Rioter Comments
: [GAMEPLAY FEEDBACK] PBE Turrets and Minions
When I tested the turrets, I was surprised as to how fast they were destroyed. Buffing the tower health or the resistances gained slightly would help, but these iterations of turrets still fall too damn fast!
Rioter Comments
: Viktor Top is the same as Vayne,Lucian,Gnar,Jayce,Teemo and Rumble Top.
Play a counter into Viktor top that rushes a perma-slow and bonus movement speed. If you can find a counter to Viktor top, I applaud you because even the pros can't find the answer to that champion. Gets crazy AP from his hex core item and a fat shield do to mana builds that's on a 3 or 4 seconds cooldown. Explain to me who can even walk into lane with Viktor top.
Rioter Comments
Moody P (NA)
: Viktor Top does not create a diverse lane. AP Ranged tops never have.
Personally believe they need to nerf the shield and the movement speed he gets from his Q when it's augmented. If they don't go with the shield nerf, they need to bump the CD of his Q by 2-3 seconds at every single rank.
Alve (NA)
: Promos are artificially skewed to keep you in your division and playing more
Completely agree. Doesn't make sense that you're playing well to get into promos and then you might just have an off game and the next game was just unlucky teammates. If you reach 100 LP, you should automatically be placed into the next division unless you're at the peak of the tier like Silver 1 to Gold 5. Then I believe you should have to play promos because you're potentially entering a new tier.
: Loving pretty much everything, but a few short questions on this: > [{quoted}](name=Riot MapleNectar,realm=NA,application-id=A7LBtoKc,discussion-id=NPBRPjqf,comment-id=,timestamp=2018-10-23T17:09:00.290+0000)Each Plate represents 1000 Turret HP Does this mean that when the last plate falls, the tower dies? Or is this a 5000 hit point buffer on top of the actual turret health? >Armor and MR provided by Turret Plating :: 40 + 30 for each plate destroyed Do you find this is difficult to convey? For me it seems odd that less visible shielding actually results in a tougher tower. >Gold reward per destroyed plate :: 160 local gold (divided among nearby champions) 160 gold per plate is 800 gold. Do you mean 160 gold across ALL plates, or are early towers now worth nearly 1k gold? If so, is this entire 800 gold value lost if the plates are not destroyed before 14:00? >Bulwark :: + 25 Armor and MR per nearby enemy champion past the first on destroying a plate. * Does the visible effect change to make this difference clear in the presence of multiple champions? * Is there a specific reason you opted for this over something more visible like a shield on the health bar? * Is the range long enough that this isn't easily abusable by popping in and out of range when a barrier is about to fall?
> [{quoted}](name=The Djinn,realm=NA,application-id=A7LBtoKc,discussion-id=NPBRPjqf,comment-id=0004,timestamp=2018-10-23T17:25:31.946+0000) > > Loving pretty much everything, but a few short questions on this: > > Does this mean that when the last plate falls, the tower dies? Or is this a 5000 hit point buffer on top of the actual turret health? > > Do you find this is difficult to convey? For me it seems odd that less visible shielding actually results in a tougher tower. > > 160 gold per plate is 800 gold. Do you mean 160 gold across ALL plates, or are early towers now worth nearly 1k gold? If so, is this entire 800 gold value lost if the plates are not destroyed before 14:00? > > * Does the visible effect change to make this difference clear in the presence of multiple champions? > * Is there a specific reason you opted for this over something more visible like a shield on the health bar? > * Is the range long enough that this isn't easily abusable by popping in and out of range when a barrier is about to fall? 1) When one plate falls, that means the tower is at 4000 hit points, so yes the tower falls when the last 1000 hit point plate is completely depleted. 2) Personally, whenever I was testing the towers on the PBE, I didn't realize that the towers gained armor/MR per plate lost until I noticed I started doing significantly less damage as each plate fell. Unless you click on the tower to see the armor/MR, you may not even realize it's gaining stats as the plates fall! 3) As you destroy each plate, yes the 160G is distributed locally to whoever is around the tower when the plate was destroyed, meaning you could get up to 800G if you're in the lane by yourself. Obviously, with your support nearby, you would get up to 400G since half of it would be distributed to your support. After 14 minutes, the plates are completely removed and the bonus health from the plates are also removed, so you would lose out on the bonus gold from destroying the plates since the plates aren't there anymore! 4) I can only answer 1 of your 3 questions. The visible effect of the tower doesn't change when the Bulwark trait is active. It just looks like a normal tower with the plates one it!
