: > [{quoted}](name=LazyW0lf,realm=NA,application-id=3ErqAdtq,discussion-id=G9FFmEq7,comment-id=,timestamp=2018-12-04T16:35:33.481+0000) > > Top lane, you could pick what you wanted unless it was juggernauts.
> [{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=G9FFmEq7,comment-id=0021,timestamp=2018-12-05T21:45:57.211+0000) > > unless it was juggernauts. ? > Back a couple seasons ago there were clear champion picks and comps you could draft, and most were viable. I think I'm remembering a patch or so before the Juggernaut update. It was bliss. ? > I think I'm remembering a patch or so before the Juggernaut update. Juggernauts did not exist yet. (Literally the first paragraph)
Ourboros (EUW)
: There is no game that doesnt have a META, and league is no different. Try playing Kirby in Smash Melee and the higher you will go in skill the more you will get your but handed to you. League is no different, and it was no different in the earlier seasons. What changed is the increase in average skill and knowledge about the game. The people are much more serious about the game, and thats why champion picks are getting more important, you need to get every advantage possible. Thats why this is unfixable and we can never go back to the "simpler" times
Yes every game has a META, but you're comparing a completed game on a disc that will never change to an online game that gets changed roughly every two weeks. The only reason the META in Melee changed is because the community figured out something new. League is different. The reason the META changes in League is because of new things being added or changed and when Riot feels like something has stayed too long. It would make more sense to compare it to Smash 4, where Pre-Patch Bayo determined what characters were good, just like Meta Knight did in Brawl. But in S4, Bayo was nerfed accordingly. By nerfing the best, other picks became viable again because they now had options they didn't have before and could survive things they couldn't before. Unheard of picks like Yoshi could win tournaments and take down top players because they played better than their opponents, regardless of what the established META was. Riot handles their game differently, where META picks are buffed (or slightly nerfed, like -5 ms) whereas others are barely touched or completely butchered, leading to old champions becoming no longer viable because they just can't stack up against their counterparts. Newer releases can generally statcheck older ones, making older champions require updates to stay relevant. It all depends on where Riot wants them to be in the game, because Riot balances for the spectator whereas Nintendo balances for the players.
: So f#ck whoever has a favorite champion that is sh#t for that patch(es)?
Yeah basically. You can still do well with whatever champion you decide to play, but META champs are able to do more much easier than perhaps your favorite champion. I enjoy playing Zac jungle and can still do well sometimes, but when up against something like Graves, Xin, or Camille, I stand no chance and can't have the same impact they have even with the same lead.
Hügö (EUW)
: I remember when friends introduced me to league and I asked them what kind of game it is they told me it is a moba and I was like "nice still don't know what it is, can you describe it". And they told me you can see it as a mix of football and chess, a team game and strategy. And it realy was back in the days I started and it was realy described as a mix of of football and chess everywhere. And today it is more of a fighting game: See the enemy go attack.
I remember this as well. My friends told me that each lane fulfilled a purpose, with each champion being focused on one attribute while having minor changes; Like how all ADC's are meant to dps, but some have dashes and others have CC. I've seen comparisons that league is more like COD, where things are all about fast paced action and kills, and the only thing people care about are big numbers and fast games. Fighting games are a bit more technical, you can't just autopilot and win like you can when playing COD or now League, but I think during League's transition to what it is now was more like a fighting game.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: November 30
> Finally, speaking of the state of the meta, we’ve also seen meaningful increases in play rates of many divers, assassins and burst mages after the end of the ranked season/release of the preseason patch, coupled with lower play rates on tanks and defensive supports in general. Playing a marksman often feels worse when either or both of those things happen. Isn't this just the reason people feel marksman are weak? Everyone talks about how high damage is currently, and with tanks being shoved out of top since conquerer, there's no reason to play something more protective because getting rid of a damage source is more of a hindrance in the long run than picking up someone who can take damage. Plus Dark Harvest is incredibly overtuned which is probably the reason behind the increase of those classes being played instead. The strong marksman currently are those who can keep themselves safe while also having burst and/or lane presence, while hypercarries who rely on getting to that late game state are out of luck because of meta shifts and damage increases. Mobility is a must right now, and with Graves (who was one of the tankier, mobile options for marksman to choose from) becoming a jungler after the rework, there's only a handful of those marksman left.
