: By that logic, Sona shouldn't be allowed to take Barrier, Exhaust, Ghost, Heal, or Ignite and would basically have to go Flash/TP every game.
But not every champion takes barrier, exhaust, ghost, heal or ignite. There are 10 Flashes in every game.
: Honestly Riot why did you make this game so fuckin easy?
The #1 Xerath player in NA says Xerath is shit right now.
Rioter Comments
Zerenza (NA)
: Poll: What champions would you like to see Added to the Jungle Champion Pool?
Any champions that are only viable in one lane and aren't new, this would mostly be mid laners and supports or champs that handled jungle well in the past. Here's some examples starting with my favorites: {{champion:432}} {{champion:63}} {{champion:81}} {{champion:89}} {{champion:90}} {{champion:143}} Bard, Brand, Ezreal, Leona, Malzahar, Zyra And then a few others which I'm not excited about but might make games more interesting: Alistar, Aurelion Sol, Azir, Darius, Diana, Fiora, Gangplank, Gnar, Illaoi, Katarina, LeBlanc, Morgana, Nasus,Neeko, Orianna, Qiyana, Riven, Singed, Talon, Twisted Fate, Urgot, Veigar, and Ziggs
: Survey For League Players
It's a shame you didn't do this survey at the beginning of season 9. I'm sure the numbers would be a lot higher for some of those yes responses going into season 10.
Rioter Comments
: The reason frozen heart is underperforming.
It's also not popular because it's countered by Guinsoo's Rageblade {{item:3124}} "Oh, you're going to slow my attack speed; doesn't matter because I'll attack twice in a row."
Rioter Comments
Terozu (NA)
: Riot, how is your game even coded that it's possible to not crit with 100% crit chance?
Could be related to that whole thing about having 1% crit in your runes back before the current rune system existed.
: I have nothing to work towards
Have you obtained chests on all the champs that you play?
Subdue (NA)
: > [{quoted}](name=Liwet,realm=NA,application-id=3ErqAdtq,discussion-id=V6BBc0BG,comment-id=0006000000000000,timestamp=2019-09-27T20:06:04.435+0000) > > Your games aren't in low elo where the majority of the playerbase exists. > > However, according to your example, deficits of 2k gold or more couldn't be overcome by the losing team. That's probably around 7 or 8 kills so there's really no point in playing further if the enemy team has 10 kills or more on you (if we go by your example). That's probably not the way you want the game to run but that's what I notice in my elo (silver/gold) and that's the problem I'm trying to solve. The example shows that a team which was 1,865 gold behind ended up winning. That's less than a cloth armor away from 2000 gold. And of course, it's a sample size of 10 and shows a 40% comeback rate. Also, those are your games, not mine.
So your analysis didn't sit right with me, I think because you were basing it on what happened at 15 minutes which I don't see any significance with. Since I cared about gold deficits, I went back through my games to see how large of a gold deficit the winning team had along with the timings of when it happened. OP.GG was able to show me 61 of my past games. In each game I clicked the drop down box followed by: **Team Analysis** > **Gold and Kill** > **Team Gold Advantage** and then wrote down the results. Only 55 games are included as 6 were remakes. My table can be read as:   Game Number: Gold Deficit **@** Game time **/** Total game time 1: 39 @ 5 / 30 2: 2013 @ .7 / 31 3: 1300 @ 7 / 29 4: 0 @ 1 / 37 5: 993 @ 5 / 26 6: 130 @ 4 / 25 7: 4175 @ 28 / 35 8: 5892 @ 28 / 34 9: 3876 @ 18 / 30 10: 24 @ 3 / 21 11: 7559 @ 28 / 32 12: 937 @ 7 / 37 13: 0 @ 0 / 45 14: 54 @ 5 / 28 15: 752 @ 4 / 28 16: 1181 @ 9 / 40 17: 1812 @ 10 / 22 18: 0 @ 1 / 34 19: 0 @ 1 / 23 20: 121 @ 3 / 25 21: 497 @ 4 / 24 22: 30 @ 3 / 27 23: 0 @ 1 / 36 24: 1726 @ 27 / 39 25: 12 @ 3 / 22 26: 579 @ 4 / 33 27: 338 @ 5 / 22 28: 23 @ 3 / 26 29: 0 @ 2 / 21 30: 1406 @ 7 / 34 31: 4126 @ 25 / 50 32: 1489 @ 16 / 30 33: 0 @ 1 / 42 34: 1643 @ 8 / 27 35: 50 @ 4 / 21 36: 130 @ 4 / 24 37: 1754 @ 16 / 31 38: 6178 @ 28 / 37 39: 11 @ 2 / 26 40: 795 @ 5 / 22 41: 5762 @ 26 / 37 42: 2144 @ 36 / 38 43: 0 @ 2 / 20 44: 3656 @ 23 / 35 45: 57 @ 3 / 31 46: 2559 @ 13 / 44 47: 687 @ 8 / 23 48: 1892 @ 10 / 26 49: 0 @ 2 / 24 50: 1903 @ 39 / 40 51: 232 @ 3 / 40 52: 