Meddler (NA)
: Quick Gameplay Thoughts: June 14
pls don't let those pyke changes go live. nerfing his damage to minions is ok if you think his solo is a problem, (no matter how much it hurts botlane duo shoving,) but don't make his q stab single target. e-flash-q-r allows _support_ pyke to, with a well timed ambush, get a multi-kill. you might as well make e and r single target as well then. {{champion:555}}
: Patch 9.12 notes
should have an even number of buffs and nerfs every patch. feels more nerf than buff, especially corrupting. oof. {{champion:31}}
Kotteb (NA)
: I think that's more a massive fuck up on riots end if you made 3 champs, and people would rather jungle them than play them in their intended roles. It's also kinda sad, and a show of lack of ability, to say 'well, we wanted a support, but people didn't want it, BUT BY GOD ARE YOU GETTING ONE' It was also noted in this thread that multi-roleing, of any secondary, the probable easiest to do is for jungle, as you just add 'does less/more to monsters' to their damage/cds. I get irrationally angry whenever the balance team does something, despite massive complaining, and then it goes to live and there's a 'whoops, all those warnings we ignored came true, let's fix that!" and then to hear _this_ is the reasoning? We're afraid people might label us incompetent? because 'new champs r needed' is a garbage reason; as noted, months pass between new champions added for a role. A few more months doesn't make a difference, and rito knows this. It's so sad it isn't laughable. Man, you're payin lip service, ":(", but I am genuinely sorry _you_ feel this way. {{champion:31}}
hey look pyke top and mid are pro and soloq meta. isn't that neat.
: Duo partner requirements after recent ranked changes
"what did it cost (to 'fix' the system and remove the [bronze 5 trash] meme)?" "everything" {{champion:31}}
Sornorth (NA)
: But currently he can output bruiser/assassin damage while building only 1 lethality item- he's allowed the duality of tankiness and assassin pressure. While it is true he will become linear, the point is that if you want to hurt, you need to build to hurt. If you want utility, your damage/mobility is going to suffer
excuse me what. pyke has had a 48%~ wr even with tank pyke, for a long time. going the 'full damage' build means he's an assassin who can't one shot. riot intended him to be unable to solo lane well and made his values like that of a cleanup assassin. which is fine, because that means, unlike lux/brand/zyra, if wildly ahead, he still _probably_ won't one-shot you. like, I'm confused on your counter complaint. a damage dealer dealing near damage dealer type damage, while building damage. wow, unexpected. this is just pigeon holing his damage build, while gutting his (obnoxious and unintended, but still should be an option) tank build. unless you're claiming duskblade sightstone mobies pyke can out damage a talon/zed with ghostblade/duskblade. in which case I would laugh at you. {{champion:31}}
: Actually, among most elos, Pyke's core is frozen heart and black cleaver to provide defense and utility to the team, theres some good theory videos out there as well, but basically the reasoning is that since pykes kit wont get enough damage to actually execute someone its a lot more beneficially to not play like an assassin and use utility to help out the team while staying alive in fights
uh, if you go coin, which many pykes do, you'd have 50% cdr. if you went targons, 1k for a 4th ward and 10% cdr on a supports shitty budget is far more worth... and who the heck plays pyke not playing around his r? his kit is prime for roaming/ganking,(pyke jungle ftw), but you can just play thresh or blitz or even naut and have far better utility. if you, or any of those theory crafters think 'gee, the major differing factor from this support, that he's ad damage who gets resets like an assassin, should be ignored' you've ignored the point of the champ. see, as a support, you're not supposed to be able to blow someone up. riot intended this. so no, you won't get enough damage (normally), but get this, like most cleanup assassins in the game, if your team gets 1 or 2 low, you can _then_ go ham. also, this general mindset of play like a utility bot despite the bloody knife at your fingertips is why this is being gutted. {{champion:31}}
Meddler (NA)
: Quick Gameplay Thoughts: October 3
I find it a tad odd that you find a problem with how strong an adc is early (graves) and nerf their scaling... except the point of most adcs is to be a dps monster at 6 items. Like nerf his early game instead? his gank power is w/red buff, or hope the lane you're ganking has and can coordinate their cc. You pretty much farm and counter jungle, yeah your dueling is good early, but really only in an ambush, which can be said of a lot of junglers. Pls don't nerf the only reason to farm him out. Imagine gutting master yi's scaling because his early game seemed too strong. {{champion:104}}
AD Yuumi (NA)
: Nexus Blitz Dev 8/3: Jungle goals
I feel like I don't have much to do. If the other side is as competent as you, and also picked junglers that can fight/skirmish early, and lanes are even (no help), then you can't do red (whoever uses cooldowns/hp on it loses), so you just kinda ward it and go play aram bot. Like why not have a solo jungle, use the force smite and an anti poach mechanic, and have a pair of 2v2s. it's already best to have 1 utility 1 tank supp in this mode, one in a duo lane the other helping the 'real' jungler.
