: Riot needs to purge ranked of all feeders. It's sickening how many of them there are.
I wish riot would hard reset ranked and everyone would start at the bronze four next year. The current system basically has climb assist. Makes it easier to climb and harder to demote. If these ppl,started at the bottom they would find it harder to get carried and would stay in in bronze where they will play with their own kind. I am more than happy to climb back out of bronze if it means I don't have to see them in my other matches.
: I main Ahri so I usually enjoy laning vs Yasuo " laning only " usually I crush him , tho it's hard to bait out everything he has and all in , but I kinda don't suffer always " in laning only " but then he gets some items and became brain dead and doesn't even care about dodging my charm because he will just e q e q 2 minions and heal his f*****ng hp thanks to {{item:3072}} and take low damage thanks to his passive shield and {{item:3155}} what the actual f**k , I swear I was kind of going to defend Yasuo but ended up complaining about him .. anyway for {{champion:238}} , usually he is my perma ban , let him rot in hell , even 3 f**** dashes won't save you from him because he misses everything and kills you , played extremely well like a challenger ? dw he buys {{item:3155}} and not even faker can kill him and I don't know why part of my comment is kind of weird , idk how to explain nvm lol
No offense, but Ahri is the same way. The number of times I died to an Ahri the missed her Q and E but I still died, with some MR items, from her just ulting to me and pressing W, then ulting to me 2 more times.
: League gameplay changes over the next few months
Really all you need to do is reduce early game power through the Stats that runes provide... that's it. You don't need to keep reconfiguring the whole game each time a meta is bad. Just a tweak here and a tweak there, but the key is that it is over time, not all at once. Personally I think that the runes shouldn't give any kind of flat stats. When Runes Reforged was launched, Riot rebalanced all of the champs because of the removal of the Stats that the old rune system provided, this included most stat adjustments or increases. The problem stemmed from double dipping by having adjusted champ stats initially and then still giving more stats with Runes Reforged. Just remove rune stats altogether. My guess is by doing this you can just individually balance each champ and this will reduce the affect of Runes making specific champs OP. The problem isn't mid or late game in my experience... there is just too much early damage to begin with. That is why it is so easy to decide a match in the first 10 minutes. Get two kills, base and come back with even more damage to burst champs under 2 seconds. I am repeating myself at this point.
Rioter Comments
: I can understand that everybody is freaking out on a new Shen skin but...
Yes! It's fantastic. The moustache and the hat are totally Bowler!
: Skin lines you'd like to see continued.
I would like to submit more medical skins like nurse akali. edit: Also would like more neon strike skins. the Vi one is highly underrated.
: Just realized something depressing about Shaco.
the Shaco skin I really want to see is Anesthetist (anistesiologist) Shaco or better yet Rhinoplasty Shaco (plastic Surgeon), scalpes instead of knives - A doctor skin in the vein of akali, shen, and kennen skins. I think I just got an erection.
: Shen but he slams his guitar on people.
My God I want this so bad right now.
Naiant (NA)
: To be honest, removing trackers knife is a terrible decision. As a jungler main, I feel the need not just to ward for dragon and Baron takes but also to back up my laners. It would feel absolutely awful to only have trinket wards because the jungle will be pretty much entirely dark and therefore vulnerable to frequent risk-free invades, high risks for junglers who aren't shyvana or Warwick being unable to match enemy ganks or roam effectively, and reward poor play style (referring to warding in this case). When my vision score is 30-50 higher than the enemy jungler it's because I choose to not go for the crappy soloque options of chilling/challenging smite. Lastly, with having to choose between yellow and red trinkets as a jungler would be an awful decision to make if trackers knife is gone. Makes the jungler pretty much useless in terms of objective and map control TL;DR removing trackers knife will make junglers suck Sorry, rant over
I completely agree. No one wards in silver. I use the hell out of trackers knife. First sightstone, now trackers. Get ready for league of the duelist. The jungle is just going to be constant counter jingling with duelist champs. Prepare to get zoned out of your jungle. I generally like to play an objective control style when I jg. I guess I am done jungling. I suppose they were removing these items because of all the free vision granted by ghost poro and zombie wards. That is just incidental vision. Now only the support can move vision for objectives. The trinkets have such long cool downs that they are not reliable especially in low Elo. This whole thing is actually turning me off to league. So now my only vision option is to run blind with the crappy trinket and incidental ward runes in the domination tree (limiting my mastery options) or use a support item in the jg. I suspect the latter will become the new meta.
