: Hi Void - thanks for taking the time to write this up! It's a really thoughtful post and I loved reading through it. I'm the Product Lead on Eternals, and I wanted to address some of the points brought up in this thread, because we talked about all of these points at length during development: * We discussed tying this into Mastery a bunch, but ultimately landed on making Eternals adjacent to the system because Mastery doesn't have any kind of RP value attached to it. It's a system that was built to be evergreen once for all champions ever, and Eternals has a roadmap that extends beyond the first set we release. We split the difference with Mastery Emote Upgrades (fun fact: we actually were unsure about this idea early in development, but players in our early playtests suggested it consistently as something they wanted). * Regarding the difficulty of certain Eternals, we want to find a happy balance that leans more towards "represents skillful play" than "ridiculously difficult". Some of the original Eternals we designed were almost never incrementing in our playtests, which resulted in players feeling like the system either wasn't working or getting very little satisfaction from the progression. We DO want to make tricky Eternals, but they need to be something that the player mostly has control over, like iiGazeii's suggestion of Jhin grenades hit after killing 3 units prior. * Regarding price, we're taking steps on this. You'll hear more soon. * For rewards from Eternals, I'd love to open up this discussion to the group: **What rewards for rekindling sets would you think would be satisfying?** BEFORE YOU ANSWER, I'm afraid I have to put a few limitations on you to make sure we don't annihilate scope / make Eternals feel good by tacking on another content type as a reward. Try to think of something that feels self-contained, and usable on the champion regardless of the skin they choose. That means no skins, no chromas. Other than that, hit me. Again, thanks for this thread. It's been really fun to read through this. I'm excited to share updates with you all soon. Cheers, Adriaan
> [{quoted}](name=KenAdamsNSA,realm=NA,application-id=yrc23zHg,discussion-id=Eohdii0H,comment-id=0007,timestamp=2019-08-20T18:01:54.409+0000) > > Hi Void - thanks for taking the time to write this up! It's a really thoughtful post and I loved reading through it. > > I'm the Product Lead on Eternals, and I wanted to address some of the points brought up in this thread, because we talked about all of these points at length during development: > > * We discussed tying this into Mastery a bunch, but ultimately landed on making Eternals adjacent to the system because Mastery doesn't have any kind of RP value attached to it. It's a system that was built to be evergreen once for all champions ever, and Eternals has a roadmap that extends beyond the first set we release. We split the difference with Mastery Emote Upgrades (fun fact: we actually were unsure about this idea early in development, but players in our early playtests suggested it consistently as something they wanted). > > * Regarding the difficulty of certain Eternals, we want to find a happy balance that leans more towards "represents skillful play" than "ridiculously difficult". Some of the original Eternals we designed were almost never incrementing in our playtests, which resulted in players feeling like the system either wasn't working or getting very little satisfaction from the progression. We DO want to make tricky Eternals, but they need to be something that the player mostly has control over, like iiGazeii's suggestion of Jhin grenades hit after killing 3 units prior. > > * Regarding price, we're taking steps on this. You'll hear more soon. > > * For rewards from Eternals, I'd love to open up this discussion to the group: **What rewards for rekindling sets would you think would be satisfying?** BEFORE YOU ANSWER, I'm afraid I have to put a few limitations on you to make sure we don't annihilate scope / make Eternals feel good by tacking on another content type as a reward. Try to think of something that feels self-contained, and usable on the champion regardless of the skin they choose. That means no skins, no chromas. Other than that, hit me. > > Again, thanks for this thread. It's been really fun to read through this. I'm excited to share updates with you all soon. > > Cheers, > > Adriaan for rewards, what about a silver/gold sheen over the champion similar to unit ranks in TFT? I don't know how hard an overlay like that would be, or if there's a low spec way to implement it. I'm thinking a persistent game effect, possibly a follower? Maybe another way to use your Little Legend? It is bigger/shinier/etc based on how many eternals you've unlocked? Unique Little Legends for each champion would probably be impossible, but maybe the Eternal statue turned into one.
: Hey guys! Can you try checking your games as of this morning? We ran some catch up stuff to help those of you who already watched games. The challenge is that our missions are time-bound, so you have to watch when the mission is live. If you are a habitual VOD viewer, we are flagging those games as already watched, so when you have the mission and go back to watch anything you already did, it doesn't count. We're working on making that better in the future...the time limitation is definitely a bother for those of us who prefer to binge watch VODs (I am definitely one of them).
