: Username update client prompt on pause
you're a multi-billion dollar corporation and not one of you thought "hey, we should just let people sign in with the associated email address, that's already unique" amazing
: TFT Ranked - What are we doing for Set 2 Rise of the Elements?
>We'll be hard resetting everyone’s rank down to Iron. >We'll be soft resetting everyone’s MMR. You realize that's not how ranked ladders are supposed to work, right?
: A Thanks to All Twisted Treeline Players
wow, TWO summoners icons AND a bad vilemaw emote no one will ever use you really outdid yourselves this time
: Preseason: Rise of the Elements on PBE!
Meddler (NA)
: Quick Gameplay Thoughts: September 13
revert the awful aurelion sol rework thanks
: TFT - New Item Distribution System
repeat after me: stop randomly deciding when to dispense items. What the items *are* can be RNG, but not whether or not you GET ITEMS. It's absurd and turns TFT from what should be a strategy game into a coin flipping simulator adding more ways to get champions (in place of items no less) is ass backwards. Implement MTTH in the shop and none of this will be necessary
Meddler (NA)
: Quick Gameplay Thoughts: August 9
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=wYcVRQBO,comment-id=,timestamp=2019-08-09T16:40:27.241+0000) > > **RNG in TFT: Item Drops** > > * We don't think solutions like exact same number of items per player every game are the way to go This is so hilariously nonsensical... whoever is behind these decisions is clearly not equipped to be designing strategy games... acknowledging and then actively ignoring the single best way to balance your game is mind-numbingly stupid your statement is literally a commitment to leave the game broken and unplayable astounding
TyRamos (NA)
: Odd, the original post 6 months ago said that if you own both skins, and get to honor 5, you'll get BOTH chromas, now its only 1? https://imgur.com/a/SDm3VW2
instead of a tiny carrot on a stick, riot decided they'd prefer just to beat you with the stick
: What is it you don't like about it?
it's needlessly noisy without being visually distinct or interesting it doesn't read as egyptian/shuriman/desert/ancient/runic, it reads as random gold sparkles
: VFX Updates for Amumu, Lulu, Tryndamere and Ziggs
unfortunately, amumu ult looks awful... huge step in the wrong direction
: THIS is not fortnite omg ge t the hell out{{champion:32}}
your comment is extra-hilarious, because dota 2 was the first game to popularize the model
: New ways to earn Prestige Points
congrats, you have the worst battle passes of any game on the market
: Updating our discounts for 2019
event passes are garbage and you should feel bad for doing them... they're the laziest, most shameful implementation of a battle pass I've ever seen in a game
AD Yuumi (NA)
: Nexus Blitz - Week 4 Feedback and Patch Notes
blitzcrank blessing is still terrible. It needs to be removed
: The first two events of room 613 will be only open to women and nonbinary folks.(there might be some exceptions. I will try and post on Twitter the sechedule everyday) However, all the activities of the room will be open to all after 3pm, including the "Ask a Rito" time. :D
certifiably insane
Valerdi (NA)
: > [{quoted}](name=NotSoEvilDead,realm=NA,application-id=A7LBtoKc,discussion-id=A6uAU8Yl,comment-id=0132,timestamp=2018-08-19T08:22:18.715+0000) > > The blitz hook buff is terrible and needs to go I don't mind but it shouldnt go through minions, should be regular pull if not then remove.
I have yet to be hit by it, but it's just a terrible idea for a buff no matter how you cut it. I can't imagine any version of it will feel fair and properly telegraphed. They need to cut their losses on this one.
AD Yuumi (NA)
: Nexus Blitz - Week 1 Feedback and Patch Notes
The blitz hook buff is terrible and needs to go
: Champ Mastery Costs, Masterwork Chests, and Some Loot Buffs
Riot: reduces OE disenchant rates of all skin shards in one patch, promising to add OE rewards elsewhere but never delivers Also Riot: refuses to change OE craft costs for ult/mythic skin shards because they "don't make retroactive changes" As already explained to you, this wouldn't even be a retroactive change. I take issue with your disrespectful, weasel language attempting to paint a change *going forward* as some form of retroactive compensation. Words have meaning, and you need to stop using the word "retroactive" to disguise the fact that you clearly don't care about players with expensive, uncraftable shards sitting in their inventory. It's funny how you only invoke this "retroactive" nonsense when the players are getting shafted. Your inability to meaningfully address these criticisms says everything about your "commitment" to player satisfaction.