Meddler (NA)
: Quick Gameplay Thoughts: October 10
Bounty rewards need to be completely removed from the game. There should be no reason the enemy team benefits off of me playing well. Now you're talking about implementing a new reward for players farming well. Yikes this has to be some kind of joke. Bounties should only scale up to 3 kills with 50 gold per bonus kill.
iiCOMAii (NA)
: League is disgusting to play now, even when all I'm trying to do is have fun I get stressed out...
Yeah it was actually disgusting the other day when I realized how my mood completely changed from when I wasn't playing league vs when I was playing league. Wanted to ff @ 15 every game because I wasn't having fun and ended up playing only a few games.
Rioter Comments
: Can we nerf this ridiculous champ yet?
Smokescreen = {{sticker:slayer-jinx-unamused}}
: Graves doesn't need nerfs, Stormrazor needs nerfs and the 8.10 Jungle changes need to reverted.
> [{quoted}](name=BestPudgeNA,realm=NA,application-id=3ErqAdtq,discussion-id=Tr6z2TLl,comment-id=000a,timestamp=2018-09-19T00:51:42.577+0000) > > Graves doesn't need nerfs, Stormrazor needs nerfs and the 8.10 Jungle changes need to reverted. You've got to be a Graves players based on this statement. SMH.
Meddler (NA)
: Quick Gameplay Thoughts: September 19
The problem with Kassadin is he's able to get through laning phase really easy now since Fleet synergizes really well with him. Obviously, you can gank-gank-gank and shut him down that way, but most of the time your jungler won't do that for you. So now you're left in a 1v1 that favors Kassadin since Fleet heals for so much and you normally start Dorans shield. The sustain is too high and we can't forget about the reduced damage from his passive vs magic damage. If you're playing an AD champion, the passive doesn't relate to them, but it's Kassadin can still sustain decent in lane with all the resources.
Meddler (NA)
: Quick Gameplay Thoughts: September 12
Warmogs should replenish up to 75% of your total health so you recover health, yes, but it doesn't give you a get out of jail free card after you team fight. I understand you're investing gold into an item that is designed to replenish health, but that pretty much makes Ocean Drake not relevant if you're already replenishing health at a faster rate.
Rioter Comments
: I suggested in the past to make unempowered W a decent slow and empowered (E flux) W a root. W needs to be a decent slow to land EQ combo but also allow for the affected individual to respond to the debuff. I don't think W can ever be a skillshot so long as champions like Irelia and Yi (and other champions) exist. W needs to remain a lock down but it shouldn't be an ability to engage. W needs to be a powerful single unit lock down but it shouldn't eliminate the other champions ability to respond. If W is made to a point and click slow then we get rid of the problem of "instant rooting" someone which some may argue unfair. Applying E then W to extend the root projects to the enemy that he is being engaged on and will have time to react. What my solution is that there needs to be a delay on W or Q reset. Ryze needs to smoothly chain his abilities, not smash and expect results. This smooth execution o f abilities obviously needs to be rewarded so what I thought was that if you space out abilities with 1 or 1.5 second intervals [ON CHAMPIONS] then he could possibly get mana returned. Maybe this could be attached to his current passive. Thus Ryze would have to decide whether to quickly execute abilities to escape (and not get mana) or duel (while spacing out abilities) and get mana returned. I have plenty more ideas, maybe this isn't a good one.
