Rioter Comments
Rioter Comments
: Snow Day Urf Sucks
I love the new snowballs, but they shouldn't make them obligatory. If you get Kog, Jinx or any ranged champion without dashes, the last thing that you want to do is use this summoner.
: 1) riot is too lazy to find a system where their workers are in charge, the system is automated. 2) riot doesn't care, and In no circumstances lift a low priority ban. 3) regardless of wifi problems or time slots, it is entirely your fault for router problems or if you have no time to finish a game, it is your fault that you are ruining games for the 4 other people. Riot will only go forward in improving their automated system, they will not remove it. And usually if you got up to waiting 20min for 5 games, you must leave a shit ton of games to get to that point. And if it's your wifi problems, then play custom games in till it's working normally.
> [{quoted}](name=AngelExcaliber,realm=NA,application-id=cIfEodbz,discussion-id=1sjX2ocf,comment-id=0001,timestamp=2016-06-25T23:09:52.570+0000) > > 1) riot is too lazy to find a system where their workers are in charge, the system is automated. 2) riot doesn't care, and In no circumstances lift a low priority ban. 3) regardless of wifi problems or time slots, it is entirely your fault for router problems or if you have no time to finish a game, it is your fault that you are ruining games for the 4 other people. Riot will only go forward in improving their automated system, they will not remove it. And usually if you got up to waiting 20min for 5 games, you must leave a shit ton of games to get to that point. And if it's your wifi problems, then play custom games in till it's working normally. Yeah my rant wasn´t so much about me deserving to be punished or not, but rather how easy it is for the system to punish people for the wrong reasons. I hadn´t had a 20 min low priority queue in a year because I hadn´t dc or afk in a whole year. My 5 seconds of disconnecting translated into 10 minutes thanks to how shitty the League reconnecting system is. That and the fact that the system is just flawed. 20 min waits are just ridiculous compared to how long games are.
Shyvauni (NA)
: If you have connection problems often enough to get placed in low priority perhaps you should stop playing until you resolve the issue
> [{quoted}](name=Makae,realm=NA,application-id=cIfEodbz,discussion-id=1sjX2ocf,comment-id=0000,timestamp=2016-06-25T23:09:45.207+0000) > > If you have connection problems often enough to get placed in low priority perhaps you should stop playing until you resolve the issue Yeah the thing is, once you get into a low priority of that magnitude, no matter for how long do you go clean, if you ever dc or afk again, you´ll get it back. I hadn´t dc from a game in a year, 5 seconds escalated to 10 minutes because of how shitty the League reconnecting system works.
Rioter Comments
Rioter Comments
: this is absolutely the most retarded idea ive ever heared. basically you want to give adc the ability to crit with every single auto attack, because they clicked on the right spot of a champions hitbox? this doesnt even take into consideration, that htboxes in this game are generally screwed up and unclear most of the time. i do think crit needs an overhaul. but all they really need to do is remove the rng factor.
> [{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=ZRNcTjqV,comment-id=0000,timestamp=2016-05-22T05:41:55.689+0000) > > this is absolutely the most retarded idea ive ever heared. > > basically you want to give adc the ability to crit with every single auto attack, because they clicked on the right spot of a champions hitbox? this doesnt even take into consideration, that htboxes in this game are generally screwed up and unclear most of the time. > > i do think crit needs an overhaul. but all they really need to do is remove the rng factor. You do need precision in order to do so obviously, the dot is not going to occupy the whole hitbox. You can of course do more dmg if you land your auto in the right place, but in a teamfight that´s gonna become such a hard task to achieve. Late game pretty much every adc is going to be doing crits all the time so i don´t see the problem on consecutive crits. Maybe you can do it so that every consecutive crit does less dmg up to a cap or make it so that crits early don´t do as much dmg, yet i don´t think that´s necesary.
