini-Touhou with your mouse to "dodge" it. But it certainly doesn't feel that great to do so. Nor is it really interactive. It's not so much about timing as it is inputting random movements with your mouse to confuse your enemy and make it hard to predict where you're going. Let's put it this way - if a robot inputting random directional movement controls of variable movement durations (say x to x+3 number of "steps", based on RNG) can "outplay" these skillshots, then it's not really interesting or dynamic gameplay. It doesn't matter what the other player trying to land the skillshot does, the robot will do what it does and dodge the skillshot simply by chance. It becomes gameplay that's about as interesting as rolling dice repeatedly. Skillshots are only healthy for the game in moderation, regardless of what your players may SAY they want if only for the fact that they're all the same boring thing over and over. I remember when trying out new champions used to be interesting. Kayle, although an unfair champion in many cases is a great example. She has so much pressure simply because her ultimate is NOT FAIR. I can't say I enjoy playing against Kayle, but at the very least someone who's playing Kayle can enjoy playing her because she has that NOT FAIR card. I play Veigar, for example, because he's NOT FAIR in some situations. I love it when I press R and my opponents just outright die. I love it when I flash, QR and they just die. Lack of counterplay is subjective - "counterplay" doesn't have to be limited to mouse movements. In fact, I actually kind of liked when League wasn't all about these micro mouse movements. And finally, the dynamic between the champion classes is pure theory. It doesn't play out in that way in the actual game because of the way your items system works. I can't do your work for you, so I'll leave it to you to figure out what's wrong with it. Sincerely, Another Long Time League Player who Doesn't Play as Much Anymore
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: Why the Leblanc rework sucked
I like this post LOL
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: just got a friend to download league
But Thornmail is a *great* defensive it-uhm.
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Meddler (NA)
: Quick Gameplay Thoughts: May 19
**Thoughts on Leblanc** Leblanc doesn't do much deceiving even after the assassin roster rework. Her RR clone simply isn't that tricky. She's more slippery and it takes 1.5 seconds longer for her to do her magic, but she just never was that tricky to begin with, and the update didn't change that. I don't think players enjoy playing against her. **Leblanc's Strengths** -With the Distortion damage nerf, it doesn't feel nearly as punishing to use it for movement instead of damage. -She can dash away from you, never commit, and never take damage unless you have homing damage (ranged autos and point-and-click). -Her W > Q RQ combo deals a LOT of burst damage while being difficult for opponents to avoid. **Leblanc's shortcomings** -She's too squishy. Almost every ADC can 1v1 her to death before she hits 6. -Her "tricks" are ineffective. RR is extremely gimmicky. Tricks shouldn't be "engineered" by your designers. RR should be something organic – a tool perhaps, that Leblanc players can experiment with and "tune" and/or "practice/modify" to create tricks on their own. A perfect example of this is Kha'Zix's R. Savvy players can use it to fool opponents in different ways. Leblanc should be given a tool that she can control as well. -W isn't that tricky. Leblanc isn't that tricky. She's just fast and slippery and frustrating to play against. I don't think anyone thinks she's tricky. -Her RW is bugged. If you RW, wait until there's 0.5 seconds left on the RW return portal and W in place, the return "delay" on the W applies to RW as well, preventing her return.
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Jøkèr (NA)
: How do players manage playing Leblanc?
Leblanc isn't a great champion - take it from an S2 Leblanc main who capped at diamond last season. She's not anywhere near as tricky as some other assassins with more instant kill power and much easier to kill. Her main advantages, if any, over others of her class (assassin) are her ability to stick to targets (as long as she remains just outside of their most reliable attack or ability range) and exert constant pressure without ever committing. Even when she does commit, it's just as easy to snap back out. Those are her strengths. That also means, however, that any champion with instant, reliable damage or crowd control hard counters Leblanc. Even marksmen are no exception to this rule - if they're far enough ahead, Leblanc is nothing but easily shattered glass to them. Champions like {{champion:127}} are a disaster for Leblanc, because good players of such champions can instantly destroy her the moment she pops into range, even if just for a millisecond. Leblanc has no choice but to play around these champions with her gimmicky (RR) clone or avoid entering their range completely. This severely limits her effectiveness in such situations. However, outside of these situations, she excels at delivering accurate, almost guaranteed (Q + RQ) burst damage in a 1.5 second window while maintaining extreme margins of safety relative to other assassins (if played properly). Burst damage potential --> 7/10 Safety --> (Against non-point click enemies) 8/10, (Against Lissandra and strong point-clicks) 4/10 Utility --> 6/10 (Good-single target conditional CC) Trickiness --> 6/10 (Sometimes works, sometimes doesn't) Difficulty --> 10/10 (Really hard to play well in all situations, even for masters of the champion - just look at how often Faker plays Leblanc in professional games)
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Icebolt

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