: I think they are called placements not provisionals. Not sure though.
Placements are your initial 10 matches, Provisionals are the replacements, so your 2nd placements and after.
Mcsquzzy (NA)
: sounds like Weak Ultra Rapid Fire
Oh and I forgot to mention that you can buy items anywhere.
Mcsquzzy (NA)
: sounds like Weak Ultra Rapid Fire
Except its a PERMANENT GAME MODE
: Please make games longer again.
So Dota 2 recently introduced a gamemode called Turbo Mode (it was in Dota 1 but it was only now introduced to Dota 2) and its basically a gamemode where everyone has bonus gold and XP gain, as well as reduced respawn times. I honestly think Riot should consider including this into League as an alternative normals game mode, and return normal League to elongated 50 mins games for ranked and regular normals.
Rioter Comments
: Since when is the game over if 2 people lose laning phase?
: Tbh. the whole new rune system does not seem to be thought through. There's so many broken options. {{champion:31}} + Demolish is just the latest. This game is becoming DOTA "Nothing is broken 'cause everything is".
This isn't a Dota case of "Nothing is broken cause everything is", it's a "this is just broken design". The way Dotas balancing works is that if someone has a really strong ability, someone else has a way to deal with that ability or weaken it and vice versa. This happens because most of, if not all interactions are intentional, meaning that if someone wrecks towers, he is balanced around that, and as such he has weaknesses to compensate. With the rune rework however, riot isn't designing each and every rune with every specific champion in mind, as a result, interactions like {{champion:31}} and demolish will be an "unintentional" broken option, and is a consequence to such a large redesign.
: Odd Mechanic Idea I Had
Basically reverse this guy ?:https://dota2.gamepedia.com/Bristleback
: Playrate is not the same as Most Effective Tactic Available
> Most Effective Tactic Available That's the stupidest thing I've ever heard
Cloud273 (NA)
: Wukong has a 53% win rate in plat right now. If anything he needs nerfs.
2% pickrate though. He has a high winrate because only wukong mains play him. Same thing with Galio's 54% winrate pre-rework. He didn't have a high winrate because he was strong, he had it because only Galio mains who knew his intricacies played him
: at some point games will be late game focused again
Well, it hasn't been like that for almost 2 years now :/
Áery (NA)
: Whole season? This game went to shit after 5.22
: ***
I agree, it looks simply bad because the contrast between the arcade elements and classic elements is too ugly
Durzaka (NA)
: Games are averaging less than 30 minutes. so 23 minutes in is pretty late right now.
thats what im saying. 20 minute games are too short
: Since people didn't want hour-long games as a regular thing.
Games should average around the 40 min mark. 20 mins is too early and lol isnt well equipped for those, and 1 hour is too long and boring.
Kynin (NA)
: I dont remember where but Riot said that the ult did not fit well with his kit and they would look to come back to it with a future champion.
Rioter Comments
333 (EUNE)
: Q: Feels clunky since it locks you up if you are playing assassin(not good). Old Q was an AA cancel and felt fluid. Needs a revert. This means that it can be cast before leap, to make up for this simply let Rengar lose his free crit from ult. W: Is problematic. Since it scales off of hp it rewards Rengar for building hp, which is not suited for assassins. Maybe make his regular W grant tenacity and let his ferocity W heal for a flat amount like before rework and remove CC like now? E: Is fine. R: The alert range needs to get significantly decreased so that it feels more like a hunt rather than a military call for the enemy team to group. Enemy shouldn't get alerted before I could jump either, either make both the alert and invisibility instant or make both have a 2 second delay. The alert indicator on the nearest target however, is fair counterplay. Passive: Good change. Prevents ferocity burst build up before ulting. Bonetooth is a little problematic and could be more creative but seems okay like this. Edit: W idea
Im not sure I like the ferocity change. An assassin is supposed to efficiently kill a target, and not build up damage in a fight. That would be a bruiser. If Rengar wants to be an assassin, the passive change is detrimental.
Rioter Comments
Aeró (NA)
: thats asking too much. but unlocking every character is reasonable
Both Dota 2 and Heroes of the Storm has every character and skin available in their practice modes.
: http://nexus.leagueoflegends.com/2017/02/ask-riot-i-need-more-keys/ Live Gameplay team is minimum Gold, mostly high Plat and Diamond. Play Test team is high Diamond and Masters including former LCS players. Trying to help put these "Rito balance bronze lul" comments to rest.
Systems focuses primarily on long-term work, working on the foundational rules that LoL runs by. Stuff like map layout, how runes/masteries work, how XP/gold are generated, etc. Systems works in more conceptual/abstract spaces on average than the other teams. Design principles and theoretical analysis are especially important here Bronze up to Gold Sure, its not live balance, but these kinds of mechanics or as if not more important than the active balancing.