I'm pretty upset actually, like, if you want to encourage me to watch games, wouldn't you want us to watch them live? This basically means if I want to maximize my missions I need to hold games in reserve for VOD, rather than root them on/tweet live. Feels bad. What fixes are you working on?
: i just feel like item RNG is the least of this game modes concerns. While it might be the first or second most OBVIOUS, and in your face issue, i dont think its nearly as concerning as someone having 4+ rank3 champions and a team composition, while you have 4 2star champs and are struggling to put together a composition even though noone else on the board is hoarding the champs you need.
the randomness of champion drops is just the nature of the mode. Sometimes you see what you need, sometimes you don't. Items can make a single 2-star take down an entire team, item disparity is definitely more pressing.
Meddler (NA)
: Quick Gameplay Thoughts: June 28
I really enjoyed Life of a Patch, and hope it becomes a standard feature. Don't know how much it takes away from actually working on the patch, but as someone who is fascinated by design, and always hungry for the latest changes (I was tantalized by the Swain ideation specifically, that's my boi) I gave me a great daily contact point with league when I don't have time to get a game in. Also love TFT, the announcement of TFT made me look into what auto-chess even was, and now I'm hooked. Hoping for shorter q times so when I'm short on time I don't have to switch to other software to get my fix. League's version is superior imo
: > [{quoted}](name=Bobo113,realm=NA,application-id=A8FQeEA8,discussion-id=g9wn2Atf,comment-id=00000000000000000000,timestamp=2019-06-06T18:31:59.649+0000)I guess we can look to other reworks like Sion, Galio, Urgot, etc., for the sheer extent of kit and theme bulldozing. A lot of these champions became caricature of themselves after sufficient changes were made. The thing is that, for the most part, those are three of the most popular reworks. Not, perhaps, for *every* fan of those champions, but those three have proved *extremely* popular, even among fans of the originals.
I think the only rework I was actively disappointed by was Galio, and that had more to do with a complete 180 on his theme than being disappointed in the kit. Taric losing his shield made me sad, but otherwise pretty much every rework I've seen as a huge success, and Morde looks to be one of the better ones in terms of preserving the original kit & feel
Bobo113 (NA)
: I guess we can look to other reworks like Sion, Galio, Urgot, etc., for the sheer extent of kit and theme bulldozing. A lot of these champions became caricature of themselves after sufficient changes were made. We were lucky to get reworks like Taric and Poppy that did well on preserving a lot of the original charm and strategy of their kits. I don't know if the changes would be so bad if they had done all of this sooner - as we'd have less time to adjust to massive changes. A lof of other champion mains scream when even the smallest changes come their way (IE: the delay on Veigar's E, Rengar changes, Akali hybrid scaling, Lee Sin Q physics changes,etc.) Not all change is good, and even when it is (which the Morde rework is), it's unrealistic to think that change won't be meet with opposition = especially when it's not absolutely required. It's a huge blow to say the least. I can only imagine if they did this kind of large-scale VGU and overhaul to champs like Lux, or Teemo. Heads would roll - no matter what Riot said about their kits and the future of the champ in general.
I think it's funny that you see Poppy and Taric as 'less changed' reworks, when both had their kits almost entirely changed. Poppy kept her dash into walls, but got EVERYTHING ELSE new, and Taric kept NONE of his original abilities, just some variations that were similar but nothing really 'the same'. Sure, their theme remains, but so does Morde, whereas Morde has more of his original abilities intact than either of the two you just mentioned. I'd say the best rework to date is Warwick, in that all his abilities largely remained except instead of a team atk spd buff he just buffs his own on blood scent, and then he got a single new ability, and his theme is somewhat similar.
Bobo113 (NA)
: You'll find a fairly large pocket of players who disagree entirely, but that's definitely a valid opinion. I'm ok with what they did with the new Q - as it is the most like the post-2015 Morde Q, without having to rely on yet another 3-hit passive to deal necessary damage (especially without reliable tools or functioning targeting mechanics to ensure it connects) Believe me, as Morde main for many years, this is still a HUGE change that will take many years to adjust to. I would still consider this far more new than old, and more of a new champion.
I mean, it's not THE SAME, but you have 2 major kit changes and that's it. I suppose his voice lines and ability names being less 'meta' (they did remove metal music references, which is regrettable), I'm curious why you see it as a 'HUGE' adjustment, rather than just, well, NEW. I know change is hard, but I mean, can you acknowledge how much of old Morde is still present? Or do the changes just feel so massive?