> [{quoted}](name=DiamondSeed,realm=NA,application-id=3ErqAdtq,discussion-id=koyUEFOB,comment-id=00000000,timestamp=2018-09-04T19:50:37.470+0000) > > I suggested in the past to make unempowered W a decent slow and empowered (E flux) W a root. W needs to be a decent slow to land EQ combo but also allow for the affected individual to respond to the debuff. I don't think W can ever be a skillshot so long as champions like Irelia and Yi (and other champions) exist. W needs to remain a lock down but it shouldn't be an ability to engage. W needs to be a powerful single unit lock down but it shouldn't eliminate the other champions ability to respond. If W is made to a point and click slow then we get rid of the problem of "instant rooting" someone which some may argue unfair. Applying E then W to extend the root projects to the enemy that he is being engaged on and will have time to react. > > What my solution is that there needs to be a delay on W or Q reset. Ryze needs to smoothly chain his abilities, not smash and expect results. This smooth execution o f abilities obviously needs to be rewarded so what I thought was that if you space out abilities with 1 or 1.5 second intervals [ON CHAMPIONS] then he could possibly get mana returned. Maybe this could be attached to his current passive. Thus Ryze would have to decide whether to quickly execute abilities to escape (and not get mana) or duel (while spacing out abilities) and get mana returned. I have plenty more ideas, maybe this isn't a good one. They were very close to pushing a slight rework to Ryze earlier in the year, but just gave up on the change since they saw he was still performing well on the PBE of all places. His W was going to be a 60% slow I believe that also refunded mana and a root if the target already had Flux applied to them. His E I believe was on a fat cooldown early game (I believe it was 12-15 seconds) and still the same mana cost, but went down significantly as you put points into it. Q wasn't changed if I remember correctly and his R was on a fat cooldown, but you could put 3 points into Realm Warp so you could TP further. EDIT: Here's the link to the rework ideas earlier in the year. https://boards.na.leagueoflegends.com/en/c/developer-corner/zjf6dLzc-ryze-work-on-pbe
: Preseason Development Update 1
@RiotScruffy Glad to see that towers are actually going to be doing damage so champions can't just tower dive freely. I also like towers having more health to extend laning phase. The base stats option should've been in the game from the beginning, but seeing it come up in Season 9 is a relief. Now if there were multiple ways of ending the game other than just fighting a 50/50 at Baron would be good for the game. I'm not sure if you guys were changing any Runes or adding any new ones, but I would like to see the Runes turn more into utility options rather than just damage options really. If Aery was just a shield and maybe provided MS for a duration or Aftershock only gave the bonus resistances and maybe tenacity for a short period of time would be examples of more utility based Runes.
: @Riot: No keystone deserves to give 20% true damage.
I personally believe Conqueror should give bonus AD the longer you're in combat. It charges up like it does now and the first auto attack triggers the rune. While you're in combat, you passively gain AD up to X amount. It shouldn't give the bonus True Damage and if you're out of combat for X seconds, your Conqueror stacks fall completely off.
Rioter Comments
: Tbh I wish they would just kill her jungle (add reduced damage to large jungle monsters on her Q) and balance her around midlane as extreme as that sounds.
> [{quoted}](name=Dirty Weeb,realm=NA,application-id=3ErqAdtq,discussion-id=WJX7kcq9,comment-id=0006,timestamp=2018-08-16T19:11:48.559+0000) > > Tbh I wish they would just kill her jungle (add reduced damage to large jungle monsters on her Q) and balance her around midlane as extreme as that sounds. Me to man!
Rαy (EUW)
: Nerfing Damage Runes is not enough - we need our Resistances back
I wish base resistances were still in the game.
Rioter Comments
Makadur (EUW)
: That´s pretty short viewed, yes i agree tryn besides S1 never saw professional play, but the others did(not 100% sure but pretty much)
> [{quoted}](name=Makadur,realm=EUW,application-id=3ErqAdtq,discussion-id=A6nTNdhe,comment-id=000200000000000000000000,timestamp=2018-08-11T18:40:34.275+0000) > > That´s pretty short viewed, yes i agree tryn besides S1 never saw professional play, but the others did(not 100% sure but pretty much) Evelynn, Fizz, and Soraka have been played in the past. I'm not sure about the other 3 though.
: So Riot is planning on compensation buffs for Electrocute users
: I don't like the idea of "Zoe can get any Summoner Spell/Item in the game!... Except for: (lists all the damage stuff)". Kinda ruins the whole concept of being able to pick up anything. I think the best course of action is enforcing a "use the stuff you just picked up immediately" thing, rather than "pick it up and use it when you feel like it", and enforcing a "if you want to deal damage with this, you actually have to stay close to the target" so she can't just sit on an Ignite and you can't trade with her for the next minute and she can't jump in, quickly deal damage and then jump out. So kinda like: **Cooldown removed. Now costs 50 mana to use.** **Enemy lock-on range decreased to 500 from 550.** **ALL Spell shards on the ground durations decreased to 10 seconds from 40 seconds (20 seconds for minion spell shards).** **Zoe can only hold a spell shard for 10 seconds down from 60 seconds.** **Only champions and large minions can drop spell shards.** **Number of orbs increased to 5 from 3.** **Damage per Orb decreased to 10 / 20 / 30 / 40 / 50 (+ 10% AP) from 25 / 35 / 45 / 55 / 65 (+ 18.3% AP).** **Total magic damage changed to 50 / 100 / 150 / 200 / 250 (+ 50% AP) from 75 / 105 / 135 / 165 / 195 (+ 55% AP).** **Orb duration decreased to 5 seconds from 10 seconds.** **Bonus movement speed decreased to 30 / 35 / 40 / 45 / 50% from 30 / 40 / 50 / 60 / 70%.**
I could agree with that. When I see a Zoe get an ignite drop, I have to sit by turret and give up the CS until the ignite wears off.
