Rioter Comments
: Nice Mundo Buffs.
Check his win rate. He's not broken. He's just has damage and tankiness so those are at the extreme end. If he lacked one or the other, he wouldn't function and wouldn't be unique.
: > They can even do it server side. No, they cant. Do you understand how replays work? I mean, technically they could, but it would mean a ton of dedicated hardware and servers plus absolutely massive file downloads, just to fix something that is not broken.
> [{quoted}](name=MagicFlyingLlama,realm=NA,application-id=3ErqAdtq,discussion-id=3qaoAs7u,comment-id=000000000000,timestamp=2019-03-24T04:37:31.535+0000) > > No, they cant. Do you understand how replays work? > > I mean, technically they could, but it would mean a ton of dedicated hardware and servers plus absolutely massive file downloads, just to fix something that is not broken. It is absolutely, utterly and completely broken to have replays invalid every 2 weeks and no replay management. They could even have differential install options for people who want to maintain older replays. They don't need to do it server side. I don't even have an option to block updates. This is a game with a large community of content creators, coaches, eSports teams, etc. and we don't have a functional replay system with proper management and version management. That's a big gap in tooling. StarCraft II doesn't have this issue and we don't even have adequate workarounds atm. BTW: The recording option is also bad. It's rather low quality even on max settings and a few months ago it wasn't even recording sound. I think it works for it now. This part is less relevant since I can use other tools for recording.
: https://old.reddit.com/r/leagueoflegends/comments/8glo2g/i_can_watch_replays_from_old_patches/ You are meant to record them to video if you want them. Keeping every old client version would balloon the game to hundreds of gigabytes, even using complex differential patches.
> [{quoted}](name=MagicFlyingLlama,realm=NA,application-id=3ErqAdtq,discussion-id=3qaoAs7u,comment-id=0000,timestamp=2019-03-24T03:33:16.401+0000) > > https://old.reddit.com/r/leagueoflegends/comments/8glo2g/i_can_watch_replays_from_old_patches/ > > You are meant to record them to video if you want them. > > Keeping every old client version would balloon the game to hundreds of gigabytes, even using complex differential patches. It should be an option, nearly every other game can do it. They can even do it server side. It's not reasonable at all whatsoever and taking them to video is NOT the same thing as you lose all interactivity. At the very least, they should allow me to download the 9.5 install somewhere and deny it updates (which are forced whenever you open the client atm).
Rioter Comments
: I legit almost lost a ranked because of a Baron bug.
I thought only suppress stopped Smite. Anyway, doesn't the knockup have a range?
Meddler (NA)
: Quick Gameplay Thoughts: March 20
Are you guys planning any more keybindings work? I like using Caps Lock for Attack-Champs Only and made it the key for it from the config file. Unfortunately, I randomly scream at my team because I accidentally have it toggled on from teamfighting. Would it be possible to sort of override this behavior somehow so that it no longer functions as Caps Lock in a normal game? I'd never use Caps Lock in chat normally. Also, have you guys considered the impact of Dark Seal nerfs on other roles besides mid? It's common on some junglers and even some AP supports.
Rioter Comments
: not to be mean or anything but how is the new DH LESS skillful? the current DH is just "be a jungler and get stacks by clearing your jungle - done" i dont rly see skill involved in getting even more rewarded for clearing your jungle (you get gold, XP AND DH stacks) the new DH actually needs to have interaction with your opponents - imo that makes it automatically a rune that needs more skill (yeah it not rly skillfull to attack a target below 50% HP - but at least you have to interact with the opponent - like getting him to 50% HP first or getting the shut down to get the cd reset) ________________ > The new one is just an artificial "here's more damage" type of rune with basically no decision making same goes for the current DH as well farm the jungle -> get stacks -> attack someone for more dmg and in combat the desision making is still the same for both DH: attack the target that is most likely to die the fastest so you get a new DH stack (current) / so you reset your DH cooldown (new) so you can use it again ___________________ > It's also less versatile for diverse playstyles, builds and classes the theme of the rune stays the same: stack up / snowball for bonus dmg so the builds or calsses that use DH dont get influenced the only thing that changes is: - the current DH is absolutely stupid ez to stack on junglers and is a completely trash rune for laners its pretty much a jungler-only rune - the new DH is better on aggressive laners because they have more opportunities to get DH stacks for jungler can only get stacks by ganking so the new DH is better on laners and aggressive jungler that gank a lot and imo that is way better DH is a snowball keystone so its good that the new DH is better on aggressive laners and jungler (not like the current DH which is pretty much a farm-heavy jungler rune)
> [{quoted}](name=DarkSpiritslayer,realm=EUW,application-id=A7LBtoKc,discussion-id=aIL8lE5J,comment-id=00660000,timestamp=2018-10-26T22:58:21.571+0000) > > not to be mean or anything > > but how is the new DH LESS skillful? > the current DH is just "be a jungler and get stacks by clearing your jungle - done" > i dont rly see skill involved in getting even more rewarded for clearing your jungle (you get gold, XP AND DH stacks) > > the new DH actually needs to have interaction with your opponents - imo that makes it automatically a rune that needs more skill > (yeah it not rly skillfull to attack a target below 50% HP - but at least you have to interact with the opponent - like getting him to 50% HP first > or getting the shut down to get the cd reset) > ________________ > > same goes for the current DH as well > farm the jungle -> get stacks -> attack someone for more dmg > > and in combat the desision making is still the same for both DH: > attack the target that is most likely to die the fastest so you get a new DH stack (current) / so you reset your DH cooldown (new) so you can use it again > > ___________________ > > the theme of the rune stays the same: stack up / snowball for bonus dmg > so the builds or calsses that use DH dont get influenced > > the only thing that changes is: > > - the current DH is absolutely stupid ez to stack on junglers > and is a completely trash rune for laners > its pretty much a jungler-only rune > > - the new DH is better on aggressive laners because they have more opportunities to get DH stacks > for jungler can only get stacks by ganking > so the new DH is better on laners and aggressive jungler that gank a lot > > and imo that is way better > DH is a snowball keystone > so its good that the new DH is better on aggressive laners and jungler > (not like the current DH which is pretty much a farm-heavy jungler rune) The way stacks work currently requires a lot of macro decision making (the most complicated aspect of the game imo) and thinking ahead for maximum pathing efficiency. Moreover, there are countless outplay scenarios using stacks by engaging as a cannon is about to die (for 2 DH applications), attacking the enemy jungle and smiting the camp he's on after for another stack, positioning in teamfights to optimize stack pick-up and usage etc. Have you ever flashed for a stack in a teamfight so that you could finish a target and cleanup? How about trying to gank lanes more when it's a cannon wave? There is A LOT of depth involved for subtle decisions. If you mindlessly clear your jungle/ignore the countless other optimizations and don't even consider these things, sure, you won't