: A: Didn't say that. B: You defaulted to combative from your first reply to this thread. Counter productive, and absolutely no reason for me to continue with you.
> [{quoted}](name=JustaNewb,realm=NA,application-id=3ErqAdtq,discussion-id=LQ585KzU,comment-id=000000000000000000000000000000000000000000000000,timestamp=2018-02-19T06:10:52.527+0000) > > A: Didn't say that. > B: You defaulted to combative from your first reply to this thread. Counter productive, and absolutely no reason for me to continue with you. I told you that you have no data which is why I don't believe your claim.
: K. Enjoy your evening.
> [{quoted}](name=JustaNewb,realm=NA,application-id=3ErqAdtq,discussion-id=LQ585KzU,comment-id=0000000000000000000000000000000000000000,timestamp=2018-02-19T06:05:59.772+0000) > > K. Enjoy your evening. Wait so when somebody is skeptical about your claims you just tell them to fuck off? what are you even trying to accomplish with this thread?
: Emailed to support, along with my match history for the past 3 years. I don't need your validation of my math, I am explaining to him how the math -works-.
> [{quoted}](name=JustaNewb,realm=NA,application-id=3ErqAdtq,discussion-id=LQ585KzU,comment-id=00000000000000000000000000000000,timestamp=2018-02-19T05:37:25.728+0000) > > Emailed to support, along with my match history for the past 3 years. I don't need your validation of my math, I am explaining to him how the math -works-. Why are you posting on the forum making these wild claims without any data? Look, my guess is that you saw the same team comp 2 games in a row and you're freaking out. Look at it this way. What are the odds that out of all the billions of ARAM games played in total that two of them would have the same team comp? What are the odds that this would happen and also one of the 10 people from it would make a big deal about it on the forums? Well probably not too bad, considering how many total games of ARAM are played. The odds that it was you to experience this are the same odds as any other player.
: Statistics =/= Champ Selection Statistics = Chances of, of 134 champions, getting 1 Champion Statistics = Greater Every time a randomized system produces the same result twice. Odds of getting any one champion in League of Legends, assuming all champions owned (actually common): 134 Champions + Number on Team 5 The algorithm is the exact same as determining your odds of winning a lottery: x^x-1^x-2^x-3^x-4 The algorithm then is fed to itself once again if one wishes to replicate the results in an exact pattern. x^x-1^x-2^x-3^x-4^2 This repeats forever. Basic Statistical Math you learn on Day One. It isn't magic, it is probability.
> [{quoted}](name=JustaNewb,realm=NA,application-id=3ErqAdtq,discussion-id=LQ585KzU,comment-id=000000000000000000000000,timestamp=2018-02-19T05:33:37.333+0000) > > Statistics =/= Champ Selection > Statistics = Chances of, of 139 champions, getting 1 Champion > Statistics = Greater Every time a randomized system produces the same result twice. > > Odds of getting any one champion in League of Legends, assuming all champions owned (actually common): 134 Champions + Number on Team 5 > > The algorithm is the exact same as determining your odds of winning a lottery: > > x^x-1^x-2^x-3^x-4 > > The algorithm then is fed to itself once again if one wishes to replicate the results in an exact pattern. > > x^x-1^x-2^x-3^x-4^2 > > This repeats forever. > > Basic Statistical Math you learn on Day One. It isn't magic, it is probability. COOL! Where's your actual data to apply that math to?
: ARAM - Something Is Actually Wrong
So do you have actual data on this? I have two important questions for you. If you can't answer these questions definitively, you don't have anything statistically valid to talk about. 1. How many ARAM games in a row have you seen this team comp? 2. How many times have you seen this team comp in your past 100 games?
: Can Sion change direction of Q while charging up? A Sion bot did it.
There are certain things that are input-locked client side, like panth being unable to cast abilities while he's landing from his ult. Panth bot casts his skills earlier than humans can. Sion bot changes Q direction. idk what else. Theoretically a player could mod their client to be able to do these types of things but that is bannable. It's like scripting.
: Can Sion change direction of Q while charging up? A Sion bot did it.
Kivolan (NA)
: Dash / CC Priority
It's not spaghetti code. It's working as intended. Trist W has two phases. 1. Cast time. Before the jump begins. This takes like 0.25s or so. During this window of time whatever happens doesn't matter. She effectively absorbs CC during this time. 2. Jump. After this begins, knockbacks, knockups, or pulls (anything that forces movement) will interrupt the jump. Other CC like stuns still have no effect. Cast times are not interruptable. Current movement effects are overridden by new movement effects. So if Trist is currently being pulled/pushed during the cast time, when the jump begins she will override the old movement effect. If a movement effect hits her after the jump starts she will be interrupted. Skilled players actually know how to time their skills around these rules.