: how about Starweaver Taliyah? to fit with her Stoneweaver name, it could become a mini-line for some champs with fewer skins. give us some hella nice purple particals and galaxy dragons and we goin boiii it reminds me of {{champion:136}}
Cosmic weaver taliyah? Fits with the cosmic line of kassidan, yi, Rakan,xayah
: I would like to see Face of the Mountain return as a standalone item that's got lower stats on it, or either something simple like just HP, etc. A simple item that just grants the Shield Battery and the dual shielding would make me happy.
I keep thinking it could be an item that has Aegis of the legion and crystal bracer. Weak overall stats as a completed item but the passive and active would been very versatile. Remember if the shield pops after 4 seconds it creates a slow as well. The Active is actually pretty strong if used right. Riot stated somewhere that the active for this item doesn't have a very high use rate. I bet if you put it on non-support specific item. People would wake to this active.
: I'll admit, I do enjoy the gambling aspect of the Hextech chests, which has led me to purchase them frequently with RP. I like to try to play as many champions as I can, so the 'loot boxes' are fun for me because any good skin I get, I just start playing that champion a lot. Anyway, I think we all understand the "business" part of this decision, however I wish I could see some charts because I don't imagine they were losing THAT much revenue.. especially with all the other sources of income I'm sure they receive from things like eSports and social media (to name a couple). In regards to the current value of the orange essence right now, I'll agree with the OP and say that I haven't purchased a single chest since the change. If it cannot be reverted to the original state, at least raise the disenchant numbers some. As of right now, the chests are very underwhelming and I don't see myself buying anymore anytime soon.
Same here. I have stopped buying chests. Its just not worth it anymore. On top of that, it feels like the drop rates have lowered as well. I get level and honor capsules, and Hextech chests for S grade matches. I open them and no longer get skins. mostly champ shards and those are for 3150 champs and less. Well guess what? All the champs that I need to get are 4800 and 6300 champs. Really just a bummer. In the past I have spend a lot of RP on chest bundles. I was excited to open a bunch of chests and see all the skin shards, now its champ shards for garen, yi, annie, and teemo. Anyway... I have changed my spending habits in regards to this game. I buy RP for skins only. The chests are noob traps at this point. I know that they always were to a degree but now its a joke. Like the OP said. Even if you do get a shard you want, be ready to grind S grades for chests and hope you can scrape together enough essence to get it.
: Do have a question. If such a thing was done, then wouldn't that essentially be giving a sort of {{champion:497}} passive for free? Sure you'd have to actually be out of combat, unlike Rakan's passive, but have the slight shield gain from CC. It'd essentially give him extra free shielding while other champs would also get said passive. I mean, imagine {{champion:12}} or {{champion:89}} with it. Folks already seem mad enough at tanky engage supports, not to mention said rune idea could just as easily be used for any position, particularly top and jungle I'd expect or a strong CC mid laner with dive potential ( {{champion:131}} or {{champion:157}} maybe?). Demolish isn't the best rune to have for the game's health as a whole, but this idea could also lead to other problems, potentially worse ones, as well while before it was just limited to supports(or ADCs) that bought the specific item.
I agree with this. it could most certainly be abused by other roles. Edit; Personally I like demolish. If I play a tank I can actually do something to the turret. as a support, jg, or top tank. Without it, I might as well be considered a minion when hitting it. However if they ever buff the turrets, this rune will be OP.
: If people like Shield Battery, would it be possible to turn it into a Resolve rune?