Rioter Comments
Sasogwa (EUW)
: Yeah so, it seems that I like to play champions that you don't really like. So, since we play 2 different kind of champions, it's normal that we would both be unconsciously biased towards the class of champion we like. I personally don't play extremely mechanic-intensive champions and love to play champions that can come back and greatly scale into lategame. I love the infinite scaling mechanic and overall good lategame champions. I mostly play splitpushers and duellists, and I'm not especially into metagame. Fiora for example dominated for a while before her numerous nerfs and despite filling the niche of super good duellist/splitpusher that can also influence teamfights, I found her too metagame and overplayed to be interesting for me. I play some things like Yi top and actually make it work. I also like to use really lategame runes, such as attackspeed, pen, /level resistances and love to buy Cull for instance. Overall, I like to survive throughout laning (against all odds, Keepo) and then outscale and 'take my revenge', which isn't quite the equal outplay fights you seem to like. Similarly in other games, like Hearthstone where I love to play controlly/greedy decks. Therefore, when I saw your post, I saw some problems affecting the balance overall of my class. Anyway, I personally don't consider myself as a great mechanical player, but I still managed to carry myself (to D3) via overall game knowledge. This should include the combat knowledge you were talking about, I guess, as well as everything that concerns lane management. Pushing, freezing, denying, basically all the keys to snowballing lane, and then putting pressure or rotating. I'm personally not an awesome roamer and usually I splitpush. That's also because the champions I use favorise that gameplay. I believe that to become better, you don't really need that much mechanics and the game is like 10% mechanics 90% game knowledge (maybe a higher mechanic ratio if you play really skilled champions, though overall skill should not be exaggerated, each champion just has 4 spells this isn't a huge deal, it's a lot about reflexes and reactive playing too) So I see that you mean you'd like the game to be more about mechanics and less about the rest. But with the current state of things, I don't think it's a great idea. More and more, mechanically intensive champions also come with a lot of mobility and control tools, and though they might be more skilled, they're also just simply better when mastered, because when they use their tools to perfection, they just outright beat less skillful champions by their sheer kit power. The thing is, when you look at higher elo to the competitive scene, you can see more and more mechanical champions played. They are just more versatile and overall better because though they demand skill, they are more rewarding for their mechanics. And though I understand you'd love to be rewarded when you do a mechanical play, buffing that just enforces the great "we play the same champions everygame in competitive all the time". And while some champions which are obviously better in lower elo, they're actually really hard to pull off in higher elos. Because snowball will be faster, no mistakes will be made against your previsible champion, and that's it. Also in a parallel, I believe (unpopular opinion) that it's really a bad idea to remove "dumb point&click" ranged CC/bursting down. Because it's one of the last barriers we have against the festering of hypermobile champions that just /laugh at your old low mechanic champion. You know what? At the juggernaught rework, Riot looked at champions that were considered garbage, because they were actually garbage at the time, and concluded : since we don't want them to not be kited, the only way to make them balanced is to make their damage ridiculous to compensate. And that's a direct consequence of the mobility creep and gradual removal of point&click. Oh yeah, point&click lacks counterplay but what's the counterplay to something that you can never reach, that has great trades and overall not apparent weakness. Something metagame and skillful such as Ekko, Zed, Kalista, Fiora pre-nerfs etc? Well, none. Sometimes dodging a bunch of skillshots yeah. But overall , the only thing you can do is hope for a mistake. That kinda sucks. Overall, just by seeing the competitive scene, mechanical champions are in a good spot. Really. Also, some points : > [{quoted}](name=Jean WiT RaZoR,realm=NA,application-id=3ErqAdtq,discussion-id=ncoyAx3b,comment-id=00000000,timestamp=2016-04-23T14:14:55.455+0000) > Catching up is the same thing as slowing down just in a different way, what´s the difference between gaining 500g and making the other guy loose 500g? That's a huge difference. First, champions have different kind of scalings and some scale way better with money than others. Removing 500 gold from a fed renekton won't nearly be as impactful as giving your Vayne 500 gold. Also, the overall power is a bit a matter of percentage total gold. If there is a fixed gold advantage, it is less impactful the more the total gold of both teams grow. Typically, a team with 50k gold VS a team with 40k gold. Team