Meddler (NA)
: Quick Gameplay Thoughts: August 17
In terms of removing frustration from Zoe, is there thoughts on reducing her cds or perhaps introducing a static cd between W casts so she cant cast multiple summoned in a fight? Also, for the general state of LoL, it seems that newer champions and reworks have been given considerably lower cooldowns than usual. For specific abilities this seems to be the stem of frustration for most players (I.e. Camille's E, Zoe's Q and W, Taliyah Q, Pyke E). Has there been any discussion around this?
: We're exploring other options to alleviate the jungler pangs related to Monster Hunter. One option, which doesn't quite solve the holding waves issue, is that on takedown you receive normal gold from minions for 30 seconds.
Has there been thought of moving the jungle similar to how it worked previous seasons? For instance, lowering the overall time to kill of camps and spawn times, while also reducing the gold/xp per camp. This could make it so that jg farming has the same rewards while trying to farm camps in between lane minion spawns would yield not nearly as strong of a result. Thoughts?
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: I'm not involved on twitch but if I were involved there I'd come watch ya. Congrats and good luck with your stream.
Thank you! I plan to edit up some youtube videos sometime to be guides for Evelynn or just stream highlights will keep you updated!
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: league is in the beginning stages of dying, neopets isn't a comparable game the players in plat/diamond+ have thinned out a lot and the % of players have shifted down from roughly 2% in diamond, 10% in plat 30% in gold and 58% silver 1 and below down to roughly 69%+ in silver 1 and below, 25ish % gold, 5% plat and under 1% diamond Ever wonder why Titanfall didn't take off? no professional scene When this game loses too many good players and people want to use their gaming talents on more relevant games like Fortnite or the next MOBA it will start to roll down hill faster and faster, sure the game's fine right now. But the anti snowball changes shifting the power from the best player in the game to this weakest link of the two teams has made a lot of pro players, streamers, and OG players despise the game don't agree? what do i care, the daily playerbase is 25% of what it was in season 4, and the trends back what i'm saying, as will future trends because i'm not a fanboy unwilling to accept reality.
> [{quoted}](name=T I L T B O I,realm=NA,application-id=yrc23zHg,discussion-id=HaAPdNJP,comment-id=0005,timestamp=2018-05-10T06:43:42.656+0000) > > league is in the beginning stages of dying, neopets isn't a comparable game > > the players in plat/diamond+ have thinned out a lot and the % of players have shifted down from roughly 2% in diamond, 10% in plat 30% in gold and 58% silver 1 and below down to roughly 69%+ in silver 1 and below, 25ish % gold, 5% plat and under 1% diamond > > Ever wonder why Titanfall didn't take off? no professional scene > > When this game loses too many good players and people want to use their gaming talents on more relevant games like Fortnite or the next MOBA it will start to roll down hill faster and faster, sure the game's fine right now. > > But the anti snowball changes shifting the power from the best player in the game to this weakest link of the two teams has made a lot of pro players, streamers, and OG players despise the game > > don't agree? what do i care, the daily playerbase is 25% of what it was in season 4, and the trends back what i'm saying, as will future trends because i'm not a fanboy unwilling to accept reality. Uhhh...where do you get that 25% statistic? Also its still early in the season so of course people appear to be less in higher elo, you need to wait til September or October for when people actually grind out ranks.
Meddler (NA)
: Quick Gameplay Thoughts: May 9
Hello Meddler, I have two concerns. Whats the team's perspective on Hecarim and Kindred with the upcoming changes? Hecarim has been quite lackluster as of late since his base stat defenses are really low yet his kit needs early damage to get any sort of relevance, the jungle changes will probably hurt him too since he's weak vs. invades. Kindred on the other hand will be hurt severely with both the jungle and marksman changes, since she needs early snowballing to get any marks (for game relevance, without that 4th mark shes kinda useless) and the increased item costs will make this far more difficult for her.
GigglesO (NA)
: Lowering damage would lower clear speed, and lower their health... Ganking would also be harder. Win win.
Thing is early game damage is where most if not all of Junglers importance is :/ I'd rather see camps reward less XP and gold, are a bit squished, but respawn much faster so that more farming is promoted to be relevant. What junglers lack is late game presence since camps give no real xp or gold after level 6, they quickly fall down in relevance.