122 @ 5 / 28 53: 241 @ 4 / 28 54: 5746 @ 22 / 30 55: 0 @ 2 / 29   ---   ##Gold Deficit * Mean: 1,394 * Median: 579 ##@ Game Time * Mean: 9.8 minutes * Median: 5 minutes * Mode: 4 and 3 minutes ##Total Game Length * Mean: 30.5 minutes * Median: 30 minutes   ---   #Conclusions: * In 36% (20) of the games, the gold deficit exceeded the average of 1,394. * In 18% (10) of the games, the losing team never got ahead. * In 56% (31) of the games, the losing team lost any advantage they had within 5 minutes into the game. If you include remakes, that means the game is decided in the first 5 minutes of 67% of my games. * The point where the highest gold deficit occurred for the winning team happened 30% into the game on average but happened the most around 19% into the game. This would be approximately 6-10 minutes into the game. Without going into all the specifics I determined that any game with around a 10 kill deficit (if behind on turrets as well) should be abandoned (forfeited). 7% chance of coming back into the game is not worth the effort to me. I think minimizing excessive gold deficits will be good for the game.
: This is a player vs player game. Skill vs Skill. Talent vs Talent. Mind vs Mind. Team vs Team. If you as a team can't win without being given a win button, you don't deserve to win. It means you don't have the skill, the talent, nor the mind. It means you **you do not deserve to win**. It's a competition, and a competition isn't a competition if one side is given a handicap.
Strange, considering that a lot of games include handicaps and some of the biggest criticisms of other games happen because those games don't have the same handicaps. For instance, bowling and golf both have handicaps and are broadly appealing to the masses. Football in comparison to baseball makes all teams spend the same amount of money; in baseball there's no limits which is why the Yankees always do well but you never really know which team is going to make the Superbowl in football. I understand the desire for a pure competition but we're talking about trying to keep as many people playing this game (and spending money) as possible here, and I don't see that happening in a purely competitive environment.
Subdue (NA)
: > [{quoted}](name=Liwet,realm=NA,application-id=3ErqAdtq,discussion-id=V6BBc0BG,comment-id=00060000,timestamp=2019-09-27T07:13:14.136+0000) > > Riot probably has statistics showing how often a losing team wins the game based on how large of a gold difference exists between the teams. I don't think the losing team having less than a 5% chance to win (even a 10% chance) is good for the longevity of the game. I'd assume my changes would be successful if the win chance of the losing teams went up a bit. > > I even made a [picture](https://i.imgur.com/FKoebMj.png) Okay, so it's based on gold. The average game is 25-30 minutes long. In your last 10 games, the difference in gold between the winning team and the losing team at the halfway point (15 minutes) were as follows: Game 1: 5,791 Game 2: 2,019 Game 3: -1,928 (Negative value: Losing team was ahead at 15 minutes) Game 4: -1.155 Game 5: -1,865 Game 6: 4,073 Game 7: -1,041 Game 8: 758 Game 9: 4,092 Game 10: 1,818 This is of course a small sample size, but it should be relevant as it's your experiences. If we take a look here, we see that first of all, at the halfway point of the game, only 10% of the time is the gold difference between teams over 5,000. Second of all, we see that the team that was behind at the halfway point actually won 40% of the time. Also, you can't see it just in the above numbers, but in a number of these games, the gold lead actually fluctuates A LOT. For example, here's Game 5: https://i.imgur.com/NLMr20w.png Where is the problem you're trying to solve?
Your games aren't in low elo where the majority of the playerbase exists. However, according to your example, deficits of 2k gold or more couldn't be overcome by the losing team. That's probably around 7 or 8 kills so there's really no point in playing further if the enemy team has 10 kills or more on you (if we go by your example). That's probably not the way you want the game to run but that's what I notice in my elo (silver/gold) and that's the problem I'm trying to solve.