with 50k gold losing some gold would be less of a problem than team with 40k gold winning. (example math : for 1k gold gain/loss : 49/40 > 50/41) > 2. Champions that rely on base damages either have strong early games as dmg dealers so they have better chances of snowballing early, or they could be reliant on being tanky to be able to use those base damages, that tankyness is also item reliant. Yup but the phase when they will be strong will be shorter. So either they wreck face so hard in the phase when they are strong that this is automatical 15 minutes inhibs etc. either they become outscaled too soon and don't have enough impact before they become kinda meh. > Yeah, some can, those plats and diamonds who get bronze and silver out of provisionals for some reason, and a few other smurfs and boosters. But don´t you think it´s odd that 72% of the players around the world are located in bronze and silver? According with statistics, the distribution should go from few to most to few, meaning that most players should be in the middle while the best are few and the very worse are also few (having most average players.. in average measures). This would pump out those who are just a bit better in fighting skills and would either get stuck on gold if not learning or keep going by learning strategy with their teammates. I think that's also due to the fact that the average elo starts around silver. There's way more divisions above silver than there are below silver. Since that's the average elo where we start, that should put a lot more people in bronze/silver than in gold +. http://www.leagueofgraphs.com/rankings/rank-distribution If you consider mid-silver to be the average elo where people start when they rank, that means 34.8 + 37.8/2 are below and the rest are above. Aka 53.7% below and the rest (46.3%) above. That's actually kinda balanced, it's just the way leagues are put. For the distribution to look like it should , there should be as much leagues below as they are above. But this is problematic too, because it's kinda mean to players that go in the lower leagues, basically saying : you're way worse than someone who just started ranking. And also when you play a competitive game in a ladder, the most natural thing would be to start from the bottom of the ladder and then start climbing. (I personally don't believe in elo hell, so that's another story) > > I hope I didn´t just threw up nonsense to you, yes I can see I have a very different mindset regarding gameplay but your thoughts actually interested me a lot and I would hope to hear more from you. Thanks for replying, have a nice day Thank you, well I hope my post doesn't seem condescending or whatever because I really don't mean it, I just try to expose my thoughts :)
This was really insightful general views over the game´s enjoyment. Maybe I´m too much of a cynical so chaotic skill-based matches would be my thing. For the game to capitalize on skill and for it to actually be healthy and balanced, then all of the champions´ kits should revolve around skill and mechanics too. Meaning that point and would need to be deleted (So the super fed hyper carry that you can´t reach can have some way to be reached) the Annie would get skillshots and some cast time to her aoe, the pantheon would have to land his spears and so on. Personally, that would be heaven for me, a lot of people would stop playing and the game could turn around so hard but well, that´s just my fantasy. I can see your point on the +-500g, it is more dependent on how valuable gold is for each champion. And the game shortage thing with base dmg dealers is true also. I can see your point on the climbing part of the rank system, but I most say that "basically you are way worse than someone who just started ranking", while being a side effect, it would also mean that the ranking system would be healthier. Having a greater concentration in say, mid Gold would mean that the average player could easily climb the ladder if more skilled, or could easily as well fall from it if not skilled enough. If you take even 50% of the population into just 2/7 of the territory, you are left with a convoluted chaotic environment when and really don´t know what you are going to get. I also don´t believe in Elo hell, i´ve come out of it 2 times from Bronze V in just about 10 games by jumping divisions, but to not so experienced players then that means their Elo hell actually exists. Having to compete with 50% of players is ridiculous. There are HUGE differences between silvers and bronzes, hell even some bronzes play like platinums but most of them can´t get out of there because the system is designed to keep them in. A Bronze has the exact same game as a Diamond and all of the opportunities to succeed, but the only difference is that the Bronze has 20,000 K+ people that can be matched with or against him/her while the Diamond only has about 20K+ and those players don´t actually differ on skill so much from one another unlike the 20,000 K+ people. It was really fun discussing from you, maybe I rant too much like a bronze inexperienced player so I hope I didn´t bore you. My name is Jean, It was great meeting you through this pseudo-dialog.