: League of Legends has forsaken Strategy in favour of Gimmicks
What you seem to not realize is that all of these "gimmicks" offer varying new strategies that need to be played around and considered. Keystones -- These offer windows of power that need to be used properly by the person with the keystone as well as the enemy. Some keystones emphasize this great, such as Conqueror, Fleet Footwork, Lethal Tempo, Aftershock, Guardian, Electrocute, Predator, and Phase Rush. Each one of these has a time slot they can be used and is signaled to both the user and the opponent, allowing for them to play around it. Should someone waste the window their keystone offers then the enemy can engage knowing the enemy is not at full strength. Some keystones, however, could really use improvement. These include Press the Attack, Grasp of the Undying, Kleptomancy, Glacial Augment, and whatever that middle one in Domination that no one uses is...Dark Harvest? These ones are more or less just there and don't have much opportunity to play around (could maybe argue for Glacial Augment with the part tied to item actives). Jungle Plants -- Every single one has a set of locations they can be, with indicators for when they will spawn (go on LoL Wiki it's well described there, about a 1 minute pre-spawn indicator) and have their necessary uses. Blast Cone is one that can be used to screw over and enemy or save yourself or an ally during a fight, used to jump over walls in the jungle to increase mobility, attempt to steal an objective, or some niche interactions like using it to hurt someone with Taliyah's E. And this can be played around by understanding when they are available and adjusting your play for such reason. These plants have enabled much greater variety in the jungle for champions and it is lovely. Honeydew plant can be used to heal up after a fight or jg clear, slow down an enemy chasing you, or even make the scuttler come to you so it's easier to secure. Scrying Plant doesn't have too many uses, but can be nice to help ensure from far away you aren't being invaded or have wards in your jungle, keep an eye on some key objectives, or check brushes without getting too close. But again, these are all things to be played around and need to be taken into consideration. Drakes -- The drakes I feel are a great addition to the game, each one has their own use cases (aside from Infernal, that one is a bit too generalized). Ocean can be used to play more aggressive or safe, knowing you can sustain a bit when out of combat, Cloud Drake makes for better roaming and feeling safe to back knowing you can return to the team faster, Mountain Drake let's you take objectives faster, allowing for potential split pushing pressure not there previously. FB Tower -- Causes teams to consider where to place pressure and resources to get that first tower gold, or protect their own tower under pressure. This could be done in a better way (especially with bot tower being the squishiest, makes for the need of too much pressure in bot). Baron -- Baron buff hasn't changed much over the years, and the changes Riot is making are definitely for the better by making its damage more AoE so that a single tank isn't enough to take Baron fast early on. It's still the same end game necessity to go against anti-siege comps specifically, otherwise the best teams would always just want an Anivia or Ziggs. Even then those two are still pretty effective vs. Baron minions, just not AS effective.
Meddler (NA)
: Quick Gameplay Thoughts: April 25
Hi Meddler, im curious on your thoughts of Hecarim. He seems a bit weak at the moment. Issue I see is his core build leaves him way to squishy until full defensive item is finished (even with cinderhulk) and foregoing triforce makes you useless. Would a buff to base armor, q damage, or utility seem possible? Utility as in, say, a small 0.5 second stun on the target of E after the knock back?
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: "Shenrelion Sol" skin concept
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Escheton (EUW)
: And for most of those 9 that meant that she could be forced out of the fight for a bit. Damage was lower so ambient resets were less prevalent. Cdr was not ubiquitous to the point that they slapped it on an AD crit item that gave mana sustain to adc. And snowballing wasn't so bad that she dominated the game off getting a double kill from a jungler ganking 2 minutes in when everyone is still lvl 1 except the junglers.
> [{quoted}](name=Escheton,realm=EUW,application-id=3ErqAdtq,discussion-id=hEJ7n9nE,comment-id=0000,timestamp=2018-02-13T10:12:52.312+0000) > > And for most of those 9 that meant that she could be forced out of the fight for a bit. > Damage was lower so ambient resets were less prevalent. Cdr was not ubiquitous to the point that they slapped it on an AD crit item that gave mana sustain to adc. > And snowballing wasn't so bad that she dominated the game off getting a double kill from a jungler ganking 2 minutes in when everyone is still lvl 1 except the junglers. Should probably only refer to items you'd actually find Tristanas building. You'll never find one with Essence Reaver its not as good as other options.
