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Well, I apologize that I am unable to make this easier than it already is. Have a good day.
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That's not the hyperbole. I have indeed been to all the regions I've stated above.
What I haven't done is taken to the extreme to intentionally do everything I possibly could to get banned. I acted as my usual "toxic" self, and received no punishments for it. The point of this post is simply point out that NA is too sensitive compared to other regions.
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Yes but this isn't a post about win trading, it's a post about toxicity.
Not sure how you are able to confuse the two.
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I take it your English teacher never taught you what hyperbole is.
Yes, in extreme cases, you can get banned, obviously, you don't need to have 200 iq to figure that one out. But generally, 99% of the time, you can't really get punished for saying things that would otherwise get you punished in NA. And from my experience, you can say a lot worse things without getting punished.
I don't know what that guy did to get a 2-week ban, but it's irrelevant.
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Is it an issue? I don't see very many Korean players having an issue with toxicity except for a few NA players who play in our region. Even pros are toxic. Korea has been the best region for the majority of League's history, usually because we're strictly competitive and don't take crap from anyone.
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Agreed.
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All of the spells you mentioned are empowered auto attack abilities. They are different from single target abilities, like Vladimir's Q.
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What ? ?
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{{champion:38}} {{champion:8}} cause they counter cancer assassins.
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Talking about how I don't know fundamentals of balance, take a look at your sad op.gg
In any case, you have the arrogant belief that there is no possible way you could be wrong, when clearly you haven't even bothered to do some simple calculations. If you can't see why -5 ms is so meaningless then perhaps you need to retake your elementary school math class and do a little subtraction and division.
I understand that you may think that it affects her dueling and rotations, but again, do some simple calculations and you'll find that it affects virtually nothing.
Seriously though, if you're going to act high and mighty like you think you're so smart, at least make an argument.
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I actually like his voice lines. He's in the same boat as Jax, after centuries of being so powerful you tend to stop taking things seriously.
Would like to see some Vlad buffs tho..
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And why are junglers being weaker seen as a problem?
Jungle mains have enjoyed their role dominating half the Challenger ladder for the past 3 seasons. Why is this role still seen as weak?
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That's a result of the champion being less effective, not the item. You're trying to tell me that because Irelia is weaker, Phage is weaker, which is absolute non-sense.
If you're arguing about "sums", you suck at math, because at the end of the day, Irelia is getting 395 MS from Phage, as opposed to the 400 MS from before. If we "sum" that up, that's a loss of 5 MS. And if I recall correctly, Irelia lost ... 5 MS, I think the "sums" match up.
If Irelia somehow lost more than 5 MS with Phage then you'd actually have an argument. But as far as I can tell, she doesn't.
Unlike my other two posts can you kindly read this one? Thanks ^.^
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That's literally not even an argument. Phage always gives the exact same amount of movement speed regardless of your movement speed. The champion is less effective, not the item. And as I said in the previous post, this movement change doesn't mean shit.
You also can't compare -3 AD to -5 MS because they are two completely separate changes that affect the champion in different ways. The Graves nerf affected his clear speed because he had to get in at least 1 more auto in every camp. Movement speed nerfs don't have that same affect. Same with engaging, retreating, and rotating, it adds almost no time if you actually do any math.
Sorry that you are UNABLE to even bother reading my reply before making one of your own.
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He was banned for intentionally feeding though.
As far as I can tell, he didn't intentionally feed that game. That's just hashinshin being bad as usual.
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All of your arguments are awful and some are just straight up lies.
{{item:3044}} Phage gives flat MS, not sure why you're trying to make it seem like it gives percentage MS.
{{champion:79}} -5 MS means you walk from top turret to top turret 0.25 seconds longer. If you're mid this is even shorter.
{{summoner:6}} Literally no Irelia player takes ghost. wtf
{{champion:267}} Same as Phage. Nami gives base MS. If you're talking about champions like Janna, Irelia loses out on literally less than one bonus MS. 13% of 5 is 0.65
The entire map is 19600 units squared. Assuming you walk fountain to fountain without stop, it would take 57.64 seconds for you to get there with 340 MS. If you had 335 MS, it would take you 58.50 seconds. It literally takes LESS THAN ONE SECOND LONGER to go from base to base with these movement speed nerfs. How exactly does rotating from lane to baron take 10 SECONDS LONGER with these changes?!
Other -5 MS nerfs are examples of placebo and nothing else. Riven got a slight damage buff and people on Reddit were talking about how great the changes felt. Another scenario is where Vladimir's pool got nerfed and everyone called the champion dead + his winrate tanked. In reality, the developer in both scenarios forgot to put the changes into the actual game.
Not sure why your post is even getting up voted. I guess some people just don't know basic math.
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Stop doing their job for them.
{{sticker:sg-miss-fortune}}
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Orianna is extremely oppressive in lane due to her harass. Always keep a set distance from Yasuo, about 525 units away (the size of your auto attack range). Getting too far will cause you to get pushed in, getting too close will invite him to all in you.
As soon as you have this down, go for auto attacks whenever Yasuo walks up for CS. Save your Q+W until his shield is down. Use E when he dashes in, make sure the ball passes through Yasuo for extra damage and a slow.
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They've also seen more than their fair share of indirect nerfs through items and runes. I'd say the buffs were merely to compensate for the void left by these changes.