see how much of a skill difference there is but that doesn't mean it's not there. You can autopilot anything... an ADC can literally right click without animation canceling ever but that doesn't mean it's the right way to play or that all ADC skill is just right clicking once till the target is dead. The interaction component of the new DH is meaningless. You will almost never want to make gameplay decisions to engage based on trying to "get a stack" while putting your life at risk. If it's a good engage then you will be winning 1v1 so you would have engaged regardless of the new DH or not. It would just be correct gameplay. If it's not, you will still seldom want to engage given the risk there exists. It's not even about outplaying as it's actually pretty binary and mostly kit dependent. The champions with the most escape options in their kit may be able to stack faster and get away with it but again, it's not really affecting decision making much. If you can poke someone out and run away, you'd ALREADY be doing it in optimal play. Thus, why does it exist? Where is the decision making/play style options facilitated? Some champ. kits will be naturally suited to it and that'll just be that. This rune will simply become an appendage of the champion and will be basically ignorable except in the accidental situation where you forget to take it. These champions will then be balanced around this rune and that'll be that. What happened to runes being about play style rather than just having the "right kit"? That was their stated goal. The fact that this makes DH so much more kit dependent and niche rather than play style dependent is one of the issues. Even if you were to build equivalent damage and go for a late game play style, some champions will just be far better due to how much more efficient they are at stacking (due to their kit allowing escapes after bursting). Another example is Nidalee, if she gets a bit ahead, she can probably even get a stack from range very safely. The current DH has a lot of versatility from builds/champion type etc. Even for laners, there are some options like DH MF, DH Sona and a few other picks show that DH is not a pure jg rune. You get far more stacks from kills than from monsters/cannons. It's just that games are still pretty snowbally so you can't get away with it on most laners. Regardless, why shouldn't junglers have a keystone that fits well and can make smart pathing shine (among other things)? Anyway, this change makes the new DH disproportionately favorable for laners and much more of a "win more" rune in general (even overkilling for many assassin type champions with executes/more damage vs low hp). If you are ahead, you can take a lot of fights to chunk someone so you get very fast stacks. If behind, you STILL can't do that and may even die before you get them to half. You're starved and it's just terrible design. The current DH is weak early but gives you play style options which don't make it utterly feast/famine.
Meddler (NA)
: Quick Gameplay Thoughts: October 26
The new DH [drastically removes skill and decision making. ](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/eXylB69G-new-dark-harvest-awful-less-skillful-different-identity)The current iteration has an interesting mini game which tests you on multiple fronts from pathing to positioning (double proc. outplays off monsters/camps etc.), to understanding power spikes well. The new one is just an artificial "here's more damage" type of rune with basically no decision making. It's also less versatile for diverse playstyles, builds and classes. Please do not go with the new DH iteration or at the very least make the stacking mini game like on live. I really hate the design of the new rune. A big step backwards from every aspect of gameplay/exploration/playstyle etc. It's just mundane and pointless. I don't care whether it's stronger or not. It makes the game less fun.
Rioter Comments
: I will sometimes report a player who is requesting me to report someone. Asking for me to report someone is having a negative attitude towards that person. It doesn't matter what they did, the fact that you're taking such a negative stance might prompt me to report you instead (especially if I am a team member of that player and know that you are making a false claim about what they are doing such as int feeding when they are clearly not inting).
> [{quoted}](name=Morticianjohn,realm=NA,application-id=ZGEFLEUQ,discussion-id=7u4EpGKk,comment-id=0004,timestamp=2018-05-14T22:52:21.268+0000) > > I will sometimes report a player who is requesting me to report someone. Asking for me to report someone is having a negative attitude towards that person. It doesn't matter what they did, the fact that you're taking such a negative stance might prompt me to report you instead (especially if I am a team member of that player and know that you are making a false claim about what they are doing such as int feeding when they are clearly not inting). I do too but only if it's a false report request. If someone's really trolling or afk, I am not going to further punish the people already held hostage in that game.
: Aurelion Sol winrate has always been a bit inflated. I took a break since maybe 3 patches ago so I couldn't test all the changes but the main problem I see with him is that outside who mains him there is no reason to play him when Ryze, Syndra, Cassiopeia and Orianna exist. Actually no other mage is worth a damn because these 4 are overall a better pick.
> [{quoted}](name=Stars Shaper,realm=EUW,application-id=3ErqAdtq,discussion-id=rbfqALHb,comment-id=000800000001,timestamp=2018-05-05T09:30:34.544+0000) > > Aurelion Sol winrate has always been a bit inflated. > > I took a break since maybe 3 patches ago so I couldn't test all the changes but the main problem I see with him is that outside who mains him there is no reason to play him when Ryze, Syndra, Cassiopeia and Orianna exist. Actually no other mage is worth a damn because these 4 are overall a better pick. All of those have far worse winrates. Ryze's winrate is actually atrocious. ASol doesn't even do the same thing. He has amazin waveclear and roaming. Of course he can't duel those but it's not his main benefit.
: RoA Outclassed
Some champions really like the fast combination of stats RoA gives as well as the extra safety. It should be buffed but in a way that decreases Seraph's synergy. The champions who get both items are generally fine. Thus, cut the mana a bit and buff the AP stacking. If you buff the HP, it will become too appealing to tanks instead.
: This would just be bratty children running their mouths and would be unspeakably, hilariously toxic. Queue would be dead on arrival, and the few brats would quickly realize they dont like having freedom to rage at everyone if everyone can do it right back at them.
> [{quoted}](name=MagicFlyingLlama,realm=NA,application-id=ZGEFLEUQ,discussion-id=VPm8RGEZ,comment-id=0001,timestamp=2018-05-03T22:55:53.446+0000) > > This would just be bratty children running their mouths and would be unspeakably, hilariously toxic. > > Queue would be dead on arrival, and the few brats would quickly realize they dont like having freedom to rage at everyone if everyone can do it right back at them. Try it and find out. It would be an interesting experiment.
: Can't say much about the other builds, but for Semi-tanky, build Wit's End as the core damage item/MR. You'll find yourself dealing consistent damage.
> [{quoted}](name=Samflash3,realm=NA,application-id=3ErqAdtq,discussion-id=oGmGF9nP,comment-id=0003,timestamp=2018-04-07T03:27:48.995+0000) > > Can't say much about the other builds, but for Semi-tanky, build Wit's End as the core damage item/MR. You'll find yourself dealing consistent damage. Where do you get your CDR? The components for Witt's End also seem a bit awkward for him. His AP scalings are good, it's just that AP items tend to lack the combination of HP + resists that he'd need in a single item slot.
