: Akali nerf is fine. I'd rather they outright changed the shroud and use the power budget that would give in the rest of her kit, but it looks like they're set on keeping the Obscured mechanic. Irelia nerf doesn't do anything to address why she is strong, so that's a bit laughable. Least its better than -5ms. Leblanc nerf is probably the biggest joke out of the three, considering she maxes W first. I doubt this affects her much, if at all.
Considering Leblanc wants as many early early game kills as possible, and she can't max W until level 13, I'd say it's pretty sizeable.
: Why do tanks not work anymore? Overkill damage.
The solution is to build damage on your tanks. {{champion:36}} {{item:3151}} {{item:3135}} {{item:3078}} {{item:3031}} {{item:3087}} {{item:3020}}
: I will buy the dude the SKIN. ADD ME BRO! I'm about making dreams come true!
> [{quoted}](name=Bird Bean,realm=NA,application-id=yrc23zHg,discussion-id=NvoIEocP,comment-id=0007,timestamp=2018-11-20T23:02:39.337+0000) > > I will buy the dude the SKIN. ADD ME BRO! I'm about making dreams come true! I could never let you do that! I'm just bad at math!
Styx (NA)
: It never hurts to submit a support ticket, it's the quickest way of getting in contact with a Rioter. https://support.riotgames.com/hc/en-us/requests/new {{sticker:slayer-pantheon-thumbs}}
> [{quoted}](name=Styx,realm=NA,application-id=yrc23zHg,discussion-id=NvoIEocP,comment-id=0002,timestamp=2018-11-20T00:51:28.087+0000) > > It never hurts to submit a support ticket, it's the quickest way of getting in contact with a Rioter. > > https://support.riotgames.com/hc/en-us/requests/new > > {{sticker:slayer-pantheon-thumbs}} Thanks mate! I did that before making the thread. I just felt like I needed to shame myself publicly, too.
: wish i could help man, knowing the community theres no one going to do this for you cuz i asked for help with a skin i wanted from the community and they were pretty mean about it but dont count on my word, just hope someone gets you that skin
> [{quoted}](name=LordSlader,realm=NA,application-id=yrc23zHg,discussion-id=NvoIEocP,comment-id=0000,timestamp=2018-11-20T00:42:21.913+0000) > > wish i could help man, knowing the community theres no one going to do this for you cuz i asked for help with a skin i wanted from the community and they were pretty mean about it but dont count on my word, just hope someone gets you that skin Oh I would buy the skin, I just need 23 RP to get it. I paid $5 and didn't do the math beforehand. {{item:3070}}
Rioter Comments
Tusutaki (NA)
: The issue isnt that Riot isnt buffing or nerfing X thing immediately, but more so the players are complaining that they flat out ignore said issues. Not for a couple of weeks but ignoring said thing for months. And there's a difference between ignoring it and acknowledging the issue and thinking of ways to fix it. Generally, people actually dont care how long it takes as long as they're being acknowledged and worked on. While you can use priority as an excuse and it can be a valid one at that, it becomes sketchy when it's been shown in the past and recently that they could change things ingame on the fly like a day later after the patch. Most importantly, they have PBE and thousands of players willing to test out their theories. However that is just purely talking about game balancing which is more of a creative concept type of work than it is being a software engineer/programmer. I don't know how to say it rather than the two requiring different mindsets. You could debate whether or not game balancing is more about creativity or organization but that's just jumping into a bottomless pit.
