: why do assassin synergy even exist?
The passive effect for assassins (jumping onto the backline) is strong enough to justify having the assassin trait by itself, not to mention some of the higher-tiered assassins have some form of innate synergy with the trait bonuses (Nocturne hits multiple enemies for multiple potential crits, Kha'zix has a guaranteed crit after his ability, Zed's shadows can crit, etc).
: What’s worse? A stat check champ? Or an overloaded champ?
Fights should be dependent on each player's skill. Stat check champions are dependent exclusively on numbers and not on skill, so who wins and who doesn't isn't dependent on skill. Overloaded champions, by contrast, win more by skill than by numbers. Champions should have strengths and weaknesses. Overloaded champions tend to have a lot of strengths, but have either few weaknesses or have weaknesses that can be circumvented with skilled play. By contrast, stat check champions tend to have a fair spread of strengths and weaknesses. As a player I'd say stat check champions are slightly worse because skill should be a big determinant of who wins a fight, while as a developer myself I'd say that overloaded champions are slightly worse because overloaded champions (or characters in any other game) tend to overcentralize the game and restricts your capacity to create new champions/characters in your game since you lose a fair bit of design space when you release a new champ/character.
Thilmer (EUW)
: Three Stars Champions
This is mostly because of the Hyper Roll strategy, which focuses on utilizing the RNG mechanics to optimize the number of level 1 champions you get. How the champion pool works is that the higher the level you are, the higher the chance you have of finding a higher level champion and the lower a chance you have of finding a lower level champion. Level 5 tends to be a sweetspot for finding these level 1 champions in terms of both the gold you have and the likelihood that you'll get the level 1 champions, and 3/1 is the last round at which you can be at level 5. The strategy is that you save up as much gold as possible until 3/1, making sure that you are buying no experience, can minimize the damage you take (if not outright win the early rounds), and can beat Krugs at 2/6. Then, at 3/1, you purchase any level 1 champion you find and focus on getting 3-stars on as many of your champions as possible. You purchase the extra level 1s to dilute the pool of champions you can find, and if you find a level 3 you have a huge power spike that can carry you to the end of the game, in some cases guaranteeing a top 4 finish. Biggest downside is that if multiple people are taking the same champion then it's really hard to hyper roll for that champion because there's a finite number of each champion, with Predators and Woodland Druids being the hardest to hyper roll for since their strong early game and lack of late-game scaling makes it easy to justify hyper rolling with those comps to get some sort of late-game power out of it. In my most recent win (and currently only ranked 1st place victory, shoutouts to all my fellow bronze scrubs), I looked to hyper roll a Vayne in a light comp. I ended up finding around 4-5 Vaynes before Krugs, and at 3/1 I started rolling all the way until I found the Vaynes I needed. I stacked a couple items on her (Statik Shiv and Phantom Dancer, I had no NLRs or Negatron Cloaks so I couldn't give her sustain outside of light bonuses), paired her with a few other light champions (including level 3's on both Jax and Soraka, but also a level 2 Aatrox and Yorick), added Kindred for level 2 Ranger, added a Yi with Zeke's Herald and Locket of the Iron Solari (don't judge, it gave mystic for Soraka, shadow for Kindred, and blademaster for Aatrox, and it came with the Herald and the Elder Dragon gave me Locket), and suddenly she was just chunking out damage while being borderline unkillable thanks to the Jax frontline, the light trait bonus, and the Phantom Dancer (which was extremely useful because someone decided to build assassins). What helped was that I was one of two people going light and the other person didn't have a Vayne, so it became rather easy to justify hyper rolling for Vayne.
: Will 2 of the same Druid still get the buff?
If you have 2 Maokai and no Ivern, you won't get the Druid buff because you have 2 of the same champion. If you have a Maokai and an Ivern, you will get the Druid buff, because you have 2 different druid champions. Throw in another Maokai, and that other Maokai will get the Druid bonus because it's a Druid.
: Tbh it's wierd. Tried it again. Sometimes he did. Sometimes he didn't. I can only suspect that some assassins and berserkers jump faster, and since they engage in fights i close proximity, Brand doesn't jump.
I wonder if it's an auto attack range thing. They jump if they're not in auto attack range, don't jump if they do.
: [Discussion]: How to fix Glacials
Something I thought of is to have a collective auto-attack counter for a player's glacial units, which stuns when that timer is reached. Let's say the timer is 10/9/8 auto attacks (at 2/4/6 glacials), and that I have a WW and a Volibear on the field with no other glacials. If WW does 5 auto attacks and Voli does 4, the next auto attack between the two will stun. Thrown an Ezreal into the mix, and it will count between the three of them. Add a Braum into the mix, and it will count all 4 of them at the new count of 9. This reduces a lot of the randomness of the stuns themselves and keeps the capacity to chain a stun onto 1-2 targets, but as the fight goes on it will grow much weaker as the glacial comp loses more and more units and is much weaker if you decided to splash glacials just for Olaf permastuns. Only problem is that current glacial bonuses work with on-hit effects, which might be wonky with this new functionality for glacial. WW should be fine because he already stuns the target, but Ezreal might need some changes, especially if the stun comes up when he uses Mystic Shot.
