: If you cannot queue up as a duo, you should not be in the same game
The issue is that placement matches don't actually give you a proper rank this season. I've made 2 fresh accounts this season, and after 8 placement games (yes, it's 8 now) and playing with high silver/low gold in every single game, the account placed bronze and continued to play with high silver/low gold while getting like +30 LP on a win and -2 on a loss. In order to force people to play more games, Riot gives you a WAY lower starting rank that doesn't match your MMR, and you have to grind out like 50 games with wonky LP gains/losses for your rank to finally match up with your MMR. In order for your suggestion to happen (if you can't duo, they shouldn't appear in your games), Riot would have to actually give you a normal rank after your placement matches (eg: if my MMR is silver 1, then place me silver 1, not bronze 3), and would have to give you normal LP gains/losses (instead of giving me +30 on a win and -2 on a loss, give me +15 on a win and -15 on a loss). But since their entire intention behind this was to force people to play more games, they're not going to change anything (because I guess "people playing more ranked games" matters more than "having an actual competitive environment where your rank actually means something"). idk I guess forcing people to grind out more games makes them more money or something.
: > [{quoted}](name=REVERT EVE,realm=NA,application-id=yrc23zHg,discussion-id=dN0LIMQk,comment-id=000200000000000000000001,timestamp=2019-06-27T10:15:23.399+0000) > > It is nice to know how much something is doing to know either your own damage or the damage of another to evaluate potential fights. levels and items, much quicker and easier. i told you there are more intuitive ways to get the information ya'll are crowing about.
> [{quoted}](name=preternatural,realm=EUW,application-id=yrc23zHg,discussion-id=dN0LIMQk,comment-id=0002000000000000000000010000,timestamp=2019-06-27T10:41:03.072+0000) > > levels and items, much quicker and easier. > i told you there are more intuitive ways to get the information ya'll are crowing about. k lol
: > [{quoted}](name=Jesus is Savior,realm=NA,application-id=yrc23zHg,discussion-id=dN0LIMQk,comment-id=00020000000000000000000000000000,timestamp=2019-06-27T09:53:08.828+0000) > > k lol good that you agree you're airing bullshit.
> [{quoted}](name=preternatural,realm=EUW,application-id=yrc23zHg,discussion-id=dN0LIMQk,comment-id=000200000000000000000000000000000000,timestamp=2019-06-27T09:59:34.743+0000) > > good that you agree you're airing bullshit. k lol
: > [{quoted}](name=Jesus is Savior,realm=NA,application-id=yrc23zHg,discussion-id=dN0LIMQk,comment-id=000200000000000000000000,timestamp=2019-06-27T08:26:36.893+0000) > > I play a champ with damage reduction and dodging in their kit (Master Yi). So knowing whether I can reduce the damage (meditate) and survive, or whether I need to Q something (dodge) to survive is essential. Dodging is harder and inconsistent, so it's kind of a last resort. bullshit, cowsep just presses meditate when he's taking damage he doesn't want to take, no one is watching dmg numbers unless it's their own hp bar. "what I had 500hp how did that kill me" clearly they're watching the dmg numbers huh. now see, you're trying to prove that you read the numbers by going back and forth, if so then the new numbers are ample times more visible and stick out like sore thumbs, just btw I have all the legacy numbers turned on, the red numbers were honestly trash and got lost in minions of all things, and no I won't pretend to be reading those numbers diligently when there are much more organic ways the game shows you dmg numbers. I might read a number out of curiosity when isolated with minions or a jungle camp but none of ya'll are doing math with those numbers the game is too intuitive to require that.
> [{quoted}](name=preternatural,realm=EUW,application-id=yrc23zHg,discussion-id=dN0LIMQk,comment-id=0002000000000000000000000000,timestamp=2019-06-27T09:28:04.883+0000) > > bullshit, k lol
: > [{quoted}](name=Jesus is Savior,realm=NA,application-id=yrc23zHg,discussion-id=dN0LIMQk,comment-id=0002000000000000,timestamp=2019-06-27T01:58:01.689+0000) > > "Oh hey Karthus ult did 800 damage and I survived. Neat." bullshit thought process, you know it too, don't play games with me. "omg karthus is ulting" "holy shit i lived" that's it, no one is taking note of dmg numbers unless it's one shotting you in which case it did your health bar.