Bobo113 (NA)
: Clearly something is wrong with this design. Would someone mind cluing me in on what's so bad about it (so I can hopefully fix it)? Otherwise -6 is a bit excessive, and I apologize if people here have some kind of resentment of me. . .
if you think that morde's kit is 'gone' then you're missing a lot. Not just his W in his passive, he also retains a healthier version of his shield (a buff in some ways), an aoe skill shot (that is more cohesive with his theme now that it slams his mace instead of maces just appearing from the ground), he steals stats from champs he kills with his ult (RIP ghost), with some new CC for good measure. He retains his single target bonus damage, moved to the AoE which is cleaner design-wise, plus he now gets bonus magic dmg on every hit. His theme remains mostly intact (unlike, say, Galio). Losing the ghost dragon is probably my biggest sadness, but I think overall they did a pretty good job retaining his identity.
Rioter Comments
: > [{quoted}](name=MalrothDragonia,realm=NA,application-id=yrc23zHg,discussion-id=hv3RgA7i,comment-id=00000000,timestamp=2019-05-16T17:08:11.997+0000) > > well, yeah, her kit seems pretty hard-locked support, as for 'uncooperative teammates' like, you have all the control over who you heal/shield. You probably hate on Soraka/Sona too? Still fun, still awesome, once you understand her strengths she's pretty damn strong. Why would you assume that? And sure you controll where you are but if the person you are attempting to keep alive (your adc usually) gets picked off by a wild nocturn ult, he basically is gaurenteed a double kill Now chapms like sona and soraka dont need to be point blank in someone to heal them or even utilize their powers but yuumi is very weak as a stand alone body so she is practically forced to follow someone into battle
> [{quoted}](name=I Like Teemo,realm=NA,application-id=yrc23zHg,discussion-id=hv3RgA7i,comment-id=000000000000,timestamp=2019-05-19T21:13:09.173+0000) > > Why would you assume that? And sure you controll where you are but if the person you are attempting to keep alive (your adc usually) gets picked off by a wild nocturn ult, he basically is gaurenteed a double kill > > Now chapms like sona and soraka dont need to be point blank in someone to heal them or even utilize their powers but yuumi is very weak as a stand alone body so she is practically forced to follow someone into battle you're literally just describing her playstyle lol, her niche is that she can attach. The invisible stats are bonkers on hyper-carries like vayne, and your ult helps you peel. If you're an enchanter player, I'd try her out. She's super fun and good once you understand how to play her.
Meddler (NA)
: Quick Gameplay Thoughts: May 17
Hey Meddler, the Teemo experimental changes have been on PBE for a while now, are you able to share any thoughts or status updates on how you're feeling about the changes? Are they likely to go through?
: untill you get teammates that dont care about how she plays and do literally nothing for you.... if you throw yourself on someone and they die and u cant immediately w someone else you die too or if you play her in any role but support your jungler HAS to camp you otherwise your lane has no kill pressure and your only real source of farming is to ult the waves (and any jungler that does camp you usually wins you the game) yuumi is fun, but terrible
> [{quoted}](name=I Like Teemo,realm=NA,application-id=yrc23zHg,discussion-id=hv3RgA7i,comment-id=0000,timestamp=2019-05-16T15:51:16.313+0000) > > untill you get teammates that dont care about how she plays and do literally nothing for you.... if you throw yourself on someone and they die and u cant immediately w someone else you die too > > or if you play her in any role but support your jungler HAS to camp you otherwise your lane has no kill pressure and your only real source of farming is to ult the waves (and any jungler that does camp you usually wins you the game) > > yuumi is fun, but terrible well, yeah, her kit seems pretty hard-locked support, as for 'uncooperative teammates' like, you have all the control over who you heal/shield. You probably hate on Soraka/Sona too? Still fun, still awesome, once you understand her strengths she's pretty damn strong.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: May 9
Hey @Meddler, Teemo changes have been on PBE for a while now, can you give us some of your thoughts on how they're landing/if they're likely to ship?