: top laners are doing awesome in the lcs dominate solo quue
Top laners want epic bruiser duels where you can employ all your top lane specific knowledge to have a complicated war of micro and macro against your lane opponent, transitioning into being the star player in teamfights, heroically diving the enemy backline and killing them with your superior bruiser stats. Every teamfight should end in an epic duel between the two bruisers who, of course, are the only survivors of teamfights.
Santozed (EUW)
: Why does crowd control not stop a spell's channeling?
in early beta they decided to remove interruption on non-channeled abilities. It's not a bug because they officially stated that they wanted to remove interruption on most abilities. Unstoppable abilities completely block CC from being applied including knockbacks which is a different thing than simply not being interrupted. The only channeled ability at that time was Nunu's ult. The distinction was made because Nunu's ult was specifically designed with the counterplay of interruption in mind. edit: My bad I forgot Fiddle's drain, it was in the game too. Anyway my guess to why they actually did that was because at that time Exhaust silenced and ofc it was meta to have 5 exhausts because of that. lmao
PowerWolf (EUNE)
: Why are people complaining about zoe when veigar has been 1 shotting champions for ever?
Yenn (NA)
: Can we please get some counter play to being permaslowed?
1. stop picking garbage like udyr 2. dont get caught 1v5 ok now you shouldnt get permaslowed with no counterplay
Vaermina (NA)
: Fiora mains
> [{quoted}](name=Vaermina,realm=NA,application-id=3ErqAdtq,discussion-id=FbVFEvhT,comment-id=0000,timestamp=2018-02-18T01:32:39.065+0000) > > Fiora mains I'd like to see Fiora mains come redpill me on Fiora.
: Which champs are fun to you guys? Just Curious
The ones who inflict real bullshit upon my opponents
Rioter Comments
: I don't even get the purpose of runes/masteries anyway. Why not just make champs viable on their base stats and spells alone?
> [{quoted}](name=Hauling Ashe,realm=NA,application-id=3ErqAdtq,discussion-id=ATW2rodH,comment-id=0000,timestamp=2018-02-12T21:53:01.510+0000) > > I don't even get the purpose of runes/masteries anyway. Why not just make champs viable on their base stats and spells alone? You get to choose additional strategy besides just your champion pick.
nm1010 (NA)
: Blocking 195 is shit late game, but blocking betweenn 60-80 damage early in the game is actually pretty significant for champions who already do a lot of trading (or to prevent early all ins). The cool down might be a bit to high for people to take it, but we will have to see once it hits live.
> [{quoted}](name=nm1010,realm=NA,application-id=3ErqAdtq,discussion-id=bsFUMA2z,comment-id=0002,timestamp=2018-02-12T20:29:40.716+0000) > > Blocking 195 is shit late game, but blocking betweenn 60-80 damage early in the game is actually pretty significant for champions who already do a lot of trading (or to prevent early all ins). The cool down might be a bit to high for people to take it, but we will have to see once it hits live. The cooldown is way too high if you compare it to Grasp of the Undying
: What's difficult to understand? BORK deals extra damage to you based on the %HP you have. Lord Dominik's deals more damage to you based on how much extra HP you have than the person using it. There's not really any weird interactions with this rune. You will take less damage on the next 3 hits after the first hit, and this includes the extra damage these items increase attacks by.
> [{quoted}](name=Oleandervine,realm=NA,application-id=3ErqAdtq,discussion-id=bsFUMA2z,comment-id=00010001,timestamp=2018-02-12T20:24:48.120+0000) > > What's difficult to understand? > BORK deals extra damage to you based on the %HP you have. Lord Dominik's deals more damage to you based on how much extra HP you have than the person using it. There's not really any weird interactions with this rune. You will take less damage on the next 3 hits after the first hit, and this includes the extra damage these items increase attacks by. BotRK is a separate instance of damage from your basic attack, so there are 3 main possibilities. 1. It is also reduced AND consumes one of the blocks separately from your attack. 2. It is special cased/ignored with flags so it doesn't consume a block but it also is not reduced. 3. It is special cased to be reduced along with your basic attack, without consuming an extra block instance. Lord Dominik's, I have always assumed modifies the base dmg instance, so it would depend on how that instance interacts with the rune, but I could be wrong on how it works. Their code is janky, don't assume anything. Test everything. Seriously.