: When you think all riot members are on the balance team and use your smurf to comment so you don't show your rank.
Well... the man that made plants was in silver 4 so, maybe there are bronze players on the balance team?
: Can we update Wukong's Passive?
Sraeg2013 (EUNE)
: Some people like to Flash their D. Don't judge.
I don't get it. When you start the game, you get Ghost on D and Heal on F. The game immediately gives you a mobility spell on D, and a utility on F. When you get Exhaust, Tele, Ignite or Smite, you naturally replace heal. Finally, you replace ghost with flash at level 10, which is still on D. I don't get it
: Just so we're clear, are you talking about that thing DOTA 2 has? Because if you're talking about that kind of setting then yeah I think it's way more efficient, but it lacks the 'feel good' feeling of promotion other than when you get through the classic 500 point (or 1k point by extension) milestones. Silver for example feels better to say than like, 1500 or something. Granted, if they change it to the number system (whether that means returning to an old system I've never seen in league or adopting a new one) I won't be too broken up in the slightest.
Its similar, but the old elo system did have ranks depending on your elo. If you got to 1800 elo as an example, you would be considered gold.
: its not like riot is changing runes and masteries or anything but ok
Ya... they are changing it... but who it to say that they won't lock certain runes or slots behind levels?
: If you were not aware, Runes Reforged is coming at Pre-Season, so sums will be the only thing locked behind level after that. Grow up and get over it.
how can you be sure that they won't put a level locking system behind that?
mckaøs (NA)
: pre-order items before backing to base
: Make Towers great again!
They should honestly bring back to how they were in Season 5. Sure the games lasted a while, but I would rather have that over games that are decided in 10 mins
hitted (EUNE)
: 2 Years ago someone posted this.
The problem with Riot is that they are all mouth no ears. They talk a lot, and they explain what they are doing, showcasing new things, but they don't take feedback. I am ok with Riot being open to the community about things they are making, but at the end of the day, they ignore most of the feedback made by the community, and the whole thing becomes pointless. The only time they listen is when things get bad and they presumably get a playerbase drop.
: Can we please introduce more item variety?
Item diversity, one of the many things Riot was aiming to do since, the season 2, and never managed to do it right, along side jungle and mastery diversity.
: technically the "reminder" exists in form of the noobs-tooltip. i Keep it turned on just so i don't Forget making my runes and masteries in every champ select. and i agree that maybe some "pre-set" summoners might be an good idea, but it might also be a bad idea, because it could give out an false idea of enforcing meta into the game, example going exhaust botlane, where on champs like blitz and thresh ignite is getting increasingly popular, or tp top when ignite and exhaust are also an option, or flash ignite mid, where there are also cleanse, ghost and barrier to use.
>and i agree that maybe some "pre-set" summoners might be an good idea, but it might also be a bad idea, because it could give out an false idea of enforcing meta into the game, Cool, except Draft Pick as a gamemode does that, and in fact the entire game is now balanced around enforced metas.
: riot opted into champions having more uptimes when they can use their spells because it makes the game more fun
This This is what I hate about Riot, and the directions the game is going. I always saw League of Legends as a STRATEGY game. The whole point is that I have to strategically think about what I'm doing, and how I use my resources. There is a difference between League of Legends, and Street Fighter, except it seems like Riot wants league to be a top down Street Fighter, with objectives and farming. IMO, it just doesn't work, and it feel counter-intuitive to the game design. Rito plz. /rant
Durzaka (NA)
: >Also, this may surprise you, but DOTA has 113 heroes, with quite a few of them being carries and all of them having varying power curves. And in fact, most of them have crummy early games in exchange for being absolute monsters later on The thing with this is it really isnt a fair comparison though. Because in Dota (if I remember correctly from my 100 or so hours of playing) has no scaling for mages. They scale hard with levels, but outside of Scepter, they dont get increased damage for their skills from items. So this lets the early game be decided by mages/supports, and late game decided by the hard carries. LoL doesnt have that because Mage damage stays relevant the entire game.
Dota does have scaling for mages but its insignificant. You probably played before it came out so let me run you down. There is a stat in the game called Spell Amplification. It is percentage based, and it directly buffs any spell that deals damage (although there are a few exceptions of other stats being increased. So if you have 5% spell amp, all of your damaging abilities, whether it is physical, magical or pure, deals 5% bonus damage. Spell Amp is granted through an item called Aether Lens, some talents grant, and most importantly, you get 1% spell amp for every 14 points of intelligence.
: Your mains' Passives are now three times as powerful. How OP are they?
{{champion:62}} {{champion:62}} {{champion:62}} IIIIIIIIIIIIIIIII,,,,,,, CANNOT DIIIIIIIIIIEEEEEEEEEEEEEEEE {{champion:62}} {{champion:62}} {{champion:62}}
: isn't god's strength duration like 26 sec? how exactly do you bait it? since he also gives his entire team a sivir ult?