: > [{quoted}](name=iiGazeii,realm=NA,application-id=3ErqAdtq,discussion-id=JTZslW5a,comment-id=0000,timestamp=2018-11-25T21:30:31.835+0000) > > I agree. The enemy should be at or below 50% HP to even proc Dark Harvest. Bringing them from above 50% to below 50% shouldn't deal the extra damage or harvest the soul, and DoT/AoE damage shouldn't proc it. > > I think the threshold should also be a bit less than 50%. 33%-40% would still be reasonable, but would require a bit more effort to reach. what? it only procs on enemies below 50% health. that's how it already works. you get ZERO extra damage before they are below 50% health. one they are below 50% health you start hitting them for extra damage, and if you haven't collected a soul in the set amount of time, you will harvest one. but you ONLY get extra damage from the rune, if they are already below 50%..
The problem is that dark harvest checks both before and after damage is applied to actually function. It should only check _before_ damage is applied because it's purpose is an execution rune. * It makes no sense that a {{champion:45}} can ult someone at full hp, deal a little over half of their hp, and **_THEN_** dark harvest procs to kill them. * It makes perfect sense that a {{champion:238}} can auto an adc at 50% HP and use his passive and dark harvest to execute them.
Antenora (EUW)
: > [{quoted}](name=Spank the Fox,realm=OCE,application-id=3ErqAdtq,discussion-id=bgbN8IGA,comment-id=00010000000000000000,timestamp=2018-11-20T02:20:16.141+0000) > > Line1: Flat AD/AP, 9% Attack Speed, Scaling CDR > > Line 2: Flat AD/AP, Armor, MR > > Line 3: Scaling health, Armor, MR. > > You can get your attack speed and still get 10 armor. Please don’t complain when you’re not up to date with the current changes. It really shows. 1. I am up to date with the changes 2. Most ADC's need the ADAPTIVE FORCE early to assist with last hitting. Have fun last hitting on a champ like Vayne without the early 6 AD
If you absolutely NEED extra damage to CS, the problem is your CSing skills and not the champion.
: Just ANOTHER post complaining about matchmaking.
Normals and Ranked have their own MMR, so that diamond player had probably not played a normal game all season as is set at the default MMR for every queue...Silver. Naturally, just like in ranked, the more you play and win, the faster you "climb" MMR. This has been said on almost every post that complains about normals matchmaking, it's nothing new.
: Clash: October 2018 update
What happens if you played in the last clash, do you just get duplicate banners?
Tomoe Gozen (EUNE)
: >pre-mitigation damage Isn't this a big BS clutch for an oppressive champ like him? This makes Barrier a half-useless SS. Hell, Kayle's ult is literally the only defense against him since her invincibility barrier reduces damage taken to 0 and Zed's Death Mark would only do its base damage.
The reason he has it in his kit is so you can't double-dip into the effects of armor. If it wasn't there, you would be reducing the combo damage, which is reducing the pop damage, then also reduce the pop damage. It makes sense from a gameplay perspective as to why this was implemented, but by doing so it also feels really bad to buy armor against him. There should be a mechanic in place where shields will still block the damage no matter what, similar to how shields interact with backing.
Quort (NA)
: I played a game recently where the enemy Zed used his ultimate on my ally Xerath while I was playing Leona. Zed landed his E and I blocked most of the damage from his Q using Locket’s active. Zed was wary of my approach, so he backed off before even autoattacking. After this onslaught, Xerath had approximately 1,500 of his 2,000-ish HP remaining and we both thought he was safe. A moment later, Zed’s Death Mark activated, which activated Electrocute, and Xerath died. I was completely flabbergasted. Zed was fed during the game, but it was late-game at this point and Xerath wasn’t too far behind by then. Still, Zed 100-0d Xerath with just REQ even after I blocked most of the damage from his Q. That’s ridiculous!
The damage Death Mark does is: > 100% AD (+25/40/55%) of pre-mitigation damage so shielding any damage that is not the actual pop is useless since it still adds to the total pop damage. Doing ~1,500 damage seems totally understandable if he landed everything. It's completely dumb imo, but that's Zed for you.
: Recent Hail of Blades Bug Fix
Pretty sure it was just fixed so he couldn't get the HOB proc bonus for his stormrazor shot, which gives him far more movespeed paired with HOB than a normal crit with HOB. Overall it's a net nerf to mobility *and* damage; in order to get the most use out of HOB, you have to use all your shots on champions, since the first will proc and then give extra AS on the next 3.
Rioter Comments
: Is it safe to say now that the ADC rework was a complete and utter failure?