Rioter Comments
: How will this interact with botrk and lord dominics
> [{quoted}](name=Pink Leg Warmers,realm=EUW,application-id=3ErqAdtq,discussion-id=bsFUMA2z,comment-id=0001,timestamp=2018-02-12T20:00:18.734+0000) > > How will this interact with botrk and lord dominics Gotta test because damage sources can have various flags to determine which effects they interact with. It can interact with them however Riot wants.
InTheory (EUW)
: >Flat damage reduction is bad against burst, good against DPS Unless your first instance of damage is the burst itself which activates the damage reduction for follow up damage. But yeah its use is kinda situational.
> [{quoted}](name=InTheory,realm=EUW,application-id=3ErqAdtq,discussion-id=bsFUMA2z,comment-id=0000,timestamp=2018-02-12T19:57:56.113+0000) > > Unless your first instance of damage is the burst itself which activates the damage reduction for follow up damage. But yeah its use is kinda situational. I was talking about the mechanic of flat damage reduction in general vs the mechanic of limited number of blocks. They completely clash, which leaves the rune's effect in a really weird place and best case scenario it's just a health shield. Let's say it blocks 100 dmg for 3 hits. scenario 1: You take 1000 dmg, followed by 2 hits of 100 dmg. Total damage reduction: 300. scenario 2: You take 3 hits of 100 dmg. Total damage reduction: 300. In those 2 scenarios, It makes no difference. Here's where the rune is weaker: You take 3 hits of 50 dmg each. You stopped 150 dmg, out of the potential 300 you could have stopped depending on which stuff hit you first. If you imagine a scenario where you can potentially get hit by a bunch of sources of damage in any order, the 3 hit you first will determine the effectiveness of this rune with the best possible outcome being a kinda meh damage shield that isn't any better than regular, guaranteed damage shields.
Pömp3l (EUW)
: Pls don't remove celestial body ;(
It's pretty underrated. If you're not playing an aggressive early game champ, or your champ has such a horrible health pool that it's a liability, this rune is great.
Rioter Comments
: Volibear Mains are joining a suicide pact.
I think his passive should be immune to GW. Which other defensive ability on a long cooldown is countered so hard by a trivial purchase? The actual effect is usually worse than just "50% weaker" because the rate of healing drops to the point that you can much more easily die during it. Like over 6s you get 15% of your health instead of 30%. So that's 2.5% per sec instead of 5% per sec and you can just die after 3s and you only got 7.5% out of it... They should just remake this passive or make it immune to GW.
: On one hand people are complaining about Stopwatch making games longer, and others saying...
I don't think game length is the problem. There are two major problems imo 1. Damage is too high in a few specific situations, for example: - Early game, mostly level 1/2, making level 1 cheese and level 2 all-ins both too influential on the laning phase - Carries scale up too fast/easily 2. Stopwatch creates frustrating scenarios because it's available so early with very little investment so somebody can buy whatever items they want and still have it to turn around tower dives
: Ah, the first problem is that you use champion.gg which is a page that is notoriously unreliable regarding winrate/games played, here is an example for that: Let's take a look at [Ahri ](http://champion.gg/champion/Ahri/Middle?league=)(I went through the champions alphabetically to see which champion has this error that is very typical for champion.gg): she has an average winrate of 51.9%. And now take a look at her 'Win Rate % by Games Played' at 1-50 games played - you will notice that it is at 53.9% winrate. This is obviously totally impossible as the 'Win Rate % by Games Played' represents players of all levels of experience and yet even the worst performing level is below the average winrate of the champion. This is statistically impossible which shows that champion.gg simply fucked up. Hence I am generally extremely sceptical of any champion.gg statistic. > All champs (besides maybe the least popular ones) have roughly the same Player Experience Distribution; a tiny sliver of players at 50+ games. Take a look at any champion. > That is why if you look at general winrates without considering more variables you will see that the champions with the lowest skill floors have the highest winrates. And it's not just about mechanical skill. It's arguably more about how straightforward the champion's strategy is, or how obvious their strengths are. Now champion.gg being terrible aside, here is another problem: we are in a new season which means that even people who got thousands of games on Zed are being counted as beginners - which is obviously not true in their case. You can't really make a statement about which champions 'should' have the highest winrates as that varies depending on their avg. games played and their difficulty. For example champions like Riven are decently difficult while also maintaining a ridiculously high avg. games played (Riven already has the 2nd highest avg. games played top) so expecting a low winrate would be weird. Anyways, back to Zed: his current avg. games played according to champion.gg (ugh) is above average (22/45) but far below what you'd expect from Zed. But that is not unexpected seeing how Zed has performed pretty badly so that many Zed mains haven't played him much in season 8 so far. Here is an example of how the arguably best Zed player whose income depends on playing Zed has [reduced the amount of Zed that he plays](https://www.youtube.com/watch?v=YIoXTAO5e7o).