: Berserker shouldn't proc Glacial, that is true, but if it didn't the entire synergy would be useless. The real problem with Olaf is his Attack Speed. Attack Speed + Glacial = 100% stun chance. Get rid of his AS steroid and put a timer on his ult. That way you have to give him either attack speed items or lifesteal items, not both. Try giving Ezreal Tear and Rod items, he spam ults perma-stunning everything while also nearly 1-shotting squishies. Shojin is core to Brand, not Morello. More ults > stronger ult. Morello is a cherry on top. Morello isn't all that busted with how much life-gain this Set has. The main issue is that it out-performs Red Buff and that it is almost 100% necessary in your build. If you can't find a good Morello user, you are at a huge disadvantage. I was talking about you having only 2 autos against her before you are stunned again. It takes more than 3 auto's for her to ult again, but you're stunned for majority of that. She autos 4-5 times until she can ult again, you are stunned for 3 of those. Its just really unhealthy, if you want to see how busted it is go ahead and try it. Shojin with a Bow item, I've done it a few times and it is ridiculous (making her a Blademaster with Shojin was probably one of the most disgusting comps i've done.) The issue is its too consistent. You say there is no consequence or its not guaranteed, but look at every match. The top 4 people have more than 4 gold units every single game. Not just 1 cost unit either, all the way up to 3 cost, sometimes a 4 cost. My suggestion is reducing some of the 1 cost units in the pool and allowing more variety to show up at a time. I've played a lot and I've noticed it tends to give everyone the same champs. One game you see everyone has 2 star Diana and Zyra or Druids. Next game everyone has Predator and Vayne Nasus. What are the odds you 2 star your Vayne only for 3 other people to have also have a bunch of Vaynes? Yet that happens every game. You never see someone go say Wardens, but you get a bunch of them and look around and 3 people have a bunch of Wardens. What are the odds of that? I think it chooses a group of units and uses that as the pool then slowly adds in more units as the game goes on. It should just be all of them but less of each individual. Sion doesn't insta-kill 2 targets from across the map every second. He can miss and you can build resistances or have your front line CC him or just out-tank his damage. You can jump on veigar with assassins but its RNG whether he insta-kills them or your front line. Like I said, 3 starring units isn't strategy anymore. You are forced to do it to deal with other 3 stars and because its better than econ, positioning, and strategy. Yes exactly... nothing fun or balanced about that.
IMO Berserker should proc on-hits at with 6 berserkers and not at 3. This way, you can get the AoE glacial proc on the 20% stun or you can get the higher stun values on single-target procs, but you have to commit to one or the other instead of chucking Voli, Olaf, and some other berserker onto your team to get the easy glacial proc.
: Is it just me or is the Warden buff worthless?
If the Warden bonus actually gets tweaked then I feel like the best tweak would be to give the wardens bonus health. This makes the Warden bonus work on all types of damage, which fits the front-line role of wardens, and a viable warden comp would be a good buff to both Titanic Hydra (as a solid item for this type of comp) and Giant Slayer (as a solid counter to this type of comp, if it gets too strong). I definitely agree that the warden bonus needs work though.
Naramiel (NA)
: The Warden buffs at 4 and 6 are significant... except that the TFT meta now is 100% spells and incapacitating effects (Glacial, Poison) for which armor is irrelevant. It's not like the armor boost isn't high enough, though, so it's not something that can really be fixed with changed numbers. It basically needs meta tweaks to be relevant again.
The even bigger problem with Wardens is that if you're going into levels 4 and 6, you're probably not getting much damage since most, if not all, of the wardens are mostly damage sponges. You don't have the magic resistance to tank the predominantly spell-based meta, and you don't have the damage to take them out quickly.
: TFT RNG[NEEDS FIXING]
I disagree with this assessment of the Carousel. Since winning a round against another player gives you gold and having a win streak gets you gold, winning a lot early on could be easily converted into a win. Giving players who do poorly early on early carousel picks gives them a chance to stop the bleeding and get back into the game. My only complaint on this front is that the carousel, win gold, and gold on win/loss streak rewards players who either do really bad or really good, and punishes players in the middle since the lowest players are getting the best carousel picks and lose streak bonuses and the highest players are getting win streak bonuses and win gold, leaving with mid-tier players with practically nothing. I agree that the balance of items should be looked at, at least for late-game. Forcing asymmetrical starts between the rewards you get early on is a good way to make games feel different and to test players' abilities to adapt from game to game. Later on it can be frustrating when you have already settled into a team comp and just need to power it up, and at that point it's better to get items from it. The RNG that I find frustrating is the RNG on certain trait bonuses like Ranger, Mage, or Berserker. It's frustrating when your opponent has a Brand and would win if your opponent doesn't get the 50/50 on Brand double cast and lose if his Brand single casts, and the bonus feels bad relative to a lot of others when you stack them up to level 6, where it's no longer random. Same thing with random effects from items like Sword Breaker, Hush, and Hand of Justice.
Jaspers (EUW)
: The art is great and the addition lore of it all is great. It's a shame some of this stuff can't be in the main game. For example, you know there are elemental dragons? Why Dragons? Make the Fire Drake a Dragon, then make the Cloud, Mountain and Ocean different creatures. Can you imagine fighting that massive Poro for the mountain buff? That would be cool.
> [{quoted}](name=Jaspers,realm=EUW,application-id=6kFXY1kR,discussion-id=AYEcqbEg,comment-id=0003,timestamp=2019-10-18T11:16:30.432+0000) > Can you imagine fighting that massive Poro for the mountain buff? That would be cool. If you had to fight a massive poro for the mountain buff then no one would ever get the mountain buff. I can't believe you'd ever suggest hurting a poro. You monster.
: How does anyone climb?
I'm probably giving terrible advice with this, but I climb by not playing a team game for my ranked experience. 90% of my ranked experience over the past 3-4 years has actually been in platform fighters and card games, both of which are predominantly 1v1. Something I did learn while playing ranked 2v2 in Brawlhalla is that keeping a positive mindset and infecting your teammates with that positive mindset can go a long way to help push your team to victory.