: Ya just make zoe even more garbage. Jesus christ im so tired of riot and this community. Meanwhile ADCs get buffed back and their itemization does as well to bring their monopoly back. Freaking ridiculous. Azir and Ryze are terrible right now and zoe isn't even very good. Shes gotten destroyed repeatedly since release and people still whine for more.l
Yikes what iteration of Zoe are you watching because the iteration I'm watching win pretty much every matchup with a select few being only at around 48%-49%.
Rioter Comments
Fízz v2 (EUW)
: {{item:3107}} {{summoner:7}} {{summoner:3}} {{summoner:21}} are some of my favorite drops so.. ok {{sticker:galio-happy}}
Maybe there should be a cooldown on her W to make it fairer? In ARAM, if Zoe picks up two snowballs, there's a two-minute cooldown on the second W cast. I'm not saying make it two minutes, maybe one-minute cooldown since waves spawn ever thirty seconds and you're pretty much guaranteed to get a summoner/active drop per wave. This way she can still use her W if she picks up a summoner/active, but she can't just pick up 4 flashes and 3 ignites in a teamfight and run over people with their summoners/actives.
: > [{quoted}](name=Keshaun,realm=NA,application-id=3ErqAdtq,discussion-id=2eilds3P,comment-id=0003,timestamp=2018-08-06T23:49:39.423+0000) > > Xayah is still playable even without Rakan. The problem with Xayah is her range compared to other marksmen is slightly shorter and in a meta where you instantly die if you're touched, range is key. It also doesn't help that the item changes that screwed over crit adc's hit her like a truck and she hasn't found her way back as much as some of the others. She's still pretty good with Rakan though and okay at best without him since they've been working on making crit marksmen more viable again.
That's true also. I would say a Tristana or Draven benefits from Stormrazor WAY more than a Xayah does.
Rioter Comments
: What happened to Xayah ?
Xayah is still playable even without Rakan. The problem with Xayah is her range compared to other marksmen is slightly shorter and in a meta where you instantly die if you're touched, range is key.
: barrier doesnt block the full damage because the shield doesnt last as long as ignite's damage does. i honestly hope they just revert the tp nerfs and nerf ignite. if they want to keep the insane damage they better give it a longer cooldown, because it's stupid how often it can be used.
: what about assassins like rengar, shaco and khasix who have very few skill shots and need to rely on those types of items for auto attack damage
Those champions already have empowered auto attacks. When you pair those abilities with Duskblade damage and then Electrocute, it's just instant death with no counterplay since two of those champions aren't shown from control wards and Rengar can leap onto you from a distance.
Rioter Comments
: Tank changes for 8.16
I personally would just rather see more utility buffs (higher uptimes on shields, slight armor / MR buff, reduced CD by a few seconds, reduced mana cost, whatever else is considered utility) rather than strictly damage and scaling buffs. If the champion still performs poorly with the utility buffs, then you go ahead and buff the damage.
: > [{quoted}](name=Keshaun,realm=NA,application-id=3ErqAdtq,discussion-id=LKBzd85W,comment-id=00030007,timestamp=2018-08-03T07:25:14.466+0000) > > The issue with Fizz and all assassins actually are Electrocute + Ignite deal too much damage and now his ultimate is too much like the pre-rework ultimate where if you landed a Guppy shark (up close and personal shark) the shark will still do crazy amounts of damage. When I originally saw that you guys were rewarding players for landing Megladon sharks and putting players at a disadvantage when opting for the Guppy shark, I was all for it. Now the Guppy shark has a 90% AP scaling and deals 150 base damage. An all in would average out to around 1093 damage if you choose a Guppy shark and 1247 damage if you manage to land a Megladon shark. The damage breakdown would look something like this with 73 + 10(33) damage from (Q) > 20(24) + 50(36) damage from (W) > 220(45) damage from (E) > 150(74) upwards to 300(78) damage from (R) > 110(18) damage from Electrocute > 230 damage from Ignite. Fizz at level 7 without Resolve runes or any health items has 1045 health, so other champions in the mid pool will be around the same health pool as him. I feel he shouldn't be able to one shot you from full if he Q towards you and lands a Guppy shark paired with over buffed Ignite and Electrocute damage. If you happen to see this, I would support a hotfix on Monday because he's currently my permaban champion right now and is just obnoxious to play against. Fizz is too Ult reliant. If he hits it, youre usually dead. If he misses, he is useless and has to run away.