> [{quoted}](name=TEA Traumate,realm=EUW,application-id=3ErqAdtq,discussion-id=OhTaAeg7,comment-id=0017000100000001000000000000,timestamp=2018-02-07T17:59:59.498+0000) > > Ah, the first problem is that you use champion.gg which is a page that is notoriously unreliable regarding winrate/games played, here is an example for that: > > Let's take a look at [Ahri ](http://champion.gg/champion/Ahri/Middle?league=)(I went through the champions alphabetically to see which champion has this error that is very typical for champion.gg): she has an average winrate of 51.9%. And now take a look at her 'Win Rate % by Games Played' at 1-50 games played - you will notice that it is at 53.9% winrate. > > This is obviously totally impossible as the 'Win Rate % by Games Played' represents players of all levels of experience and yet even the worst performing level is below the average winrate of the champion. This is statistically impossible which shows that champion.gg simply fucked up. Hence I am generally extremely sceptical of any champion.gg statistic. > > Now champion.gg being terrible aside, here is another problem: we are in a new season which means that even people who got thousands of games on Zed are being counted as beginners - which is obviously not true in their case. You can't really make a statement about which champions 'should' have the highest winrates as that varies depending on their avg. games played and their difficulty. > > For example champions like Riven are decently difficult while also maintaining a ridiculously high avg. games played (Riven already has the 2nd highest avg. games played top) so expecting a low winrate would be weird. > > Anyways, back to Zed: his current avg. games played according to champion.gg (ugh) is above average (22/45) but far below what you'd expect from Zed. But that is not unexpected seeing how Zed has performed pretty badly so that many Zed mains haven't played him much in season 8 so far. Here is an example of how the arguably best Zed player whose income depends on playing Zed has [reduced the amount of Zed that he plays](https://www.youtube.com/watch?v=YIoXTAO5e7o). If you want to dispute my claim that winrates reflect skill floor please link a resource you consider reliable that has conflicting evidence. Riven is very straightforward strategically speaking which is far more important than mechanical skill when it comes to skill floor. Most people think to play Zed you just go for kills and big plays, but in reality to be effective you need to think more about macro and risk management. That's why his skill floor is actually higher than Riven. With Riven you can just bully your lane opponent and fight whoever gets near you. Yes she needs mechanical skill to reach her full potential but it's not nearly as important as knowing the correct strategy, which is simple with Riven, but not simple for Zed.
: The champions that build Rylai's have bad AP ratios in general
What use is a tiny bit more health though, honestly? Add this passive: _You take 10% less damage from movement impaired enemies._
: > [{quoted}](name=Khristophoros,realm=NA,application-id=3ErqAdtq,discussion-id=OhTaAeg7,comment-id=0017000100000001,timestamp=2018-02-07T16:48:03.922+0000) > > AD champs are strong in lane and strong at carrying solo queue in general. .. Which would have to be reflected in their soloQ statistics, which it is not - hence my complaint. Or do you think that Zeds statistics look like he is 'strong in lane and strong at carrying solo queue in general' ? > Assassins suck in LCS so what you're saying is solo queue should suffer for the sake of spectators being able to see these champs be played in LCS. That's not how you make the game fun for most players. I mentioned that to be thorough as otherwise I would get a history session about Leblanc sitting at 46% winrate while evidently being strong as she was P/B in competitive. AD champions perform generally badly in midlane (Yasuo aside) in the rare cases that they are even played midlane.
> [{quoted}](name=TEA Traumate,realm=EUW,application-id=3ErqAdtq,discussion-id=OhTaAeg7,comment-id=00170001000000010000,timestamp=2018-02-07T16:55:02.108+0000) > > .. Which would have to be reflected in their soloQ statistics, which it is not - hence my complaint. Or do you think that Zeds statistics look like he is 'strong in lane and strong at carrying solo queue in general' ? > > I mentioned that to be thorough as otherwise I would get a history session about Leblanc sitting at 46% winrate while evidently being strong as she was P/B in competitive. AD champions perform generally badly in midlane (Yasuo aside) in the rare cases that they are even played midlane. **Solo queue winrates reflect skill floor, popularity, and nothing else** https://puu.sh/ziHSk/fc3ac9afe1.png A small percentage of people who have played Zed have 50+ games on Zed. According to the winrate graph, you need to have 50+ games played on Zed to be representative of his true strength, which is pretty good if you look at that subset of players. All champs (besides maybe the least popular ones) have roughly the same Player Experience Distribution; a tiny sliver of players at 50+ games. Take a look at any champion. That is why if you look at general winrates without considering more variables you will see that the champions with the lowest skill floors have the highest winrates. And it's not just about mechanical skill. It's arguably more about how straightforward the champion's strategy is, or how obvious their strengths are.