Ellirra (NA)
: Morgana Rework isn't Finished Visually
You are being picky on the mouth thing. If Riot animates the mouth to move while Morgana's talking, then they'd need to either make Morgana's voice actresses in every language sync up their lines to Morgana's mouth movements (which would most likely lead to only one language getting a good VO) or have Riot's animators animate the facial expressions for every single applicable line in every single language (which would likely delay Morgana's VU, alongside others down the line). In either case, the work needed to make the mouth move when Morgana talks is too much for the value it has for the game.
Lapis (OCE)
: It's not bad that women tend to favour support... right?
There's nothing wrong with any player liking any particular role, even if it's a gender-stereotyped role. Support in League of Legends is a particularly interesting example because helping others is something that females like to do. In Jesse Schelle's book "The Art of Game Design: a Deck of Lenses", he talks in chapter 9 about how Toontown Online designed its healing mechanics to support including female players. His development team observed that healing was appealing to female players, so they designed the healing mechanics such that they could only heal allies, which promotes the type of nurturing play that females tend to prefer in their games. The equivalent in League of Legends is, obviously, supports, so it's only natural that women would gravitate towards that role. It's also interesting to think about how Riot could use this information in marketing and whatnot; if Riot wanted to increase the number of support players playing the game, they could focus on promoting the game to a larger female audience since many of those players would gravitate towards support, while if they wanted to market to a female audience they could focus more on their supportive characters and League's teamwork aspects in their advertising because that's what female players want out of their League experience.
: But my issue is exactly that they are not building multidimensional characters (with due exceptions), in this case it’s just an exchange of roles with Kayle being the bad one and Morgana the good one.
I guess what Riot's doing is closer to subverting player expectations to create the illusion of having a multidimensional character. In this example, making Kayle the good one and Morgana the bad one is a lot less interesting than making Kayle the bad one and Morgana the good one because players expect Kayle to be the good one and Morgana to be the bad one. Subverting player expectations like this then allows those characters' unique ideologies to stand out when they wouldn't otherwise, even though they'd otherwise be the same, bland character.
: Riot writers, what do you have against the "usual" good guys?
IMO it's really boring for even half the cast be distinctly "good" or "bad" in a multiplayer game. Characters on both sides will likely be similar at least in goals, and might share some personality traits, but otherwise might be too 1-dimensional for people to relate to. More interesting characters that blur the lines between good and evil are more relatable and far more interesting. Fighting games tend to have this ideology down just right. Most fighting games have a setup that leaves a handful of distinctly "heroic" characters, and handful if distinctly "villainous" characters, and a large roster that's neither good nor evil with a lot of different interactions between the different characters that are only possible because the characters themselves aren't distinctly good or evil.
: Just looked up Sej's design, I really hope his hands were tied w/ that one as that was a rather terrible design decision.
The only thing that's wrong with her redesign is the boob armor, and it's not nearly as impractical as you'd think. Shadiversity talks about the practicality of boob armor here, although the short version is that it's still very practical and that it follows a historical precedence to emphasize what people of the opposite sex found attractive (the latter of which was talked about more in depth in one of his other videos). https://www.youtube.com/watch?v=6KHz0qWQA9I In realistic terms, Sejuani's boob armor would effectively be the female equivalent of the massive shoulder plates on Garen or Darius, at least for players. In the context of the world of League of Legends, it could possibly be considered in-world as a symbol of power considering the Freljord is a matriarchal society.
: I love IronStylus, only wanted to go for what was best for the characters. Zyra, Ahri, and Evelynn? Would be willing to experiment with even more skin/otherwise provocative designs. Leona and Kayle? Less sternum-crushing boob armour, more BAMF design. Too bad Icons didn't work out for him, hopefully whatever project he lands on next takes off.
Don't forget that IronStylus did art for Sejuani's redesign, so I wouldn't necessarily expect IronStylus to move away from boob armor entirely for their redesigns.
: A Thread about Terrible Junglers
DID SOMEONE SAY TERRIBLE JUNGLERS???
: Elise, Evelynn, Nidalee, and Ekko all scale well off of movespeed.
I won't say I think the changes are great for the current iteration of the jungle but I like the design space that it provides. By making Runic Echoes worse on the AP champions who already can jungle it gives more room to buff the item such that the amount of viable AP junglers can be expanded upon in the future and the current jungle pool can get buffed so that we could potentially see the current AP junglers in lanes again (since let's be real, most AP junglers just jungle because they can't lane to save their lives). As someone who's played a lot of off-meta AP champions in the past, making Echoes build off of Lost Chapter by itself is an improvement because you don't have to choose between early game mana and early game item powerspike, but the currently viable AP junglers are tuned such that they don't need mana the same way that off-meta AP champions do. Of course, in the current iteration of the jungle the change does nothing because you can't function in the jungle if you can't duel, and that's exactly what most AP junglers can't do (whether you're talking meta or not), although this isn't the fault of Runic Echoes but because of other stupid changes that happened to the jungle.
Destaice (NA)
: “Why doesn’t Cartoon Network care about the potential adult audience?”
The goal of a child-friendly animation studio should not be that it's geared exclusively towards kids, but that it's geared towards kids watching it with their family. The writing should be done such that it's kid-friendly but still watchable by adults. Many of the older cartoons that I grew up with did this rather well, while many of the cartoons I see now in the offchance that I end up seeing these cartoons do not. I can sit down to watch the old episodes of Teen Titans that I saw growing up, but I'm disgusted by the commercials for Teen Titans Go, and that's not okay.
y0r1ck (NA)
: Ty riot for this tiny detail
I want to know how you figured this out and why you'd take Guardian on Yorick in an actual game to give you this information.