: Tank changes for 8.16
Nautilus: Goal: Give Nautilus' shield some more flexibility; aiming to bring the effect into more usable trade windows and additional casts per jungle camp. Titan's Wrath (W) Shielding :: 65/70/75/80/85 (+9/11/13/15/17% maxHP) >>> 60/70/80/90/100 (+9/10/11/12/13% maxHP) Duration :: 10 >>> 6 Cooldown :: 18 >>> 12 Cost :: 80 >>> 60 _the real is that I'm trading 4% hp scaling for 6 seconds shaved off cd. probably worth._ Amumu: Goal: Simply put, give some unique scaling to Amumu's defensive mechanic. Tantrum (E) NEW :: Passive physical damage reduction gains additional benefit equal to 3% of Amumu's bonus Armor and Magic Resist _Eh. Some scaling d to a champ that is already a scaling teamfight. He still gets dumpstered early and wins late, no real change._ Rammus: Goal: Generally just trying to make him a bit tankier at all stages of the game, but still with a heavier skew towards physical ad rather than magic damage. Defensive Ball Curl (W) Bonus Armor :: 50/60/70/80/90% >>> 60/70/80/90/100% Bonus Magic Resist :: 25/30/35/40/45% >>> 30/35/40/45/50% _this is literally just a buff_ Sion Goal: Increase the reward for stacking W passive Soul Furnace (W) Permanent max HP gain from small enemies :: 3 >>> 4 Permanent max HP gain from large enemies :: 10 >>> 15 _literally just a buff_ Leona: Goal: Giving Leona the potential for much higher uptime on her defense button, but trying to do so in a way that doesn't buff her lane too much. As such, W and E have had their damage redistributed to mean Leona doesn't get both incredible offense and incredible defense if she maxes W first. Eclipse (W) Damage :: 60/100/140/180/220 >>> 60/90/120/150/180 Cooldown :: 14 >>> 18/16/14/12/10 Armor :: 25/35/45/55/65 (+20%) >>> 15/20/25/30/35 (+40%) Magic Resist :: 20/30/40/50/60 (+20%) >>> 15/20/25/30/35 (+40%) Zenith Blade (E) Damage :: 60/100/140/180/220 >>> 60/110/160/210/260 _supports are for the early game and you're butchering hers. she hasn't been op in lower elos recently, so idk why you'd nerf the point in the game she needs to be strongest. unless we're expecting some leona toplane._ Maokai Goal: Giving Maokai some stat help aimed at a moderate buff to jungle position and small buff to non jungle positions. We're particularly hesitant to over buff his top lane. Base Stats: Movespeed :: 335 >>> 340 Magic Resist Growth :: 1.25 >>> 1.75 Sapling Toss (E) Max damage against non champions :: 300 >>> 500 _literally just a buff_ Tahm Kench Goal: Reduce the overall availability of his defensive devour and better reward use in aggressive scenarios. Also tuning Q to give him a few more buttons to press in light of longer cd ally W, and reducing the slow to compensate. Tongue Lash (Q) Slow Duration :: 2 >>> 1.5 Cooldown :: 6 >>> 5 Devour / Regurgitate (W) Damage :: 20/23/26/29/32% (+2% per 100AP) >>> 27/29/31/33/35% (+1% per 100AP) Devour Duration :: 4/4.5/5/5.5/6 >>> 4 Enemy champion duration still halved Cooldown :: 14/13/12/11/10 >>> 28/25/22/19/16 Cost :: 90 >>> 60 NEW :: Triggers half its normal cooldown on enemy cast _this is great for toplane tahm and horrible for support tahm. supp tahm will have that long af w cd in the midgame, when you need it lower to save carries. so this either forces a w first max, which means you can't trade, or it means he becomes a niche pick instead of a rampant one. on the flipside toplane, you could max it first. 8 second cd, lower with cdr, at level 9? oof._
: Experimental Modes & Nexus Blitz
Have one of the rewards increase all spell levels by 1, so rank 6 qwe, and rank 4 r. {{champion:31}}
: Nah they're just untargetable turrets in your jungle, protecting your gromp camp and (partly) your wolf camp. Because "your" jungle isn't inherently safer on Blitz, we needed to give you some poaching protection.