: Read what Spellbound Orb does on PBE, look at the stats, look at its low cost, then take a LONNNGGGG look at its active, use that brain of yours, and pray it doesn't catch on in korea, because when it does evelynn will be permabanned until the item is removed OR her kit is severely changed. I main eve as well, this item will break her. Get that freelo while you can, because one patch from now you'll have like 2 days then shes permaban status.
> [{quoted}](name=Counterplay TM,realm=NA,application-id=3ErqAdtq,discussion-id=PwdQIEN5,comment-id=0001,timestamp=2018-02-07T02:21:21.877+0000) > > Read what Spellbound Orb does on PBE, look at the stats, look at its low cost, then take a LONNNGGGG look at its active, use that brain of yours, and pray it doesn't catch on in korea, because when it does evelynn will be permabanned until the item is removed OR her kit is severely changed. I main eve as well, this item will break her. Get that freelo while you can, because one patch from now you'll have like 2 days then shes permaban status. Stats are good, power of the active is good, how often it can be used though is unknown since its unknown how fast the passive stacks up. Could be once every 5 minutes for a use.
Azadethe (NA)
: The reason it's getting buffed is because the access to core raw AP is going down. They literally turned {{item:3165}} into an 80 AP item. {{item:3285}} is losing AP. {{item:3003}} is losing AP. Transcendence is losing AP. It takes a LOT of AP to meet 100% HP in demon shade btw.... like a 650 AP game.... This is generally to keep in line the fact that AP will now do 100% chance Grievous wounds which means the base AP needs to be brought down, but Evelynn specifically has a kit which usually doesn't benefit from Grievous wounds, because the person she's attacking can't react anyways. it also brings her jungle clear more in line with other clearers. Atm she sucks at keeping up in pace with other meta junglers like {{champion:19}} {{champion:77}} {{champion:5}} {{champion:102}} {{champion:11}} who can all clear their jungles and invade hers by the time she gets to her level 3-4 camps.
> [{quoted}](name=Azadethe,realm=NA,application-id=3ErqAdtq,discussion-id=PwdQIEN5,comment-id=0000,timestamp=2018-02-06T23:33:31.295+0000) > > The reason it's getting buffed is because the access to core raw AP is going down. > > They literally turned {{item:3165}} into an 80 AP item. > {{item:3285}} is losing AP. > > {{item:3003}} is losing AP. > > Transcendence is losing AP. > > It takes a LOT of AP to meet 100% HP in demon shade btw.... like a 650 AP game.... > > This is generally to keep in line the fact that AP will now do 100% chance Grievous wounds which means the base AP needs to be brought down, but Evelynn specifically has a kit which usually doesn't benefit from Grievous wounds, because the person she's attacking can't react anyways. > > it also brings her jungle clear more in line with other clearers. Atm she sucks at keeping up in pace with other meta junglers like {{champion:19}} {{champion:77}} {{champion:5}} {{champion:102}} {{champion:11}} who can all clear their jungles and invade hers by the time she gets to her level 3-4 camps. She didn't use any of the items listed at all though. After the item changes she'll use Morellonomicon but thats gonna be the same as when Liandrys was built with 80 AP. Otherwise Deathcap is being buffed, Void Staff nerfed (so equals out, though net buff), lichbane and Protobelt are the same, and the AP jungle item is same AP. So her overall AP amount will be the same as before. Your items mentioned will have 0 effect on her. If anything the new AP item introduced will be huge for her since it will stack nicely while shes in stealth and give her the MS + AP she wants. So again, her damage is fine and wont be lowered from the item changes you mentioned.
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Atlas (EUNE)
: ***
Thats literally possible though and is shown by people who get dedicated.
: Support items aren't being abused because they're broken
Other idea, for Relic line the procs don't regenerate if you kill minions with no stacks available. For spellthief line, make it also go on CD off if monsters AND while it's on CD you can't proc the gold effects. Currently of its on CD due to farming, you can still proc previously stacked passives. Coin line I agree, Klepto just needs to be adjusted.