Kelg (NA)
: Glacial Augment?
Apparently Aurelion Sol is the only champion that takes it as a core keystone because the way his kit works doesn't really allow for other possibilities in terms of keystones. I've also experimented with it on Brand and Malzahar with the idea that you can back it up with Hextech GLP (which had health at the time) as a replacement for Rylai's Crystal Scepter for more damage (thanks to the extra AP off of GLP and its active damage compensating for a lack of a keystone), the same defenses (both had 300 health), and similar utility that came online early (weak permaslow vs. relatively stronger slows for a short duration). These builds were done on ARAM, so I can't really say how competitive they were, but I won both games and got an S- in the Malzahar game, and the build itself is pretty fun.
: Trundle and Volibear really are that big, but I realised after being done with this I messed up big time on Rek'Sai! Here's a more accurate representation of Rek'Sai's size. https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/yyd9zItx-size-comparison-void-champions The leg you see is Galio's! He so much more massive than one might expect. Nautilus is in the 3rd pick, in between Nami and Nasus. Him and Rek'Sai are the two champions I really messed up, ill probably make a much more accurate size comparison in the near future. Also, Malphite had to be centered on his groin to show just how massive it is.
I assumed that Volibear would be the size of, well, a bear, rather than some monstrosity that happens to be bigger than a tree. Nautilus is significantly bigger than this picture, as we see in the A New Dawn cinematic that he's significantly larger than the entire human cast (at least 3-4 times taller than the average human and 6-7 times wider).
: Size comparison - Every champion
I have questions. Are Trundle, Volibear, and Rek'Sai really that big? Who is that behind Anivia in that drawing? Where is Nautilus? Did you really have to center Malphite on his groin?
Luralin (NA)
: Why is dubstep so bad?
It probably stems from most artists not knowing how to produce a dubstep track. The entire strength of EDM-related genres like dubstep is that there's a lot more room for sound design and as a result don't need lyrics the way most other genres do. The downside is that it sounds really awful when it's produced poorly, and even when it's done well it's hard to convince people that it's good because its sound design is different. I won't sit here and try to convince you all otherwise, but I will leave a couple tracks that could make you rethink your stance on dubstep: https://www.youtube.com/watch?v=MvWthZw5pdc https://www.youtube.com/watch?v=4T28WgVqdrA
: Fun fact, runic echoes suck and the secret strategy with coping in jg as a mage is to go lost chapter since it gives all the stuff a jg mage wants early, like AP and mana. For less gold than runic echoes. And no need for stupid things like hunter's machete and red/blue smite to clutter up your no-auto high CC mage. Another fun fact: dorans ring will no longer require minion kills. And it's mad efficient. Healthier clears, decent AP, I think the mana regen stacks if you really need it. Talisman -> 0 - 2 dorans rings depending on how sucky your mage pick is with early game jg clears -> Lost chapter -> mana item -> sell talisman later imo is a lowkey op build
I've also done Tear of the Goddess on certain champions in previous seasons since the mana cost discount stacks really nicely with the passive regen of Hunter's Talisman, even though most of the AP champions I played in the jungle were bad with it. Now that Tear is more universally usable it might be the preferred option if your AP champion needs the mana for it.
: Pls make Akali sexy Riot
Interestingly enough this request has historical connections to real life kunoichi, who often times used their beauty as weapons to seduce their targets to gather information. As a result she could be given more sex appeal than she currently has and still not be sexualized.
: Sexualization: What's okay and what's not
Cassiopeia's attire makes more sense than Elise's. Before their transformations, they both used their beauty as a weapon to gain power in Noxus. It makes sense for both of them to show off a good portion of their bodies because of this fact, Elise as a testament to her eternal beauty and Cassiopeia as a remembrance of the beauty she once had. For Sivir and Katarina, I don't think it's necessary for them to have a full length of armor, even if the armor itself is made of light materials like cloth or leather. These champions rely on their speed as a defensive tool, and any amount of clothing can slow them down by a significant margin. Sivir also fights in the deserts of Shurima, and an excess of clothing could cause her to either overheat or dehydrate quickly and kill her as a result if she's moving around a lot (which she likely would be). Katarina also doesn't need armor because of how agile and fast she is (watch the cinematics to see what I mean), and keeping the amount of clothes she wears down to a minimum allows her to optimize her speed to her greatest (which is also why ancient Greeks competed in the olympics naked). I do admit that Katarina could use some extra clothing, but she doesn't need too much more. Akali's "sexualized" garments actually have historical context. In ancient Japan, kunoichi very frequently used their beauty to their advantage to gather information that their male counterparts could not get access to (along with unparalleled target access if an assassination was needed). As a result, you could make the argument for Akali having less clothing, although there are good societal reasons for her to have more (although it heavily depends on the region). I think it's worth mentioning Nidalee's location and the practicality of her showing so much skin. If you look at her splash art, she has a lot of stripes on her skin. This likely has a similar function to that of stripes on a tiger, to break up the line of sight of her body against any prey that would notice her. This helps camouflage her in brush, and gives her an easier time ambushing prey. It's very likely that there is a lack of animals where she hunts that have white fur (considering white fur is usually in colder climates with a lot of snow), and she may not have the skillset to make that striped pattern on "clothes" herself even if she did have nearby animals with white fur, and as a result having the striped pattern on her body allows her to camouflage herself much easier while still fitting the context of the jungles she lives in. Syndra's clothing looks out of place in comparison to the other Ionian champions, but keep in mind that Syndra's clothing is likely a mark of her rebellion against Ionia. No other Ionian dresses like her, and she hates Ionia as a whole for trying to restrain her power, so it makes perfect sense (although some of the concept are on her universe page has her showing a lot less skin and look better as a result).