: I am pretty sure you're completely catastrophizing things here. Her kit is deliberately kneecapped. She's not got a lot of impact by herself, and most of her spells, barring her heal/MS boost, have weird contingencies or delays to be the most effective. So sure, she can zip around, but you're acting like she's Rakan and will be CCing everyone when she looks at them or like she's Xerath, who will be nuking people left and right. She's not. She's got very particular spells, and she will have cooldowns on those spells, so everything you've been pointing out in your doom and gloom is probably not even going to be a thing.
I'm specifically talking about how 'binary' she is or isn't. APM is gonna be a big part of it, there is gonna be a lot of decision making in her kit, and some stuff to master. That's all I'm saying. I already said I was talking about Rakan's mobility, not his CC, but you brought CC up again for some reason. I'm just saying she'll be good, and she'll have a decent skill ceiling. That's my point. I'm not 'catastrophizing', I think she'll be good
: Rakan on steroids in what way? She had 1 CC spell, and it's her ultimate, and it requires people to be hit by multiple waves to actually get CC'd. Rakan eats, sleeps, and shits CC. And unlike Soraka, you know where she will be if she's attached to another champion, and she can't auto. She's a bit at the mercy of her allies in that regard, because while you can't target her, she's going to be sitting duck if her ally dies with her on them.
her mobility is gonna be nuts, she can just jump to allies constantly. You think losing autos is bad vs constant untargetability? She's a caster. She still gets to fire spells out, enhanced by being on a carry through the adaptive conversion. As for being a 'sitting duck', in a team fight she'll just jump to another ally, while losing none of her tempo or healing. I do wonder if you can auto in transit, that may be part of her pattern.
: Yuumi is the cutest slap in the face I've ever gotten
you realize that with her kit she's gonna be Rakan on steroids? Like, her W has zero cooldown if you dash between allies, her team fighting is gonna be dumb, and we don't have the recharge rate on her heal. She gets 2-charges, I can see her being a ridiculously high skill cap champ. Also unlike Soraka she will be hard/near impossible to burst down, bc I believe when she's attached she can't be targeted.
: Item Shop Cleanup
Are items that shore up intended weaknesses on your list for removal? Like shiv/sunfire making waveclear more accessible, or banshee's making a character more resilient to cc? If you feel that there aren't significant choices to be made, what kind of effects do you feel are healthy on an item? I would say stuff like triforce spikes on champions that become monsters after they're built is kind of binary, but deliver on power fantasies. Do you think this is good or bad? Personally I'm a fan of limited effects that require kit/play decisions to get full effect, but I think the reward for those items is kind of low atm, like abyssal mask.| I think mask's design is very cool, and would be interested in more effects based around areas of effect? Maybe make core ranged items rely on actually being a certain distance away? Forcing adcs to position safer to get full effect?
: Again, it's possible we should nerf Riven. It's also possible we incorrectly nerfed Singed and should still not nerf Riven.
I don't think ban rate alone is a reason to nerf a champion, though it is smoke to be looked at that something is out of line (the fire).I feel like Meddler did a post to that effect when talking about Yasuo. I'd say 60% is a very good break point , though I'd argue if any champion is seeing a ban in more than half of all games it's probably close to a problem. Still, going way back to Doublelift's post on rate of change, for some things, finding the strategies against it are supposed to be part of the learning process of a competitive game, still, if those strategies are too hard to execute, or are not found in enough time, than looking at a champion's strengths/weaknesses and how well they deliver on those (played as, and against) is next. I think it's hard to properly assess how/when to nerf a champion. Metrics I'd use to assess health are: • Number of champions meant to be a ' hard counter' (a kit that is designed in a way that it is fairly easy to exploit that champion's designed weaknesses) a champion who is counterable but only has a couple options for such, can use bans to completely mitigate being countered, rather than choosing a 'better' matchup rather than a 'good' one. • the level of counterplay present, and its ease of execution in a matchup that is 'even' or not considered a 'counter. • when the counter to a champion is a certain strat (keep them from farming, shut them down early, etc.) that any champion can theoretically do, how easy is it to execute/how often are teams who try to execute it succeed/fail.
Riot Jag (NA)
: Teemo changes temporarily on PBE for early feedback
I also feel like an adjustment to his patterns on this level feel like they should come with visual improvements. While I understand you only have so much bandwidth on this stuff, do you feel that teemo is very out-of-line currently? I also saw him as a kind of binary & beginner character, and his lack of pro play was never something I really felt was horrible about him.