: Is addiction considered a mental disorder? If so, then I guess that's not an innacurate label in some cases. But it seems kind of weird to put addiction in the same category as Tourette Syndrome or Gender Dysphoria.
> [{quoted}](name=The Oasis,realm=NA,application-id=yrc23zHg,discussion-id=FMavZjAd,comment-id=0005,timestamp=2017-12-28T17:59:11.224+0000) > > Is addiction considered a mental disorder? If so, then I guess that's not an innacurate label in some cases. But it seems kind of weird to put addiction in the same category as Tourette Syndrome or Gender Dysphoria. Same category but vastly differe scale of impact. $1 and $1000 are same category but different scale of impact.
EkyonKun (NA)
: Don't mind me. Just leaving this here for everyone to look at. https://imgur.com/a/VjxlL
Think of this though, thats only games where at least one challenger is in it. And if you watch high elo challengers they can be seen playing with/against diamonds which is a drastic difference in skill level. I've had it about 2 months ago I played against Scarra, Dyrus, and Chapanya all on the same team that game was freaking devastating as I was D2 at the time and have nowhere near the game knowledge as those guys.
Meddler (NA)
: Quick Gameplay Thoughts: December 13
When it comes to crit, there's been a bunch of circulated ideas in the boards/reddit of just changing crit to be instead of chance a direct 1 for 1 adjustment to auto attack damage thats guaranteed. 20% crit makes basic attacks do 120% of AD, 50% equals 150% AD ratio, 100% crit to 200% AD ratio, and IE multiplies it by 25%. Interactions with GP Q, Yasuo, and Tryndamere would need adjustment yeah. Tryn would probably be fine just getting the crit chance directly as per live, Yasuo maybe just gets double effect of crit chance but caps out before 200% ad ratio, and GP Q I wouldn't know. Since that one more relies on the burst in crit builds Idk what would be ideal. Randuins same thing. Not sure how that would be adjusted. Edit: and for Zoe, what about showing what active/summoner spell the minion will to everyone? That way its telegraphed similar to drakes and can be played around.
: Dear Rioter. I apologise than you often have to defend yourself against people who tend to express themselves with "passion". However, you must understand that many other champions have been hit hard by preseason. Syndra and Viktor are two examples. Now that the Sorcery tree is being looked at for nerfs, the situation is gonna get worse for them. What bothers us is how you treat a certain champion's player pool better than another just because that champion is more popular. Can we expect a fair treatment for other champions that are struggling too, at least?
Think about this though, one of his comments stated the biggest thing to think about. The high play rate + low win rate means not just yasuo players are being affected but anyone in that game is also affected. Those with yasuo on their team are at an inherent disadvantage and those without yasuo are at an inherent advantage. This is then unfairly effecting a very high number of games and players. Compared to low play rate champions who need work as well but aren't vitally effecting a large sum of the player base so the changes can be more well thought out to be things like item/rune changes or kit changes since playstyle most likely doesn't compliment what Runes allow for currently.
GigglesO (NA)
: Its not about bias, I do think yasuo is under preforming. I just hate seeing their favoritism in why they are buffing him. "Leaving him at 44-45% winrate feels quite awful for a champion that has one of the most dedicated playerbase" As if leaving any champ at a 45% winrate doesn't feel like shit for anyone? What about 3 seasons of olaf? What about everyone else that feels like shit to play. Naw man, we can't help those guys because not enough people play them. But yasuo, yea, he has lots of players, lets help him. As if olaf didn't have one of the largest players at one time, but naw, he doesn't deserve to be strong.
Think about this though. When Riot's saying it will feel bad because he has a high playrate and still underperforming, that means that not only will the LARGE Has up player base be affected, but also a significant portion of the community will be too. Simply because of his awful state those with a Yasuo on their team will be put as a disadvantage, and this will be happening FAR more than the other champs with low play rate.
KazKaz (OCE)
: > [{quoted}](name=Frost Fae,realm=NA,application-id=3ErqAdtq,discussion-id=7vU4XZuz,comment-id=000b00000000000000010000000000000000,timestamp=2017-12-07T23:26:07.682+0000) > > Wanna explain? There's math for this. How many games a day do you play average? 10-20 a day when I enjoyed the game.