You bring up a couple good points that are very real and happen sometimes. I'll try to clarify how your statements fit into the process, because you hit the nail on the head--sometimes, you're right, it's not all about priority. Hotfixes _are_ things. They're last-ditch efforts to fix royal screw-ups that blindsided everybody. However, to reiterate a crucial point, the goal of an Agile process is to not break the cycle of two-week sprints (or however long the team decides on). This can get pretty detailed, but the basic reasoning relies on the fact I didn't mention, which is that each story is given a set number of points based on how complex the story is. Over several sprints, the development team learns a pretty good estimate of exactly how many points they can complete in a single sprint. Good estimations are important, because otherwise, there would be lots of stories that either don't get finished on time, or the team finishes early and has to try and randomly guess if they can bring in new stories from the backlog. Hotfixes tend to disrupt the estimations pretty badly at times. All of the sudden, instead of a good estimation for the two-week sprint, everything has to be put on hold, and a new patch has to be released ASAP to fix the problem. A new story is made for the hotfix, and that gets worked immediately by one, two, three, however many people. Now, the team's estimation for that sprint is pretty damaged--a new story was added to the sprint, which already throws off the estimate, in addition to the team losing a couple working days pushing out the hotfix. Overall, yes, these things do happen, and the process allows them, but they're not ideal and are a last-ditch effort when something really, really goes wrong. Now, the PBE is an interesting topic, and this gets out of my realm of exactly how the workflow at RIOT goes, but here's my best guess, if I were to be the one envisioning RIOT's process. In short, the PBE is the last step a story takes. It's usually small things like number changes, minor tweaks, etc. The majority of the work for the stories are either done or largely done, and the environment is a place for the developers/balance team to tweak the finishing touches. The process outlined doesn't just let the devs move stories to the "Done" column though. They can be moved back into development, or put on hold, etc. So sometimes work gets done, changes go to the PBE, and you're right, they just suck, so they get put on hold until they can be re-developed/discussed. Lastly, ignored issues are another interesting topic due to the fact that the stories not being worked on in the backlog are always changing and evolving as the sprints go on. One day, Zed may be OP due to Duskblade buffs, but that story in the backlog may shift if there are any other changes to other items. While a general plan for the overall direction of the game at a high level are often shared, specific details of how that direction pertains to specific pieces of the game (numbers, items, champs, etc.) are often changing. That is, they're changing until they're committed to for a sprint (and even then sometimes they're slightly changed, but that's not really supposed to happen). That said, if I told you today that a story in the backlog was to nerf Zed, then due to changes in the backlog/finished work and testing, that was no longer the case, it could cause a lot of backlash of promises not completed.
: I really enjoy how easily and visually you were able to break this down. I always imagined that this was roughly how things went, so to see that theory confirmed by someone in the trade is a small boost to my confidence in my ability to reason. Thank you.
Absolutely! It always pains me to see people making threads bashing "decisions" for a patch, but most people don't understand that often times balance troubles weren't decisions at all, it's just unfortunate timing with the schedules. I can't and don't blame people for not knowing, so I figured helping people understand was a much more useful route. :)
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japhib (NA)
: Seen same "___ has opened their gift!" notification every time I've logged in for the past 2 months
I think I recall hearing you have to actually click the notification for it to register as "seen" and not reappear again.
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Rioter Comments
: Hmm, I'm not a UX designer so I won't pretend I know what a good solve to this would actually look like. I'm sure there's more people than just you that experience this, so it could definitely be worth looking into. We also tend to use global sounds for several of the important cues in game, so it's something you'd experience on several champion abilities I'd imagine. Again, I have absolutely no idea what a good solution would look like here, but I'll see if I can get some visibility on this with the right people. This may have been something talked about internally before that I just haven't heard of. Thanks for the heads up!
I imagine that an optional toggle for some sort of visual cues for abilities like this in the game could be a good part of the solution; this way, those of us who don't need nor want any visual indicators don't *have* to have them, but they can be made available for those who need them.
: Mage Viability
{{item:3070}}{{champion:50}}{{item:3070}}
Rioter Comments
Hmagamer (NA)
: What's going on inside Galio's mid right now
Only OG Runescapers will understand. RIP.
: I don't personally have any recollection of that, but I think I get what you mean. There are technically two types of "on-hit" effects; Spell Effects, and Basic Attack Effects. Although, Basic Attack Effects usually just get referred to as On-Hits by...Pretty much everything? With Spell Effects retaining its name. Spell Effects (like _Rylai's Crystal Scepter_, _Luden's Echo_, and _Liandry's Torment_) apply on successful damage of a spell or ability. As for Basic Attack Effects (AKA On-Hits, like _Statikk Shiv_, _Blade of the Ruined King_, or _Titanic/Ravenous Hydra_), those apply on successful damage of a basic attack. (Which, Urgot's _Purge_ counts as several Basic Attacks in quick succession.) Another interesting thing to note is Damage-Type Exclusivity (most pronounced on _Black Cleaver_ and _Elixir of Wrath_), where the effects only apply on specific damage types (case of example: Physical Damage.) But, yeah, technical mumbo-jumbo aside, Urgot's _Purge_ is just a shield, auto-target, and a glorified Attack Speed boost and damage and movespeed debuff, so it procs on-hit effects like _Blade of the Ruined King_ or _Guinsoo's Rageblade_.
Huh, I must just remember wrong. Oh well, thanks!
: Yeah, if you read the gray text at the bottom of the **W - _Purge_** tooltip, it says that it procs on-hit effects at 33% of normal damage.
But I know a while back they made a distinction between "on-hits" and "basic attacks." Or at least, I thought I remember something along those lines, where some things are strictly proc'd by auto attacks and not on-hit effects. Alternatively, I could have it backwards.
Rioter Comments
: ban {{item:1042}} gg every single adc. good luck without a fucking zeal item or bork lol.