Sasogwa (EUW)
: > [{quoted}](name=Jean WiT RaZoR,realm=NA,application-id=3ErqAdtq,discussion-id=ncoyAx3b,comment-id=,timestamp=2016-04-23T10:59:25.673+0000) > > My whole reasoning of why I don´t consider the game that fun anymore is in the link above. > > Even if you don´t agree with my points on why the game isn´t as fun as how it used to be, you might find my proposals a little bit appealing and if not I would like to know why and what flaws do they have that I didn´t notice. > We'll see > Now I believe that mechanical skill is directly proportional to the game´s overall enjoyment, something I addressed in the previous discussion on a different point of view. Not necessarily. Mechanical skill is nice when you do outplays, but it's a very little part of league. Also some people don't want league to be absolutely linked 100% to _ mechanical_ skill and it has gone way too much in this way for a while. Tons of free outplay champions, that actually have so much tools in their kits, you don't even need to think thoroughly to automatically "outplay" someone. While the other interesting aspects of the game aka strategy, smart builds.. are kinda left apart. So you want to emphasize on something that's already too much present. >As an example, I used the game mode URF; URF brings an environment of excitement and fun, but if you break it down It is really because of how empowered you can be when used your champ correctly. It doesn´t matter how op Syndra is or how stupid Alistar´s perma cc becomes, really any champion has the exploiting potential of outplaying any other, but to do that you need skill. A good zed will dodge Alistar´s E with his ult and kite him around with his shadows, a good lee sin will E Q a Syndra to dodge her stun and ult her before she ults him. The game becomes a lot harder because Its almost impossible to keep track of the enemy team´s abilities. Even if I get camped, or if I fed early I really can´t be mad because anytime in the game I will have the potential to outplay someone. Yeah, if you chose your champion accordingly. I don't think you'll ever outplay Zed or ranged champions with some form of CC/kite with Darius, or Garen, or Tryndamere.. It's kinda pick dependant too. Mechanical skill does not define if you will win against someone else, no matter what you pick or how behind you are. It just doesn't (and shouldn't) work like that. Also, not all people like URF. A lot of people start complaining (just look some threads) that it is ridiculously unbalanced and unfun because games are too short and people will eventually tryhard and stop playing for the sake of fun. > > But how can Riot emphasize on the player´s mechanical skill? Well, there are plenty of ways but the one I think is the healthiest and easier to control is through the money income. See, with the bounty system a team can focus on the fed player, slow him down, Bounty doesn't slow people down at all. It just gives catchup gold to the enemy, that's COMPLETELY different. It even gives him the possibility to earn more gold now because his opponents are worth more gold now. > get an "objective" which ultimately gets them all gold, and recover some part if not the entire way the game is going. But that only benefited the team with the player of players that went through mistakes to get the other player fed in the first place, the one who got fed didn´t actually get anything and now he´s being hunted down. The bounty system is actually a good feature in the game don´t get me wrong, but players should be more rewarded when taking big risks such as dying for a killing spree. Players in killing sprees should be rewarded a base amount of more gold for each consecutive kill on any other player (This also includes the players that have their gold count lowered). Say + 20, 35, 50 and 60 on each kill (I don´t know what would be the perfect numbers, this just sounds ok for me), but still holding on the lowering of the gold value of players who keep dying and haven´t reset their gold count. This would allow the individual player to have more rewards based on his personal mechanical skill and it could shift teamwork strategy on how well you either protect or handle a fed player. Personal mechanical skill? So when you chainkill someone now you're mechanically skilled. I didn't know that. It didn't occur to me when I was snowballing as Yi/Darius for instance and my enemies couldn't do anything as they died that I was so unbelievably skilled too. So basically, that only means "buff snowball" > > Now, you would wonder, there are snowball based champions that are quite strong already, this would set them loose on a rampage. Good, you saw that > Well, a way