Alright then you're over the benchmark for the 9+ games a day, you complaining about a lower BE earn rate is completely valid then. Ive just gotten sick of the people who play 4 a day and claim they earn slower when they actually earn faster. Also damn that would be like 5-10 hours just on league in a day O.o
: Here I actually found a video of it. Its possible to get less than 810 BE from capsules. https://youtu.be/25CWE4zXKfk
Thats levels 1-30 which have been said BY RIOT don't follow the minimum 810 BE per level format. Instead the rewards are more milestone focused and give out rewards that sometimes are just champions instead of BE like levels 1-3 being Ashe, Garen, amd Brand, which Brand equates to a HUGE amount of BE for a single level up. Level 5 also gives around 2k BE.
: It's already been done. You gain more BE if you play only for first win of day than someone who plays 10-15 games a day. There's a post I remember that did the math, you actually earn less with the BE system.
Alright but who realistically does 10+ games a day? That'd be minimum 5-6 hours just league with no breaks. This is including time in client with champion select and post game time. The people that spend that much time will earn less than the previous system fine, that's a valid complaint, but most people who are complaining can be seen in their OP.GG not playing at that rate and instead far less. So yeah, the complaint of those who play 10+ a day getting less is fine, but those who play sub 10 are making more and don't have a valid complaint.
KazKaz (OCE)
: > [{quoted}](name=Frost Fae,realm=NA,application-id=3ErqAdtq,discussion-id=7vU4XZuz,comment-id=000b000000000000000100000000,timestamp=2017-12-07T16:17:18.794+0000) > > Yes but you are not required to get a champion shard by chance in order to unlock the champion you desire. The only real RNG aspect to it is that you can feel great when you get a champ shard of a champion you want then get to unlock said champion for a discount. That's the thing about it, especially since the rate of attaining BE is about the same if not higher than before. Overall the change is a net positive for unlocking champions because you can only get lucky with it and not outright unlucky. I mean....I had a much easier time unlocking champs before the changes.
Wanna explain? There's math for this. How many games a day do you play average?
Skorch (NA)
: JSYK i almost never play several days straight unless im getting close to the end of an event or just REALLY want a champion. Typically i play 2-3, but if friends are feeling it all day or im close to a champion i can play it for a long time. Another thing that annoys me though is im like 90% sure Riot mightve flat lied. Didnt they say this system was actually slightly faster because champion capsules drop like 720/980/1120/1300BE or something like that? and old system after X EXP was like 950 was the old average. Im calling bullshit on those numbers i have gotten 980 or less in 8/8 capsules.
Its a minimum of 810 per level which will keep progression the same or higher with the rate you said you play especially when considering fwotd. It may feel slower though just because you're hard focused on viewing the progression rate unlike before the update.
: I've given up on collecting champions for this reason. It's just insane how much grinding you have to do to get one 6300 champion now. Before, I could get one of the missing champions I want in about 3-5 weeks now? I'd be lucky to have the BE in 3-5 months. I can't even fathom trying to get Zoe at this time even though I want her because it's insane how much grinding I need to do to get her.
Uhhh...but BE earn rates are the same at 8-9 games at day, higher when less than 8-9 games a day, and only worse when you go above 9 games a day of play. So going from 3-5 weeks for 6300 BE to 3-5 months is absolutely impossible unless you just play less. Hell since preseason I've already gotten about 9k BE from a combination of things like leveling, the orbs from the recent event, honor capsules, and FWoTD.
Skorch (NA)
: Kind of? i mean one issue is i hit level 30 at like 1 year in. Who KNOW what level i would be if experience from all games. Who knows maybe im level like 200, in which case 80 doesnt seem so bad. But its still a lot. another issue is it definetly feels slower, i know in the old days if i played 3 days straight nonstop i could get a 6300. With the new exp system if i play for a day straight i get like 1 and a half levels. And a level is like 1/7th of a champion. So it will take over double the amount of time (AT LEAST IT FEELS) than it used to.