I was not happy to hear about the removal of shield battery in the game. The active is also really nice. I do not care for the changes to the support items. I think it has more to do with removing support items that can be abused by other roles then it does giving supports vision without buying a sightstone. With that said, I would prefer shield batter to be added to a supportive type item in the game and not as a rune. For those who know how to use the active it is really strong in skirmishes. As a rune it can still be abused by other non-tank roles. I think it should require an opportunity cost in game so it is available to front line champs. I don't even mind it being available to jg and top, but having a regenerating shield on a carry is an incredible amount of sustain. It is essentially a free HP / regen. Edit: I do like that members of the community are discussing this and I hope it encourages Riot to reconsider and keep the passive and active of Shield Battery in game.
: This is a huge change and I don't like it. In this form, it will make Relic Shield a mandatory start on adc's IMO. Junglers have to choose between Chilling Smite, Red Smite or a weaker Sightstone. They can be easily forgiven for not taking the wards. But imagine this change going live. Tyler1 goes to botlane with his Doran's Blade Draven and spots Relic Shield Vayne. Tyler1 right clicks her, she tumbles away. He right clicks her, she tumbles away. Tyler1 becomes pissed off and kills all her creeps instead. The story ends with Vayne sitting under her tower, farming until her powerspike, keeping herself and her team safe with her free sightstone.
It won't make relic shield mandatory. Part of the reason adc's buy it is for the quest reward - the passive shield. This change removes it. Bye bye relic start for adc. That shield protected ADs for poke. With it gone, it loses half its value to the adc.
TomiMan7 (EUNE)
: just imagine every1 having 3 trinkets and getting that refilled upon backing. You would literally have ALL the map warded ALL the time. Junglers would not be able to gank, at all, since all the laners would have vision everywhere. really bad idea
I made a comment above about this very topic. Let the trinket only hold 2 charges. This way if you want to flood the map with vision you have to frequently back which would cause you to lose map pressure. Plus at least two players would need sweepers for vision denial. I don't think the current level of vision would change all that much. But would require all team mates to participate. Plus if someone took the blue trinket there would be even less overall coverage.
: I feel like this is the wrong way to go if your goal is to lighten the obligation of vision from support. From what you've described, the obligation of vision will remain with support, but simply change the path to get there and remove the bonus for doing so. Why not adjust some other non-support items to add vision abilities and encourage other positions to ward more often? Or reward anyone for planting wards in game (ie. +1 gold/10 seconds for every 2 wards you have up)? Adding the jungle vision item was a good idea but it's never used because the vision is not worth giving up the other options. Personally the only quest bonus that currently feels lacking is from talisman of ascension. And while I used to be opposed to ruby sightstone, running frost queens claim with it on a glacial augment build is a ton of fun (not to mention the only real way to use glacial augment successfully atm). I hope this ends up being like the grasp of the undying change and doesn't make it past pbe.
I agree as well. I liked the flexibility of the support line of items. These changes do not appeal to me. I do appreciate trying to mix it up, but this effectively removes options to other players of ever buying sighstone. Not that adc or mid should buy it. But when I am tank top and the low Elo support in my game refuses to get vision. I have the option to get a sight stone as a fourth item. Now I have no options. If buying a vision item is the problem, then address vision, not the support item. The way I see it. One of the current problems with vision is that other positions are very limited in vision use. You have a trinket that has a short duration charge on a long cool down. Even if they actively use their trinket they have no ability outside a control ward to reposition vision. Once laning is over and the game becomes more objective focused only the support and the occasional jg with green smite (I am a green smite jg) have the ability to actively re-ward the map. Backing to refill and redeploy wards. Currently at level 9 trinkets can be upgrades to blue or red trinkets. Why not add green trinket. Works just like the jg green smite, refillable 2 charges in fountain, full 3 minute duration. Loses cool down to recharge. This removes sighstone, leaves support items alone and gives other positions the ability to better affect and partipate in vision. Edit: also the quest system was just implemented and I think a lot of supports liked it. I know I did. If this is a sideways attempt to remove relic shield start for adc's, this is the wrong way to do it.