> [{quoted}](name=preternatural,realm=EUW,application-id=yrc23zHg,discussion-id=dN0LIMQk,comment-id=00020000000000000000,timestamp=2019-06-27T02:00:26.852+0000) > > bullshit thought process, you know it too, don't play games with me. I play a champ with damage reduction and dodging in their kit (Master Yi). So knowing whether I can reduce the damage (meditate) and survive, or whether I need to Q something (dodge) to survive is essential. Dodging is harder and inconsistent, so it's kind of a last resort.
: > [{quoted}](name=Jesus is Savior,realm=NA,application-id=yrc23zHg,discussion-id=dN0LIMQk,comment-id=00020000,timestamp=2019-06-26T16:06:21.132+0000) > > because they're not bronze, and they do? so you're jotting off all these dmg numbers in the middle of a 5v5 skirmish? really? i haven't even seen a rank 1 streamer doing that, and don't bring up them being dead and watching as a now spectator cause that's not the scenario.
> [{quoted}](name=preternatural,realm=EUW,application-id=yrc23zHg,discussion-id=dN0LIMQk,comment-id=000200000000,timestamp=2019-06-26T16:15:56.820+0000) > > so you're jotting off all these dmg numbers in the middle of a 5v5 skirmish? > really? > i haven't even seen a rank 1 streamer doing that, and don't bring up them being dead and watching as a now spectator cause that's not the scenario. "Oh hey Karthus ult did 800 damage and I survived. Neat."
: why do people pretend they even look at these numbers.
> [{quoted}](name=preternatural,realm=EUW,application-id=yrc23zHg,discussion-id=dN0LIMQk,comment-id=0002,timestamp=2019-06-26T16:01:37.017+0000) > > why do people pretend they even look at these numbers. because they're not bronze, and they do?
Rioter Comments
Rioter Comments
: Stop trying to play with a locked camera.
> [{quoted}](name=Darkdemon653,realm=NA,application-id=yrc23zHg,discussion-id=YBP2h7oO,comment-id=0004,timestamp=2019-06-20T22:11:11.157+0000) > > Stop trying to play with a locked camera. Riot actually locks it in the tutorial, with no way to turn it off. So there's that. LOL When Riot teaches you to play the game, they teach it to you locked.
Veonnj (NA)
: When you get chat restrictions from 1 match because of a feeding troll.
> [{quoted}](name=The Djinn,realm=NA,application-id=yrc23zHg,discussion-id=oT5KHjja,comment-id=0000,timestamp=2019-06-20T22:04:03.618+0000) > > You do not get restrictions or punishments for what another players does. You *only* get restrictions and punishments for *how you choose to respond*. > > From what you say, the behavior of that player was awful, and the correct response is to mute him and report him. Insulting him back does not change his behavior, and simply means there are now *two* people violating the rules. I see you have a lot of faith in the system. However, even if you don't insult them you can still get punished. I got chat restricted for basically saying "I don't ff for trolls, sorry. Why are you raging at me instead of raging at the actual trolls who went AFK?" (I typed more stuff that game, but this specific phrase was the one that was highlighted for me as "punishable" by Riot Support) I got punished because I was being "negative" and "chat like that would not benefit my team." Doesn't matter that it was only that one game (and Riot Support confirmed it was only the one game). My ultra tame chatlog was punishable, even though I was responding (somewhat calmly) to griefers. Now I just say "gj" when they die and nothing else, because it's a "positive" phrase even if I'm using it in a negative way. If responding to griefers in a calm manner is punishable and they essentially baited me into a punishment by making me respond to them (in a calm manner), then I'll go ahead and bait them into a ban with a simple "gj" It's kinda sad that this phrase is the only thing I feel safe saying to anyone though - even in positive games I feel like I can barely type, out of fear that I'll get punished for something stupid like "typing too much and distracting my team" lmao.
Rioter Comments
Rioter Comments
: im cracking up 'riot plants feeders if you get a win in silver' OMEGALUL edit: How do none of you realize **asking for someone to be reported triggers the report system?** especially doing it so freely in two games, I'm sure this player did say 'report so and so' more than shown here in several games and that is what got his account a permanent suspension. _**Riot says very clearly that one report is enough and not to ask teammates to report.**_ Yet no one listens, and wonders why someone so calm gets suspended?