to balance things out would be by adding more gold to minions and monsters. Maybe the most important thing on league revolves around creep score. And as little as it may seem, keeping a good creepy score actually requires lots of skill. Meh, just focus and experience > By adding more value to minions and monsters players will have the option to suppress the snowball hungry players that actually want to take risks. A very important decision in the laning phase is whether or not you would like to take the risk of trading/fighting your opponent. This is not only based on chance, a player needs to take in count his champion´s kit, the enemy´s one, the way the minion wave is positioned, the position of the fight, the position of junglers and other laners, and his personal skill to take that decision. A skilled player will opt for the trades while those who know their strengths will rather play safe. His options depending on the match can be: freeze the lane next to turret to farm, farm under turret, push and take jungle camps, push and go to other lanes, etc. So you're giving people who snowball more gold, and giving farming people more gold. Why just amplify the gold, I don't get it. Overall, the only things that this does are : - nerfing supports as they don't lasthit - nerfing champions that are reliant on base damages, linked to their level and not their items - nerfing champions that rely on some other scaling than gold (mostly stacks : {{champion:75}} {{champion:45}} {{champion:412}} {{champion:432}} {{champion:203}} ) for no apparent reasons -hardbuffing champions that are item-reliant and snowbally ({{champion:92}} {{champion:11}} {{champion:238}} {{champion:157}}{{champion:105}} among others ) The last category of champions will have to be nerfed, and your changes won't have done anything. > > Gold is one of the most important things on League, intelligent decision making based around how much gold you think you are able to get would make the game a lot more exciting for me and I hope for others too. Not only does it give the skilled more power but it also gives the not so skilled a way to emphasize on using their brains rather than their rushed adrenaline. _ >This could also solve the problem of how many more players are in bronze rather than kind of distributed along the ranks. How so? > A lot of bronze players would be able to get out of there truly by pure skill and by being able to exploit their enemy´s poor decision making. They could learn about strategic decision making once they reach higher places where they don´t feel frustrated playing. Tell me what you think on the comments, would like thoughts on this matter. Bronze is already 100% about capitalizing on the obvious mistakes everyone does there. Snowball is sufficiently powerful as a mechanic right now for any decent player to have ridiculous scores in bronze such as 35/0/8 or similar. > > EDIT: > TL;TD: Give an increasing additional base amount of gold on consecutive kills and make minions and monsters more valuable goldwise (If anyone has a suggestion on how to make them more valuable otherwise it would be interesting to see) Yup. Overall the intention is nice, but it's not a good idea in the current state of things, and the proposed balance changes around gold would cause way more problems than they would help. Sorry, I don't think this would make up for good changes
Im very glad someone replied with a coherent response, haven´t seen this in a while, let me try to defend some of my statments one more time. > Not necessarily. Mechanical skill is nice when you do outplays, but it's a very little part of league. Also some people don't want league to be absolutely linked 100% to _ mechanical_ skill and it has gone way too much in this way for a while. Tons of free outplay champions, that actually have so much tools in their kits, you don't even need to think thoroughly to automatically "outplay" someone. While the other interesting aspects of the game aka strategy, smart builds.. are kinda left apart. So you want to emphasize on something that's already too much present. I would like to disagree with you on that; I might not be a high Elo player because I really just play for fun, mechanical skill and combat knowledge are what I like the most from the game and I would consider myself quite decent at those 2 things. I have over 2,000 games and I can really notice how unimportant those 2 skills have become through time. I loved when I found a greatly equal lane oponent that enjoyed skirmishes and agreed with me on having constant fights to see who won, even to the point where actively telling our junglers to stay away from our lanes. Now everything has