Rioter Comments
Rioter Comments
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: October 19
What if Aurelian sol could pull stars in to 100 units with CNTRL W? Can we see Diana shift to more of a fighter by making her W a health scaling instead?
: *Pyke when it's time to go to the dentist*
> [{quoted}](name=OurLestrade,realm=EUW,application-id=EBBIvmVK,discussion-id=zPIOM9zh,comment-id=0000,timestamp=2018-08-05T20:20:23.152+0000) > > *Pyke when it's time to go to the dentist* i love this
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: June 6
Can you nerf veigar? I’m a veig main and I think he’s too strong. Reduce his kill/assist ap to 3 or 4 and reduce his low end ult damage at higher levels, this will bring him to a better spot in all non challenger elos
Rioter Comments
: > [{quoted}](name=Trsdppy veigar,realm=NA,application-id=yrc23zHg,discussion-id=9tuAKYFV,comment-id=000200010000,timestamp=2018-05-07T19:13:47.861+0000) > > isnt winning quickly and getting to win a second game sooner its own reward? and .05 a minute in a 25 minute game is 1.25 lp. that is quite the rate for a fast game. i think the .05 rate might be too fast You misread the second part. It's per minute AFTER 25 minutes. So you get 0.05 at 26 minutes, have 0.10 at 27 minutes, and so on. And while early closing is its own reward, this idea is meant to encourage players playing it out instead of giving up.
> [{quoted}](name=Busty Demoness,realm=NA,application-id=yrc23zHg,discussion-id=9tuAKYFV,comment-id=0002000100000000,timestamp=2018-05-07T19:19:59.108+0000) > > You misread the second part. It's per minute AFTER 25 minutes. So you get 0.05 at 26 minutes, have 0.10 at 27 minutes, and so on. And while early closing is its own reward, this idea is meant to encourage players playing it out instead of giving up. oh perhaps there was a lack of clarity in the original post, its supposed to be "+.05 per minute after 25 minutes" instead of "+.05 per minute [for the whole game] in games that exceed 25 minutes"
: > [{quoted}](name=ZenithEevee,realm=NA,application-id=yrc23zHg,discussion-id=9tuAKYFV,comment-id=0002,timestamp=2018-05-07T18:00:31.742+0000) > > Except here's the problem. > > Then people will artificially stretch out games. The longer the game goes the more of a coin flip/dice roll it becomes. Because now, if you are not closing out, you will risk the enemy team making a comeback play. You now have a choice where it's risk vs reward. And if a game goes long enough that gold lead doesn't matter, you've now put insane risk on getting any/added LLP. That said, I think the ratio should be 0.05 LLP Per minute over 25 minutes. That way, stomp games are still encouraged to close out quickly while still leaving incentive to play out lesser leads.
> [{quoted}](name=Busty Demoness,realm=NA,application-id=yrc23zHg,discussion-id=9tuAKYFV,comment-id=00020001,timestamp=2018-05-07T19:08:33.842+0000) > > The longer the game goes the more of a coin flip/dice roll it becomes. > > Because now, if you are not closing out, you will risk the enemy team making a comeback play. You now have a choice where it's risk vs reward. And if a game goes long enough that gold lead doesn't matter, you've now put insane risk on getting any/added LLP. > > That said, I think the ratio should be 0.05 LLP Per minute over 25 minutes. That way, stomp games are still encouraged to close out quickly while still leaving incentive to play out lesser leads. isnt winning quickly and getting to win a second game sooner its own reward? and .05 a minute in a 25 minute game is 1.25 lp. that is quite the rate for a fast game. i think the .05 rate might be too fast
: We could also go the other way and just get rid of surrender button.
> [{quoted}](name=Shazzbot69,realm=NA,application-id=yrc23zHg,discussion-id=9tuAKYFV,comment-id=0004,timestamp=2018-05-07T18:40:10.283+0000) > > We could also go the other way and just get rid of surrender button. lol
: Except here's the problem. Then people will artificially stretch out games.