I think they more meant how does the lower lane get ganked. because it seems like an isolated island atm.
: Sure, let me explain it a little bit more. When we start making a champion, we have explicit roles in mind where we would want the champion. This ensures that players of different roles can have something new and exciting to play once in a while. With your suggestion, can you imagine a world where we release 3 champions (We release champions with a few months cadence) that end up all being jungle. How would the rest of the player base feel like that we basically just released champions for jungle for almost an entire year? Additionally, when we make these kind of explicit role calls of what the champion should be created around, we can look at that role and understand opportunity spaces (basically things we don't have in that role in our game) and work around it. TL;DR is that it ensures all players get something cool and exciting with some semi-regular cadence and it allows us to create something new and exciting in the role. Sure, it has it's downsides and it'd be great to let players decide what is optimal or not and it can suck for players who want to play champions in other roles than designated, but I feel like the pros outweigh the cons here. I'm sorry that you feel this way though :(
I think that's more a massive fuck up on riots end if you made 3 champs, and people would rather jungle them than play them in their intended roles. It's also kinda sad, and a show of lack of ability, to say 'well, we wanted a support, but people didn't want it, BUT BY GOD ARE YOU GETTING ONE' It was also noted in this thread that multi-roleing, of any secondary, the probable easiest to do is for jungle, as you just add 'does less/more to monsters' to their damage/cds. I get irrationally angry whenever the balance team does something, despite massive complaining, and then it goes to live and there's a 'whoops, all those warnings we ignored came true, let's fix that!" and then to hear _this_ is the reasoning? We're afraid people might label us incompetent? because 'new champs r needed' is a garbage reason; as noted, months pass between new champions added for a role. A few more months doesn't make a difference, and rito knows this. It's so sad it isn't laughable. Man, you're payin lip service, ":(", but I am genuinely sorry _you_ feel this way. {{champion:31}}
Meddler (NA)
: Quick Gameplay Thoughts: May 16
> How you find his performance as a support versus other positions. Pyke's got some tools (basic ability hard CCs) we don't normally allow assassins or assassin like kits. There's some risk that counterplay that's ok when he's on a lower XP and gold income as a support and needs an ally's help to get kills generally won't be appropriate if he's able to function solo His support seems like shit. Having a built in roaming tool for laning means his other two base skills or passive need to be incredibly strong, or roaming oriented (bard). Since your passive is a worse tk e, and your q-e are like a delayed blitz or thresh, the only reason you're picking him is for damage. Pro teams don't need more damage from support, and if they did, they'd go brand, who can actually hurt tanks. Pyke can only hurt squishies, and that's if he's ahead. Soloq might like his ad ratio appeal, but will probably soon find out that in safe or boring lanes, he'll flounder, and he'll have to be played far too well in volatile or active lanes. I'm not speaking on only theory, though. I've played against Pyke support four times. He could never get close enough, safely enough, to do something alistar or leona couldn't. He usually took poke or died trying to do what they do with ease. So he usually went harpoon hook fishing, which again, is just shitty blitz. Maybe, he could've roamed (none really did), but then bard is a better choice. He just seems like a b-list support, like 'bard got banned, guess I can play pyke'. As for other slots: I haven't gotten to play him, but I tested his jungle clearability. I took fleet footwork, and went inspiration second. With no leash, I was able to hit 3-4 without much trouble. I also have 3 ganking tools, and