: Hey Riot, if you're doing changes to Lux, why not give her E the Gragas Q treatment?
I think this idea is extremely volatile in how it's tuned. Make the reward for low-charge E's small, and it may not be worth using outside of waveclear and hit-confirming QER combos. Make it not small enough, and your gameplay doesn't change while having more variable reward and requiring more skill out of the Lux user for roughly the same low-counterplay poke that's on live. Gragas has a lot of tools that let him more reliably trigger his Q's damage and more tankiness for more opportunities to use his Q, but the only tool Lux has to guarantee her E is her Q, which isn't quite enough. What would probably be healthier is if the damage stayed the same, but the mana cost increased further but got a partial mana cost refund if she waits to detonate it (probably somewhere between 1-2 seconds, maybe scaling with level if it's a bit too oppressive in the early game), have its persistent AoE slow apply her passive marks onto units inside (instead of just the hits), and have dealing damage from her passive on units inside the persistent AoE slow apply her passive on all targets in the slow zone. The mana cost refund means she needs better reads in order to deal relevant damage to her opponents without running herself out of mana, while the other changes mean she both gets better waveclear and gets a higher reward if she takes a lot of risks (along with potentially making jungling a lot better with her, although I admit I'm biased on that idea, in case you can't tell).
: Gragas is way more tanky and mobile then Lux which allow him to fight around it, Lux in the other hand doesn't. Also Grahas Q start at 8 sec colddown and Lux E at 13 sec. Lux is design to pick and burst and that kind of change isnt good.
I thought Lux's E started at 10 seconds? Did Riot change it at some point? I could have sworn it was her Q that started at 13.
: Forever 87 , gold growth of canon minion stuck after 15 minutes bug
This bug would have been more hilarious if it stopped at 6 minutes. Then the cannon minion would be forever 69.
: Saw Tornadoes shaped like Cthulu on Facebook....
Oh no, Janna made a prayer to Nagakabouros.
: > [{quoted}](name=Jungle Lux God,realm=NA,application-id=3ErqAdtq,discussion-id=RL7W2PV1,comment-id=0005,timestamp=2018-03-27T22:01:35.253+0000) I see what you are saying but i dont feel that this is the case... for one reason is that there is more information available to you without having to push a button and obstruct the view of the game... it is a simple glance to the left or right (depending on your setup) get the info you need and you never had to block your view of what is currently happening around you... you could (in my case) look to the left monitor whenever you needed to and the info you need is right there, all while if something starts happening on screen you would still be able to see stuff moving in your peripheral... the minimap interactivity would be a bit of a hindrance because of the fact that youd have to move your mouse to another screen to ping somewhere else... but given the (crude) picture i provided you could see, what you have enough gold to buy towards your next full item, who on the enemy team is up or dead, and the minimap all at the same time. I am not suggesting getting rid of the health and manabars above champs or anything like that... i am suggesting the more bulkier stuff like the minimap the hud that you would normally need to push tab for the main hud at the bottom of the screen and the shop that you would need to push p for... all of these things would constantly be open on a separate screen without taking up the space on the main screen, that would block vision...
You don't need half the stuff on the UI all the time, while the minimap and ability icons (for cooldowns and the like) are too important to have on a separate screen. On live, you can glance down to the UI and back to your champion in about a quarter of a second. This UI makes you spend closer to half a second, possibly more, which could absolutely make a difference between life and death. Having a UI on a second screen also forces you to reorient yourself relative to your champion every time you try to look at the UI on top of having more time spent to look at the UI since you're taking your eyes off of your champion completely, meaning more time has to be wasted for just that purpose (probably close to a quarter of a second), and a quarter of a second is all it takes for a player to die. It's perfectly fine if you think it's a good idea, but I don't think it is, and other players here seem to think it's a bad idea too (although for different reasons).
: using two screen for league instead of one
I feel this is impractical for gameplay purposes. A competitive game's UI needs to display as much information as possible to each player in a short amount of time such that the player can take a quick glimpse at the information he/she needs and back to the action in fractions of a second. This is why fighting game UI works the way it is: both players need to be able to look up for information about both player's health bars and the game timer. The health bars decrease inwards, while the timer is in the center of the screen, allowing both players to quickly get an idea of how much time is left and who's winning in a short amount of time. In addition, they can see both players in their peripheral view, so they don't lose complete sight of their opponents. League's current UI serves the same purpose in a completely different way. Health bars, mana bars, and whatever other resources a champion might use (energy, ammo, other passive stacks, fury, etc.) are on the champions themselves, while abilities visuals pop, making them easy to see in a teamfight. Cooldowns and minimap icons are displayed in in a singular location on the bottom of the screen, allowing players to quickly glance down and get a quick idea of their cooldowns and macro-level enemy positions without compromising your view of the screen. A 2-screen setup with UI on one side and the gameplay on the other isn't a good idea because it extends the time players have to look at their UI and go back to the action, possibly losing themselves or sight of the enemies in the process.
: Honest question about missing my skill shot on purpose...