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> [{quoted}](name=Illabethe,realm=NA,application-id=3ErqAdtq,discussion-id=oGctYfbh,comment-id=00020001,timestamp=2018-07-19T10:45:19.875+0000)
>
> tbh Ornn jungle, Tryn top is more likely. Ornn can level and gold much safer/persistently in jungle than top, where 70% of the meta top champs make his lane phase a stalemate and often struggles with mana conservation.
>
> Keep in mind with the crit nerf, they also reduced Tryn's spin cooldown by 2 sec :X
Ornn is a lane dominant tank and his passive only takes effect after level 10.
Why would you put him jungle over Tryndamere?
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I've played hundreds of games against 3-man premades, ones that didn't play support comp and just played jungle like normal. None of them involved me getting stomped just because they had voice communication. On the other hand, I've been absolutely crushed many times with very little effort by the opposing team, who WERE using support comps, some of which weren't even duo/trio queueing, they just happened to decide in champion select.
So contrary to your claim, voice communication doesn't dramatically increase your chance of winning, it may help ever-so-slightly when it comes to synergy, but the true issue is me auto-losing to support comps with very little counterplay, regardless of whether they used voice communication or not.
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Meddler
(NA)
:
Quick Gameplay Thoughts: July 18
Hello! Challenger 3's player here. (Although I've been in Korea for the past month so my rank may have fluctuated a bit.)
I've climbed the Twisted Treeline ladder for the past 600 games, peaking Challenger 400 LP in NA by exclusively solo queue. I would occasionally (very rarely) attempt support comp with insurmountable success. Even during games when incredibly behind, support items are too gold efficient and you can simply farm to catch up incredibly quickly. This makes support comp incredibly oppressive with very little leg room to mess up.
Most Challengers in Twisted Treeline indeed use supp comp, often times going as far as using hyper support comps, by putting a utility mage bottom lane, which will offer even more benefits to the hyper carry while also having an extremely easy laning phase (Morgana, Karma, etc). They may tell you that jungle vs support is an equal playing field, but don't be mistaken, they are top rank players, and they want to stay there. The rank 1, 2, and 3 being the most dominant and oppressive trio queue support comp users in the game, and they will comfortably tell you that the meta is in a good spot.
While I don't think support comp should be killed outright, it definitely does not need to be in such a strong spot as it is right now. I think jungle comps should have an equal chance of winning as support comps do. Right now, the only way to hit the top ranks is to trio hyper support comp, but I think that's not right. Please give us solo queue players a chance to hit the top ranks. Thanks :D
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Let me get this straight.
Ranged top laners are allowed to negate bruisers. (Vladimir, Teemo, Quinn, etc.)
Tank top laners are allowed to negate ranged top laners. (Ornn, Poppy, Garen, etc.)
But Bruisers are not allowed to negate top laners.
Where does this double standard come from?
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I literally just said that lowering the statistics to Silver only would only prove my point further, so if I wanted to be biased and limit my perspective, as you say, I would've chosen ONLY Silver stats, but I didn't. You are clearly illiterate and read what I said again.
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Yes you do need to explain how it bypasses all forms of defense, because Health is a form of defense and it is a stat that cannot be effected by True Damage what so ever.
Conqueror reduces the effect of Armor and Magic Resist, and it does so by 20%. It is still effected 80% of your Armor/Magic resist.
Please explain how reducing the effects of Armor/Magic resist by 20% and not even affecting Health bypasses "ALL forms of defense".
You clearly need to be locked in a mental hospital.
{{sticker:sg-lux-2}}
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You're still not answering my question! How is ignoring armor/magic resists problematic? Just saying it does something does not explain to me what makes it problematic.
What's wrong with Brand passive?
It does Damage over Time!
What's wrong with Kleptomancy?
It gives free money!
What's wrong with Spirit Visage?
It gives me 30% more healing!
Telling me what something can do DOES NOT tell me why it's a problem in the game.
{{sticker:zombie-brand-facepalm}} {{sticker:zombie-brand-facepalm}} {{sticker:zombie-brand-facepalm}} {{sticker:zombie-brand-facepalm}}
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That's not Conqueror's fault though, Ornn is just a bad champion.
Ornn's top counters based on win rate are Wukong, Yorick, Poppy, Quinn, and Dr. Mundo (in that order.), champions that build either Lethality or Grasp of the Undying. Doesn't sound like Conqueror's the problem here.
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Nope that's not what I'm saying at all.
If you had done your research, lowering the statistics to Silver only will decrease their winrates even further, dumb ass.
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Not sure I follow. What about the true damage is problematic?
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Thing is, most champions you listed here aren't bruisers and usually take Press the Attack/Grasp of the Undying over Conqueror. You don't need to take my word for it just go on op.gg.
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Not enough said, would you care to elaborate?
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Because unlike AP burst champions/mages, you sacrifice too much wave clear, and thus you'd be extremely irrelevant mid game, even if you did win lane.
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High elo? Not really.
And pro play is almost an entirely different game, even dopa (Rank 1 in Korea/China) admits this.
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The higher rank you go, the worse Yasuo's winrate becomes. People should spend their type figuring out how high elo players do it instead of complaining in gameplay boards.
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KING XXXI

Level 62 (NA)
Lifetime Upvotes