> [{quoted}](name=LCKProPlayer2021,realm=NA,application-id=ZGEFLEUQ,discussion-id=KYUeQk5E,comment-id=000c,timestamp=2019-05-18T05:53:45.293+0000) > > yet no one listens, and wonders why someone so calm gets suspended? Yet on these forums, Riot has stated outright that asking for reports isn't bannable unless you're repeatedly doing it as a form of harassment. eg: if I ask for my support to be reported for going AFK, and only ask once, at the end of the game, that is supposedly fine according to Riot. The mixed messages man.
Meddler (NA)
: Quick Gameplay Thoughts: May 17
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=9UMWVpWJ,comment-id=,timestamp=2019-05-17T13:47:29.668+0000) > > > * Yi > > Looks a bit weaker in average skill games and a bit weaker again in high skill games. Increasing the delta between his performance in those two contexts wasn't a goal so we're monitoring how that goes. Want to give it a bit of time to see how players adapt to the changes though before making any assumptions, given a number of optimizations have changed. > A lot of people are going crit. Can you finally do something about the monster hunter debuff? It should deactivate completely after you have obtained a certain amount of gold, so you can transition to splitpushing without selling your machete once the phase of the game changes. You could even make it a clean 3000 gold from all sources (including starting gold), and after 3000 gold is obtained from all sources, monster hunter turns off permanently. (All the tier 3 jungle items cost less than 2700 gold anyway) If I'm losing a game hard I could be level 9 or level 10 and.... Most of my turrets are gone, so I gotta sell my machete so I can defend my base. Or, I could be super ahead and stomping, and I'm pushing to their inhibitor turret, and.... Welp I triggered the monster hunter debuff, time to back without taking the inhibitor, so I can sell my machete. You guys threw that bandaid onto the jungle items but never actually optimized it. Monster hunter was meant to prevent funneling. Funneling is an early game (pre level 6 - pre level 8-ish) strat. After that point a potential funneler will have completed their jungle item, and now the monster hunter debuff is just hurting legitimate junglers who choose not to complete their item, and are now in a phase of the game where killing minions is the objective to win the game (because killing jungle monsters doesn't push down turrets).
Rioter Comments
: LP Gains and Losses not being Flat allows Riot to completely control how and who goes up and down the ladder. When you are at 55% win rate but have a low MMR because of Positional Ranks FuFest you are falling in Rank with +14/-22. You have to run like a 64%+ win rate to climb. This could be in any rank. Its stupid If Im running over 50% win rate I should be climbing in any rank.
> [{quoted}](name=XXXMurderPenguin,realm=NA,application-id=3ErqAdtq,discussion-id=31m0sjXH,comment-id=0005,timestamp=2019-05-07T19:55:15.992+0000) > > LP Gains and Losses not being Flat allows Riot to completely control how and who goes up and down the ladder. > > When you are at 55% win rate but have a low MMR because of Positional Ranks FuFest you are falling in Rank with +14/-22. You have to run like a 64%+ win rate to climb. This could be in any rank. > > Its stupid > > If Im running over 50% win rate I should be climbing in any rank. if you keep winning with a 55% winrate and don't flatten out to a 50% winrate, then eventually your MMR will get to a point where you won't get +15 on a win and -25 on a loss.
Quepha (NA)
: For a ranking system this makes literally no sense. Riot SapMagic's explanation ( https://twitter.com/RiotSapMagic/status/1093281079887200257 ) is that this makes the top of the ladder, "more competitive," but it is actually the polar opposite. If the matchmaker tries to make evenly matched games each time then climbing is all about luck and playing games is a detriment to climbing unless you go on a win streak, and after attaining your desired rank you want to immediately switch to playing the bare minimum number of games to prevent decay. The optimal strategy to go up in rank would actually be to throw a bunch of games (subtly so you don't get reported) to tank your MMR, and then go on a big winstreak when matched against shitters to hope you get lucky enough on the tail end of the streak to win your promo series before your MMR catches up with you and the system starts matching you against better players again. The fact that Riot would consider implementing something so stupid actually makes me want to question the integrity of the ladder at all ranks.
> [{quoted}](name=Quepha,realm=NA,application-id=3ErqAdtq,discussion-id=31m0sjXH,comment-id=0000,timestamp=2019-05-07T16:32:44.642+0000) > > If the matchmaker tries to make evenly matched games each time then climbing is all about luck This is only true if you have achieved your "true" rank. If you're a master player playing in diamond, then you're going to have a higher than 50% winrate, and it won't be "luck"
: [GAMEPLAY] (9.9) Hail of Blades is bugged on potentially ALL champions. It can fail to activate.
this is bugged on the PBE too. It is not fixed. Tested it Tuesday May 7, 5am eastern time, PBE server.