: Ekko JG Needs A Little Help
Maybe they could make his passive deal 250% bonus damage to monsters instead of the current 200%. Or perhaps a better buff is to have his passive restore 20% (or whatever is an appropriate number) of missing mana vs monsters. This I think would be just perfect for improving his JG without being at any risk of helping mid in any meaningful capacity. I guess you sometimes may want to do raptors but it's % missing mana and doin them would probably be breakeven in terms of mana or worse. The other risk may be that he'd just Q over the wall to get mana. The issue with this is the CD itself while still having time to catch the wave or pressure. If it actually is a problem though, just reduce the % missing mana return to something that would make it a net negative to use Q over raptors for that purpose. I'm pretty much 100% sure that halving it to 10% of missing mana return would make this quite unattractive overall. It costs 90 mana rank 5 so even if you use it for that purpose and have 1000 missing mana, you'd only get 10 mana more while using your CD (not having EQ combo up, possibly not having it for the wave etc.). Besides, Ekko gets Blue often anyway and doesn't have mana issues in mid because he takes Corrupting Potion + Dark Seal + Doran's while going LB 2nd item. I think being overly concerned about the Raptors mana return is a bit silly in practical terms.
: So riot is already turning back on their claim supporting offroles paired with radio silence.
: Rofl, more often then not junglers win toplane. Not toplaners. Its pretty much a game of whichever junglers spam ganks 7 times by 10 minutes wins toplane.
> [{quoted}](name=Automated Riven,realm=NA,application-id=3ErqAdtq,discussion-id=2G0cA5WY,comment-id=001c000000010002,timestamp=2018-03-28T04:18:42.064+0000) > > Rofl, more often then not junglers win toplane. Not toplaners. Its pretty much a game of whichever junglers spam ganks 7 times by 10 minutes wins toplane. Even if that's true, the top laner with the awarenss to ward at the right time, play safe and use wave control at the right time etc. will win the game despite losing lane. If a jungler is spending that much time top, in the vast majority of games, he'll put himself behind, give up dragons, give up first turret bot etc.
: I am just quoting this post to inform you that your guys's game will not last another year, let me explain why. This game is rarely based off solo skill nowadays, unless you're extremely fucking good which the majority of your player base is not. The majority of your player base is silver, gold and platinum, based off rough assumption I don't think there's that many active League of Legends players that are actually stuck in bronze which is why I didn't include bronze. The way you guys choose to balance the game is terrible. It's always an entire season of one role out performing the rest. If it's not ADC, it's Jungle. If it's not Mid Lane, it's Top Lane. Rarely is there ever even ground shared between all roles / lanes. Also, yes, I said an entire season. Season 6, ADC was under performing to the point where mages had to be taken such as Ziggs to compromise for the shitty damage / scaling that ADC's were able to output. Season 6, jungle was clearly the most dominant role of the season. You can disagree all you want, but I stand by my word. Season 7, ADC's are considered broken because of you guys not having a clue how to properly balance the game and over buff certain champions (Vayne) or items that made champions broken (Lucian). If they're not strong, they're shit tier. If they're strong, there's an out cry about it until you guys decide to nerf them back into the ground, such as Kalista. You guys make the oddest changes to your game. You change shit in your game that doesn't even need to be changed, it's almost like you're changing something in the game just for the sake of change, which isn't a bad thing but you guys some how manage to over do it. No one cares how the scoreboard looks or how the Summoner Spells are laid out, runes or dozens of other unnecessary things you guys decide to change whether it has impact or has no real impact on the game itself. It's super hard to solo carry in Solo Q, while not anywhere near impossible it's still absurd on the route you guys decided to take after Season 5. The game has become 100X more team dependent than before which also isn't bad, but it becomes ridiculous when you guys let a game be determined if one person on your team feeds and proceeds to not play around their 4 other team mates and waddles around the map lost. I also believe this causes your player base to feel more aggravated and possibly be toxic because they know the game has become ten times harder to carry because of one rager / boosted player, even if you yourself is fed, it rarely matters anymore. The death timers, the gold share, the snowballing, the first tower gold, the play like a pussy cat until 1 team fight and eventually lose. Buffing baron and adding Rift Herald. You guys can never find a median between two things, it's either 1 or the other and your player base will be damned if they get to choose that. Who wants to support a company that refuses to listen to their player base, even if your forums don't consist of the majority of your player base %, you guys choose to listen to professional players and balancing your game for professional play. Your game has resulted in people who would rather WATCH your game, than actually play it. Because of the shitty community, the shitty balancing, shitty unnecessary changes, shitty everything. You guys care more about fucking money than you do providing a good game play experience, you can disagree with that too, and everything I'm saying, but I stand by my word. But now, people would rather not even play let alone watch your game because they're fed up with the route it's been taking these part 3 years. The only people who are even playing this game anymore are people who are merely addicted and haven't tried to play other F2P games or on the market. It's only a matter of time before the rest of those players realize that this game fucking sucks anymore and they move on and your player base slowly crumbles (like you guys were warned many times in the past, but I'm sure you all laughed it off and shook your heads in amusement) and other games take over, kind of like how it is now. I'm willing to bet half these streamers who actually still stream League are people who only do it because they know no one will watch them if they start playing a game they actually enjoy. As a game play designer, it baffles my mind that you are asking this question. Why do you think it is? Maybe you should go and sit down in your guy's meeting room with the rest of the game play designers and discuss why you think a lot of your player base isn't enjoying your game anymore because it's determined by which team has the lesser amount of shit for brains players. If you're top lane and your bot lane is feeding, goooood luck. Better just nerf adc to the ground and make a different role strong and problem solved, right? That sounds like the logic you guys would actually use to "balance" your game lol. Fix your game. Stop changing things that doesn't need to be changed. Leave it alone, try and focus on the reasons why your player base doesn't enjoy your game. Making a new scoreboard layout UI won't fix Ninja Tabis. You guys are close to the point where most of the changes you've made are irreparable in my honest opinion. Look at the diversity of League of Legends nowadays, it consists of the same rune page for almost every champion. Why runes were even changed when they were perfectly fine before, to something completely stale is beyond me but you guys seem to know best, fuck your player base am I right? Oh look you can now level up past 30!!!!!!! * Oh look, runes are still locked until a certain level. * Oh look, new players are locked out from using all summoners spells until a certain level. * Oh look, if you click intermediate player as a new account, you are still forced to play the tutorial / bot games until a certain level. * Oh look, if you're fed and another player(s) on your team is feeding, don't count on winning unless the enemy team is retarded and doesn't know how to abuse their lead with the massive gold lead they're given and plenty of other unnecessary resources such as rift herald to storm into your base. You guys try to enforce anti-toxicity onto your player base which is necessary, but to an extent. There's a difference between friendly banter and telling someone to go suicide. Both are equally wrong though in your guys's eyes and the community should hold hands and get along and laugh and be joyful, but don't forget a lot of people are competitive, even in ranked. I see nothing wrong with trash talking unless they're making direct threats and telling someone to kill themselves and using racial slurs, that's obviously where it crosses the line. You've succumbed your entire player base to be sensitive and resort to reporting if someone hurt their feelings and called them bad, > oh boo hoo don't worry... someone call you bad? well we'll just go ahead and suspend their account for 14 days or even permanent if they insulted your performance twice.. there you go.. feel better now? smooches Banter doesn't make someone childish and I'd laugh if someone intelligently or creatively insulted me. I don't give a fuck, but if someone tells me to kill myself or bashes on ethnicity, that's where it becomes childish and can be dealt with because clearly the person probably has mental issues that need to be checked out. It's not just the game play itself, it's the way you treat your game and community in general. Pre-school baby hush hush. Isn't there a reason the mute feature exists? If someone is being annoying and not directly using threats / racial ethnic slurs, wouldn't it be okay for the player to just mute them and move on with their game? You're never going to solve online toxicity, it's always going to be a part of video games, because that's naturally how some humans are, they're competitive. You permanently banning players for banter, or suspending players for banter only loses you your player base, it started off as "Oh we don't need you here, fuck off we have millions of other players" but that bullshit statistic you guys pull out of your asses with 0.0001% of your community is toxic is a load of hoooooooorse shit, lol. You guys have banned more than thousands of players for toxicity, show me real statistics. Videogamedunkey quits your game because of the way you treat your player base, not the best example but it's one. You can't trash talk without getting a spanking on your ass. You guys have proven time and time again that you really don't take in half the shit your players try to advise you on what would be fun in the game, look at how long Dynamic Queue was in the game for and NOBODY liked it, until a whole year it was finally removed. Anyway, good luck. People are finally starting to realize there's way more enjoyable games out there with a developer team that actually listens and doesn't / won't post pone changes for an entire year or in this scenario, season.