Between playing a lot of League of Legends, Brawlhalla, Rivals of Aether, and more over the past 5-6 years and following different fighting game scenes for a much longer time, I've learned that zoning is an extremely powerful tool when used correctly. There are tons of abilities that are strong not because of when they land it but because of the threat of landing it. Sion's Q is a good example because it's so easy to use to zone people out in the later stages of the game: you charge Q, and your opponents have to either walk around it or take the damage and knockup. Use it properly, and it makes for a really powerful control tool in the later stages of the game, but use it improperly and it looks like you're trying to chop down the bushes like they're Legend of Zelda's tall grass. It's also worth noting that it's not always worth it to try and zone out. Lux E in particular is really good for zoning people out, but it's even better when you actually use its hitbox because of its range, reliability, and slow (not damage since you're playing support, which I assume doesn't do a whole lot of damage).
: When you check the boards after a couple months away, and find someone has been stealing your memes
~~That's what you get for not posting on the boards~~ that's awful, we should smite the guy who did that to you.
Profirix (NA)
: Do not build Abyssal Mask or Sunfire on Cho'Gath
It's not useless on Cho'gath, it's just a hard counter to Fizz and other champions that can conditionally move through units :).
: Am I the only one who finds the video game industry stale as fuck rn?
First off, freaking Duck Game is in the top 10 most popular games on Twitch right now. There's actually something that isn't a MOBA or an FPS in the top 10 of games there. Second, you won't find a whole lot of good, original games if you only look at the AAA developers that are developing massive games. Think back to around 10 years ago. Some indie company made this weird game where 2 teams of 5 tried to destroy a series of buildings on the other player's side of the map. That game was League of Legends, and look at where it is now. It's one of the most popular PC multiplayer games and pushed an unproven developer into being one of the biggest developers in the world despite only having only a handful of games. Go to the Steam store, and look up some of the indie titles they have there, and you'll probably find something that strikes your fancy for under $20. Almost my entire collection of PC games is from an indie developer with League of Legends being both an exception and a technicality (it was made by an indie developer that can no longer be considered an indie developer). I've been enjoying a variety of indie titles ranging from platformers like Rogue Legacy and Hollow Knight to fighting games like Brawlhalla to strategy games like Into the Breach to survival games like Don't Starve, and these games cost at most $20 while still being only the tip of the iceberg when it comes to indie gaming.
: Why doesn't Runic echoes provide CDR for AP junglers?
AP junglers rely on their spells to waveclear, but if you play a champion in which cooldown reduction actually makes a difference in how fast you clear then you need to play a different jungler. By the time you get Runic Echoes you either get an extra spell rotation for when the camp's almost dead or you get an extra meaningful spell rotation after getting your Runic Echoes at 15 minutes because the factors that affect an AP jungler's clear are base damages, base cooldowns, and scalings. Think about it. When you poach a jungle camp as nearly any mid lane mage after around 15-20 minutes, don't you just nuke the camp in 1-2 spells? Now apply that to junglers. It's the same deal. The movement speed is more impactful because of the extra map pressure you get off of it. You aren't just farming the jungle, you're also clearing wards, ganking lanes, stealing your opponent's camps, and chasing the Scuttle Crab up and down the length of the river.
: > [{quoted}](name=Jungle Lux God,realm=NA,application-id=3ErqAdtq,discussion-id=mMhP3k7Z,comment-id=00010001000200000000000000020000000100000000,timestamp=2018-03-13T18:53:53.981+0000) > > It's possible that a good number of champions don't have good kits for jungling, but there are others that do have good kits for jungling but don't have good itemization for the jungle because their jungle item is tuned around being a mana item while also not functioning as a real mana item the way laning AP's have their mana items. > > As a result, these AP champions need to spend the money and power budget for 2 mana items when they should only be spending money and power budget on 1 the way laning AP's do, or spend their money and power budget for 1 mana item and either not get the power spike other types of junglers do or have mana problems 5 minutes after buying your mana item (or AFK farm and not help your team, which Riot distinctly wants to avoid). > > If we had a jungle AP item that didn't heavily favor the meta AP junglers and instead functioned as a real mana item, then we might have more diversity. But we don't, so we don't have any diversity. I'm just curious what champs you think could work in the jungle with this new mana item, when i think mage junglers i think things that were very niche for specific times like karthus/morg, what champs do u think could be enabled into the jungle in this mage category?
Malzahar, Brand, and Morgana could potentially be really good with this new jungle items, but just about any other mages need some numbers/kit tweeks before they can actually become legitimate junglers.
: Which season do you think was the most balanced and fun to play in?
Season 3 exclusively because I just started playing and didn't really know what was good or bad. I could play whatever I wanted, and no one cared. When you just start playing a game just about everything is viable until you play people that know how to play the game, and 90% of the time you play people that are also learning the game when you are first learning the game. Every other season seemed around the same balance-wise: there's too many outliers on the high-end to ban and there's too many outliers on the low-end that you can't play unless you're so good enough to account for the power differential and your opponents are either bad or don't know the matchup.