If you're doing the non-stop play for many days straight yeah it will take longer. Riot's shown their numbers in an article posted up by Riot Cactopus. Once you play more than 9 games a day, you will start to see a decline in the amount of BE you get now compared to the IP system. However, in all honesty, 9 games in a day would be 5-9 hours minimum including time in client and I'm hoping breaks for things like bathroom and food. For MOST people you will earn faster than before, but for your case of non-stop play then yeah, you'll earn slower. It will suck for you, but you could also adjust the amount you play to be more spread out throughout a week so you earn at a decent rate still and can focus more on some other things in life.
: Pretty sure you cant get less than 810 so either hes lying or he is dumb and missed something.
KazKaz (OCE)
: > [{quoted}](name=WiccanBKaplan,realm=NA,application-id=3ErqAdtq,discussion-id=7vU4XZuz,comment-id=000b0000000000000001,timestamp=2017-12-07T06:58:28.331+0000) > > Not true. They only feel 650% more because BE value was increased but it's uses changed; instead of affecting only 2 things (Champ shards and Mastery) it now affects 3 things (Champ shards, Mastery and Regular Champ purchase). That why you got much BE once 7.22 hit. > > The capsules from level up (progression) have no connection to chests what so ever since chests can have skins, champ shards, wards, and more; while capsules **only** hold champ shards (and assigned emotes when you hit a certain level). > There are 2 ways of unlocking champions: > > * through store, full purchase, with BE from capsules and possible chest drops. > * through loot, activating champ shards, with BE from capsules and possible chest drops. Let's be real here, the capsules are effectively just free lootboxes.
Yes but you are not required to get a champion shard by chance in order to unlock the champion you desire. The only real RNG aspect to it is that you can feel great when you get a champ shard of a champion you want then get to unlock said champion for a discount. That's the thing about it, especially since the rate of attaining BE is about the same if not higher than before. Overall the change is a net positive for unlocking champions because you can only get lucky with it and not outright unlucky.
: ye and Zed players run around with 15 long swords for free at lvl 8 on a 2900g item xD + 10 free armor pen from runes making all mages go on a negative armor for some reason . lul you rush zhonia ? who the fuck gives a shit you're still on negative armor vs an ad xD
> [{quoted}](name=Blașca,realm=EUNE,application-id=3ErqAdtq,discussion-id=djhhyIkO,comment-id=0003000000000000,timestamp=2017-12-07T13:57:03.831+0000) > > ye and Zed players run around with 15 long swords for free at lvl 8 on a 2900g item xD + 10 free armor pen from runes making all mages go on a negative armor for some reason . lul you rush zhonia ? who the fuck gives a shit you're still on negative armor vs an ad xD > ye and Zed players run around with 15 long swords for free > on a 2900g item > free > 2900g item Pick one Edit: Also, is 10 LETHALITY, which means the amount it penetrates changes based on the lvl of the person using it (aka very low early game) puts you in negative armor, that is literally impossible. The closest champion to that would be mini-gnar or thresh who have above 10 armor base. Finally that "15 long swords of damage for free" thing is attached to a passive that requires you to meet a condition of being unseen for 1 second and then once in vision have to basic attack within 5 seconds. It's great for stealth champions for abusing people for not warding well. Which, looking at you OP.GG you seem to ward about once every 3-5 minutes which explains why you take duskblade damage so unnecessarily. Learn to ward better, build some cloth armors early on right after lost chapter, and stop building full damage vs. those assassins you hate so much.
: Deathfire Touch doesn't fit with Riot's balance design unfortunately: it was a keystone fit for sustained damage mages, and in Riot's offices mentioning words "sustained damage" in a sentence with any class other than ADC gets you fired immediately. Seriously tho. DPS mages are a thing in this game, and Riot hasn't even bothered to give them a single decent option. Meanwhile ADCs have an entire tree dedicated to them, can use other trees effectively and the moment just one of their keystone is underperforming it receives immediate buffs because "fulfilling muh late game fantasy". The bias is strong here.
DFT wasn't wanted because it was something that was just straight pure power without much interaction or gating. It's only real draw back was that it was DoT but that just made it over-appealing to DoT mages and forced the power to be shrunk enough that no other mages really liked it compared to other options. You know what key-stone really could be great for dps mages? Phase Rush, honestly the idea of that keystone has so much potential but is just lack luster in its current state.
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Mister Support

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