Fawksea (EUW)
: im so confused with people going "the dream" like yea i guess hitting jungle monsters all game is nice, i suppose. and oh look we won and i didnt do anything, FUN seriously this would just be a waste of time for any jungler :v
> [{quoted}](name=Fawksea,realm=EUW,application-id=yrc23zHg,discussion-id=KVJ7flQe,comment-id=0007,timestamp=2018-01-02T10:22:43.542+0000) > > im so confused with people going "the dream" like yea i guess hitting jungle monsters all game is nice, i suppose. and oh look we won and i didnt do anything, FUN > seriously this would just be a waste of time for any jungler :v better then getting raged at all game but losing lanes
: Why the players of League are most notably upset at the developers
my guess is they don't know how to fix it. That's why the delays in fixes. Unintended consequences and such....
: He never said average game time is 15-20 minutes. He said he doesn't like them, and they are happening more frequently now than ever. The point is is that games are dramatically shorter than they used to be, cutting back a lot of important aspects of the game like comebacks and outplay. That's what's important. Boards is a tiny percent of the LoL population but it's really the only thing players have to express their feelings and concerns. It should not be taken lightly. Especially re-occurring issues like this one signify that players are generally not happy about something. Almost everyone I talk to, in-game and out, agrees that they don't like the fast paced game style for LoL. Also, 46 minute games used to happen almost every day for me, that was quite normal before the new runes were set in place. The fact that it happened 5 days ago for this kid actually means a lot.
For me its not that the games are shorter, its that they snowball. The game is not forgiving because there is so much damage early in the game. Riot needs to lower the numbers. Take a look at the starting damage stats, AD and AP, they are all higher then they were before Runes Reforged. They overcompensated for the removal of the flat stats that the old runes gave. it is so easy to blow up a player at level 2. a couple of abilities and an auto or 2 and you are dead. Once that happens, the snowball has started. You can bully people out of lane and take all the CS, take the turret. Roam to another lane and repeat. The game has boiled down to getting a couple of kills in the first 5 -6 minutes and you can roll the game from there.
: > [{quoted}](name=The Eve of Fate,realm=NA,application-id=3ErqAdtq,discussion-id=ELBdA8BE,comment-id=00020000,timestamp=2018-01-01T19:44:54.882+0000) > > Universal? Where do you get the idea this is universal? On the boards maybe, but that isn't universal and nowhere near a large enough sample to represent the whole of the league of legends community. This place is just a small vacuum of hatred and complaints because well...that's all that the boards are good for. You look around at these posts they get to 100 or so upvotes *maybe* and that typically means only 100 people share the feeling. 100 people is way too small. > > I'd also just like to ask but...yeah matches are shorter than the average time of 30 mintues but nowhere near the "15-20" minutes that people say on these boards and hell just looking at your own match history you only have one game in your last 20 that is in that < 20 mark. Hell you even have a game that's 46 minutes long just 5 days ago, so I'm not understanding where your own experience has been effected greatly. According to League of Graphs games overall average about 27-28 minutes. Seriously, please tell me where there are these abundance of 15-20 minute games people on the boards complain about I completely agree with you, sort of tired of seeing these posts. Most people that think games are 15-20 minutes long (decided by that time that is) typically don't understand the game. Very rarely are games decided by that point except in Diamond 1 and above where players actual know how to use the smallest of advantages. The issue in normals and low mmrs is that players give up if there is greater than like a 7 kill difference believing the game to be over. To be frank, it is easy on a number of champs to stall the game out and get later into the game in which late game comps will do better than early game comps. If your team is an early game comp and you get smashed within the first 15 minutes of the game, you deserve to lose.
Sure you can stall it out if you have a coordinated 5 man premade but I rarely am in a premade. Usually by this time half the team is giving up. Even if you do stall the game it usually just turns into starvation tactics. This rarely gets you a win. I am not saying that your thoughts are wrong, but with how hard the snowball is, it's really tough to care past 15 minutes. This meta reinforces giving up and moving on. I like games to last longer and afford me the opportunity to turn it around or make a play. Most games shouldn't snowball hard so often. I would be curious what the stats are for average leads at 15 and what the win percentage is for wins with leads at that time. I would bet that its above 60 percent.