> [{quoted}](name=watch the bush,realm=NA,application-id=3ErqAdtq,discussion-id=2G0cA5WY,comment-id=001c0014,timestamp=2018-03-28T01:37:37.015+0000) > > I am just quoting this post to inform you that your guys's game will not last another year, let me explain why. > > This game is rarely based off solo skill nowadays, unless you're extremely fucking good which the majority of your player base is not. The majority of your player base is silver, gold and platinum, based off rough assumption I don't think there's that many active League of Legends players that are actually stuck in bronze which is why I didn't include bronze. > > The way you guys choose to balance the game is terrible. It's always an entire season of one role out performing the rest. If it's not ADC, it's Jungle. If it's not Mid Lane, it's Top Lane. Rarely is there ever even ground shared between all roles / lanes. Also, yes, I said an entire season. Season 6, ADC was under performing to the point where mages had to be taken such as Ziggs to compromise for the shitty damage / scaling that ADC's were able to output. Season 6, jungle was clearly the most dominant role of the season. You can disagree all you want, but I stand by my word. Season 7, ADC's are considered broken because of you guys not having a clue how to properly balance the game and over buff certain champions (Vayne) or items that made champions broken (Lucian). If they're not strong, they're shit tier. If they're strong, there's an out cry about it until you guys decide to nerf them back into the ground, such as Kalista. > > You guys make the oddest changes to your game. You change shit in your game that doesn't even need to be changed, it's almost like you're changing something in the game just for the sake of change, which isn't a bad thing but you guys some how manage to over do it. No one cares how the scoreboard looks or how the Summoner Spells are laid out, runes or dozens of other unnecessary things you guys decide to change whether it has impact or has no real impact on the game itself. > > It's super hard to solo carry in Solo Q, while not anywhere near impossible it's still absurd on the route you guys decided to take after Season 5. The game has become 100X more team dependent than before which also isn't bad, but it becomes ridiculous when you guys let a game be determined if one person on your team feeds and proceeds to not play around their 4 other team mates and waddles around the map lost. I also believe this causes your player base to feel more aggravated and possibly be toxic because they know the game has become ten times harder to carry because of one rager / boosted player, even if you yourself is fed, it rarely matters anymore. > > The death timers, the gold share, the snowballing, the first tower gold, the play like a pussy cat until 1 team fight and eventually lose. Buffing baron and adding Rift Herald. You guys can never find a median between two things, it's either 1 or the other and your player base will be damned if they get to choose that. > > Who wants to support a company that refuses to listen to their player base, even if your forums don't consist of the majority of your player base %, you guys choose to listen to professional players and balancing your game for professional play. Your game has resulted in people who would rather WATCH your game, than actually play it. Because of the shitty community, the shitty balancing, shitty unnecessary changes, shitty everything. You guys care more about fucking money than you do providing a good game play experience, you can disagree with that too, and everything I'm saying, but I stand by my word. But now, people would rather not even play let alone watch your game because they're fed up with the route it's been taking these part 3 years. > > The only people who are even playing this game anymore are people who are merely addicted and haven't tried to play other F2P games or on the market. It's only a matter of time before the rest of those players realize that this game fucking sucks anymore and they move on and your player base slowly crumbles (like you guys were warned many times in the past, but I'm sure you all laughed it off and shook your heads in amusement) and other games take over, kind of like how it is now. I'm willing to bet half these streamers who actually still stream League are people who only do it because they know no one will watch them if they start playing a game they actually enjoy. > > As a game play designer, it baffles my mind that you are asking this question. Why do you think it is? Maybe you should go and sit down in your guy's meeting room with the rest of the game play designers and discuss why you think a lot of your player base isn't enjoying your game anymore because it's determined by which team has the lesser amount of shit for brains players. If you're top lane and your bot lane is feeding, goooood luck. Better just nerf adc to the ground and make a different role strong and problem solved, right? That sounds like the logic you guys would actually use to "balance" your game lol. > > Fix your game. Stop changing things that doesn't need to be changed. Leave it alone, try and focus on the reasons why your player base doesn't enjoy your game. Making a new scoreboard layout UI won't fix Ninja Tabis. You guys are close to the point where most of the changes you've made are irreparable in my honest opinion. Look at the diversity of League of Legends nowadays, it consists of the same rune page for almost every champion. Why runes were even changed when they were perfectly fine before, to something completely stale is beyond me but you guys seem to know best, fuck your player base am I right? Oh look you can now level up past 30!!!!!!! > > * Oh look, runes are still locked until a certain level. > * Oh look, new players are locked out from using all summoners spells until a certain level. > * Oh look, if you click intermediate player as a new account, you are still forced to play the tutorial / bot games until a certain level. > * Oh look, if you're fed and another player(s) on your team is feeding, don't count on winning unless the enemy team is retarded and doesn't know how to abuse their lead with the massive gold lead they're given and plenty of other unnecessary resources such as rift herald to storm into your base. > > You guys try to enforce anti-toxicity onto your player base which is necessary, but to an extent. There's a difference between friendly banter and telling someone to go suicide. Both are equally wrong though in your guys's eyes and the community should hold hands and get along and laugh and be joyful, but don't forget a lot of people are competitive, even in ranked. I see nothing wrong with trash talking unless they're making direct threats and telling someone to kill themselves and using racial slurs, that's obviously where it crosses the line. You've succumbed your entire player base to be sensitive and resort to reporting if someone hurt their feelings and called them bad, > > Banter doesn't make someone childish and I'd laugh if someone intelligently or creatively insulted me. I don't give a fuck, but if someone tells me to kill myself or bashes on ethnicity, that's where it becomes childish and can be dealt with because clearly the person probably has mental issues that need to be checked out. > > It's not just the game play itself, it's the way you treat your game and community in general. Pre-school baby hush hush. Isn't there a reason the mute feature exists? If someone is being annoying and not directly using threats / racial ethnic slurs, wouldn't it be okay for the player to just mute them and move on with their game? You're never going to solve online toxicity, it's always going to be a part of video games, because that's naturally how some humans are, they're competitive. You permanently banning players for banter, or suspending players for banter only loses you your player base, it started off as "Oh we don't need you here, fuck off we have millions of other players" but that bullshit statistic you guys pull out of your asses with 0.0001% of your community is toxic is a load of hoooooooorse shit, lol. You guys have banned more than thousands of players for toxicity, show me real statistics. Videogamedunkey quits your game because of the way you treat your player base, not the best example but it's one. You can't trash talk without getting a spanking on your ass. > > > > You guys have proven time and time again that you really don't take in half the shit your players try to advise you on what would be fun in the game, look at how long Dynamic Queue was in the game for and NOBODY liked it, until a whole year it was finally removed. Anyway, good luck. People are finally starting to realize there's way more enjoyable games out there with a developer team that actually listens and doesn't / won't post pone changes for an entire year or in this scenario, season. The biggest reason it's harder to carry is just that players got better over the seasons. You're not playing against as many noobs. You realize that if they let a fed person solo carry easily, it'll also by the same logic mean that for the other team, a single player made them lose? That only changes if another lane gets equally fed on your side. Anyway, the roster might be too large and the kits have too many interesting interactions. It becomes absurdly hard to balance properly. When Mundo's kit was cutting edge, balance was much more constrained to understandable rules and principles. Now you have champions like Zoe, Kalista, Kayn or Ekko. Very interesting but also a mess to balance. If after the novelty and fun these champions offer you've made the game's balance a lot trickier, it's not always a plus long term.