: > [{quoted}](name=Jungle Lux God,realm=NA,application-id=3ErqAdtq,discussion-id=mMhP3k7Z,comment-id=000100010002000000000000000200000001,timestamp=2018-03-13T18:08:31.698+0000) > > Elise and Nidalee are bad examples of what a mage jungler should look like since they aren't technically mages while still having mage elements (they instead use their mage elements to fuel their intended playstyles of skirmisher and assassin, respectively). At the same time they are good examples of what a mage jungler should be balance around. > > Riot insists that AP junglers be balanced around mana gating, but Elise and Nidalee don't have to play by those rules since half their kits are manaless, and as a result are some of the strongest AP junglers in the game's history. We could actually see more AP junglers if Riot decided to reduce some of the mana gating that AP junglers have to deal with. > > Riot should look at laning AP's for inspiration. Laning AP's can buy a mana item their first back, so why shouldn't junglers be able to buy a mana item their first back? Runic Echoes is unreasonable for this purpose because it doesn't give enough mana for teamfighting, and it also favors champions that have strong early games which is exclusively Elise, Nidalee, and maybe Evelyn (I really don't know if she's good early game, someone who knows her better can be a better judge of that), at least among AP junglers. Why should the jungle item heavily favor champions that are already good in the jungle? I dont know if mana gating should be something used in the jungle anymore, as you said champs like elise and nid don have much mana costs, and eve has a refunded ability on the ability used to proc her w. My guess is mana costs for champs that would be the "mage jungler" are just not too well designed, I don't feel itemization is the issue anymore. As riot said they r looking at the regen for junglers, but I think it might be more champs kit are not suited enough to jungling all the time. I think riot and the community need to talk about mage junglers (specifically who would that include) and whether they would want to change part of their kits in order to make them work in the jungle, and if that would affect their play in other places. Fiddlesticks is obv the best champ to be a mage jungler, and as a lot of people agree, needs some type of a rework. I think itemization for aps now is relatively good and options like rylais morellos lich liandrys spellbinders dcap void zhon and banshees r in pretty good spots and have situational uses based on game/champ.
It's possible that a good number of champions don't have good kits for jungling, but there are others that do have good kits for jungling but don't have good itemization for the jungle because their jungle item is tuned around being a mana item while also not functioning as a real mana item the way laning AP's have their mana items. As a result, these AP champions need to spend the money and power budget for 2 mana items when they should only be spending money and power budget on 1 the way laning AP's do, or spend their money and power budget for 1 mana item and either not get the power spike other types of junglers do or have mana problems 5 minutes after buying your mana item (or AFK farm and not help your team, which Riot distinctly wants to avoid). If we had a jungle AP item that didn't heavily favor the meta AP junglers and instead functioned as a real mana item, then we might have more diversity. But we don't, so we don't have any diversity.
: Is there any way you guys might update Runic Echoes to be more in line with current luden's if it is supposed to be similar? Luden's got a pretty massive usability buff in the addition of mana and CDR and that could honestly transfer well over to Runic and help out AP junglers who actually struggle to get CDR most times. Would probably have to retune potential outliers (Gragas again maybe since CDR goes a long way for him), but it seems like a pretty good buff to the more struggling AP junglers like Fiddlesticks and the likes.
I'd rather just replace Runic Echoes with a real jungling mana item that lets them build something comparative to a laning AP. Just comparing the two for a second: Laning APs get to: - start building a mana item on their first back via a mid-tier mana item that reduces their mana dependency until they finish their first mana item - rush a mana item that makes them not have to worry about mana for almost the entire game - not have to build a mana item if they don't want one (hi Kennen and Rumble) - opportunistically use their spells to poke, protect themselves from ganks, or waveclear, letting them conserve mana for when they really need it - get a starting item that gives them real stats to assist their laning By contrast, jungling AP's get to: - start building a fake mana item on their first back without any relevant mana component - rush a mana item that makes them not have to worry about mana for a whole 5 minutes - be force to build a mana item even if they don't want it (hi Nidalee and Elise) - blow their spells off cooldown in order to clear the jungle in any sort of relevant time, forcing them out of the jungle by either being OOM or getting invaded (with a few notable exceptions) - get a starting item that gives no stats except to help clear the jungle If Runic Echoes had a mana component, we might actually see some diversity in AP junglers, but Riot probably won't do that since they insist that AP junglers have mana issues before their mana item. It would be even better if the AP jungle item had no mana but had late-game scaling so AP champions could build a mana item if they really wanted to but didn't have to if they didn't since (from my experience) the mana item changes back in the mage update (mana refund on Tear and the introduction of Lost Chapter) reduced the mana constraints for every AP jungler I played to a degree that Runic Echoes did not.
: > [{quoted}](name=Jungle Lux God,realm=NA,application-id=3ErqAdtq,discussion-id=mMhP3k7Z,comment-id=0001000100020000000000000002,timestamp=2018-03-08T05:24:06.053+0000) > > I think you're confusing the term "mage junglers" with "AP junglers". There's a good selection of AP junglers, but they're all either assassins, skirmishers, or AP bruisers, with the sole exception of Fiddlesticks. Of course there have been some pseudo-viable mage junglers in the past, but they've always been either fringe viable or got nerfed out of the jungle because they were breaking lanes even harder. > > It's true that Nidalee, Evelyn, and Elise have succeeded in the past, but they don't account for balance of mage junglers. Why? They aren't mages. Nidalee and Eve are assassins, while Elise is a skirmisher. > > I personally would like to see Riot give more effort into broadening the AP jungling pool to actually include some proper mages and a legit choice on what type of mage you want to bring to your team the same way most other classes of junglers have and whether or not you want to bring a mage to your team at all. The answer to the former is exclusively "Fiddlesticks" and the answer to the latter is "oh hell no". > > And in case you can't tell from my summoner name, I really like mage junglers. However, I haven't been able to play them since season 6 since changes in preseason 7 neutered them and I haven't had the desire to play SR since because of changes made that season. So I understand the idea of separating these champs because they seem outliers to mage class and that fiddlesticks seems so different from other ap junglers. If we r looking at the mage jungle group over history it would be like morg ap kayle karthus and zyra. However I feel there is always gonna be a huge issue for mages with no mobility in the jungle outside of heavy iteration to keep them there. There are other ap junglers like ekko and fizz and akali who have worked that don't work well now. I personally see the argument that Elise and nid are assassins not mages but they are heavily overlapping in the class and have had success in the jungle. All I was saying in fiddlesticks case a lot of factors have hindered him and are large part of that is his outdated kit and relatively clunkliness overall that hinders him and riot was just trying to help him in the present until future in depth work comes. He will be a good champ to decide what a jungle mage should look like and maybe other champs could find a place but it's very hard for class if u exclude Elise and nid
Elise and Nidalee are bad examples of what a mage jungler should look like since they aren't technically mages while still having mage elements (they instead use their mage elements to fuel their intended playstyles of skirmisher and assassin, respectively). At the same time they are good examples of what a mage jungler should be balance around. Riot insists that AP junglers be balanced around mana gating, but Elise and Nidalee don't have to play by those rules since half their kits are manaless, and as a result are some of the strongest AP junglers in the game's history. We could actually see more AP junglers if Riot decided to reduce some of the mana gating that AP junglers have to deal with. Riot should look at laning AP's for inspiration. Laning AP's can buy a mana item their first back, so why shouldn't junglers be able to buy a mana item their first back? Runic Echoes is unreasonable for this purpose because it doesn't give enough mana for teamfighting, and it also favors champions that have strong early games which is exclusively Elise, Nidalee, and maybe Evelyn (I really don't know if she's good early game, someone who knows her better can be a better judge of that), at least among AP junglers. Why should the jungle item heavily favor champions that are already good in the jungle?