: Please stop making us watch LCS/MSI/w/e for quests.
you can watch them on 144p as you play a game and it wont even use up data
Rioter Comments
Kazekiba (NA)
: Warwick and Raka are still simple. Nunu is still nunu and actually got easier. Panth might be similar but skillshot Q is a straight buff to targeted with aggro changes
I stopped playing Warwick because of the "press Q for one action, and hold it for another" as well as his ult becoming a skillshot. If a skill is going to do 2 different things, then let me map it to 2 different buttons. And no, a skillshot is not a straight buff. I hate aiming. I like reacting fast in teamfights and making good decisions. I hate aiming some generic missile in a straight line and hoping the enemy doesn't flash/juke/etc
DalekZec (EUNE)
: Basically 2 reasons: 1- champion is very old. 2- champion is too toxic for the game.
> [{quoted}](name=DalekZec,realm=EUNE,application-id=3ErqAdtq,discussion-id=5Xo1k0n5,comment-id=0001,timestamp=2019-05-05T21:24:22.488+0000) > > > 2- champion is too toxic for the game. And yet Zed, Yasuo, Vayne, etc are all allowed to exist. They aren't consistent on that one.
Rioter Comments
: I thought new accounts started in iron?
First win, bronze 3. So Riot lied?
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: May 3
Posting this as a separate reply (because it's not related to my other one), but are you aware that Hail of Blades is currently bugged on (potentially) all champions, and that sometimes the first attack will not trigger the rune (causing you to have one super slow attack before your combo, leaving you vulnerable, randomly)? https://boards.na.leagueoflegends.com/en/c/bug-report/s4AWa4ct-gameplay-99-hail-of-blades-is-bugged-on-potentially-all-champions-it-can-fail-to-activate I can reproduce it fairly frequently on Xin Zhao, and I can reproduce it almost 100% on Master Yi.
Meddler (NA)
: Quick Gameplay Thoughts: May 3
Are you aware that by fluke, the new guinsoo does not work with Master Yi's doublestrike at all? You get maybe one extra doublestrike (if you're lucky), and then get locked into a combo where phantom hit **_always_** triggers when your doublestrike has 2 stacks on your buff bar. So when you attack (and phantom hit) your buff bar goes from 2 to 3, and the extra stack you would have gotten from phantom hit gets lost into the abyss. I did the math and posted a Reddit thread: https://www.reddit.com/r/YIMO/comments/bi6ndy/the_new_nerfed_guinsoo_will_no_longer_interact/ And if you just want to see the spreadsheet I linked in the Reddit thread, here it is in image form: https://i.imgur.com/P1r7wo4.png[] Was this intentional? Or did Yi (by chance) just get the short end of the stick? And do you have any plans to fix this? (eg: by allowing doublestrike to stack past 3 on your buff bar, and using "if doublestrike > 3 then doublestrike and remove 3 stacks" (rather than how it currently works, which is "doublestrike cannot be greater than 3; if doublestrike == 3 then doublestrike on next attack and remove all stacks"). A more wordy explanation: current doublestrike functions like this: your buff bar is at 2, you attack+phantom hit, your buff bar is now at 3 (instead of 4), your next attack consumes all stacks, doublestrikes, and doublestrike itself adds a stack, and your buff bar is now at 1. I am proposing the following change: your buff bar is at 2, you attack+phantom hit, your buff bar is now at 4 (instead of 3), your next attack consumes 3 stacks, doublestrikes, and doublestrike itself adds a stack, and your buff bar is now at 2.
Kazekiba (NA)
: I dont play enough HoB to know if this is a bug, but does it activate on the triggering strike for all non-Jhin champions? I thought they changed it to "3 attacks after the triggering one" or it has to do with attack resets, which do not consume stacks of HoB
> [{quoted}](name=Kazekiba,realm=NA,application-id=LqLKtMpN,discussion-id=s4AWa4ct,comment-id=0000,timestamp=2019-05-03T15:35:19.492+0000) > > I dont play enough HoB to know if this is a bug, but does it activate on the triggering strike for all non-Jhin champions? I thought they changed it to "3 attacks after the triggering one" > or it has to do with attack resets, which do not consume stacks of HoB In my Master Yi thread I have a video of Hail of Blades working as intended (the bug did not trigger). It activates on the first attack. https://www.youtube.com/watch?v=jlAQ89LfAKc
Rioter Comments
: [GAMEPLAY] patch 9.9 - Master Yi E disabling hail of blades for one auto. Yet another HoB bug...