Meddler (NA)
: Quick Gameplay Thoughts: February 22
Hey Meddler, for Urgot what is your thinking about his ideal strengths/weaknesses? One of the things I've noticed since the rework is that successfully 'locking-on' doesn't seem to necessarily be required to be successful on him if your opponent ends up being the only valid target. Are there any plans to tie his damage more to successfully 'locking-on'?
Rioter Comments
: Gotta say the Kayle rework is already dissapointing me
I think Kayle's new kit will make her more viable as a midlaner than she has been, so while you do lose botlane kayle, top/mid/supp are still somewhat viable
: > [{quoted}](name=MalrothDragonia,realm=NA,application-id=6kFXY1kR,discussion-id=Vm89sHYK,comment-id=00010000,timestamp=2019-02-18T18:19:29.950+0000) > > representation matters, having a character that is powerful that you can also relate to isn't THAT small a thing, especially when its already in the game. It already WAS that way, so why change it? You relate to people based on whether or not they hold something in one hand or the other? I'm not supporting the change, but what?
it's about relating to something special about a character that is also unique to you. It's similar to racial representation, gender identity representation, etc. See my post above explaining how, if you never had a problem finding characters just like you, you may not understand other people's desire for such representation.
: > [{quoted}](name=MalrothDragonia,realm=NA,application-id=6kFXY1kR,discussion-id=Vm89sHYK,comment-id=00010000,timestamp=2019-02-18T18:19:29.950+0000) > > representation matters, having a character that is powerful that you can also relate to isn't THAT small a thing, especially when its already in the game. It already WAS that way, so why change it? >representation matters >...left handed representation I'd disagree, it makes a certain kind of person feel good maybe for contrived reasons. I'd be more inclined to agree with that if left handed people have ever been seriously marginalized throughout history and it's not really something that I'd feel good about relating to you about. It's like relating to someone because they get honey mustard with their McNuggets instead of barbecue sauce, it really doesn't matter
I mean, I agree left-handed people haven't been marginalized in the way that other minority groups have, but we do live in a 'right-centric' world, there are some great articles about the 'left-hand' experience, when amenities and appliances are all designed with right handed people in mind, things that just make life a little bit harder for some people. I've already agreed it's not a HUGE deal, it's just weird to change a thing about a character that sets them apart for seemingly no reason.
GreenLore (EUW)
: So because there is no lack of right handed characters I have no problems connecting to left handers?
kind of? When you feel represented, you don't notice the lack of representation as acutely. It's why angry (predominantly white) nerds get angry when they change the race of their favorite comic character, and then think it's the same when a historically racial character (like the AncientOne in Dr Strange) get changed to white people. When representation is not a thing you ever have to think about because it's always there, it's not surprising you don't understand the big deal when something there gets taken away, or something missing gets added in. To you, it just feels 'tacked on', instead of relevant. But that's generally because it's not relevant TO YOU.
GreenLore (EUW)
: But do left handers really feel that underrepresented? I mean my dominant hand is my right hand, but that doesn't mean that I feel a disconnect between me and left-handed characters, as I usually don't even care for the dominant hand of the character.
I mean, that's kind of the point? Right-handed people are the majority, there is no lack of right-handed characters if that's something you like in a character. As OP notes below, it's not like, a HUGE deal, but I know I'm baffled as to why they decided to remove this unique quality of the character. Like, she was already left-handed, so why remove that? It's just weird.
Dynikus (NA)
: How is she left handed? She's holding her sword in her right hand in 7 out of her 10 splash arts?
in-game, she holds her sword in her left hand
: Honestly, do people have to whine and complain about EVERYTHING? DANG. Like we all have things to gripe about, but if you're going to post it, make sure that it's something that actually matters. No wonder riot ignores us half the time. Complain about balance, complain about serious deviations from lore, ore matchmaking, or serious splash art issues. This though? Right vs left handed? What a joke.
representation matters, having a character that is powerful that you can also relate to isn't THAT small a thing, especially when its already in the game. It already WAS that way, so why change it?
: Gotta say: Not a fan of Kayle's new look.
I'm totally with you here, it's quite a disappointment.