Vei (NA)
: I feel bad for those who only have fun when they are winning games
Frankly, I think it always isn't fun to be losing when the reason you're losing is out of your hands. It's not fun to be losing when it's your team's fault (whether your team is just terrible or your team had an afk), and it's not fun to be losing if it's a result of your opponent's completely outstatting you. I think there's also no fun in winning certain types of games, namely games when your opponents have an afk or severe lag problems. You get free wins when you didn't deserve them, and I don't think that's fun. Winning is fun, but losing when you still have a realistic chance of winning is also extremely fun, as are extremely close games where the game could go either way. There's no comparison to the emotional high you get when your team wins after losing all game because you consistently outplayed your opponents, while the unpredictability of close games keeps you on the edge of your seat, gets the adrenaline pumping, knowing that a few bad plays could give the victory to either team, at which point you can't even be sad of losing because the result doesn't match the destination. Frankly, those emotional highs and lows are why I don't play League as much as I used to. Nowadays I play a lot more platform fighters where the only things that ruin games are matchmaking and lag. You aren't dependent on your team because you're in a 1v1, you always have a chance to pull off a big comeback, and you don't have snowball mechanics that ruin close games.
Pscythepath (EUNE)
: Rakan cheats on xaye with morgana. SEE THE EVIDENCE XD
If find it hard to believe that Rakan is cheating on Xayah with Morgana when he clearly broke Morgana's arm in this picture.
: > [{quoted}](name=The Yetii Rider,realm=NA,application-id=3ErqAdtq,discussion-id=mMhP3k7Z,comment-id=00010001000200000000,timestamp=2018-03-07T20:58:56.873+0000) > > That doesn't inspire much confidence, Asirite. The champion has been a jungler for ages and the fact that you took a look at him to try and support him in that role and still couldn't fix it worries me. > > I get it, the move from MP/5 to % MP really hurts jungle mages in particular. But that change happened like three years ago and jungle mages are still almost completely absent from the game. The issue with fiddles is less an issue of jungle mages. Champs like nid, eve, and elise have succeeded or are succeeding. Fiddlesticks has large issues like outdated champ design, some chunkiness, and changes to the jungle as a whole (like the changes to camps 3(something like that) years ago. Fiddle will most likely need large changes sometime in the future which i believe he is on the list for high prio vgu but so are many other changes which is unlucky.
I think you're confusing the term "mage junglers" with "AP junglers". There's a good selection of AP junglers, but they're all either assassins, skirmishers, or AP bruisers, with the sole exception of Fiddlesticks. Of course there have been some pseudo-viable mage junglers in the past, but they've always been either fringe viable or got nerfed out of the jungle because they were breaking lanes even harder. It's true that Nidalee, Evelyn, and Elise have succeeded in the past, but they don't account for balance of mage junglers. Why? They aren't mages. Nidalee and Eve are assassins, while Elise is a skirmisher. I personally would like to see Riot give more effort into broadening the AP jungling pool to actually include some proper mages and a legit choice on what type of mage you want to bring to your team the same way most other classes of junglers have and whether or not you want to bring a mage to your team at all. The answer to the former is exclusively "Fiddlesticks" and the answer to the latter is "oh hell no". And in case you can't tell from my summoner name, I really like mage junglers. However, I haven't been able to play them since season 6 since changes in preseason 7 neutered them and I haven't had the desire to play SR since because of changes made that season.
: Should A Champion Be Nerfed For Being Annoying?
Annoying can have many different meanings depending on the player. Some players could find champions like Lux, Ziggs, or Varus with how they poke from a range most other champions can't. Other players could find tanks annoying because they are hard to kill. Others could find hyper mobile champions as a whole annoying because they can dance around your ranges and make you miserable trying to damage said champion. It's almost entirely dependent on the player playing against the champion in question, even in cases where there are a lot of players that find the champion annoying. It's also worth noting that a champion's numbers could determine how annoying a champion is. Using your Zoe example, imagine how less annoying she would be if her Q damage was cut in half.
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Jungle Lux God

Level 36 (NA)
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