Rioter Comments
: > [{quoted}](name=Jesus is Savior,realm=NA,application-id=LqLKtMpN,discussion-id=gAeuJnff,comment-id=0000000000000000,timestamp=2019-05-02T10:55:20.831+0000) > > Phantom hit makes doublestrike proc more often, because doublestrike is an on-hit effect. Doublestrike **_does not_** make phantom hit proc more often, because doublestrike is not 2 autoattacks. It is an on-hit effect. > > Doublestrike's second attack is not affected by attack speed. If you are attacking twice per second (2.0 attack speed), your doublestrike will not eat up time and slow down your autoattacks. You will still have 2 attacks per second excluding the doublestrike (the doublestrike is extra on top of that). Doublestrike also **_always_** connects if the initial attack connects. If you press Q, W, flash, zhonya, or even die... As long as the attack that triggers the doublestrike connected, so will the doublestrike. Once again incorrect, but this time I can actually see where your confusion is. Double strike counts as an auto attack for the purposes of **on-hit** effects, but not for the purpose of **on-attack** effects. Its own stacking is an on-hit effect, which is why both itself and Phantom Hit reduce the number of attacks required. (This can be seen by the fact that Yi's first round of attacks will _actually_ proc it on the fourth, but consecutive attacks will count the second hit of double strike as the first attack for the next rotation, making it proc every third thereafter) So the reason Double Strike doesn't make Phantom Hit proc more often is because Phantom Hit is not an _on-hit_, it's an on-attack. To clarify, on-attack effects are ones that will ignore Blind and Dodge effects, but on-hit effects require the base attack to actually land. Both Guinsoo's stacking and Phantom Hit are on-attack, so you can actually stack it even if you're blinded. The reason Phantom Hit won't apply is because _it_ actually does proc, but because the attack missed the on-hits it doubles won't. The double strike _will_ attack faster at higher AS. Which is exactly why it doesn't get in the way of your autos. If it did attack at a fixed speed, _then_ it would get in the way at high AS, because the speed at low AS is noticeably slower. It's easier to test if you check out level 1 with no items vs level 18 with 6 Nashor's and ult. The actual proc of Hail of Blades happens on-hit, but the AS is granted on-attack. So Double Strike taking up an attack means it's functioning correctly. This doesn't really matter anyway, since it's only possible when you use Meditate to get Double Strike stacks. If you don't, then it's not possible since Hail requires 4 seconds without attacking but Double Strike requires the attacks be within 4 seconds of each other.
> [{quoted}](name=The Ecdysiast,realm=NA,application-id=LqLKtMpN,discussion-id=gAeuJnff,comment-id=00000000000000000000,timestamp=2019-05-02T11:42:36.047+0000) > > > > This doesn't really matter anyway, since it's only possible when you use Meditate to get Double Strike stacks. If you don't, then it's not possible since Hail requires 4 seconds without attacking but Double Strike requires the attacks be within 4 seconds of each other. This is incorrect. It requires 4 seconds out of combat to go off cooldown. But it only activates on champions. So you go 4 seconds out of combat -> go attack minions for 30 seconds -> a champion appears -> immediately attack champion -> hail of blades activates even though you were in combat for 30 seconds. And if your doublestrike is slightly stacked when this happens, congrats. You have half a rune. And this happens a lot. Stacking it with meditate also happens a lot (ult -> run at enemy -> enemy runs away -> meditate to hold your ult timer -> enemy turns on you, so you attack - congrats, you again have half a rune) > [{quoted}](name=The Ecdysiast,realm=NA,application-id=LqLKtMpN,discussion-id=gAeuJnff,comment-id=00000000000000000000,timestamp=2019-05-02T11:42:36.047+0000) > > > > The double strike will attack faster at higher AS. Which is exactly why it doesn't get in the way of your autos. I don't think you're understanding what I was saying. It may animate a bit faster, sure, but the attack is **_always 100% guaranteed._** Even if you somehow had 0.00001% attack speed and the doublestrike animated so slow that it proc'd 5 seconds after your initial attack, if your initial attack landed, then even if you zhonya'd or died immediately afterward, the doublestrike would still land 5 seconds later even though you're dead. Also: this hypothetical situation isn't even possible, because the doublestrike animation has a cap on how slow it can proc. Even if you attack a frozen heart Malphite who uses his ground slam to bring your attack speed to 0.3, the doublestrike will animate just as fast as if you had 0.7 attack speed. You will slash...........slash...........slash.............slash-slash. So doublestrike "animating faster" is an exception coded into the ability at higher amounts of attack speed so it doesn't look stupid and cancel itself and still deal damage anyway. Attack speed does not affect your damage output from doublestrike. The attack is always guaranteed, and does not slow down your regular attacks. Hail of blades should not consume a stack just because it "animates faster" (but doesn't increase DPS at all by "animating faster").