R2Dnunes (NA)
: LF Gold ranked or above top laner for Flex 5v5
Yorick/Urgot/Swain mains last season, haven't finished my placements bc I've been support main for a bit. Will FR tonight if you still need
: Champion Weaknesses in 2019
Just gonna pop in and say I LOVE THIS POST. This kind of 'philosophy of design' content is the type of stuff I really want to hear more of from Riot. Thanks for the insight! Look forward to what comes of it. {{sticker:slayer-pantheon-thumbs}}
: There’s a lot of content and media that will be featuring Illaoi coming up (mostly 2020 and beyond). Fittingly, i think, as she was designed to be a “tough mentor” character who pushes people to be their best, motivates growth, forces people to fight for what they believe in (both within “the test” and outside it) and leads people to fight for humanity in the face of undeath snd other horrors. Also leading an extremely powerful organization and having a variety of secret knowledge puts her in a sort of Nick Fury role— who arguably is in more books and movies than any other marvel character.
man, I've never wanted to time travel more. 2020?! so far away! I am super psyched for more Illaoi content! She's my fave. How about my best boy Yorick tho?
: Long time since I played this game, help me with the meta. X)
This meta is probably the most wide it's been in quite a while. Many champs can go almost anywhere if you're aware of what the strengths of the champs are. If you want to post some of your favorite old mains I can give you some ideas of where they're seeing play, and the benefits/costs to some of the more off-role stuff they can do now. :D
: Aftershock Lissandra?
Aftershock has a cd, and Lissandra has super telgraphed moves. Backing off from claw when you see it will benefit you, then you can encroach while it's on cooldown to poke. Her best matchups are into melee, if you're playing a melee with no sustain, yeah, you've been counter-picked. You play around cd as much you can, but focus on farming and dodging claws. Otherwise, you just stay out of her W cd and try to all-in her to make her use ult on herself. Liss gives up a lot going resolve still, it means she either loses out on mana, or she loses out on free stopwatch. There are still choices to be made, and some agressive Liss builds still use comet/aery.
: So can we finally remove Akali?
Have you tried to play her? She requires a TON of precision, managing cooldowns and energy, and one wrong move and you just get blown up. Good Akalis can make it look pretty effortless, but having tried to play games on her, she's very hard to execute on, she also has her good matchups and bad. Most ranged champs can go into her fine, maybe not, say, annie, but you can easily outrange her and harass her out of lane np, any hard cc shuts down her engages, proper warding to guard against flanks is just good in general, there are options. Her in top lane may be more of an issue, as she does very well into most melee matchups bc she has poke, sustain, and is mana-less, so a lot of tankier champs definitely have problems into her.
: No, they scrapped those changes. Just now in the video, they said they are doing changes to her ult. Other than that, they are just visual. But I think she's fine as is. I love her kit and don't think she needs anything.
no they said they want to give her opportunities to make her ult safer in the late game, not that they were changing the ult itself
: My thoughts on the latest Dev Diary
They've already said that Morgana will be an 'Ezreal level' rework, with some modification to her W and passive, as they're very happy with her kit. They only worked on her because she goes with Kayle who was desperately in need of a kit update, and Morgana's visuals haven't aged well either.
drash79 (NA)
: > [{quoted}](name=MalrothDragonia,realm=NA,application-id=yrc23zHg,discussion-id=VUnEGWfv,comment-id=0000,timestamp=2019-01-24T17:38:51.191+0000) > > if they're in range for your cage they're in range for your E, cage then E is a combo. Cast E faster. But if you cage them in your W shouldn't that be enough to warrant an assist. There are times were Yorick players cage up 3 or 5 people in a cage and never get an assist for one.
> [{quoted}](name=drash79,realm=NA,application-id=yrc23zHg,discussion-id=VUnEGWfv,comment-id=00000000,timestamp=2019-01-24T17:43:03.005+0000) > > But if you cage them in your W shouldn't that be enough to warrant an assist. > > There are times were Yorick players cage up 3 or 5 people in a cage and never get an assist for one. no, that was my point. You're not doing it right. Do damage, use E. It would allow you to get an assist if you cage someone, they dash out of it, and then get killed. No.
drash79 (NA)
: Rito plz add this for yorick's sake.
if they're in range for your cage they're in range for your E, cage then E is a combo. Cast E faster.
: So what makes Xin Zhao so strong?
Hail of Blades gives him a TON of early dueling potential, making his knock-up almost guaranteed earlier than otherwise. It makes it very hard to contest your jungle without committing a lot of team resources, which can allow you to make plays elsewhere.