: > [{quoted}](name=RiotRepertoir,realm=NA,application-id=3ErqAdtq,discussion-id=2G0cA5WY,comment-id=001c,timestamp=2018-03-27T21:58:24.664+0000) > > I'm aware of the perception. What do you think are the things in the game that are resulting in this? The objectives (towers included) are so fast and easy to clear that one person dying immediately results in the map being cleared of all the objectives. There is no chance or time to recover. Gold being split (pre-next patch) among teammates results in the best player, the one least likely to do die the aforementioned way, having worse chances of carrying. Junglers having so much agency early means they can just keep camping the weakest player for easy rewards; resulting in point 1. Damage creep meaning when a player doesn't know how to react to a situation, they have no chance whatsoever, to have an impact in a fight.
> [{quoted}](name=NorthernRedStar,realm=EUW,application-id=3ErqAdtq,discussion-id=2G0cA5WY,comment-id=001c0000,timestamp=2018-03-27T22:06:11.483+0000) > > The objectives (towers included) are so fast and easy to clear that one person dying immediately results in the map being cleared of all the objectives. There is no chance or time to recover. > > Gold being split (pre-next patch) among teammates results in the best player, the one least likely to do die the aforementioned way, having worse chances of carrying. > > Junglers having so much agency early means they can just keep camping the weakest player for easy rewards; resulting in point 1. > > Damage creep meaning when a player doesn't know how to react to a situation, they have no chance whatsoever, to have an impact in a fight. Junglers aren't even that strong lol. Tired of them being scapegoated as if they should be utterly useless like not that many patches ago. Adapt to the game and learn to deal with junglers. People should understand pathing, gank routes, times to ward, times to be aggro and not etc.
: What I've learned from 2 banned accounts.
> > 6 if muting people is a problem, don't spend rp, your accounts going to get banned, teammate will defend a troll before they will defend the person calling out the troll. kind of true tbh... don't agree with the others much
: Anti-bot Detection in Coop vs AI
It's a serious problem. I can't imagine a totally new player ever putting up with this.
Rioter Comments
: We're likely to need to nerf Skarner at some point in the future - but I certainly don't think we're talking about a gutting. We'd already been talking about keeping a fast followup changelist of his stun scaling from 1-1.5 on his E when we shipped his buffs on 8.1, or normalizing it to 1.25 seconds or something like that.
> [{quoted}](name=Maple Nectar,realm=NA,application-id=3ErqAdtq,discussion-id=ZRxpbEPo,comment-id=00050001,timestamp=2018-02-25T19:02:08.276+0000) > > We're likely to need to nerf Skarner at some point in the future - but I certainly don't think we're talking about a gutting. We'd already been talking about keeping a fast followup changelist of his stun scaling from 1-1.5 on his E when we shipped his buffs on 8.1, or normalizing it to 1.25 seconds or something like that. I'd personally prefer if it was 1-1.5 rather than a normalized value. Skarner is a heavy farm jungler so he needs to have good scaling to be worth it Speaking of gutting, what about Corki? He got hit incredibly hard while he wasn't even getting banned, wasn't getting picked a lot in competitive, wasn't even performing that amazingly (~52%) etc. There was a [decent amount of feedback too](https://boards.pbe.leagueoflegends.com/en/c/client-new-features-feedback/ZAm3nfAc-corki-nerfs-blow-my-mind-if-they-go-through-given-the-ample-feedback).
Rexxiee (NA)
: Can we let solo laners carry games again?
Jungle isn't even in a good state.
: Need a Tougher Stance on AFKs
the low priority queue is a decent deterrent for normals and idc about afks in normals that much however, it's really unfair to have random afkers in ranked and it hurts both the experience as well as the integrity of ranked because of this, there needs to be a proportionally larger punishment
Rioter Comments
Rioter Comments
: Mid laner gives FB, enemy mid laner roams 24/7 making plays while our midlaner farms under turret all game. Yea he died once but he allowed his enemy to snowball without getting anything back. If you see your enemy in a different lane PUSH, pressure tower, do SOMETHING.
> [{quoted}](name=JackMcSnipeyz,realm=EUNE,application-id=3ErqAdtq,discussion-id=cEggFXnF,comment-id=000100000001,timestamp=2017-12-14T09:54:11.506+0000) > > Mid laner gives FB, enemy mid laner roams 24/7 making plays while our midlaner farms under turret all game. > Yea he died once but he allowed his enemy to snowball without getting anything back. > If you see your enemy in a different lane PUSH, pressure tower, do SOMETHING. not all mids can push well and sometimes it is risky to do so (Eve JG for example) many times, a roaming mid like Taliyah can roam and then come right back to waveclear accept reality for what it is... sometimes your mid will just have no good options besides farming
Meddler (NA)
: I went back to NZ over the Thanksgiving break instead this year. My GF's parents are visiting for a few days for Christmas, we'll then probably spend a bit of time elsewhere in California, get of LA at least for a bit.