: > [{quoted}](name=Jesus is Savior,realm=NA,application-id=LqLKtMpN,discussion-id=gAeuJnff,comment-id=00000000,timestamp=2019-05-02T10:20:50.078+0000) > > ???????? > > It's not 2 attacks. Doublestrike doesn't make phantom hit proc more often. And the 2nd attack proc's at the same speed regardless of attack speed. Literally none of what you just said is true. I even took the time to go into practice tool and check.
> [{quoted}](name=The Ecdysiast,realm=NA,application-id=LqLKtMpN,discussion-id=gAeuJnff,comment-id=000000000000,timestamp=2019-05-02T10:30:59.350+0000) > > Literally none of what you just said is true. I even took the time to go into practice tool and check. Phantom hit makes doublestrike proc more often, because doublestrike is an on-hit effect. Doublestrike **_does not_** make phantom hit proc more often, because doublestrike is not 2 autoattacks. It is an on-hit effect. Phantom hit will always happen every other autoattack, and doublestrike does not count as an autoattack. Doublestrike's second attack is not affected by attack speed. If you are attacking twice per second (2.0 attack speed), your doublestrike will not eat up time and slow down your autoattacks. You will still have 2 attacks per second excluding the doublestrike (the doublestrike is extra on top of that). Doublestrike also **_always_** connects if the initial attack connects. If you press Q, W, flash, zhonya, or even die... As long as the attack that triggers the doublestrike connected, so will the doublestrike.
: If that wasn't what happened before, then it was a bug they _fixed_. It is two attacks. For comparison, the reason Lucian's doesn't is because his is an auto-reset.
> [{quoted}](name=The Ecdysiast,realm=NA,application-id=LqLKtMpN,discussion-id=gAeuJnff,comment-id=0000,timestamp=2019-05-02T10:19:24.188+0000) > > If that wasn't what happened before, then it was a bug they _fixed_. It is two attacks. > > For comparison, the reason Lucian's doesn't is because his is an auto-reset. ???????? It's not 2 attacks. Doublestrike doesn't make phantom hit proc more often. And the 2nd attack proc's at the same speed regardless of attack speed.
Rioter Comments
: Endgame spoilers...
Did someone post real spoilers?
Rioter Comments
Keyru (NA)
: Boards Moderation Discord Verification
: Early 9.10 Patch Discussion
> [{quoted}](name=RiotRepertoir,realm=NA,application-id=A7LBtoKc,discussion-id=82cE8haV,comment-id=,timestamp=2019-04-26T17:00:08.511+0000) > > > **Master Yi** Leave my champ alone. You already reworked all the champs I used to play and added aiming/line skillshots to them (Warwick, Evelynn, Xin Zhao, etc). Master Yi is the only one I have left (and I supposed Garen too, but he's not a jungler). I like expressing my skill through timing and decision making. Not through "aim this line projectile and hope they don't flash."
: Item Shop Cleanup
This scares me, because you **_finally_** updated one of the on-hit items and made it great (Wit's End), and there is a severe lack of pure on-hit items. And if you removed any of them I would be sad. I even take smite to lane if I get autofilled, because one of the few on-hit items that exists is locked to smite. My build generally looks like this: {{item:1416}} {{item:3124}} {{item:3091}} {{item:3153}} + boots + defensive item. So I'm literally building all the on-hit items that exist (except for Nashor's tooth because it would ruin my adaptive runes and muramana because tear stacking doesn't work on that type of champion), and if you removed one of the on-hit items I would have to replace it with an AD item that I don't actually want to build because I'm not doing an AD build, I'm doing an on-hit build. I'm also afraid you'll remove phantom hit. The most fun mechanic in the game. And one that a couple champions are actually balanced around (so if you removed it, you would have to buff or rework them)
: except compared to other healing items that sounds really doo doo all throughout the game except early, but even then if you rush wits end you wont have any damage.