: Champions that break the rules of the game should be removed
: Autofill is still crap, sad that the topic has been ignored for years
autofill has reduced q times by up to 50% in certain q's, the system clearly works and isn't going anywhere. Were you playing before role select was even a thing? You'd just have to hope people would let you have your role, or risk some entitled asshole trolling because they didn't get what they wanted. That's why you didn't play ranked unless you were at least somewhat proficient at all roles. That shouldn't be any different, don't play ranked unless you are basically proficient at all roles. Don't dodge, or you deserve your penalty. The new role-ranked system should help your autofilled games exponentially, bc Riot does understand that despite the many benefits, some people just don't jive with the system, and they spent a lot of time making those games where you ARE autofilled more fair. But yeah, autofill isn't going anywhere.
: Skin Universe Lore in 2019: Alt Fantasy, Multiverse Theory, and You
The odyssey event is probably the best engagement I've had with any alt-lore, with Star Guardian coming in a close second. Basically making the skin lines live in the game in some way is great, alt game modes are probably the most direct way, but Odyssey had the three elements: Cinematic, game mode, story. Really felt special during, and I forever will connect those skins to their theme going forward. Barring cinematics (which are super resource intensive), I think comics are a great way to explore skin lines. Purely narrative ways kind of go against an essential part of skins, which is their visual representation in games. Just reading about them doesn't do a lot for me, so comics could be a less resource-intense way to keep that visual connection. Side-Note: For lines like lancer, where some skins are exponentially larger/more powerful than their prime-lore counterparts, events or visualizations that emphasize that would be awesome.
davidrm01 (EUW)
: the dodge system is bullshit
dodging is bad, don't dodge and just play your promo. If someone trolls the only way for them to see any kind of justice is for you to report them. Dodging only hurts you, so play every ranked game the best you can. I've won many 'unwinnable' games just by sticking it out.
: Jungle - {{champion:32}} Tanky but still does solid AOE damage with his W, E, and ult. Top - {{champion:68}} Has the ability to be fairly tanky lategame with damage that absolutely melts Mid - {{champion:90}} Not very tanky, but also has a lot of solid ranged attacks and a shutdown ult
I'll add Morgana{{champion:25}} to this list, Maokai {{champion:57}} is a solid choice, but he's more of a tank. Most tanks are pretty 'kit-reliant' in that they require you to use your spells, so in that case Zac {{champion:154}} seems to fit your requirements as well.
Rioter Comments
: Thank you for your encouraging words,and I agree. It's important to always self evaluate. But League has openly admitted to me that certain things should not be happening with match ups,etc.
in what way has 'League openly admitted' to you that your match ups are wrong?
: > [{quoted}](name=MalrothDragonia,realm=NA,application-id=yrc23zHg,discussion-id=IsxV1ezJ,comment-id=0002,timestamp=2019-01-14T16:37:03.563+0000) > > Because in pro, games are often decided by champ select alone. Snowball is HUGE in HotS because of shared team exp, and pros know the best ways to capitalize on their advantages. That combined with narrow build paths due to their talent system and pro games were just SO BORING to watch, because you could pretty accurately predict how things would play out. > > Still, the game is fun in a MoBA-light kind of way, and is way faster if you're crunched for time. they actually nerfed snowballing in hots recently so it's harder to get a massive 3 level lead earlier in the game off of 1 good fight/objective. now you only get 3 lvl lead if you are legit smashing ur opponents over and over in every single fight. makes games a lot more exciting and i've had some incredible turnarounds late game. it's way less snowbally than getting 1st baron in league is atm.
> [{quoted}](name=ShakeNBakeUK,realm=EUW,application-id=yrc23zHg,discussion-id=IsxV1ezJ,comment-id=00020000,timestamp=2019-01-15T10:08:18.389+0000) > > they actually nerfed snowballing in hots recently so it's harder to get a massive 3 level lead earlier in the game off of 1 good fight/objective. > > now you only get 3 lvl lead if you are legit smashing ur opponents over and over in every single fight. > > makes games a lot more exciting and i've had some incredible turnarounds late game. > > it's way less snowbally than getting 1st baron in league is atm. if you read my comment I said it's pretty fun on the ground, I was responding to the idea that the pro scene was any good, which it wasn't. Yeah, snowballing is harder, and there are more comeback opportunities, but in high-level play those things stopped mattering
Dορa (EUW)
: LCS Replays
They have started a concurrent stream with many pro games that follow a single player the whole game. I believe those should be available as VODs if not here, then on their YouTube channel, but you won't be able to find every player for every game.
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MalrothDragonia

Level 162 (NA)
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