I can see far more skill expression or assassin play pattern coming from this. His dueling would be lower, so would his clear. He'd be like a jungle damage support, an inverse ivern. Which seems far more interesting. I don't think he can adc, he doesn't really have waveclear for mid. Some people I've spoken with say top is considered, but I can't think of anyone he'd beat, or 'feast' on. I think he'd be ok into tanks, with his mobility+2 cc, with junglers ganking. Still overall I'm not sure why you'd solo lane him over other champs. > How you find the experience of playing alongside him as an ally. Particularly interested in things like whether you can understand his game plan plus how much he's roaming and how that feels. > Whether, even if he's not necessarily able to play like a true assassin, he captures the feeling of it, in particular for those of you who enjoy playing assassins and have at least some interest in playing support. I haven't played with him, but it seems pretty obvious to most people what his stuff does, other than maybe his e phantom. He seems hard countered on support by a shoving adc. If his lane is shoved in, he can't roam. Getting a kill, or even an assist mid or jungle won't offset a wave or two of minions. And again, there are better champs for doing that. He won't ever get the gold, in most of his games, so he probably won't ever get that feeling. The feeling of assassination comes from hitting people with abilities and seeing their health gibbed. Or going "oh shit" when they die before you even finish a combo. Yeah, he seems new, and fun, but trying to force him into support only is going to make him feel fucking awful, because _he's a support_. Like shit if I wanted damaged with some CC I'd play rengar or lee sin support. But like them, he's feast or famine. What it comes down to on support is, how interesting a kit is, and how well it does from behind. His kit is somewhat interesting, but is garbage from behind. You are again, knockoff blitzcrank, if that, later in the game, when behind. I feel he's incredibly niche, and soloq will suffer due to it. > How his build paths feel, particularly given the HP to AD conversion on his passive. As an assassin who can't build hp (for defense), who isn't getting much farm, fucking awful. A great gib build is like stormrazer, duskblade, triforce, (ie, ghostblade, boots.) I 'sold' my boots for a pd in practice tool, and w-e-auto-q-auto-auto did like 2,300 to the dummy in like 1-2 seconds. But see, as a support, you must assume you will be poor as shit. It doesn't matter if you could make all your items out of only longswords, or even rejuv beads. You are POOR. You are UNDERLEVELED. That's what it means to support. It's probably too late, but I think ALL his kills should give FULL xp AND gold to him, as if he were alone or whatever. Then I could totally get behind hard pigeonholing him into support. But see as it stands, occasionally getting 150 more gold won't propel him into being viable or able to build a lot of damage. I think he will not only have to win lane, maybe even camped, but close out the game fast. As gold disparity appears more visible on his solo lane or jungle assassin counterparts, as tanks become tankier, as the other support gets more defensive itemization, it'll be harder to get a 5 R reset penta, his biggest potential impact. My cents on the matter. {{champion:31}}
: We will be actively balancing him around support and have plans in place for launch if he ends up not being played support primarily.
so if people think his kit is shit for support, and better for jungle, like vi, who iirc was intended for top lane, instead of letting him use his double cc and mobility for ganking tools, you'd rather forcibly alter him? {{sticker:sg-lux-2}} who remembers when riot released champs and let players figure out what to do? pepperidge farms remembers.
: It was only there to avoid having junglers be hardbound into precision. Warwick was on the shortlist on champions we'd give the atkspd too but we determined losing 2 base AD would be more detrimental than gaining 8% attackspeed due to the frequency of Warwick's attacks.