> [{quoted}](name=Nausicäa ,realm=NA,application-id=3ErqAdtq,discussion-id=1bXj9mbs,comment-id=,timestamp=2018-10-04T12:28:37.300+0000) > - Goal to reduce ADC damage to squishes is a massive failure. ADC's like Jhin, Kai'sa and MF still 2-3 shotting squishy champions. This is the only thing I disagree with. The point was to make sure that most crit champs wouldn't one shot other squishy targets with IE at 3 items, so the goal was to get champs like Q-max Vayne and Cait to stop one shotting targets with an 250% shiv/rapid auto. The IE rework succeeded in this regard, but failed in literally everything else. MF is an outlier to this scenario since she never really built crit even before the item reworks, rather preferring to build lethality, but Jhin/Kai'sa need to be touched 100%. Everything else is spot on, the rework was a failure and needs to be addressed.
: > [{quoted}](name=LazyW0lf,realm=NA,application-id=3ErqAdtq,discussion-id=dVWe1XEE,comment-id=00020001,timestamp=2018-08-27T13:09:36.655+0000) > > I wholeheartedly agree. Then replace Scorch with something like the old Arcane Blade or Expose Weakness. > > Fixes both the issues with Scorch being a meh T3 rune compared to the others and also gives DPS mages something to work with. Scorch isn't actually a DPS rune, since it only does one instance of damage. It's a poke rune more than anything. Expose Weakness got merged into Press the Attack along with Fervor of Battle so you can scratch that one, but Arcane Blade is fine by me, if it's still just the normal "all auto attacks scale with AP" iteration, but it isn't very intuitive and is still kind of bland. Then again, so is Scorch so Arcane Blade it is.
> [{quoted}](name=Warlord Rhinark,realm=EUW,application-id=3ErqAdtq,discussion-id=dVWe1XEE,comment-id=000200010000,timestamp=2018-08-27T13:22:38.931+0000) > Expose Weakness got merged into Press the Attack along with Fervor of Battle so you can scratch that one, but Arcane Blade is fine by me, if it's still just the normal "all auto attacks scale with AP" iteration, but it isn't very intuitive and is still kind of bland. > > Then again, so is Scorch so Arcane Blade it is. I completely forgot about the damage amp on PTA. makes sense now. I guess the problem is that a lot of lower tier runes are really bland/passive. You don't have to think to use Gathering Storm, Waterwalking, Coup De Grace, Revitalize, etc... Makes me think that these runes also need to be something more passive to make sense as a replacement. Trying to take something from the old mastery system is also hard cause a lot of things were brought over to Runes Reforged or put onto items. Scorch is just a dumbed down version of a keystone that some champs relied on, and then it was put in a tree where those champs who wanted to use it would rather have the other options. Most champs who used the old DFT were late game DPS champs who would rather have the damage amp of Gathering Storm. Scorch fills a niche that doesn't exist in many cases, thus needing to be replaced. Either that, or Gathering Storm needs to be replaced with a less "generalist" option.
: I'm gonna be the one to say it
Nexus Blitz is a great game mode, but it can only exist in this current game state to be as much fun as it is. If damage wasn't this high currently, most games would be decided by whoever could win that last teamfight when the Nexuses start walking. The meta would become to funnel farm into an ADC so they can shred the nexus and have champs to protect them. I get the feeling that this is what League was balanced for; quick games with lots of teamfighting. If it weren't for the minigames and some of the hilarious buffs you can get, I'd say it's probably more balanced than SR currently.
: Deathfire Touch. Please. DPS Mages suck right now, it's only burst Mages that barely work.
I wholeheartedly agree. Then replace Scorch with something like the old Arcane Blade or Expose Weakness. Fixes both the issues with Scorch being a meh T3 rune compared to the others and also gives DPS mages something to work with.
Meddler (NA)
: Quick Gameplay Thoughts: June 8
>Our goal is to have (Crit marksman) be a decent (not mandatory, but decent) option in bot lane at a minimum. Certainly seeing some concern they just won't have a home at all, which is a very understandable worry. Still working to distinguish which of the different positions being argued are accurate though. As above, hoping to have more concrete thoughts next post. Crit marksman should always be the staple marksman for late game carry, so they should be able to out DPS other ADC's building on-hit items in a majority of cases if they reach 5-6 items. The problem that I see currently is that games are too short to let crit carries come online, and when they do, the combination of {{item:3143}} {{item:3047}} blocks 32% of damage taken from crits by themselves now since ADC's can reliably get 100% crit with 3 items. ADC's who can reliably do their job before tanks can build these items, abuse on-hit items, or champions who can win they game pre 20 minutes are meta botlane. While this is fine, they should have their place as early/mid game focus but start to lack damage late game compared to crit marksman.