I feel Assassin's should have that one big ability that will either make or break a teamfight. If Fizz lands a shark on a squishy target, they should get exploded and die. If he misses though, he should be "useless." If that were the case though, all the assassins would need to be changed to fit that idea like Ekko, LB, etc.
: I feel strongly that he needed the buffs this patch, however, we definitely overshot so we're going to pull back a bit of power that we added this patch - we're currently talking to the tune of 1.5% -2% from a pure winrate perspective, and are trying to decide if we should hotfix it in on Monday as followup to this patch, or wait until 8.16. Typically we don't use hotfixing for tuning like this which is why it's a debate and not a sure thing. We do now that at this current power level he'll probably rise relatively quickly to top tier ban status which is something we'd ideally like to avoid.
The issue with Fizz and all assassins actually are Electrocute + Ignite deal too much damage and now his ultimate is too much like the pre-rework ultimate where if you landed a Guppy shark (up close and personal shark) the shark will still do crazy amounts of damage. When I originally saw that you guys were rewarding players for landing Megladon sharks and putting players at a disadvantage when opting for the Guppy shark, I was all for it. Now the Guppy shark has a 90% AP scaling and deals 150 base damage. An all in would average out to around 1093 damage if you choose a Guppy shark and 1247 damage if you manage to land a Megladon shark. The damage breakdown would look something like this with 73 + 10(33) damage from (Q) > 20(24) + 50(36) damage from (W) > 220(45) damage from (E) > 150(74) upwards to 300(78) damage from (R) > 110(18) damage from Electrocute > 230 damage from Ignite. Fizz at level 7 without Resolve runes or any health items has 1045 health, so other champions in the mid pool will be around the same health pool as him. I feel he shouldn't be able to one shot you from full if he Q towards you and lands a Guppy shark paired with over buffed Ignite and Electrocute damage. If you happen to see this, I would support a hotfix on Monday because he's currently my permaban champion right now and is just obnoxious to play against.
Rioter Comments
CamoLad (EUW)
: > [{quoted}](name=MythPuppy,realm=NA,application-id=3ErqAdtq,discussion-id=U757H4h9,comment-id=00050000,timestamp=2018-08-01T00:33:59.357+0000) > > You sure you haven't confused zoe with zed? Zed isn't even close to zoe my %%%%%, Zed has enough counters unlike the rat from disney,
In the current meta, Zed's kill % is around 60% all across the mid lane pool. You can't possibly say Zed has enough counters when the statistics say otherwise. The most you can do against Zed is to freeze the lane outside of your tower and wait from him to mash his keyboard and kill you since damage in the game is too high. Unless you or your jungler have hard cc, he will just shadow away from you once he sees your jungler is coming from the river. The only people who have a semi close chance at standing a chance in lane based on statistics are Diana, Zoe, and like full armor Malphite.
Bondy (EUNE)
: @Meddler: Let me show you what we mean by "The Damage Is Too High"
Well, you are like paper to her since she has 3 lethality items, but I still support the "damage is too high" statement because the statement is true across the board.
: Riot Direct AMA!
I've been getting lots of lag spikes in game and other people have told me they have also. Is there something going on with the server right now or am I'm just having bad luck.
: > In patch 8.4, we pushed the activation time of Stopwatch to 10 minutes because its prevalence in professional play was delaying or inhibiting early action. In 8.10 we tried a lower value (8 minutes), **but we've begun observing the same impact on pro play**, so we're reverting those changes. from the latest patch notes {{sticker:sg-lulu}}
SwineTV (EUW)
: It's not coming next patch. Don't know where you got this from. They're currently waiting for an artist to work on the visuals so... might take some time. Maybe 8.19?