changed, I can no longer thrive on a normal fun game with just that combat skill, that set of skills no longer has the presence that it used to have, I don´t blame other guy for bringing his jungler but when that happened back in season 3 players were able to get doubles from those ganks. Maybe I´m the only one who missed those days but that compared to a game full of fear to do something exciting where only thriving when the enemy fucks up... I mean, I really can´t see the enjoyment of that. > Yeah, if you chose your champion accordingly. I don't think you'll ever outplay Zed or ranged champions with some form of CC/kite with Darius, or Garen, or Tryndamere.. It's kinda pick dependant too. Mechanical skill does not define if you will win against someone else, no matter what you pick or how behind you are. It just doesn't (and shouldn't) work like that. I don´t know if by "win against someone else" you mean as in the game or as in a skirmish but if you mean as in the game I agree with you. If you mean as in a skirmish I don´t and this is why. Videogames are like sports, being better than someone at something should mean that most of the times you will succeed in that "something" related tasks. Imagine if the Olympics were won by those who used a certain color or clothing instead of by how skilled they were at their sport. You can´t always win a match, but my point is, what´s the point of becoming good at something if the only way you can succeed on that is limited by something everyone else has. League may not work like that, but as a competitive game imo it should work as so. > Also, not all people like URF. A lot of people start complaining (just look some threads) that it is ridiculously unbalanced and unfun because games are too short and people will eventually tryhard and stop playing for the sake of fun. Well, yeah fun is quite subjective, not everyone finds enjoyable what others like. > Bounty doesn't slow people down at all. It just gives catchup gold to the enemy, that's COMPLETELY different. It even gives him the possibility to earn more gold now because his opponents are worth more gold now. Catching up is the same thing as slowing down just in a different way, what´s the difference between gaining 500g and making the other guy loose 500g? > Personal mechanical skill? So when you chainkill someone now you're mechanically skilled. I didn't know that. It didn't occur to me when I was snowballing as Yi/Darius for instance and my enemies couldn't do anything as they died that I was so unbelievably skilled too. So basically, that only means "buff snowball" Okay yes I made a mistake with this one, I used a wrong term to refer to this. Maybe what I was going to is Combat Knowledge, the things i talked about such as knowing when you can actually fight someone and triumph like positioning and stuff, that along with skill. Also, maybe Darius and Yi might be brain dead to play as, but if you have the enough combat knowledge to know that you can´t fight those guys, you can just play safe farm up and don´t feed them. > Good, you saw that > > Meh, just focus and experience > So you're giving people who snowball more gold, and giving farming people more gold. Why just amplify the gold, I don't get it. Overall, the only things that this does are : > - nerfing supports as they don't lasthit > - nerfing champions that are reliant on base damages, linked to their level and not their items > - nerfing champions that rely on some other scaling than gold (mostly stacks : {{champion:75}} {{champion:45}} {{champion:412}} {{champion:432}} {{champion:203}} ) for no apparent reasons > -hardbuffing champions that are item-reliant and snowbally ({{champion:92}} {{champion:11}} {{champion:238}} {{champion:157}}{{champion:105}} among others ) > > The last category of champions will have to be nerfed, and your changes won't have done anything. 1. Okay yes let me address that, supports could get more gold from their respective support items while we are at it. 2. Champions that rely on base damages either have strong early games as dmg dealers so they have better chances of snowballing early, or they could be reliant on being tanky to be able to use those base damages, that tankyness is also item reliant. 