D357R0Y3R (EUW)
: List of freelo bot lane combo
{{champion:267}}/{{champion:117}} {{champion:29}}
mzicio (EUW)
: Kindly avoid doing to Pyke what you did to Ornn and Galio
And please don't remove the skill expression as a nerf, no champion deserves that. {{champion:516}}
: Stormrazor is kinda bad and is a-synchronized design
The item has no identity. At first you would think it's a burst item, but then you see it gives stacking attack speed on it's second passive...so it favors long fights? When is this item even supposed to be built? - Not first since it has worse stats compared to better rush items - Not 2nd or 3rd because it has no crit on it's own - With the change to Last Whisper, that item is now a necessity so it's not a 4th item buy - Has no innate lifesteal so it's not being built 6th - The movement speed was removed so it's not even a viable late game option to sell boots for The only place for it is truly 3rd replacing a second zeal item, but 100% crit is so much more valuable than this item, and buying it for the extended fight passive is just buying a slightly worse Rageblade.
: There is a severe lack of basic/miniscule knowledge in League Lore
I think it would be really interesting if Riot released some type of scientist/explorer champion and all the teasers are pages of a research notebook containing all this weird basic lore information. Like you'd see a basic outline of a human next to a yordle and get to see their size and stuff like that. Something like [this](https://universe.leagueoflegends.com/en_GB/story/vastaya-field-journal/) again. It would naturally bring in little pieces of lore instead of Riot trying to squeeze in the stuff to existing lore.
: Stealth is an unfun mechanic that lacks counterplay.
It annoys me that R evolve Kha can literally run through your jungle and unless he's slow enough or you have deep enough wards, you will never know he's there until it's too late. He makes death brushes useless even with a pink since he can just walk right through and the enemy team is none the wiser.
: People get Win Rates confused with Power Level way too often...
Win Rates should never be looked at within a vacuum, which many players present it as when they try to claim a champion is busted. A prime example of this support Rek Sai currently. (Taken from champion.gg) 58.4% win rate with 0.17% play rate. It's not like support Rek Sai is busted, it's that there's a few one trick players who are messing with the statistics. This happened awhile back when Aurelion Sol had the highest win rate (~60%) as a jungler but ~0.05% play rate.
: can we raise the mana cost on all of brand's abilities if hes going to be a support?
His base damage just needs to be addressed. It would kill his support and not really touch his mid.
Rioter Comments
: Does Kai'sa need buffs or do other ADC's need nerfs?
I think all that needed to be changed was to make her range 525, she was fine but just struggled to lane properly.
Rioter Comments
: Can We Get Brand Out Of Botlane
Generally the changes that need to be made are to nerf base and buff scalings. Brand lanes depend on whether the Brand can land abilities. If he can, then they win, if not then tough luck.
: Amazing Loot Changes? Why isn't anyone talking about this?
Boards has negativity bias most of the time, so praise is not commonly found here. But I enjoy these changes, I've been trying to get mastery but never wanted to spend that outrageous BE cost.
: PSA: Kench's ally Devour lasts for 4 seconds, stop clicking out early
There needs to be a timer for the person in the mouth on the HUD. I've had times where I try to wait out the time and then I just appear on kench and not get spat out.
: There's more lore coming...
The next champion was basically confirmed to be a void marksman, so I wonder if they'll come with a major lore bomb that will either update others or combine them all into a cohesive story. I'm also super excited to learn about the Darkin.
: In reality new runes just destroyed the game balance : we have never seen this many complains !
When they combined runes and masteries, we missed out on some defensive stats that were included in resolve. They added much more ways to get damage but didn't put as many defensive options in the mix to counteract that.
GigglesO (NA)
: Its probably all those hp regen buffs by .01... gonna help me stay in lane so hard. I'm gonna be so good at regening.
That was probably only made to make sure all HP regen numbers were rounded to 1 decimal rather than between 2 to 5, not necessarily intended as a buff.
Chermorg (NA)
: Remove Zoe E damage.