> [{quoted}](name=ZenithEevee,realm=NA,application-id=yrc23zHg,discussion-id=9tuAKYFV,comment-id=0002,timestamp=2018-05-07T18:00:31.742+0000) > > Except here's the problem. > > Then people will artificially stretch out games. So that is a concern, but if riot were to impliment it, they would first find a game time:LLP ratio that would make it not worth it to stretch games out. besides, everyone know that if you stretch a game out, you risk losing instead. the reward wouldnt ever be so much that you extend a game a bunch more to get that extra LLP, it would be more worth it to just play an other game almost all of the time. even if you are a player that will likely end up at 97 lp, if you havent played enough long games to have 3 LLP built up, you are probably doing really well and flying through a rating you dont belong it
MadNoff (NA)
: I think RIOT can influence the game progression through item costs/ damage ramp up etc. and by extension decide the length of every phase of the game (lane/mid/end). It seems counter-intuitive to systemically shorten every phase of the game then turn around and offer incentives for a longer game. I mean, whats the point?
> [{quoted}](name=MadNoff,realm=NA,application-id=yrc23zHg,discussion-id=9tuAKYFV,comment-id=0000,timestamp=2018-05-07T17:09:27.705+0000) > > I think RIOT can influence the game progression through item costs/ damage ramp up etc. and by extension decide the length of every phase of the game (lane/mid/end). It seems counter-intuitive to systemically shorten every phase of the game then turn around and offer incentives for a longer game. I mean, whats the point? > a lot of players will throw a game they think will take too long to win. And there are players her prefer late game champions, myself included, who would like to get SOMETHING of a reward for playing longer. It’s supposed to be mildly substantial over time.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: April 25
Can you lightly nerf veigar? I’m literally a veigar main but I’m doing too much damage without having to grind out, it feels gross. I’ve been a veigar main since this time last year. He used to take skill. He’s been disgusting for a while now.
Sanngriðr (EUNE)
: The funny part is for one all meta that come throught are toxic. For your comment Conq doesn't do JACK shit to adcs and mages it only helps vs tanks. Adcs will oneshot you before you stack it and get to them unless they are garbage. Only reason it looks broken is because adcplayers are garbage in soloque and they can't position or even orb walk. Conq is still irrelavant in LCS which is like the game patching criteria.
> [{quoted}](name=silver 5 btw,realm=EUNE,application-id=yrc23zHg,discussion-id=1IxV4Ole,comment-id=0001,timestamp=2018-04-16T20:07:30.277+0000) > > The funny part is for one all meta that come throught are toxic. > > For your comment Conq doesn't do JACK shit to adcs and mages it only helps vs tanks. Adcs will oneshot you before you stack it and get to them unless they are garbage. > Only reason it looks broken is because adcplayers are garbage in soloque and they can't position or even orb walk. Conq is still irrelavant in LCS which is like the game patching criteria. so im a primarily mage player, but my secondary is tank, and being a tank feels useless when resistances are literally ignored. it should be more moderate imo
: Can we ditch Big-Patch/Little-Patch
also, while im here, why does conqueror provide so much true damage? true damage is inherently unfun to deal with. it should be given out very carefully
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: March 14
RE: pings just adding a number saying units away from ping location would give players a LOT of information. Seeing a 1000 vs seeing a 5000 or a 10,000 is something we can discern quickly. And tells us “engage now or wait for next ping”
: riot phreak made video, ap champs are the same
> [{quoted}](name=DerBirnenBrater,realm=EUW,application-id=yrc23zHg,discussion-id=PAybfTq4,comment-id=0004,timestamp=2018-01-21T15:12:13.153+0000) > > riot phreak made video, ap champs are the same link?
Sanngriðr (EUNE)
: > [{quoted}](name=lordlitty435,realm=NA,application-id=yrc23zHg,discussion-id=PAybfTq4,comment-id=0000,timestamp=2018-01-21T14:40:23.367+0000) > > i have noticed that mages burst harder this season. guess this is why They always did. Specially utiility(OMEGALUL) champs Like Orianna who are more of a threat than a Syndra.
> [{quoted}](name=toxicity creep,realm=EUNE,application-id=yrc23zHg,discussion-id=PAybfTq4,comment-id=00000000,timestamp=2018-01-21T14:52:04.389+0000) > > They always did. Specially utiility(OMEGALUL) champs Like Orianna who are more of a threat than a Syndra. key word "harder" hes expressing a comparison of before and after.