So wait, you removed the as, now forcing people to go into precision if they don't want _fucking awful_ autos in the jungle? The _entire_ reason it was there in the first place, not pigeon holing? kden. {{sticker:sg-miss-fortune}}
: Marksman changes coming to PBE in the next couple days
So if I understand correctly, IE doubles whatever crit chance we have. ER has no more crit. SR gives you a crit, but has no crit chance. The remaining crit chance is on zeal items? at 30%? I am very bothered by having to get two zeal items and ie, which is basically what you do on live, and having doubling from 60% to 120%, to get full crit. can you change them to 25%? pls? {{champion:31}}
Meddler (NA)
: Quick Gameplay Thoughts: April 25
> From 8.1 onwards this year we've been alternating small patches (odd numbers) and large patches (even numbers). That system's going to get a bit fuzzy for a few patches around midseason right now, current plan is to get back to it afterwards however. Before doing that though wanted to see what feedback you folks had about it, including: > Do you notice it at all? I noticed some patches felt quite lacking and some felt tl;dr Like, I'd say "that's it?" or "that was long, but that's it?" or "aight, long list, but some stuff finally got the nerf bat or the buff boost" > Do you care? Yes. I want the patch to be long enough to match issues flaring up in soloq, while also adding some interesting changes (like making rengar a champion again) > Any particular differences that stand out versus how we previously approached patches? I don't remember how you used to go about it, people complain about mobility and the like. My gripe is that, yes you do need to balance some thing for pro play, or at least change it up, but couldn't you make a special client version for pro teams? pros are like 0.001% of players, and fucking over azir/ryze/name your skillcap champion _because literally the best players available abuse it_ is kinda weak. It would seem the balancing and changelist should be aimed towards the majority of players, who are silver. my 2 cents. {{champion:31}}
: Clash NA beta - What’s changing? Your feedback in action!
I don't know what kind of toxic people party up to end up in this hostage scenario, but in all the clash I've played, pbe and live, all the parties I got into were friendly, and spoke immediately of when they wouldn't be able to play. For removing someone from the team, all 5 current players should have to vote, ie everyone agrees to let them go. There should be multiple subs/replacements, and everyone should earn rewards equal to the amount of cups won. (If I play on day 3 and win, why would I not get full rewards for winning 4 times as a 'sub') {{champion:31}}
: Snow Battle ARURF launches
Ya'll saying how fun arurf is gonna be. Ya'll don't realize they cut the roster in half, 'cause there's only x-mas themed skinned champs allowed. There's perma-banned champs deemed too strong on top. So, with this very limited roster, the OP's are found very quickly, and with re-rolls and dodges, it becomes a game lost at champ select. Not that the pbe had 10 threads a day with the exact same complaint, which was never once responded to. {{sticker:sg-miss-fortune}}
: Been playing Support since before Support was a role (Preseason 1/Beta). Simple answers for the above sections: **Gold Income as a Support** - Make it so support champs scale off something entirely different than AP/AD. Make their items stronger through tank stats for tank support items and cdr/movespeed/gold per 10/mana hp regen for the mage supports and heal/shield supports. As they scale they do not gain in damage but rather utility. This could be seen as a radical shake up, but it would make a huge impact to have insane supports providing longer cc, better shields/heals, but at the end of the day, still unable to 1v1 anybody. A support should always be rewarded for being one of the first to group up, and provide vision/utility. **Recognition** - I think everyone who mains support receives the recognition they always wanted. Ally recognition is all that matters. I don't need the "Pentakill Woman" telling me I made a "Penta Save" because that seems worthless and hard t judge. Only solution I see here is more