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=TvU51dlV,comment-id=00390000,timestamp=2017-12-15T20:20:08.962+0000) > > I went back to NZ over the Thanksgiving break instead this year. My GF's parents are visiting for a few days for Christmas, we'll then probably spend a bit of time elsewhere in California, get of LA at least for a bit. The Corki nerfs seem really misguided and severe. Why attack the very thing he's picked for instead of simply making him more vulnerable in lane/to ganks? -12 AD late game is insane for an ADC. I don't see why he's getting such an undue focus... It seems like you guys were just dead set on hard nerfing him based on some assumptions about the impact of MR changes. Data such as winrate, banrate, late game performance, not picked/banned once at All Stars was hardly considered. Calling him sleeper was pretty silly given that Corki is a very old champion with a decent playrate and has a predictable kit. Champions can be sleeper when new builds have been found for them, when most of the population is unaware of certain high impact mechanics or tricks, when their skillcap is extremely high, when people don't understand how the kit works together etc. To suggest that about Corki just because the data doesn't fit the assumptions and you guys wanted to believe a 46% winrate in Diamond+ during 7.21 was "balanced" is just ridiculous. This nerf will probably make him subpar and right back to a 48% winrate or worse in Diamond+. His performance is good but this nerf is incredibly harsh at all stages and eats away at his niche on a patch that already indirectly nerfs him somewhat through matchups and runes. His late game winrate for a crit. ADC isn't even good. 50.5-48.5% late game is extremely underwhelming. That should be his best stage and it's average at best - probably because most games are decided by picks from CC and not just raw damage. He has to have amazing damage scaling to make it worth sacrificing CC. If not, he needs some kind of tweak to have utility. more explanations in the links here: https://boards.pbe.leagueoflegends.com/en/c/client-new-features-feedback/ZAm3nfAc-corki-nerfs-blow-my-mind-if-they-go-through-given-the-ample-feedback If you guys read those arguments and still have the same opinion, I'll at least be at peace and consider it a fully informed decision.
: Are you sure it got hit? It doesn't say so in the official patch notes, though it was there on the PBE, unless they forgot to put it in the patch notes (which they do for a lot of things).
> [{quoted}](name=Sir Rouge,realm=NA,application-id=3ErqAdtq,discussion-id=K4PIvaVF,comment-id=0001,timestamp=2017-12-15T11:38:59.417+0000) > > Are you sure it got hit? It doesn't say so in the official patch notes, though it was there on the PBE, unless they forgot to put it in the patch notes (which they do for a lot of things). The ratios were maintained but that's not to say the nerfs aren't ridiculous. The base damage was nerfed as was his AD (by a whopping 12 AD late game - huge for an ADC). He got straight destroyed but at least we still have our AP ratio. :D
: Tahm Kench "The River King" Gets Beaten Up By Red Buff
I think a big problem is that unlike other tanky junglers who also received AS or AD buffs to compensate them for their lack of runes to help with the clear, Kench got only an armor increase.
Rioter Comments
PhRoXz0n (NA)
: We're still looking at changes to Malzahar, but wanted to see how his keystones shook out (specifically how good he is with comet), as he is one of the best Aery users and so determining how much this would move him and what his next best options are. With regards to Corki and other champs who deal primarily magic damage, but did not run magic pen marks, they just deal a lot more damage in this Preseason due to the lack of magic resist runes (Corki went up almost 5% at high MMR, which for context is essentially equivalent to increasing his Q ability by ~60 base damage). Leona is another one in this category and also got an additional damage source from aftershock.
> [{quoted}](name=PhRoXz0n,realm=NA,application-id=3ErqAdtq,discussion-id=B5tB9GQH,comment-id=0001,timestamp=2017-11-21T04:55:49.182+0000) > > We're still looking at changes to Malzahar, but wanted to see how his keystones shook out (specifically how good he is with comet), as he is one of the best Aery users and so determining how much this would move him and what his next best options are. > > With regards to Corki and other champs who deal primarily magic damage, but did not run magic pen marks, they just deal a lot more damage in this Preseason due to the lack of magic resist runes (Corki went up almost 5% at high MMR, which for context is essentially equivalent to increasing his Q ability by ~60 base damage). Leona is another one in this category and also got an additional damage source from aftershock. His late game should be left alone. It's his strength. If you lower the base AD, maybe up the AD growth so that by level 18 it's the same. That would be OK with me.
: I can almost guarantee it's because since there's only base MR now his auto attacks hurt a little bit more than they probably should since they do half magic damage, which is why only his base AD is going down for now. Pretty much knew it was going to happen as soon as I saw it get the buff it did.
> [{quoted}](name=Zane Zephyr,realm=NA,application-id=3ErqAdtq,discussion-id=B5tB9GQH,comment-id=0000,timestamp=2017-11-21T04:36:46.710+0000) > > I can almost guarantee it's because since there's only base MR now his auto attacks hurt a little bit more than they probably should since they do half magic damage, which is why only his base AD is going down for now. > > Pretty much knew it was going to happen as soon as I saw it get the buff it did. His autos were changed to do 80% magic damage. It's true that he got better but the question is whether this isn't a kneejerk nerf. Personally, I'm not at all concerned about Corki. He is quite predictable (even his Package is telegraphed) and he doesn't bully people in lane like he used to after his rework. In fact, he's a fairly timid laner now. Until they get Package, I don't see them try to do anything. Kat benefited a ton though and I'm genuinely terrified of facing a good one. She even has a great winrate in high ELO. I'm not sure what is doing it but she's scary as hell at all points of the game for me. Corki just seems to hover between very slightly OP to subpar and usually the needle points to subpar. He's virtually never reliably good for a long period, like you see with Fizz or Ori for example.
Bârd (NA)
: Fleet footwork doesn't need to have reduced healing vs creeps.
I'd much rather it scale with the game somewhat respectably and yet not heal off minions at all. If they allow full healing off minions, it's necessarily going to lead to reduced healing off champions for balance reasons.
: Press the attack never gets better and never gets worse, it's proc dmg scales but that's not what you take it for. It's effect is always 12% so it's always good. It never goes on real CD though so i'm assuming you're refering to the actual effect you use the keystone for. Lethal tempo is a scaling rune that enhances your AS by a % ofc it's gonna be better later in the game. You'll notice the difference when you're regaining health/positioning faster while they are shooting faster/making you vulnerable. that's the trade off. But, damage has to outscale healing, always. being immortal is more unbalanced than oneshotting.