: "Yeah, there are runes that counter magic damage, but almost nobody takes them so they don't count hehe"
> [{quoted}](name=Daddy Issues,realm=NA,application-id=yrc23zHg,discussion-id=PAybfTq4,comment-id=0002,timestamp=2018-01-21T14:45:21.970+0000) > > "Yeah, there are runes that counter magic damage, but almost nobody takes them so they don't count hehe" mirror shell has a 48% winrate. if it was a good solution to mages, who are doing really well right now, it would have a better winrate. nullifying orb has a 50.6% winrate, so its ok, but to be a good enough solution, it would still need to be higher. mana flow and ultimate hat just out class it too much.
: Soo....Build MR?
> [{quoted}](name=SparklingLama,realm=NA,application-id=yrc23zHg,discussion-id=PAybfTq4,comment-id=0001,timestamp=2018-01-21T14:40:31.589+0000) > > Soo....Build MR? magic resist is hard to effectively itemize. often times, the stats and passives on them mean you are wasting a lot of gold value when you cant make use of it all. which is rather common. i wouldnt be complaining if there were MR items as straight forward and universally useful as dead mans, ice born and sun fire. you look at MR, and the only thing universal are mercury treads. Maw and adaptive helm are the most commendable, but maw is only for ad champions, adaptive wont do much if you face a zoe. Banshees is only good if you have good ap scaling and can afford a non health item. spirit visage is only good if you have healing. abyssal mask loses value on non mana users, and is only good if you have an ap heavy team. Merc scimitar is only good for adcs. wits end if for attack speed champs. Mikaels and Grail are both laughable. and everthing else is split resist, and still somewhat limited.
Rioter Comments
: Why would you call them OVAs? Those would be animated shorts. OVAs are just another name for direct-to-video productions. These wouldn't be coming to physical format.
> [{quoted}](name=Kuronii Lumiira,realm=NA,application-id=yrc23zHg,discussion-id=vZ4TEW0X,comment-id=0001,timestamp=2018-01-06T18:03:21.287+0000) > > Why would you call them OVAs? Those would be animated shorts. OVAs are just another name for direct-to-video productions. These wouldn't be coming to physical format. lol ive only heard the term here and there and thought i knew what it meant. woops
: Each character individually sounds rough and a little boring compared to having a small group (like 2 to 4) of characters interact. Would lead to an easy synopsis of the champ's story and give off their character.
> [{quoted}](name=Vapor Wave Vibes,realm=NA,application-id=yrc23zHg,discussion-id=vZ4TEW0X,comment-id=0000,timestamp=2018-01-06T17:51:43.311+0000) > > Each character individually sounds rough and a little boring compared to having a small group (like 2 to 4) of characters interact. Would lead to an easy synopsis of the champ's story and give off their character. well the focus would be on either one character or a small few if they are very connected through lore. but there can be other characters in each OVA, including non champions
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Rioter Comments
: ranged champs on toplane are not an issue.
> [{quoted}](name=OilegibtKoile,realm=EUW,application-id=3ErqAdtq,discussion-id=cs6PBZnZ,comment-id=0002,timestamp=2017-12-12T23:27:36.722+0000) > > ranged champs on toplane are not an issue. idk, i hear a lot of complaints that they are too oppressive. BUT thats not actually what the post is about, thats just how i came to the idea of lane auras. while perhaps none of my ideas are even the right direction to take an area of the map, its just a concept im giving to riot to use how they see fit
: What the hell are you smoking
> [{quoted}](name=PhearBunny,realm=NA,application-id=3ErqAdtq,discussion-id=cs6PBZnZ,comment-id=0001,timestamp=2017-12-12T22:57:51.795+0000) > > What the hell are you smoking well if each lane had a specific aura unique that that area, riot could influence what happens in that area pretty easily with this type of mechanic.
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Rouwhorst (EUW)
: I understand what you showed. The indicators don't reflect the terrain elevations well. And don't take the camera angle into account. But that's not what I meant. (a bit off topic) I was talking about how the pathing works with trying to cast something at another side of a wall. Say I want to place a ward at almost full range over a wall. I am able to place this ward when I stand against the wall. Yet now I stand further back and try to place the ward in the exact same place I was able to place it in before. Guess what happens. Well of course you gotta walk around that entire wall to be able to place that ward on the other side....