: Hell no. Comeback mechanics of certain champs are the reason why I hate playing this game against them. A losing team shouldn't be given a win button. Whether or not a team wins or loses should be determined by skill. So instead of wanting a comeback mechanic, how about you ask for better matchmaking instead.
>A losing team shouldn't be given a win button. I guess that's where our opinions differ.
Subdue (NA)
: Let's say that your suggestion was implemented, how would you measure if it was successful? Game length? How long would games need to be on average? Gold differential between teams? How much of a gold difference should there be? Something else?
> Let's say that your suggestion was implemented, how would you measure if it was successful? Riot probably has statistics showing how often a losing team wins the game based on how large of a gold difference exists between the teams. I don't think the losing team having less than a 5% chance to win (even a 10% chance) is good for the longevity of the game. I'd assume my changes would be successful if the win chance of the losing teams went up a bit. I even made a [picture](https://i.imgur.com/FKoebMj.png)
: Explain yourselves Riot
Ya 3 deaths won't get you an S unless you're phenomenal in every other metric.
Keiaga (NA)
: The game is a struggle for both teams all the way through to then end assuming both teams are equal. If one team is able to gain an advantage, they deserved it. Besides, at low elo there's always a possibility of the winning team throwing. If you don't have time to get better at a competitive game, and instead want that competitive game to lose all credibility by throwing unfair advantages towards losing teams, then that's not a problem with the game. You're playing the wrong game.
>If one team is able to gain an advantage, they deserved it. I'm not trying to take the advantage away, I'm trying to lessen the difference if it becomes too great. The winning team, after pushing into the enemy fountain and taking some inhibs, should use their advantage to take more towers, to take the dragon, and to take the baron. If they don't, the enemy team should be able to gain more in the interim compared to the winning team but still allow the winning team to maintain (a smaller) advantage. >You're playing the wrong game. Riot would disagree.
macspam (NA)
: The point of super minions isn't to give a comeback mechanic it's to close out the game. Same with Baron / elder drag / death timers / etc. I do agree that snowballing is too high but not sure that's the right place to fix it
>The point of super minions isn't to give a comeback mechanic it's to close out the game. Only with the help of the enemy champions. The defending team should be able to take advantage of super minions that are pushing on their own.
Liwet (NA)
: I think there needs to be better comeback mechanics, here's my solution
>Why would you negate the winning team's effort/gameplay/planning/strategy that they had to use to get their advantageous position in the first place I'm not negating it, I'm reducing it. I think the game should be a struggle for both teams all the way to the end and if the differences get too high, to reduce that difference a bit. The winning team will still win a lot of the time, but I'd still want to see the losing team having a non-zero chance at winning. I, like many others, play the game casually; I don't have time to get better. I don't play too many games (ignore my recent history, I've had time off), but the few I play need to be fulfilling. Games that end 25-4 in kills *regardless of what team I'm on* aren't fun to play, and if LoL isn't fun to play, I need to dedicate my time to another game. I don't think Riot wants me to give up LoL so I'm putting advice out there that I think could improve the game for casual players like myself.
: Every game feels like a stomp or get stomped
[It would be nice if there were better comeback mechanics.](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/V6BBc0BG-i-think-there-needs-to-be-better-comeback-mechanics-heres-my-solution?comment=0000)
Keiaga (NA)
: This isn't mario kart. Why give the losing team a get-out-of-jail free card?
> Why give the losing team a get-out-of-jail free card? * To give the losing team a reason to play it out rather than concede. * To give the winning team more chances to make mistakes (by not pushing their advantage and forcing the winning team to stay proactive). * To allow more than 50% of the players to have fun (I would play League more if I had more fun during my losses). * To keep the game more competitive. * To prevent the chance of losing from exceeding 80%. * To keep the spectators watching until the end (rather than leaving after the 7th-inning stretch)
Liwet (NA)
: Pinging the same thing multiple times should increase the size of the ping notice in the chat box
They won't block half your screen, they'll remain in the chat box, but just be a bigger font.
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: waaa waaa waaaaaa
Yes I know it sounds like I'm complaining, but I hate the fact that a single losing streak causes me to play through a promo I've already beaten.
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Liwet

Level 146 (NA)
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