I always thought it would be a better idea to nerf the damage on Q but buff the damage proc on E. This would allow other players to think about tanking the Q to protect a slept target without nearly dying to it. Other tidbits: Q cd starts on hit, not on cast...make "Drowsy" removable with {{item:3140}} {{item:3222}}
: and spellthiefs on every ap jungler and some laners vlad/ekko
They're changing spellthiefs in the next patch to make it so you're limited to "1 Gold Income or Jungle item" Obviously this won't fix the problem with some laners taking it but it will make it impossible for junglers to take it.
: FB+FT is like 75%+ win rate btw. So not really.
: THE SIEGE TREE UNSTOPPABLE IVERN - Can't Stump The Trunk
Infernape (EUW)
: I'd rather take a champion shard over a goddamn emote.
At least with emotes you get some good monetary value from it and not just some extra undervalued BE.
: If you remove the return on her blink when hit by CC it'll just feel like garbage. You won't be able to go in safely and hit a Q when you land a, now much higher cooldown with your changes, bubble in any situation that isn't a 1v1. I can agree with a higher cooldown on E but it shouldn't be ultimate level, _especially_ if you can't go in safely with R against multiple enemies. Edit: I'd also like to say that if she loses a lot of her damage/pick potential she'll become useless. She doesn't have as much waveclear and wave management abilities as other mages, so if she loses her niche as a pick mage there will be no reason to pick her since every other mage has more consistent damage, better waveclear, and more AOE. The best way to nerf her right now is hitting her E cooldown and maybe decreasing the speed along with the length that the trap stays on the ground for. This'll bring her in line with other immobile mages in terms of vulnerability and make her a bit less frustrating.
It would make more sense visually if you could stop her from returning and put more pressure on the Zoe to position better. It would also punish a greedy Zoe and allow the team to trade 1 for 1 in a situation that normally favors the Zoe.
Hópe (NA)
: Bot lane is currently if you die a single time you lose your tower.
Remember when there was a certain amount of farm you should get at 10 mins and it was a goal you could hold yourself to? Now the goal is to keep your tower for 10 minutes.
: People complain about Zoe's E but...
It's a 2 part CC that starts off with a slow and puts you to sleep. Like you said, it has a max of 2 seconds but can be broken early. The "Drowsy" effect cannot be cleansed therefore it is a constant 1.5 second slow that makes it harder to avoid the incoming Q. If she lands it, 10%-30% (Based on level) of the cooldown is refunded. but even if she misses it, it still only has ~8 second cooldown at max cdr. If she misses, it becomes a 4 second long trap. The risk/reward on this ability in insanely favored for the Zoe player, since there's few bad outcomes later into the game. It has too much impact on the game to have such a short cd. It's basically a blitz hook level ability on a spammable cooldown.
Rioter Comments
IndyBoy (NA)
: > [{quoted}](name=dont stop Niisan,realm=EUNE,application-id=3ErqAdtq,discussion-id=Q3QMcIQO,comment-id=0000,timestamp=2017-11-18T08:45:36.352+0000) > > No, because if there would be multiple champions poisoned in one teamfight it would REALLY hurt clarity instead of helping it. I definitely believe your point has some weight to it, but I also believe that there has to be some kind of middle ground to all of this. Maybe a solution not quite as ridged as what I was suggesting, but again something that does help with the lack of clarity of targets who are poisoned because as of right now I still feel like there is definitely an issue as it currently stands.
What if the entire health bar was outlined in purple
Rebonack (NA)
: > [{quoted}](name=Bronze 6 Yasuo,realm=OCE,application-id=3ErqAdtq,discussion-id=mzsiHNHd,comment-id=0000,timestamp=2017-11-15T19:43:06.752+0000) > > Remove aery Or double the time she sticks to foes from two seconds to four. That would largely fix the problem. OR just make Arcane Comet less terrible. A cooldown of 8 seconds at all levels would be a solid start.
I'd rather they just make the cd on comet a static 8 seconds and make the missile speed scale with levels so at highers levels it's near impossible to miss but has tremendous counterplay early. This would also probably cement comet being the high scaling, later game damage keystone when compared to aery.
Ãbyss (NA)
: or u can just buy a sweeper
Sweepers don't give you consistent control over an area like Control Wards do. In an average game you'll have 2-3 whereas you can have 5 control wards down at a time as a team.
Rioter Comments
: Between getting 1 shot by every carry top laner, jungler, or assassin mid, no. It just isn't fun. It's basically who can 1 shot who first. Sucks
I honestly think I've never died as quickly as I do now. Getting killed in less than a second is the norm when someone is slightly ahead.
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LazyW0lf

Level 113 (NA)
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