> [{quoted}](name=Jerry SeinfeId,realm=EUW,application-id=3ErqAdtq,discussion-id=i46nreEo,comment-id=000500000001,timestamp=2017-11-15T13:57:35.689+0000) > > Press the attack never gets better and never gets worse, it's proc dmg scales but that's not what you take it for. It's effect is always 12% so it's always good. It never goes on real CD though so i'm assuming you're refering to the actual effect you use the keystone for. > > Lethal tempo is a scaling rune that enhances your AS by a % ofc it's gonna be better later in the game. > > You'll notice the difference when you're regaining health/positioning faster while they are shooting faster/making you vulnerable. that's the trade off. > But, damage has to outscale healing, always. being immortal is more unbalanced than oneshotting. I wasn't actually suggesting damage and healing should be equivalent. 12% damage amplification late game is going to work off a larger number. Likewise, Rammus amplifying his armor by X% is going to be more gold value when he has 200 armor than when he has 100. Plus, you are less likely to group early and thus fewer people benefit from the amplification. It's also notable that the adaptive damage scales itself. Press the Attack is almost always better late game than Lethal Tempo. Lethal Tempo will be busted on specific champions if AS is buffed too much but it nevertheless isn't that interesting to me. It's too specific. Anyone who wouldn't exceed the AS cap with it isn't going to benefit fully and likely should thus not take it (that's almost everyone).
: just played a 60minute game with gathering storm
: Good, it's absolute cancer early game, just like warlords was. You can't have both full HP during all of landing phase AND be a god lategame, why else would you take any of the other ones.
> [{quoted}](name=Jerry SeinfeId,realm=EUW,application-id=3ErqAdtq,discussion-id=i46nreEo,comment-id=0005,timestamp=2017-11-15T12:10:39.148+0000) > > Good, it's absolute cancer early game, just like warlords was. > > You can't have both full HP during all of landing phase AND be a god lategame, why else would you take any of the other ones. It helps you early but the sustain is certainly nothing too crazy. You're not proccing it every 5 seconds. Moreover, Press the Attack is decent early and good late too. If Fleet of Footwork competes with that, it's just not on par. Finally, the whole concept of that keystone is mobility and sustain. It doesn't have to suck early or late. **It already gives up the main function of what an ADC does - damage. That's the tradeoff. **Lethal Tempo is up to an 80% AS boost. Press the Attack increases your team's damage by 12% as long as you keep it up and it has respectable base damage too. In fact, if someone were to use Press the Attack on CD and another was using Fleet Footwork, you'd find that it isn't even remotely close. The damage from Press the Attack is many orders of magnitude above any healing possible from Fleet Footwork.
: We'll be discussing it (along with other balance related issues) early tomorrow once the weekend is over. Ezreal aside, we need to make sure the action we're taking on preseason balance is appropriately aggressive overall.
> [{quoted}](name=RiotRepertoir,realm=NA,application-id=3ErqAdtq,discussion-id=lMpic4IU,comment-id=000c,timestamp=2017-11-13T03:51:11.202+0000) > > We'll be discussing it (along with other balance related issues) early tomorrow once the weekend is over. Ezreal aside, we need to make sure the action we're taking on preseason balance is appropriately aggressive overall. Don't take preseason winrates too seriously. People play a lot of experimental stuff on champions they don't even understand (this implicitly favors older champions which most players have tried a few times before). Moreover, the team comps. I get in preseason are often super troll and people play hyper-aggressively/throw inducing because they're not that concerned if things don't work out. Sometimes games are dragged out but there's little feeling of a true late game. Besides that, the new masteries (why call them runes?!) can dramatically help some champions while being fairly weak on others. This restricts playstyle choice and becomes much more about X is best on Y champion. Ezreal benefits a lot from the new runes as well as an aggressive squishy meta where people overchase (yay for Ezreal E). I'm always super afraid when Riot chooses to nerf champions because historically, it has pretty much always been overdone. Sometimes the first nerf is OK and justified but just barely not enough. People also expect a lot of hand-holding every 2 weeks rather than adapting to the game and letting the meta/counters evolve organically. Anyway, so then a second round of nerfs come and this one is often a lot harsher than the first - often turning the champion unviable outside of hardcore mains (sometimes amazingly even on patches which already favor said champion less). A case in point is the random gutting of AP Kog'Maw last season where his E base damage was hit along with its ratio at the same time as Rylai's was nerfed. That was a huge fuck you to AP Kog players despite him getting no competitive play, almost no playrate increase, virtually no ban rate etc.. He was clearly being treated like a second class citizen and for fans, it felt like their favorite champion was deleted. AP Kog has a completely different function and playstyle to the AD variant. If you liked AP Kog, you couldn't just go play Kog bot. That was a classic "defining the meta" moment since he was merely viable, not OP and Riot just decided he shouldn't exist even though there's actually a ton of counterplay to a champion with such squishiness, lack of mobility, lack of hard CC etc. (it just requires a bit less generic thinking). I often find that Riot makes some changes that just blatantly make one class or style way too strong and then 2-3 months later, it becomes garbage and so on. It's as if you guys DO NOT BALANCE but instead you ROTATE what's strong (maybe with the pathetic excuse of "keeping the game fresh"). Keeping the game shitty is a better reality. I don't want to be forced to change my playstyle and champion pool to maintain a higher rank on my main just because of Riot's whims. Rotating what's strong is the OPPOSITE OF BALANCE. That would be like starting a chess game where you randomly have a massive advanage for knights (they hop an additional square), followed by another year where knights are back to normal but now Bishops can move an extra square in any direction etc. That would be one shitty game not worth investing time in because your skill isn't even being rewarded due to the random changes. I want an ACTUALLY OBJECTIVELY BALANCED GAME (talking about high level play since balancing for noobs in Gold is basically worthless and just a losing battle). The chess analogy in my rant is actually bad but the idea is simple. Rotating what's strong is just that... basically alternating the game from one hyper imbalanced state to another while stiffling certain classes/playstyles etc. and thus defining the meta. Rotating what's strong is not a sign of a healthy fun game, it's a sign of bad balance unless it happens naturally. For example, in StarCraft there have often been phases without any balance tweaks to strategies where something appears really strong and then after a month, a new strategy seems much better because the other one has become figured out and the counters are more known. This is the part Riot needs to understand, metas change and things can appear strong even when they are not necessarily OP. Even high winrates can often be explained by this rather than objective balance problems. For example, let's say no one ever bought items with Grievous Wounds and Vlad/Mundo had a 58% winrate. The standard Riot reaction is a hotfix but that's just babying players while punishing those playing balanced champions. You have to assess that what you're nerfing is actually being properly countered but still does too well. Accepting player laziness and just nerfing anyway fucks up higher levels and objective balance. Anyway, I've seen this a lot. I remember before Corki got his 80% magic damage autos he received a bevy of nerfs long past what he needed. Just because a champion is seen in competitive a lot doesn't automatically make them OP. Competitive favors older champions first of all since players have more hours on them, safe champions with reliability and generally more scaling champions since they don't feed as hard in their games. If you have a champion that will win 60% out of 10 games but is feast/famine, he will basically never see competitive play compared to one who has much lower highs but also tends to get totally shit on less. A big part of the reason is that they don't want the game to be randomized so much (unless it's a weaker team or in a desperate situation). That's why, if you actually see stuff like Zed or Fizz in competitive, it's