> [{quoted}](name=Doopliss7,realm=NA,application-id=3ErqAdtq,discussion-id=krZTHOa8,comment-id=000000010001,timestamp=2019-04-05T07:42:30.716+0000) > > except compared to other healing items that sounds really doo doo all throughout the game except early, but even then if you rush wits end you wont have any damage. I guess you don't remember feral flare? Flat, non-percentage based healing is broken.
: why in the world did they change it's base damage... while 80 magic damage is appealing, this is rather odd so, first it does 15, then it does 25- 75, then it does 76, 77, 78, 79 ? I think the logic behind this is that it's usually a second to fourth pick anyway, but I don't understand why they didn't make it start at 42 like before and then scale upwards at a certain level this change decreases its base value by quite a bit and if you get it as a second item, increases its value by roughly 10 more of Riot's "Change for the sake of change" did they even provide a reason for lowering its base damage before making it into a scaling item? wit's end was hardly powerful even at 42 compared to most other items
> [{quoted}](name=3TWarrior,realm=NA,application-id=3ErqAdtq,discussion-id=krZTHOa8,comment-id=0000,timestamp=2019-04-04T02:07:16.361+0000) > > why in the world did they change it's base damage... > Because it heals now. They don't want you to rush it first item and heal 42 health per hit in lane.
: The Mac Client is Updating to 64-bit
Cool, can you upgrade the PC version now?
: > [{quoted}](name=I Follow Christ,realm=NA,application-id=3ErqAdtq,discussion-id=XWTEqLmE,comment-id=00000000,timestamp=2019-03-21T05:05:44.496+0000) > > I already built all the on-hit AD items. I wanted more on-hit damage for my guinsoo. {{item:3748}} {{item:3074}} {{item:3042}}
> [{quoted}](name=VoraciousX,realm=NA,application-id=3ErqAdtq,discussion-id=XWTEqLmE,comment-id=000000000000,timestamp=2019-03-21T05:31:23.903+0000) > > {{item:3748}} {{item:3074}} {{item:3042}} This isn't an on-hit AD item: {{item:3074}} (it will splash with the guinsoo, sure, but it's not going to do much to the initial target) This needs 20+ minutes of game time to stack: {{item:3004}} The only correct answer was this: {{item:3748}} Which is a pretty awful damage item without any other health items (it would do about the same damage to my initial target as the Nashor's tooth would - without giving attack speed, CDR, etc, and costing 500 more gold) If you're going to argue with my topic, at least be smart about it.
: Rift Herald doesn't care about armor plating
: Why do you want Nashor's Tooth on Yi? Literally all it's for is AP on-hit damage. Change it with an AD item and you should have no problem.
> [{quoted}](name=VoraciousX,realm=NA,application-id=3ErqAdtq,discussion-id=XWTEqLmE,comment-id=0000,timestamp=2019-03-21T04:45:32.188+0000) > > Why do you want Nashor's Tooth on Yi? Literally all it's for is AP on-hit damage. Change it with an AD item and you should have no problem. I already built all the on-hit AD items. I wanted more on-hit damage for my guinsoo.
Rioter Comments
Rioter Comments
: It definitly is not acceptable. Messing up player experience is not acceptable. Intentionaly screwing up something that was almost working is not acceptable. So what now? See my thread to fix this in the futur: https://boards.na.leagueoflegends.com/en/c/general-discussion/jfkiwkzf-the-positional-fiasco-and-firing-riot-employees Thanks
> [{quoted}](name=Dieu Mart,realm=NA,application-id=3ErqAdtq,discussion-id=NsToe1Z1,comment-id=0002,timestamp=2019-03-19T19:41:58.257+0000) > > It definitly is not acceptable. Messing up player experience is not acceptable. Intentionaly screwing up something that was almost working is not acceptable. So what now? > > See my thread to fix this in the futur: > > https://boards.na.leagueoflegends.com/en/c/general-discussion/jfkiwkzf-the-positional-fiasco-and-firing-riot-employees > > Thanks They reverted positional matchmaking dude. It no longer exists. And it's not coming back. You're several days late.
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Jesus is Savior

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