Rexxiee (NA)
: Riot nobody likes playing 5~10~15 minute games
When riot compensated stats because of the loss of the old rune system they over buffed all champs. On top of it, the new runes give flat stats, AD or AP. This means that full ability combos hit hard and can delete champs quickly. This also means that whoever gets the jump on the other player will usually win. This is why the snowballs are so hard. Plus there are many powerful runes that amp the damage even more. I miss being able to stay in a fight longer that 2 seconds without dying. Now I need level 18 and full 6 item tank build to last five. Everything feels like it's on steroids in this game. I love league partly because it is a game that can be won with macro and strategy as much as micro and tactics. But with how bursty it is most games end as stomps and any strategies are worthless. Truly the damage needs to be dialed back. Let skirmishes and team fights last longer than 5 seconds. I miss being able to brawl and get off more than one spell rotation.
: > [{quoted}](name=Riot Cactopus,realm=NA,application-id=3ErqAdtq,discussion-id=fRZopjhE,comment-id=0009,timestamp=2017-11-12T18:53:04.273+0000) > > This orange essence thing is a spicy one but I'll take my best shot at addressing it. The most honest answer it comes down to is that we wanna be able to spread out orange essence type loot and rewards across multiple systems without having to take an additional huge revenue hit at the same time that we're making runes free. > > I'll explain what I mean. > > Basically, when we first started giving out skins and stuff through the loot system, the only way you could get it was by > > 1) paying for it > or > 2) earning it through the mastery chests. > > Going into 2018 you're also gonna get skin content through things like events and honor (lets call them "orange shards" since we're really talking about anything that can be disenchanted into orange essence). We lowered the disenchant rate on shards, and we're giving out more shards. > > So that's what I mean by spreading it across multiple systems. I think we'll actually have to wait and see whether players feel that the additional shards from the other systems make up for the disenchant rate changes. Preseason shipped with some other upgrades to loot like bad luck protection and chances for double drops in chests, and I think we'll have to wait and see how that feels for players before we'll know. > > Now, there's another question implied here, which I think also bears addressing: **"Why can't Riot just give us more orange essence and more shards?"** > > The answer is that we make money on League through RP sales, and we want to be really responsible about how much we cut into RP sales when giving away stuff. Giving away skins and cosmetics through our in-games systems is something we have to manage really carefully—if it becomes to easy to earn orange essence and shards, RP sales would go down a lot (why pay for it when you can just get skins for free?). Even though League is free to play, we do need to make money and manage it responsibly so we can reinvest it back into the game. That's why making cosmetics too easy to get for free would be irresponsible for us, as a business. > > I know it's hard to get excited about an explanation like this, but I hope it makes sense! Kicking those who are split with microtransaction in the bollocks in this way won't help you get more money, in fact it will have a negative effect on the split users, and those that were already into the microtransactions, making you lose even more money. If you already made the skin reward system work, why screw it up when it was working. There was no justifiable reason to do this other than shortsighted greed. You should not have implemented the system with higher shard rewards to begin with, and then lower the shard rewards later on. PS: The amount of skin shard rewards have not encreased, honor capsules and level up rewards don't give any of those so the excuse of getting more skin shards now is statistically false.
I have to agree after reading the majority of the posts in this discussion. This was a poor decision. If the Hex tech crates earned through Mastery were different than the Hex tech crates earned through RP, I wouldn’t have a problem with this. But this is a direct Nerf to RP purchased hex tech Crates. All this has done is it to incentivize me to make direct skin purchases instead of purchasing hex tech bundles. In the past I would spend leftover RP on crates and crate bundles. If this stays the same, I won’t purchase them because of the drop in overall value.
: PSA: If you're not doing well in game, listen to your teammates when they try to give you advice.
Aside from the 'advice' that is really flame, so much this! The number of games lost cuz of the 'I need to carry' mentality is staggering. My anecdotal story. I am playing Shen top. Lee Sin is in the Jungle. Ahri is mid and MF and Taric are bot. They have a Draven and a Veigar. I am facing a Yas top. In the first 10 minutes of the game, lee sin ganks top 3 times. Lee Sin who can exert so much early game pressure puts all of his focus on a Shen top. I keep telling him to go bot or mid to snowball our carries. Nope he spends all of his time top. BTW, I wasn't having any problems with Yasuo and wasn't calling for any ganks or assistance. I mean our win condition is getting Ahri or MF fed so we can delete their carries. What is a fed Shen going to do against a viegar and a draven late game.... Nothing. Yet Lee keeps on acoming top. Tried to ping him off... nope. In chat, I tell him this isn't a good use of his time... nope. I don't think we would of won that game anyway but our chances were way less with the poor choices made by our JG. So Yeah, people giving advice in game can be helpful, they really are trying to win the game and listening may just elevate your own.