Okay okay, I meant non-component items. Good catch. Yeah that'd be pretty absurd. xD
: didn't even think about morellonomicon. Jesus that would fuck mages really hard. No more GW, less CDR, poor mana regen items on many mages are now a necessity, etc.
Yeeeeeaaaahhh maybe that wouldn't work out so well. But at least it would force people to learn alternative builds, no? Or would it just be a permanent thing? I'd imagine with only 2 item bans per game it could be interesting. Maybe just me.
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Elikain (EUNE)
: My memory is fine. And i have stated that i'd like to see the actual statistics regarding the patch 5.15 and since you clearly have the pick rates, i advise you to share them. Also, pick rates aren't everything. 2.5% means literally nothing in a game where millions and millions games are played, that revolve around a certain meta constantly. Let's say that in a sample size of 1000 games, Syndra is getting picked only 1% of the time. That's only 10 games. I can assure you that every champion has a play rate and it's never 0. By that logic, the entire champion pool is 100% utilized. The ideal pick rate should be equal pick rate between every champion but that's not possible. I'd say that 10% is reasonable and 5% is borderline considered OK. Anything below that should be cases that needed to be evaluated.
http://web.archive.org/web/20150820035611/http://champion.gg/ There's Patch 5.15 Platinum+ stats. His numbers aren't far off from what he said; I'm guessing the differences stem from lower elos. Good thing archives exist.
: "let's nerf a champion out of his own niche" Is the Gameplay boards just one big meme?
Being able to trade the damage on his passive for the damage on his W alone would have been an enhancement for his niche. Removing it now certainly doesn't destroy it either.
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: Your club owner will need to write a [**support ticket**](https://support.riotgames.com/hc/en-us/requests/new) in, where we'll be able to work with them to resolve this issue. Let me know if you have any questions.
Porocles (NA)
: I'm having trouble locating this club. Have him hit us up in a [support ticket](https://support.riotgames.com/hc/en-us/requests/new), and we'll take a look. We'll reply to him asap!
Oops, my bad, the actual club name is TANKSOP. I got it confused with the tag. I'll let him know, but if you figure it out from the club name, let me know in the mean time! :D Thanks!
Rioter Comments
Bardful (NA)
: Why no mention of blitzcrank he is way worse than even yasuo. Before everyone hates me on this one: 1. He only has to land 1 in 12 hooks to be relevant during laning phase 2. He is tanky so no punishment for failing anything and his w plus range of his q does not help (nautilus would get punished for lack of escape, thresh too, etc. as their hooks bring them closer too) 3. He is one of (if not the) easiest champ in the game unlike, yasuo which after at least requires something. 4. He is http://na.op.gg/champion/statistics according to the panel on the right really good win rate with really high picc rate. 5. He can roam, or stay in lane or do whatever he wants so you don't have to make many decisions just do whatever you want. 6. As a support, one q puts someone with you and your adc from their side so, it is really good for soloque where you couldnt communicate say a thresh hook.
> He only has to land 1 in 12 hooks to be relevant during laning phase With a mana cost of 100 and a base mana pool of 260, Blitzcrank won't have more than 3 chances before he has to back. If he doesn't, he's useless, if he does, his ADC is vulnerable. > He is tanky so no punishment for failing anything A 20 second CD at level 1 is a pretty harsh punishment for spamming and missing Qs. > He is one of (if not the) easiest champ in the game unlike, yasuo which after at least requires something. Unlike Yasuo, Blitzcrank cares more about positioning and strategy. Yasuo's mobility and incredibly low cooldowns means if he misses an ability or takes a wrong turn he can immediately get out. > He is http://na.op.gg/champion/statistics according to the panel on the right really good win rate with really high picc rate. That could be evidence he may need a nerf, yes, but not necessarily a rework. > He can roam, or stay in lane or do whatever he wants so you don't have to make many decisions just do whatever you want. Every support in a nutshell. > As a support, one q puts someone with you and your adc from their side so, it is really good for soloque where you couldnt communicate say a thresh hook. I don't understand how this means he needs a rework; lots of things are great in solo and bad in organized play.
  Rioter Comments
: pre nerf atmas. edit.: special shout out to 1450 health warmogs, when fully stacked.
Rioter Comments
: Rylai is broken on Brand is most likely the reason it is getting nerfed. having a 5s slow from when you were last hit by Brand is stupid broken.
That's not changing; the slow is still applied for every tick of his passive. The only difference is less AP and health (and the slow is changed a bit), which means he just gets the item faster.
: They've been a core on brand for I don't know how long. I don't think there's ever a reason not to get both of them on him. it amplifies his damage so much it's crazy.