probably a sign that they're too strong. Teams wouldn't pick those if it was a true gamble. I like watching them but I'm just being realistic. I've ranted quite a while and I may give the impression of thinking Riot is doing a bad job. In fact, I think you guys do a pretty good job overall. I just think too little is focused on objective balance and letting the game evolve organically with players ACTUALLY COUNTERING what's apparently strong rather than just whining about it. There is too much reactionary balance. I also think that you guys are very close to the limit of having too many champions to keep the game balanceable (which is probably why you guys feel the need to be so reactionary - since you know that you can't actually balance it). The roster is overwhelming for a new player and I barely knew what was going on when I started in S4. I didn't know what champions even did and was constantly just caught off guard because I didn't understand the kits of SO MANY GODDAMN CHAMPIONS yet you actually do need to if you want to play decently. But even if it wasn't becoming absolutely ridiculous for a new player to handle a roster this big, I just don't see how it's healthy to add new champions perpetually. There are already so many interactions between items and champions, abilities and other champions that the permutations are astronomical. It's getting impossible to balance realistically and you're just playing with a fly swatter instead. Masteries greatly accentuate this since there will always be special synergies for some champions and it's going to be really hard to foresee the incredible extra permutations so many choices add to the balance equation (especially given that they're more impactful and less generalized now). The more specific the masteries, the less real choice players will have. It'll just be "class X and this champion, thus Y". It won't be playstyle dependent I find preseason right now really interesting and I love many of the new choices. I'm just really worried about the game becoming unbalanceable with the pace new champions are added (slower but still super fast for a game with 120+ champions already) as well all these new options added which can each interact in so many ways. I'm actually concerned that as fun as they are runes are likely a mistake from the perspective of being able to balance. Either they make the game too hard to balance or you basically have lock in for each champions so there really are only a tiny bit of choices and those are just assumed essentially as being part of that champion's kit (which, if it happens, makes one ask, why have the runes at all if they are essentially locked in and don't offer true choice?). Everyone says they want new champions but they don't realize the consequence it actually has on game health. I still remember how many more units Blizzard had in SC2 and how probably half were scrapped for not offering enough of a strategic niche/depth while making balance harder. I don't think Riot wants to accept this idea but you don't want to find yourself 4 years later and find that the game is just a complete unworkable mess. Deleting champions isn't really an option (although some may feel deleted when they get gutted for a long time - which again puts the question of why new champions when you can't even balance the current roster completely?). I like League's gameplay and you guys do a good job with what you have but just always remember that deleting a champion is essentially not possible and this game can last another 15-20 years or more (I hope). /Rant over (I realize that it's really badly written and did it all in ~20 minutes but I think the ideas are still understandable)
Quepha (NA)
: Not if the keystones actually work very differently from each other. There are always going to be situations where a slow is better than damage. And there are always going to be situations where 100 damage on a 10 second cooldown is less useful than 250 damage on a 30 second cooldown. Some strategies are going to be dominant, but part of the game is finding those dominant strategies and then exploiting or finding counters to them.
> [{quoted}](name=Quepha,realm=NA,application-id=3ErqAdtq,discussion-id=dFi5ewWL,comment-id=000200000000,timestamp=2017-11-11T20:22:50.515+0000) > > Not if the keystones actually work very differently from each other. There are always going to be situations where a slow is better than damage. And there are always going to be situations where 100 damage on a 10 second cooldown is less useful than 250 damage on a 30 second cooldown. > > Some strategies are going to be dominant, but part of the game is finding those dominant strategies and then exploiting or finding counters to them. Yes, of course and that should happen. The problem is when the decision between slow or damage is very much "What champion am I playing and does he proc. Glacial Augment on a ranged ability for a melee slow? " etc. rather than "What's their comp.? What does our team need? How do I want to play this game (kite, all-in)? etc." Ridiculously good synergies make runes a non-choice. Besides being pigeonholed into specific runes, really good synergies for certain runes can warp the meta (much like great Ardent Censer users did). What is playable can become a question of "Who uses X especially well?"
Rioter Comments
: Adaptive Damage Broken On Corki
I asked Riot about this and they said it works fine because Corki's a hybrid champion. This isn't really true anymore. He's a magic damage ADC opening up new comps. He's hybrid in the same way that TF is hybrid while building full AP. Corki does 87% magic damage and so does TF. Whether or not they intend to do something about this so he can have the same array of choices is a separate question but there's no doubt it currently gimps all the choices dealing "adaptive damage" (even if perhaps they are still the best options for him). In fact, it would be great if they were manual damage so I can put it to magic myself if the game doesn't understand my intentions or the champion's kit. This could be a little knob in the rune pages at champ select. In WW's case, it's more valid since he is a true hybrid champion and you don't itemize magic penetration anyway. However, it would still be great if the player could have a choice whenever this "adaptive damage" malfunctions or just doesn't work as desired. Ideally, the game would just look at your build/abilities and give you the highest damage option vs a generic target with let's say 100 MR and 100 armor.
Rioter Comments
MysterQ (NA)
: I have used the ult to run away before. But if you have matches get the video replays of them.
> [{quoted}](name=MysterQ,realm=NA,application-id=LqLKtMpN,discussion-id=txFdNfR1,comment-id=0000,timestamp=2017-10-18T20:53:02.225+0000) > > I have used the ult to run away before. But if you have matches get the video replays of them. This is a well known bug. If they are very close to you, it is easily reproducible.
: Why are we limited to 2 rune pages?
The heck you talking about? I can make more.
Rioter Comments
Rioter Comments
: > [{quoted}](name=SkeltzAlukard,realm=EUNE,application-id=ZGEFLEUQ,discussion-id=imETP5vR,comment-id=00000001,timestamp=2017-10-16T18:23:45.341+0000) > > I don't understand your policy at all. Basically, people cannot have a private life and right to say what they want out of the game. Okay, if he said something bad about Riot or any of you in game then okay, ban him. > But being banned because of "twitter and some clips you've watched of him" is a total bullshit. What's next ? Riot going to monitor our microphones so they can hear if we're toxic towards other players by yelling in our house ? If you advertise a product that breaks TOS, even if it's outside of the game, you are still breaking TOS. If you are a grade A++ asshole, but you do it on a known smurf account / on a stream where people know it's you (and not someone just using a similar name), you are still liable to see punishment on your main account. Riot isn't fucking digging through peoples trash cans, or opening your mail.
> [{quoted}](name=only zhule,realm=NA,application-id=ZGEFLEUQ,discussion-id=imETP5vR,comment-id=000000010001,timestamp=2017-10-16T18:38:37.838+0000) > > If you advertise a product that breaks TOS, even if it's outside of the game, you are still breaking TOS. If you are a grade A++ asshole, but you do it on a known smurf account / on a stream where people know it's you (and not someone just using a similar name), you are still liable to see punishment on your main account. > > Riot isn't fucking digging through peoples trash cans, or opening your mail. He never made it public it was him (until the ban) and nor did he stream on it. I'd be surprised if he was doing any boosting recently (given how many games he was playing to rank up) but who knows.
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LaughingStapler

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