: > [{quoted}](name=Khristophoros,realm=NA,application-id=3ErqAdtq,discussion-id=OhTaAeg7,comment-id=00170001,timestamp=2018-02-07T14:40:31.860+0000) > > The experience of playing an AP champ is frustrating because you're forced to go glass cannon with absolutely no real defensive or sustain options compared to AD champs. It doesn't matter if a bunch of AP champs are actually really strong. There are also a bunch of AP champs who suck. There are also no AD casters in midlane which are 'actually really strong' and what you are proposing is not to buff those champions that suck (which would include the likes of Zed) but rather propose buffs to the entire brigade of AP champions. And when you suggest buffing AP across the board you have to confront the fact that the strongest champions are already AP and would thus be pushed into the Tier 0 territory which is a terrible idea. And you would also have to deal with AD champions being pushed from T2 (or lower!) to rock-bottom. > So you need to pick one of the AP champs who is so fucking strong that the shitty itemization doesn't matter. Itemization and strength are closely related so if it was actually true that AD itemization is so superior how come that there is not a single actually strong AD midlaner? The problem here is that AP itemization is actually super strong already and that the boards are actually mistaken - which explains why AD champions suck in midlane.
> [{quoted}](name=TEA Traumate,realm=EUW,application-id=3ErqAdtq,discussion-id=OhTaAeg7,comment-id=001700010000,timestamp=2018-02-07T15:48:44.694+0000) > > There are also no AD casters in midlane which are 'actually really strong' and what you are proposing is not to buff those champions that suck (which would include the likes of Zed) but rather propose buffs to the entire brigade of AP champions. > > And when you suggest buffing AP across the board you have to confront the fact that the strongest champions are already AP and would thus be pushed into the Tier 0 territory which is a terrible idea. And you would also have to deal with AD champions being pushed from T2 (or lower!) to rock-bottom. > > Itemization and strength are closely related so if it was actually true that AD itemization is so superior how come that there is not a single actually strong AD midlaner? The problem here is that AP itemization is actually super strong already and that the boards are actually mistaken - which explains why AD champions suck in midlane. AD champs are strong in lane and strong at carrying solo queue in general. Assassins suck in LCS so what you're saying is solo queue should suffer for the sake of spectators being able to see these champs be played in LCS. That's not how you make the game fun for most players.
: So, no defense buffs to AP items?!!!
Before it was like "go morello's" now it's gonna be like "go lost chapter -> whatever my champ uses" No adaptation to your lane opponent or the situation. Just buy the same items (according to the champ you're playing) every game
: OH MY GOD CANT HIS STOP? Top 10 most popular champions: [all AP](https://www.leagueofgraphs.com/champions/stats/middle/diamond) Top 10 highest winrate champions: [9 AP](https://www.leagueofgraphs.com/champions/stats/middle/diamond) Top 10 highest banrate champions: [8 AP](https://www.leagueofgraphs.com/champions/stats/middle/diamond/by-banrate) - even Yasuo is only 7th place. It's absolutely amazing, AD midlaners are OBJECTIVELY TRASH. They are dead. They suck. Picking them equals trolling at this point as the only thing they can do is snowball the lane due to being stronger 1v1 and then winning early before getting outscaled - but stopwatch on every lane prevents not only the lvl 6 all-in but also roams botlane etc. I really don't understand why mages constantly compete with ADC's as if they wanted to not only dominate midlane but also the marksman position while champions like Zed are not viable in any lane in the game. But yes, go ahead and buff Zhonyas, having Stopwatch for free and then a -600g reduction on it via mastery is clearly not enough. I bet you would not even see the problem if Zhonyas suddenly had 120 AP without cost increase seeing how bad the mage entitlement has gotten.