stats in the post game. Shielding, Keystone numbers (how often did bond of stone or windspeakers negate dmg). **Itemization **- Feels good with 6.22 making items cheaper. Two quick fixes here and a control ward idea... Make Sightstone after a certain champion level gain another ward charge AND increase total green wards on map ex: At level 11 Sightstone has 5 wards and you can place a max of 4 on the map (scales with Ruby and Sightstone + Support item merged items). Maybe make the Merged item have an added benefit to the ward you've placed ex: I buy Eye of the Oasis typically an item for Soraka, maybe for X seconds my placed ward provides a heal. Maybe a Tank Support who scales buys Ruby or Equinox gains a reduced damage aura around his wards? This makes a supports wards truly the most impactful, and will incentivize purchasing wards. With more wards available for a support, he can still ward for vision but also have a few pocket wards for fights. Also maybe a control ward gains more gold per ward killed after being placed? 30 gold + 10 gold per additional wards killed. **Pre-Game** - This section sucks. I feel like gold per 10 runes blow, the xp runes do not even feel like they work, and there has never been utility style runes. Mastery side is decent but I was personally upset when they got rid of the xp per 10 seconds when underlevelled. I used to purposely let my ADC get level 2 so I could create a steady source of xp for lane phase, and reap free xp all game. I thought it was a clever use of the mastery. I have always felt that supports should get their own Tree on the mastery section. 3 Lines down to 3 keystones one for heal/shield, a mage support, and a tank support. The secondary 12 pt tree could still be unique as mages might go ferocity, tanks in resolve, and utility supports in cunning. If any of your above sections gets a radical shake up, please make it this section. Believe me. This one matters the most. 6 years of supporting. This. One. Matters. Most. **Laning Patterns** - I don't personally understand why this section is being questioned. This feels great. Very rock paper scissors. I main healers/shielders and I know I negate mages damage to allow my adc to out win trades, but I also know how I am weaker against the tanks or the hook champs. Lanes feel amazing. Do not change this. I recently hit 1 Million Soraka mastery, so please whatever you do... don't touch her. You cannot have her. ~Utility Backline I have all the answers, and I am big league smart.
>Giving a ward a benefit >not realising that supports would lose one of their wards because the other 4 players would flame them if they weren't using one of the wards to give them the benefits >playing for 6 years and not realising this. you wot m8.
Rioter Comments
: Ask Riot URF Champion Update
no seriously, this is so flawed logic. it's the most wanted game mode, but for some reason this one was decided it had too stale of a meta. THAT SURELY DOESNT HAPPEN IN RANKED OR IN THE OTHER RGM.
: Ask Riot URF Champion Update
so by this logic shouldn't competitive play be random too? ~_~
º LB º (NA)
: i really hope they would add Champion Masteries to ARAM, i have over 2.5k aram wins and going :D
maybe for aram in general. or seperate mastery, worth less? the idea behind mastery is you selected the champion and intended to play it.
: Thresh & Rengar’s Bot Lane Carnage
yeah this wasn't only low silver elo, it was BLIND, a normal. same guy did it a year ago on his main and some 'diamond'/'high plat' players didn't ward the bush and just push it to turret. Rengar adc only works if people are stupid enough to leave the wave frozen in the middle and not harass rengar when he goes to last hit/shove. not only that, but rengar pre 6 is shitty against so many adc/supp combos. not to mention the first vid, in 'real elo' was like 3 games, the games the managed to cheese and win (jungler/mid didnt come for the easy bailout of bot) lol rito what are you doing.
: Thresh & Rengar’s Bot Lane Carnage
no shit it worked they did it in low silver, smurfing, anything works. (see siv hd games/clips where he has 100 cs at 25 mins and just sits in bushes for youtube money)
: Ask an Orianna Main - Completed
bruh what've you been doing since you left BC?