First off, you can bait it, but I was mostly focusing on the BKB. If you get him to have his BKB at a 5 second duration, it is extremely possible to then lock him down with Hexes, Stuns, etc. Not to mention, certain team comps and heroes can offer large team escapes such as Underlord and Centaur, meaning that they can effectively get the team out of a fight when Sven ults, and after the 25 secs, it would be considerably safer to re-engage. However, it still is more effective to play around the BKB, and once the 5 second duration expires, you hit him with CC and other stuns and kill him. Once Sven is locked down, the rest of his team will most likely not have that much DPS, and they will more or less not be too much of a threat.
Lirik (NA)
: dota 2 has became a much more superior game than league (i am sad about this) why you might ask ? well well its easy ... thiers devs are actualy working on the game, and they actualy care about the competitive aspect of the game and the community refuse to turn into a CAREBEAR world so yeah keep playing league casuals phuck and don't come to dota THANKS.
What I honestly think is the best thing about Dota is that IceFrog can simultaneously make a balanced game, and yet make everything a complete shit show. Honestly, when was the last time you read the patch notes of a major patch and didn't go "WHAT... THE... F**K????".
: > [{quoted}](name=Atanchan,realm=NA,application-id=3ErqAdtq,discussion-id=HKLEugdE,comment-id=000f,timestamp=2017-06-06T12:29:07.025+0000) > > I - wha? > > Faceless Void can still stun your entire team for 5 seconds and destroy them. It's just super unreliable - his rework was focused on giving him _more tools that he could use early on_ so that you didn't have to run him as a carry to justify abusing Chronosphere. Because that was always really unreliable. But if a team is willing to take that risk, they can still have Void hard-farm to become a carry that completely disables the enemy team for 5 seconds as he and everyone with range on his team pounds into them. the rework removed his 1300 range dash, which made him able to stun a lot of target from surprise now if he wants to engage on a lot of people, he will have to buy blink dagger which reduces his damage eventually, if he also engages with time walk he won't backtrack like before and can die easily from burst or other ranged hyper carries keep in mind that all my dota knowledge is focused on esport and i didn't see a faceless void in pro building mask of madness+crit+agility since a long time but rather now, it's blink dagger linken sphere and vladimir offering utility while going into the offlane instead of the safe lane and this to me, means that faceless void is no longer like before where he could stun a lot of targets, use BKB and kill everyone with tons of damage > [{quoted}](name=Atanchan,realm=NA,application-id=3ErqAdtq,discussion-id=HKLEugdE,comment-id=000f,timestamp=2017-06-06T12:29:07.025+0000) > > > Also, this may surprise you, but DOTA has 113 heroes, with quite a few of them being carries and all of them having varying power curves. And in fact, most of them have crummy early games in exchange for being absolute monsters later on, with the main counterplay late being getting off really good ganks or just having a harder scaling carry. Seriously, have you never heard of Medusa, or Spectre, or Naga Siren? Do you actually have any idea what you're talking about? Naga Siren deals no damage if her illusions get killed Spectre defensive steroid fades with range, which means if you damage her from range she's going to be killed easily Medusa is countered by mana burn, if you also damage a lot she will lose her ability to use ult as she will end up OOM Sven is still stat-checking which is why he cannot be buffed without being broken Icefrog made the mistake of buffing him in last patch and he ended up with 60% win rate while being pick/ban a lot, he was hotfixed a week ago and now isn't picked anymore in pro Sven needs a rework
>Icefrog made the mistake of buffing him in last patch and he ended up with 60% win rate while being pick/ban a lot, he was hotfixed a week ago and now isn't picked anymore in pro >Sven needs a rework Uhm, no. First I want to mention that Sven was just picked by VP an hour ago in their game against IG, and they just picked him again for game 3. Also, the buff was more of a mini-rework to his ult, sacrificing a bit of damage for more tankiness, as well as made ancient stacking a lot more viable. Sven is in a fine spot right now. And to your point where most carries have a weakness that needs to be countered with such as mana burn, sven does have some, and it mostly revolves around playing around his cooldowns. Sven is weak when BKB and God's Strength is off cooldown, and if you bait him to activate it, you can play around it, and punish him afterwards.