> [{quoted}](name=TEA Traumate,realm=EUW,application-id=3ErqAdtq,discussion-id=OhTaAeg7,comment-id=0017,timestamp=2018-02-07T13:43:31.408+0000) > > OH MY GOD CANT HIS STOP? > > Top 10 most popular champions: [all AP](https://www.leagueofgraphs.com/champions/stats/middle/diamond) > Top 10 highest winrate champions: [9 AP](https://www.leagueofgraphs.com/champions/stats/middle/diamond) > Top 10 highest banrate champions: [8 AP](https://www.leagueofgraphs.com/champions/stats/middle/diamond/by-banrate) - even Yasuo is only 7th place. > > It's absolutely amazing, AD midlaners are OBJECTIVELY TRASH. They are dead. They suck. Picking them equals trolling at this point as the only thing they can do is snowball the lane due to being stronger 1v1 and then winning early before getting outscaled - but stopwatch on every lane prevents not only the lvl 6 all-in but also roams botlane etc. > > I really don't understand why mages constantly compete with ADC's as if they wanted to not only dominate midlane but also the marksman position while champions like Zed are not viable in any lane in the game. But yes, go ahead and buff Zhonyas, having Stopwatch for free and then a -600g reduction on it via mastery is clearly not enough. I bet you would not even see the problem if Zhonyas suddenly had 120 AP without cost increase seeing how bad the mage entitlement has gotten. The experience of playing an AP champ is frustrating because you're forced to go glass cannon with absolutely no real defensive or sustain options compared to AD champs. It doesn't matter if a bunch of AP champs are actually really strong. There are also a bunch of AP champs who suck. So you need to pick one of the AP champs who is so fucking strong that the shitty itemization doesn't matter. How about this, make the early game itemization actually something you can use to adapt to your lane instead of "get lost chapter -> whatever build path my champ uses best" and then nerf the champs who become too strong.
jadelink (OCE)
: You might have heard of seekers armguard?, or even Zhonyas? Perhaps of Abyssal mask? These still exist.
> [{quoted}](name=jadelink,realm=OCE,application-id=A7LBtoKc,discussion-id=TaijPHAm,comment-id=00a10000,timestamp=2018-02-07T04:29:58.811+0000) > > You might have heard of seekers armguard?, or even Zhonyas? Perhaps of Abyssal mask? > > These still exist. Seeker's Armguard does not give you any actual survival or lane staying power because you either need health or sustain to go with it. AD champs get Hexdrinker which actually provides the shield to make them more resilient against burst damage which functions similar to how health would. The MR by itself would not be significant at all, but you get the shield so it is. Also they can get lifesteal which makes the MR go a long way in attrition. Again by itself it would not have any significant effect but with the lifesteal it does. Hourglass is a full item so not relevant. AD Champs don't need to build full items to adapt to their lane opponent. Abyssal is a Catalyst item which I already mentioned. Catalyst is great but doesn't cover every situation and not every mage is good with it.
PhRoXz0n (NA)
: AP Itemization on PBE (8.4)
These items are exciting but there is a huge problem still not being addressed. Mages don't get any survival or sustain options early game besides {{item:2419}} and {{item:3010}} Now Mages will be even more squishy and bad at sustain in general with all these glass cannon mana CDR items. There's no damage mitigation, and the only sustain option is {{item:3010}} which doesn't offer a lot of sustain in the first place and is increasingly less practical to get early now that these new items will be necessary. All I'm asking is, can we have itemization that lets us get some staying power like AD champions get?
: Oof placed Silver II, gonna be real fun getting cucked out of promos by the players in this elo
If you are gaining high LP you are most likely in gold elo which is not really amazing quality but its totally possible you get decent people in promos
: Being Melee =/= Instantly Losing to Darius There are certain ways on how you can play against Darius like dodging/baiting out his Q and/or E, engaging him when his Q's down, knowing when to back off when he has at least 3 stacks of his passive on you, or if you're a Yasuo with Mallet, you can just kite the bastard by Q'ing him, then stepping back. If he gets his 5 stacks on you, then you deserved to be punished for extensively trading or underestimating him.
> [{quoted}](name=RainXBlade,realm=NA,application-id=3ErqAdtq,discussion-id=7lZ7tAK8,comment-id=0001000100000000,timestamp=2018-02-03T02:15:24.249+0000) > > Being Melee =/= Instantly Losing to Darius > > There are certain ways on how you can play against Darius like dodging/baiting out his Q and/or E, engaging him when his Q's down, knowing when to back off when he has at least 3 stacks of his passive on you, or if you're a Yasuo with Mallet, you can just kite the bastard by Q'ing him, then stepping back. > > If he gets his 5 stacks on you, then you deserved to be punished for extensively trading or underestimating him. I don't think you guys are thinking about teamfights. You're thinking about laning vs him or dueling him... as a champ like Yasuo who can effectively move around and have a stupid amount of agency in a duel. What do you do as a tank if Darius is slightly ahead and a teamfight breaks out? Assume that your team isn't doing enough damage to overwhelm him? You try to peel him, but that just gives him easy access to smack you around and get to 5 stacks on you. Tanks don't really have a lot of tools to move around him effectively in the middle of a teamfight. The only answer they have is hold him in place while the team burns him down. Once you can't burn him down it's over. That is what I'm talking about. He _has to be numerically bad at teamfights to be balanced._
Outclαss (EUNE)
: > [{quoted}](name=Khristophoros,realm=NA,application-id=3ErqAdtq,discussion-id=7lZ7tAK8,comment-id=0001,timestamp=2018-02-01T07:32:14.569+0000) > > Darius' kit is badly designed because the only counterplay to him in a teamfight is overwhelm him with damage. Explain this guy what a juggernaut means, please.