: > [{quoted}](name=Kotteb,realm=NA,application-id=cIfEodbz,discussion-id=JLiGXn2u,comment-id=0058,timestamp=2016-03-02T02:12:32.449+0000) > > do you think the pbe bans for verbal are too harsh, no warning and perma banned, even if they were good testing wise? > I agree with you that it is a harsh penalty, but I do believe it is okay in these instances. The PBE is something we offer to players to experience new content before it's released and submit feedback. It has it's assorted challenges that go with it and one of those are how do we support it? We can't necessarily give it the same level of moderation support as the Live servers because that will take a lot of resources. Since the PBE is an "extra" that players can access we think it's fair to hold them more accountable for their actions. Ideally I'd love to be in a situation where your PBE account can be directly linked to your liver server account; that way actions in one can affect the other. But spaghetti code, yada yada. > do you think it's unfair for people to have to sit in a game they dont want to play/have lost (down like 30 kills at 10 mins or somethin)/have an afk that's making them lose for 10-20 mins, especially if the 20 min mark rolls around and the whole team doesn't want to ff? if you leave you get a wait penalty, but at this point it's a waste of the players time... so it's 5 minutes idle on fountain or at turret, or 20 in queues. is that fair? (maybe i phrased this wrong){{summoner:13}} That's a tough one. If you're being specific about "fairness" then I think it's def fair to expect players to finish a game they start playing. That's a reality based around the type of game that League is and it's a social contract that binds all of us as players together. We can't expect to win every game, but if we're signing up to play then we can expect to play every game to the finish. There is nothing worse than being behind but still having an opportunity to win only to have a team mate lose all morale and become dead weight. What was once a chance for victory then quickly becomes nothing. On the other other hand, I can relate to the frustration involved with a losing match or a 4v5. No one likes to lose, especially if we feel like the loss was out of our control in the first place. Unfortunately adding a lot of features that can react to this situation is difficult and can be prone to abuse. With that said, I know Lyte and the PB Devs have been thinking through some options in the past it's just a really hard problem to solve. Personally, when I'm in that kind of situation I try to think of the situation objectively. A game may be lost, but I still have 10 minutes or so until an FF attempt. What should I do? Be upset and make the next 10 minutes miserable for myself and my team? Or, understand the situation, lose the pressure of having to win (by acknowledging a possible loss) and focus on my own play for the duration of the game. We might lose the game but there's no reason why I can't spend the rest of the game improving my own level of skill. I don't want to put those last 10 minutes to waste.
for the pbe thing, it just seems so much comes out bugged (fiora/rengo/trox down right after the patch), and that friendliness shouldn't take precedent over skilled gamers/bug finders. also the randomness of pbe selection. but you're not here for my personal issues. on the afk thing, people give up, intentionally feed, fight in lobby, etc, and yes you can win, but the carry is much heavier and it's usually a loss. idk what you improve on in 10 mins but for me it's usually my self control not to throw my computer into a wall because 10 mins of my life are absent minded farming or dancing in fountain with my afks. but I think you brought up whats kind of a part of the above, forcing yourself to speak PC or not speak at all, or someone gets their panties in a bundle, but at the same time theres people that tell you to uninstall in silver at 2 deaths. {{sticker:slayer-jinx-unamused}}
: Between Two Turrets - Come chat with WookieeCookie! [COMPLETE]
do you think the pbe bans for verbal are too harsh, no warning and perma banned, even if they were good testing wise? do you think it's unfair for people to have to sit in a game they dont want to play/have lost (down like 30 kills at 10 mins or somethin)/have an afk that's making them lose for 10-20 mins, especially if the 20 min mark rolls around and the whole team doesn't want to ff? if you leave you get a wait penalty, but at this point it's a waste of the players time... so it's 5 minutes idle on fountain or at turret, or 20 in queues. is that fair? (maybe i phrased this wrong){{summoner:13}}
: Pretty much Damage has never been higher than it is atm In season 2 if you were a normal melee champion you could survive teamfights for a decent amount of time building standard items like phage/wit's end/wriggles etc Now you need to be a full melee tank with multiple steroids to survive adcs and assassins It's absurd really Biggest problem is that ADCS are wayyyyy too strong before late game so everything just dies all game, and it's been on this path for years; in season 2 ADCs were actually WEAK early game so other classes could shine, now ADCs are bullying other classes out of solo lanes See this monstrous thread from 2013 about how broken ADCs were (and still are) http://forums.na.leagueoflegends.com/board/showthread.php?t=3551106 Also because of this Riot gives tanks INSANE base damage to compensate Source: Someone who's played this game for way too damn long like the OP
lol i read like 2 pages of that thread. ive never seen more crying that got that many upvotes. please explain how you take turrets with no range, or in a fight maintain consistant dps, both are the adc jobs and why theyve been around as 'kings' so long. and i was there for the nerfs and buffs, if it was so good so long, why didnt every pro team pick it back before the marksman got updates and massive season six power spikes? BECAUSE THEY DID LOSE TO BRUISERS STILL DO AT LOWER ELO. the best team comp was found to have 1 adc in all other seasons, with few exception at the pro level. fack off.
: smurf looking for other smurfs to level with
should probably post your elo too
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Kotteb

Level 142 (NA)
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