3. I have a personal thing against stackers so you cought me on that one, I just think their kits are not that healthy for the game but that´s another case. 4. Again, what I was trying to convey is that the whole game could be a little bit more centralized on the players, more specifically on players being objectives. i really like the idea of the bounty system, and it would be a great option for those who like to focus on making a teammate snowball or shutdown an enemy that could snowball. > _ > > How so? > > Bronze is already 100% about capitalizing on the obvious mistakes everyone does there. Snowball is sufficiently powerful as a mechanic right now for any decent player to have ridiculous scores in bronze such as 35/0/8 or similar. Yeah, some can, those plats and diamonds who get bronze and silver out of provisionals for some reason, and a few other smurfs and boosters. But don´t you think it´s odd that 72% of the players around the world are located in bronze and silver? According with statistics, the distribution should go from few to most to few, meaning that most players should be in the middle while the best are few and the very worse are also few (having most average players.. in average measures). This would pump out those who are just a bit better in fighting skills and would either get stuck on gold if not learning or keep going by learning strategy with their teammates. > Yup. Overall the intention is nice, but it's not a good idea in the current state of things, and the proposed balance changes around gold would cause way more problems than they would help. Sorry, I don't think this would make up for good changes I hope I didn´t just threw up nonsense to you, yes I can see I have a very different mindset regarding gameplay but your thoughts actually interested me a lot and I would hope to hear more from you. Thanks for replying, have a nice day
Rioter Comments
DrNova (NA)
: I'm having fun. Maybe your doing it wrong.
> [{quoted}](name=DrNova,realm=NA,application-id=3ErqAdtq,discussion-id=UYxOUAB2,comment-id=0000,timestamp=2016-04-16T14:57:15.887+0000) > > I'm having fun. > Maybe your doing it wrong. Sure anyone can have fun with anything, I think fun is quite subjective but recently a lot of players have been showing discomfort with the game and I personally think these are some of the reasons why some people don't like it as much as they used to
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Eshiel (NA)
: The biggest problem with warding in the new season is that it's much harder to ward aggressively unless you're already in the lead, because there are no good invisible warding options. It's easy to pink your jungle and hard to pink the enemy's jungle, and in the early game trinket wards are so short that it's not worth the risk of running around in the enemy's jungle. You can only ward aggressively with pinks in the enemy's jungle if you've got all the map pressure already, which makes even defensive warding hard for the losing team. This takes away a key strategic tool for losing teams to stabilize and recover. If this is true the warding patterns we see in the post should be even more extreme based on whether the team is winning or losing. It's a part of I think an excessive move towards snowballiness in the preseason. Even if we don't get green wards back in the shop, yellow trinket needs to act more like old upgraded yellow trinket and give longer duration wards earlier in the game. Wards being more vulnerable and more like mini-objectives makes sense as a design goal, but I think that can be served by cheaper pinks and no infinite purchaseable green wards, and putting some power back in yellow trinket.
I agree with you, i hate the way trinkets were changed. It affects me and a few people the most because we actually upgraded our trinkets and in my case I ended up placing like 20 wards per game, and 6 pinks also. Now, this weak ass trinkets only last for like 1 min and take for ever to recharge, the lvl9 upgrade of the yellow trinket allowed me to have 3 wards of 3 min each all the time because when 1 died anotherone just came up again, now as a mid main i struggle with vision so much. (Ps, if you want vision, i found that the blue trinkets covers way more than the bitchass yellow trinket, for cooldown and durability purposes.
: All I know is that I want my purchasable green wards back.
I agree with you, i hate the way trinkets were changed. It affects me and a few people the most because i actually upgraded my trinket and ended up placing like 20 wards per game, and 6 pinks also. Now, this weak ass trinkets only last for like 1 min and take for ever to recharge, the lvl9 upgrade of the yellow trinket allowed me to have 3 wards of 3 min each all the time because when 1 died anotherone just came up again, now as a mid main i struggle with vision so much. (Ps, if you want vision, i found that the blue trinkets covers way more than the bitchass yellow trinket, for cooldown and durability purposes.
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Jean WiT RaZoR

Level 55 (NA)
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