> [{quoted}](name=Outclαss,realm=EUNE,application-id=3ErqAdtq,discussion-id=7lZ7tAK8,comment-id=00010002,timestamp=2018-02-02T10:13:04.220+0000) > > Explain this guy what a juggernaut means, please. Ah yes the classic "It's his/her job!" defense, normally used by assassin mains to justify literally 1 shotting people out of leaps/blinks/stealths. Gotta love this mentality. Now it's the juggernaut's job to just walk into a fight, shrug off literally everything thrown at him, while the enemy tanks (actual tanks) die before him, allowing him and his team full access to the enemy backline. "B B B BUT ITS HIS JOBBBBBB" lmfao To be clear, that's what happens when Darius is fed. That's what the OP of this thread wants to be achievable consistently. That's the Darius power fantasy. My point is, this power fantasy cannot be both reliable and balanced at the same time.
: Darius has the three easiest weaknesses to play off of in the entire game: He's melee, he's immobile, and he's telegraphed. If such a situational champion is able to get on top of you for longer than 2 seconds, he deserves that kill.
> [{quoted}](name=SzGamer227,realm=NA,application-id=3ErqAdtq,discussion-id=7lZ7tAK8,comment-id=00010001,timestamp=2018-02-01T16:20:37.700+0000) > > Darius has the three easiest weaknesses to play off of in the entire game: He's melee, he's immobile, and he's telegraphed. If such a situational champion is able to get on top of you for longer than 2 seconds, he deserves that kill. So what you're saying is if you're also melee you automatically deserve to lose? lmao
: > [{quoted}](name=Khristophoros,realm=NA,application-id=3ErqAdtq,discussion-id=7lZ7tAK8,comment-id=0001,timestamp=2018-02-01T07:32:14.569+0000) > > Darius' kit is badly designed because the only counterplay to him in a teamfight is overwhelm him with damage. It isnt unless you are bronze. Darius is extremenly easy to kite even if he has Ghost up.
> [{quoted}](name=toxicity creep,realm=EUNE,application-id=3ErqAdtq,discussion-id=7lZ7tAK8,comment-id=00010000,timestamp=2018-02-01T14:07:39.693+0000) > > It isnt unless you are bronze. Darius is extremenly easy to kite even if he has Ghost up. The "counterplay" you're talking about is to not actually commit to a teamfight, but instead draft a poke comp and just never commit until you've worn him and his team down. At that point it falls into the realm of strategy, not really counterplay, because most comps can't reliably do that because his team will be able to force engages unless you outdrafted them entirely. So it's entirely about counterpicking and having the right comp. Not about counterplay. **In teamfights** you have to overwhelm him with damage otherwise he will just kill your frontline and then you have no frontline.
: Honestly, a huge majority of darius's (and most juggernauts for that matter) problems can be fixed
Darius' kit is badly designed because the only counterplay to him in a teamfight is overwhelm him with damage.
Meddler (NA)
: Quick Gameplay Thoughts: January 26
I don't think the stats on runes should be there. No matter how you shift around the stats you will make a rune tree worse for some champions and better for others just based on the stats. I don't think that fits with the spirit of the runes system. Why would you want a particular keystone to be tied to certain stats? It just limits player creativity. I'd like to try Fleet Footwork on (basically anyone who doesn't want attack speed) but then I'm giving up stats like AD, AP, or Health. Now you're saying, Fleet Footwork can be viable on champions who maybe want a little attack speed but not a lot of attack speed. Well, cool, but that still arbitrarily excludes many other champions that want no attack speed at all. And like you said, precision secondary will now include attack speed which hurts some champions who would take it for things like Presence of Mind or Coup de Grace. If you just remove the stats entirely, people can choose runes completely for the runes. Isn't that the most logical way to do it?
: So, what happened between Comcast/Xfinity and Riot's NA servers?