No, because when I first heard about the passive a while back, they said it'll take some time, but should arrive in like 8.14 or something. Could remember it wrong, but I could've sworn that's what it said. 8.19 though!
Rioter Comments
Wuks (NA)
: Well, for the most part, it’s been established that this far into the season, if there’s to be a significant change to the game that results in a drastic shift in the meta, it’ll likely happen during pre-season such that the flow and feel of the game doesn’t shift too much as we approach the end of the season. At times, this happened during mid-season updates (see: mages); however, it doesn’t make too much sense to shake things up this far into the season. That’s not to say balance adjustments won’t occur between now and the end of the season. Numbers will continue to be adjusted for the sake of what the balance team believes is the right direction for those items, cooldowns, stats, etc. I’m not saying that I or you agree or should agree on every decision they make, but they still do make those changes up to the end of the year. I do see where the sentiment is coming from, but I think it might be at an extreme in your scenario.
That's true. I feel since Runes Reforged was the big thing during the preseason, they should've focused the whole season on trying to balance these runes. Electrocute since the start of the season was and still is the most damaging rune for burst and makes most assassin's even more obnoxious to play against since there's not much counterplay to being bursted. Glacial Augment isn't used efficiently on any champion in the game and receives no play. They chose to leave the runes as they were though and introduce other major changes like scuttle, mana, and adc. Out of the three, I felt that the mana changes should've been pushed since every champion was able to just push and roam (this is coming from a Ryze main). The scuttle changes weren't needed and felt like they were forced to shake up jungle and the adc changes were needed but could've been handled slower and VERY differently.
Rioter Comments
Rioter Comments
La Bello (NA)
: its going to be a wash imo just like flex que/teambuilder was that will get removed give or take a season. Riot keeps trying to invent new ways to get people interested in ranked on NA by making it more and more casual friendly. Its honestly silly how unhealthily obsessed they are with this ONE mode of play. I dont think preseason is going to reverse the damage this season did though. Runes Reforged ultimately had a turbulent if not outright poor effect on the game that Riot is still scrambling to fix. Its hard to gauge its effects because Runes Reforged have turned some champs from zeroes to heroes (Electrocute Assassins including Wukong, Aery+scorch poke supports. Celerity+LTempo Nocturne) Champion balance is questionable.Lots of reworks got reverted for better or WORSE and Still a ton of champs in need of VGU. For some Reason Meddler and the balance team has a fetish for buffing unhealthy champions (who asked for Garen,WuKong and Mundo to be meta? Why bring back Nocturne?who enjoys playing against Tryndamere yuck... cant say I miss these champs personally). Itemization is still pretty bad. Just about every class has pain points with their itemization. Bruiser got their items iceboxed and are banking off of keystones to get by. AD Assassins feel too connected to the hip to Duskblade and EoN is still mediocre. Mages have realistically had no meaningful item choice growth. For some reason Riot just gutted their mana so they would all be forced to go 1 of 3 mana items (but lets face it 1 of 2 because GLP is pretty ass) besides that Void staff is still pretty mandatory most of the time. Supports items still has majority of their power in heal/shield modifier which reflects poorly on the class as a whole (supports should/could be MORE than just heal/shield slaves and Pyke proves that) also mass healing is detrimental to game health. Tanks currently aren't feeling it because there are simply too many answers to them in the game now. Marksmen got EVISCERATED by nerfs and are still on the long road to recovery (patch by patch they are slowly getting better though). Besides all this there is still the whole RGM modes getting removed+Clash failing to launch over and over along with complete Silence about the status of experimental ARAM changes. players who liked to play ascension/bloodmooon/def not dominion are getting left in the dust instead having to settle for Urf. so I mean yeah. Riot has a LOT of work cut out for them that probably wont get finished anytime soon and would probably take an entire season to fix in the first place. Rather Instead they are going to unleash another workload monster (new ranked) so the gameplay will continue to suffer as Riot tries to sort that out in addition to everything mentioned beforehand. sad to say but I honestly predict this will be another year of further overall decline of game health,quality and playerbase. Riot just doesn't want to stop and eat whats on their plate. They just keep going full steam ahead unaware of the amount of passengers who are fed up with the ride and choosing to abandon.
Completely agree with everything you said, especially about the unwanted champion buffs like Tryndamere! If I were you, I'd go ahead and post this at its own discussion since you went into great detail about your thoughts on the status of the game.
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Keshaun

Level 128 (NA)
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