Atanchan (NA)
: > [{quoted}](name=Janna X RubicK,realm=EUW,application-id=3ErqAdtq,discussion-id=HKLEugdE,comment-id=,timestamp=2017-06-06T06:00:25.017+0000) > > and? want to know which game tried to balance hard carries like that? indeed dota 2 > > counterplay to faceless void stunning your entire team for 5 seconds and killing them all? don't get to late game lul, which wasn't a good way to balance the champion and he got reworked I - wha? Faceless Void can still stun your entire team for 5 seconds and destroy them. It's just super unreliable - his rework was focused on giving him _more tools that he could use early on_ so that you didn't have to run him as a carry to justify abusing Chronosphere. Because that was always really unreliable. But if a team is willing to take that risk, they can still have Void hard-farm to become a carry that completely disables the enemy team for 5 seconds as he and everyone with range on his team pounds into them. Also, this may surprise you, but DOTA has 113 heroes, with quite a few of them being carries and all of them having varying power curves. And in fact, most of them have crummy early games in exchange for being absolute monsters later on, with the main counterplay late being getting off really good ganks or just having a harder scaling carry. Seriously, have you never heard of Medusa, or Spectre, or Naga Siren? Do you actually have any idea what you're talking about?
Also, I love how he's using a hero that fell hard after 7.00 as an example :/
Rioter Comments
: yeah i enjoyed this when i played dota since i also had no idea what shit did. if you have clicked on a enemy champion and then press Q for example does it still make your champions ability to trigger? if it does i have no issues with this if it doesn't i think it would fuck some people up that like to spam click shit.
Ya, using an ability or attack while you clicked on a non controled unit switches the HUD to your hero
Atanchan (NA)
: It's actually waaaaaaaay easier to carry ( as in, be a complete MVP and dominate the game through mostly your own power ) in DOTA than in League, since an individual's snowballing is far less restricted comparatively. The reason why it might seem hard is likely due to a combination of not knowing what to build ( therefore not snowballing as hard as you can, through aiming for good items for your hero that also shutdown the enemies aka. BKB on practically every right-clicker when against a team that didn't go five carry ) and just not choosing good heroes for carrying ( practically every hero can carry the game this way, but some are far better than it at others and therefore are far more suited to do it at low skill levels - not to mention, sometimes a hero's main benefit is completely irrelevant at low levels, like Night Stalker being able to deny vision really hard when nobody's buying wards in the first place ). And that's all before factoring in that an enemy might start carrying their team before you have a chance to go off, which could be the main obstacle. That all said, one major roadblock for carrying is hitting buildings. If you can't push your advantage hard enough to hit buildings or get an ally in position to do it for you, then the fact that the map has far more sources of income means that the enemy team can close the advantage even if they're unable to take straight-on fights.
There is more to it though. While snowballing is less restrictive, snowballing is a lot harder. In league, if you die to your lane opponent twice, the enemy is already considered to be snowballing, and gets a huge powerspike. In Dota, u need around 5 kills to reach the same effect, and they still can be easily shut down.
: 3v3 is even worse. It's like 2x more snowbally than Rift. They really do need to tone down the snowballing a bit. However, what I hate the most is how the jungle has degraded into who can get their team snowballing first. There is far too much pressure to clear fast and gain an early lead through ganking. It shuts out a lot of picks and completely destroys diversity. All of the HP nerfs to defensive itemization aren't helping either, it just gives early game dps champs (like Lee, Graves) even more of an advantage. Then there's the fact that a lot of people will simply give up when they lose their early advantage, rather than stick it out and try to capitalize on the opponent's openings/mistakes. I see this happen a lot, even if the losing team has a far better late game composition.
Rainfall (EUNE)
: The Tank Item Rework.
the only purpose of {{item:3194}} is to make {{champion:268}} cry in the corner
Bunnymap (NA)
: Increase Rakan's E range without Xayah
Honestly, this is my problem with Rakan and Xayah, and it is that the synergy is just way too forced, and while I hate using this word, it is in fact unhealthy™ for the competitive longevity of the game. I feel like they looked at Cho'Gall from Hots, they said "We need this sort of "coop" design champion in the game. DO IT NOW!" and then they made these 2 separate champions that feel weak if they're not paired up together. Here's what they needed to do: Create two champions that had abilities that synergize with each other's abilities by design, and not by numbers. For instance, if you put {{champion:157}} and {{champion:62}} in one game, Yasuo can ult off of Wukong's knockup. This is the kind of design philosophy that {{champion:498}} and {{champion:497}} needed, complimenting kits.
Rioter Comments
Pinkaj (NA)
: {{champion:62}} or {{champion:11}}
: Guess your main!!
1. Wuju Style 2. Jumps to an enemy and hits nearby enemies 3. Jungle Warrior learns the wuju style
: Beginning? As soon as {{champion:64}} was released mobility creep snowballed to all hell
Ha... no. The beginning happened before lee sin, mainly with {{champion:5}} and {{champion:39}}. {{champion:64}} came after.
: Fun fact: Aegis used to be purchasable.
Fun Fact: It did nothing like what it does now. It was charged based item (out of charges and its gone) and it would make you respawn at the base. Also, why are you talking about an item that was "removed" in 2007?
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Nickssaa

Level 33 (NA)
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