Absolutely. And now, it's 700G cheaper, which means you hit that spike that much faster.
billobob (NA)
: I have the exact same problem. Thought it was related to ranked reset, but why would normal draft be missing? UPDATE: restarting the client several times fixed this for me
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Bombardox (EUW)
: Upvote if you are that one guy
In other words, over 3/4 of the people who play the game?
: {{item:3123}} ?
Oh, I personally don't deal with her, but the problem is that the rest of the team decides that Soraka is never a target.
: Name THREE champions that if you could, would delete. For any reason possible.
{{champion:34}} {{champion:106}} {{champion:16}} Voli and Anivia ALWAYS get fed (I suck) and Soraka basically means you can't dive the target you want because you have to kill her instead. While you do that, you'll probably die to the backline you wanted to kill.
Rioter Comments
: potatos
Can I potato?
: > [{quoted}](name=Lao Fu the Tiger,realm=NA,application-id=3ErqAdtq,discussion-id=TGIwVvx9,comment-id=0001,timestamp=2016-11-29T21:17:10.866+0000) > > Wait.. Do Sorc Shoes really not stack with Liandry's? I thought it did. It does..
Right! Okay. I was thinking the third item was something else. Just ignore me, I'm a bit braindead with finals week. X___________x
: Can we do something about flat MPen?
Wait.. Do Sorc Shoes really not stack with Liandry's? I thought it did.
Rioter Comments
: (Warning: programmer ahead.) I'm probably being naive and missing some important considerations that the Riot engineers had to take into account when making the system, but I would have written the algorithm completely differently. I would have placed all the users into a queue, with some details (MMR, preferred roles, and when they joined the queue being the most important). Then, every second, I would go through the list and try to build games out of the people in the queue, using some criteria: - MMR should be within a tolerance, but the tolerance gets larger based on how long a player has been in the queue. - Try to use the primary role first, but consider using the secondary if a game can't be built with only primaries, and potentially autofill to any role. - I'd imagine that the chance of choosing each of these should depend on the queue time. Initially, it should only look for primary roles, but should increasingly consider secondary roles and (at a much slower rate) autofilling as the player spends more time in the queue. Basically, instead of building "proto-games" as players join, I would just leave them in the queue, and periodically look through the whole queue and try to build the best games possible given the players that are currently in it. I could see this approach leading to starvation (that is, players stuck in the queue because their MMR is farther from most people, and so other players who joined later get matched faster due to being a better match), but that's why the MMR tolerance would slowly increase with queue time, to make sure that those players would eventually find games. The system could further be optimised by dividing all of the players into multiple, smaller queues representing MMR tiers, so that the algorithm would only need to look through a smaller subset of the players in the queue when considering games. The "every second" is also an optimisation - I'd imagine that this algorithm would be complex/expensive (since it has to loop through a large list multiple times), so running it each time someone joins the queue might be prohibitive. That's why I suggested once a second, since that's a long time to a computer, but still fast enough that players wouldn't mind. The interval could be moved up/down as needed. Further, a lot of the variables in the algorithm (such as how long it takes before increasing the tolerance or trying to give players non-primary roles) should be adjusted dynamically based on the current queue trends, to help find games faster. For example, if it's the middle of the night and very few players are queueing, it should be willing to compromise faster to ensure the queue times don't get insane.
(Warning: Programmer response ;D ) tl;dr is I agree for the most part. I think I can imagine a few roadblocks though, so let's dig in! First, you're right, the most practical way for a player in queue to be maintained is through a player class; a player would then have certain attributes attached to it, such as roles selected, MMR, etc. This would then be placed into some sort of priority queue when we click the "Go" button. A team could be another class, which would consist of a list of players, a number of how many are a premade, average MMR, etc. Tons of these would be made first then thrown into a pool of potentially thousands and thousands of teams. If this is how it was implemented, this would already limit swapping players between teams even if there's a better way to optimize the teams for roles in a general sense. Of course, within a team we could still optimize who goes where. Maybe once a whole team has been put together the algorithm could try to rearrange players. The problem is that because queues are dynamic and not static (we can freely leave the queue at any time) it could be expensive to try and rearrange any time a team is formed. Then, a game could also have its own class with specific qualifications, such as MMR checking, etc. At this point the "game" isn't looking at individual players at all, it's simply matching two teams together from the pool based on team attributes, not player attributes. Alternative to the above, we could instead decide to rearrange in teams at this stage. To some extent, I think it already does this, because queue dodgers sometimes force the teams to rearrange when a new player is found and joins the team. I'd love to go more in depth for the algorithm itself but I have a class. Dx At the very least, this is how I imagine the actual classes are somehow put together and from there discussing how the algorithm would work could be more in line with what actually happens.
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Lao Fu the Tiger

Level 94 (NA)
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