I had issues a few months ago. I called Comcast like 5 times over the course of a month before I finally got a person who knew how to do their job. They checked my connection and noticed that, as I thought, there was something happening on their end. They fixed it and it's been good since. Before you call them, reset your cable modem just so you can tell them you already tried that. When they suggest trying it again, decline. If they try to convince you that the problem is on your end, don't be discouraged. Try to keep them on the phone and get them to look into it from their end. Either they will actually do it, or they'll make an excuse to get off the phone. If they end the call just call back and hope you get a different person. Like I said it took me like 5 tries over the course of a month.
: nah, comet is CLEARLY better https://www.youtube.com/watch?v=sMLhvhRkE2c all jokes aside.. very informative post +1
The info is outdated though. I should edit I guess.
Meddler (NA)
: Quick Gameplay Thoughts: January 24
The minion aggro change will have a huge effect on {{champion:1}} . And speaking of which, is she on the radar at all for changes? Her kit is really oudated.
Rey Yan (NA)
: Zoe is Anti-fun
I think Zoe can spam her abilities too much. You can take any other champion that uses mana and point out how much BS they can pull but all of it depends on having mana to do it. Zoe just doesn't really run out it seems. All the mechanics she has are fine if they're gated in some meaningful way. Q is really low mana for how much damage it can do. I'm sure Riot wanted her Q to be spammable for quality of life, but you shouldn't do that with an ability that can half health people in one hit. The redirect should cost additional mana so if you're going big, you pay big. Really it could just cost like 20 additional mana and that would make a huge difference. E is also too cheap. It's 80. Actually comparable skills are usually cheaper but don't have the extra bonuses like the range through terrain or the trap that lasts 4 seconds. The trap should only last 2 seconds. Zoe can zone too well with it. Here's another idea. Increase her costs and give her mana back for grabbing the spells off the ground. This would force her to take more risks in lane. Currently she can just ignore those things and spam Q and E from range while taking no risks.
: How to fix this stupid targon ADC meta
Dual melee relic shield lanes tho. Just change the shield to scale off bonus health instead of level. This was not a thing without some extra reason besides just a little more gold for the support. In one meta it was to help rush an OP support item. In this meta it's because the AD gets a huge shield with almost no gold investment.
Meddler (NA)
: Quick Gameplay Thoughts: January 19
Is Nasus even a good example of your philosophy of counterplay? I mean if you're being honest, is his kit something you would have designed after 2011?
: @Riot, This is how we can fix the TANKs problem for good!
Tanks have always been able to deal damage. Why does this suddenly need to change? The game has been out for 8 years.
: > [{quoted}](name=Kaìju,realm=NA,application-id=3ErqAdtq,discussion-id=3G3kAqX1,comment-id=000500010000000000010000000000000000000000000000,timestamp=2018-01-03T01:57:49.966+0000) > > That's not actually true and I'm really happy that you, like the rest of us have no real weight in champion balance. It's true or can you provide an actual argument that it isn't?
My point is, you should only shoot good ults that give your team a big enough advantage that even if you die your team still wins the fight. If the ult is countered in some way you don't engage on it. But yes in practice you will make mistakes sometimes. And also in practice people playing CT's champs can make mistakes too and they will actually be punished for it.
Kaìju (NA)
: That's not actually true and I'm really happy that you, like the rest of us have no real weight in champion balance.
> [{quoted}](name=Kaìju,realm=NA,application-id=3ErqAdtq,discussion-id=3G3kAqX1,comment-id=000500010000000000010000000000000000000000000000,timestamp=2018-01-03T01:57:49.966+0000) > > That's not actually true and I'm really happy that you, like the rest of us have no real weight in champion balance. It's true or can you provide an actual argument that it isn't?
abca98 (EUW)
: Vayne rightclicks you to death. Vel'koz has to aim all of his abilities to damage you. Yi rightclicks you to death as well, but at the moment he is a joke more than a champion because he runs at you and dies. Vayne constantly repositions while turning invisible
> [{quoted}](name=abca98,realm=EUW,application-id=3ErqAdtq,discussion-id=uPGJXMuk,comment-id=0000000000000000,timestamp=2018-01-03T08:58:56.201+0000) > > Vayne rightclicks you to death. Vel'koz has to aim all of his abilities to damage you. Yi rightclicks you to death as well, but at the moment he is a joke more than a champion because he runs at you and dies. **Vayne constantly repositions while turning invisible** Wow it's almost like the most problematic mechanics on Vayne are not her W at all
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Khristophoros

Level 57 (NA)
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