Dr Poro (EUW)
: Stop these "5 person premade" missions until you have a proper replacement for Public chat rooms!
I logged in just to comment. I wholeheartedly agree! Riot needs to fix/implement public chat rooms and voice comms before introducing these kinds of missions. In the legacy client, I made some lol friends when needing premades for events. But with the lack of either of those, this is more of a chore than fun. I enjoyed the pool party event and the burning tides event because I could find public chat rooms and to get into groups in – client. As someone commented in another reply, I too did not complete the star guardian missions because of this requirement. The difficulty of making premades in the current client is very restrictive and onerous. Missions are an opportunity to make more friends in league if the proper tools are available.
Rioter Comments
: Oh.... I didn't realize you couldn't get the Golden Ward, Golden Ashe, Icon, and border all for a master pass. Now I'm debating not even getting the pass at all, since I was only going to get it because I thought a chroma , icon, border, and ward skin for 1300 was a good deal
Yeah that seems a little over the top. I like riot and the content they put out. They need to stop raising the prices. I am beginning to feel a little gouged. League is a fun hobby for me and I like to collect the unique borders and skins but I have been reducing how much I buy because the prices keep getting jacked up and I don't feel that the content is marked appropriately.
: I feel like chroma's shouldn't be the same price as a full skin because it's just a recolor... several recolors in one, but still just a recolor...
> [{quoted}](name=YerroFever,realm=NA,application-id=yrc23zHg,discussion-id=E3if5uR9,comment-id=0003,timestamp=2017-09-18T22:38:36.642+0000) > > I feel like chroma's shouldn't be the same price as a full skin because it's just a recolor... several recolors in one, but still just a recolor... I agree with you. I can understand a little bit of money but it's worlds... its hype... why soak the fan base?
Atuko (NA)
: Riot, for future reference, handing players icons is not proper compensation
I just think that if you are being rewarded you should have the choice of picking what you receive. Even if its just from a couple of options. A random gift of any kind that I blindly get is usually Meh. Give me options.
Lbound (NA)
: Is yasuo just going to be in every blind pick game now?..
Its due the VS event. if you buy the way of chaos mission pack, you need to play at least one game with Yasuo to complete the mission. With Yasuo banned in draft and ranked so frequently blind pick is the only way to achieve the one game played criteria. I will admit I have played Yasuo in blind pick... as support. Surprisingly we won. But I think it had more to due with their adc Bard. Blind Pick, go figure.
: at this point just rework him entirely into something completly diffenrent.... everyone is complaining about how broken his kit is since the beginning no matter if hes 53% win rate or 40% at the moment.... They failed miserably at his kit better redo it entirely with the same staff from the lasts updates since they're great (post- mordeGaiser)
I have to disagree. I don't think this kit is broken just over-tuned. the spammy nature of Q and E is frustrating to deal with. The changes I am proposing would gate him and require more measured use of flow to maximize his abilities. Example - if you are dashing through minion waves constantly you may not have flow for a windwall and get hit with CC or burst dps. also if flow only generates with movement and hitting Qs, then whiffing Qs would put you at a disadvantage by causing you to have less flow to work with. "a way to separate the bad Yasuo's from the good". For people that are bad with him they wouldn't enjoy playing him and would stop causing others to suffer their bad play. As is stands, Yasou has a very strong 2 item spike. I have been in games where the Yasuo is playing like crap until he scraps enough gold for his zeal item and IE, then proceeds to wreck face. But if you cant manage flow with the changes I recommend you will die quickly and horribly. These are just my 2 cents. I can appreciate your view as well. He is a melee hyper carry. He is like Yi, if he snowballs... he hard carries.
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JohnnyFallDown

Level 65 (NA)
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