> [{quoted}](name=Rouwhorst,realm=EUW,application-id=3ErqAdtq,discussion-id=KbxYko59,comment-id=000500000000,timestamp=2017-11-19T18:27:12.682+0000) > > I understand what you showed. > The indicators don't reflect the terrain elevations well. > And don't take the camera angle into account. > > But that's not what I meant. (a bit off topic) > I was talking about how the pathing works with trying to cast something at another side of a wall. > Say I want to place a ward at almost full range over a wall. > I am able to place this ward when I stand against the wall. > Yet now I stand further back and try to place the ward in the exact same place I was able to place it in before. > Guess what happens. > Well of course you gotta walk around that entire wall to be able to place that ward on the other side.... oh ok, i know what you are talking about now. Yes, i agree, this is annoying
Atanchan (NA)
: ... But that's still just a combination of the camera angle and the range indicator just being a non-occluded, translated texture being applied at _your current location_. There's no actual game logic adding extra range or stuff like that, it's just the fact that the game isn't played from a directly top-down perspective.
did you think for maybe a second that my point is exactly that being the problem? i couldnt understand you with your technical mumbo jumbo and denial of your own fucking eyes
: How elevation is making you miss skill shots (5 minute video)
I was just looking at Wolle's channel and i found an other video that discusses what i discussed, but he kinda does a better job, though his mic is really quiet https://www.youtube.com/watch?v=idXroXfPNZU
Atanchan (NA)
: No, you actually proved that is it purely aesthetic. But this posts also proves how you completely underestimate how aesthetics alter gameplay, if only through player perception - i.e., a camera angle combining with non-flat terrain causing you to think two points are within a straight line of each other when they're actually not, resulting in two different angles with a significant deviation at long distances. Similarly, because the range indicators are not drawn onto the ground yet ignore occlusion, a point outside of your cast range can appear to be inside the range indicators without said indicators having a significant amount of inaccuracy. This is why when you see someone proudly proclaim that "graphics don't matter!", you can immediately dismiss them as someone who knows nothing about game design ( nor have they really experienced any games with horrendous graphical design ) and use this as an example of how even small flaws in it can have real impact on a game.
I edited my post to include a video that is not mine, but mine is actually meant to be an extension of the 2nd video. In it, Wolle examines part of how elevation impacts the game. its 2 minutes long
: Great video, very informative.
thank you! i cant say i worked hard on it, but this is something ive been thinking about for a while so i have put a lot of thought into it
Atanchan (NA)
: There's _visual_ elevation, and a z-axis in-engine. The actual game logic only utilizes x and y coordinates for collision detection and stuff, though.
well i just proved that the visual elevation affects player input. so the Z axis isnt PURELY aesthetic
: I could've sworn riot said that there was no elevation.
i dont think so. i demonstrated rather clearly that elevation is a thing. Also if you go to the description of my video, i put a link to an other video that discusses the elevation mechanic
Rouwhorst (EUW)
: Please do a video on pathing. The current system makes you walk around eventhough you can reach it over the wall That has way more impact on the game
no its not that pathing makes me want to walk when i am in range, its that the display shows that it is in range when its not. Because the view isnt dirrectly top-down, its tilted slightly back. This makes the range indicator lie, telling you things that arent in range, are in range
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Brascus (NA)
: The guide vectors aren't projected onto the terrain which would probably solve the mechanical clarity, but at the same time not look as clean, and I think Riot went of visual clarity over mechanical clarity if that makes sense.
i think they could and should have just not added a physical drop in the map, making it 2D instead of 3. Im not sure if they could even change it to that now though without visually demolishing the map, that would need to be an early decision, not something they can just change after a couple years. regardless, i dont like it
: Why are you aiming at a random point between yourself and your target? Aim at your target as the system adjusts to that automatically, problem solved. This "issue" is a non-issue, you're just looking for something to complain about.
you dont ALWAYS aim directly on a target in a fight, often times, you just aim in their direction so you can move your cursor elsewhere faster, in this instance, the elevation mechanic does get in your way. more importantly, the second point about abilities that target locations on the map, not units or directions, that is impactful to game play when you are told that point is in range, but it isnt
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: New Veigar build Path
you can alsl start spell theifs and reffilable potion but dont upgrade the spell thiefs at any point in the game
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Mr Trsdppy

Level 169 (NA)
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