: All these changes are just going forward, not retroactive. That's why we're announcing the change early. Generally like a two weeks heads up is how we try to do it when we announce price drops or any kind of "generosity" buff like this
"retroactive" would be compensating people who have already crafted ultimates, which is not what they're talking about. Changing the skin shard craft cost *going forward* to 0 OE would be a sensible change in line with your loot goals. It would also have the added benefit of not making a bunch of players feel like they're getting fucked over and stuck with a shard they can never craft. This would be the 2 week warning to hold onto these shards instead of disenchanting/crafting them. Using "no retroactive changes" as an excuse to not make this simple change is really, REALLY insulting.
Mihaitha (EUNE)
: > * **You said...** when you get one of the super-rare ultimate or mythic skin drops from loot, it doesn't feel great to have to disenchant tons of skins to unlock it. > * **So...** Ultimate and Mythic skins will now drop as auto-redeeming permanents (no orange essence required to upgrade them). > [{quoted}](name=Riot Cactopus,realm=NA,application-id=A7LBtoKc,discussion-id=zKItWb9m,comment-id=00080000,timestamp=2018-02-22T19:33:58.004+0000) > > All these changes are just going forward, not retroactive. That's why we're announcing the change early. Generally like a two weeks heads up is how we try to do it when we announce price drops or any kind of "generosity" buff like this So if you already got one of the **super rare** ultimate skins but can't afford to upgrade it, fear not, you will still be unable to upgrade it, but you will be able to upgrade it for free in the very unlikely event that the **super rare** ultimate skin will drop for you again. Yea, makes a whole lot of sense...
yeah, that part makes zero sense. They could easily just change the ultimate/mythic skin shard upgrade cost to 0 OE when this update goes live
: Difference here is I can choose when I purchase something from the store, I didn't get to choose when a mythic shard randomly popped out of a box. I couldn't ask the loot system to just wait a month before giving me a rare drop. I'm lucky enough to have had the OE to craft it but for anyone that as an ultimate shard lying around an announcement like this probably just stings.
Can confirm: it does. I'll never be able to craft that skin with the current disenchant rates and ultimate cost
: I feel ya but to be super real with you we've just gotta be able to make positive improvements to pricing/reward systems without also being forced to do a bunch of work retroactively applying systems/prices. We're trying to set really clear precedents with stuff like this: when we announce price drops on other stuff in the store, we announce it at least a couple weeks in advance so people are given a decent heads up—but we don't do refunds or, like, retroactive reparations in those cases either. Hope that makes sense (I know it feels like less of a homerun than the other parts of the announcement though)
Just change mythic/ultimate skin shards to cost 0 OE to craft and have the same disenchant value as the equivalent permanent. While the changes going forward are good, this is a huge slap in the face to people like me who are sitting on a shard they'll basically never be able to use
: Champ Mastery Costs, Masterwork Chests, and Some Loot Buffs
Will the ultimate shard change apply to shards in our inventory? Because I just got an ultimate skin shard I'll never be able to craft since you heavily nerfed orange essence drop rates. And if that's the case, this sounds like a huge slap in the face
: ##Edit: Even if you disagree with the reasoning below, don't downvote me too much! I want more people to see our honest response to this question. This orange essence thing is a spicy one but I'll take my best shot at addressing it. The most honest answer it comes down to is that we wanna be able to spread out orange essence type loot and rewards across multiple systems without having to take an additional huge revenue hit at the same time that we're making runes free. I'll explain what I mean. Basically, when we first started giving out skins and stuff through the loot system, the only way you could get it was by 1) paying for it or 2) earning it through the mastery chests. Going into 2018 you're also gonna get skin content through things like events and honor (lets call them "orange shards" since we're really talking about anything that can be disenchanted into orange essence). We lowered the disenchant rate on shards, and we're giving out more shards. So that's what I mean by spreading it across multiple systems. I think we'll actually have to wait and see whether players feel that the additional shards from the other systems make up for the disenchant rate changes. Preseason shipped with some other upgrades to loot like bad luck protection and chances for double drops in chests, and I think we'll have to wait and see how that feels for players before we'll know. Now, there's another question implied here, which I think also bears addressing: **"Why can't Riot just give us more orange essence and more shards?"** The answer is that we make money on League through RP sales, and we want to be really responsible about how much we cut into RP sales when giving away stuff. Giving away skins and cosmetics through our in-games systems is something we have to manage really carefully—if it becomes to easy to earn orange essence and shards, RP sales would go down a lot (why pay for it when you can just get skins for free?). Even though League is free to play, we do need to make money and manage it responsibly so we can reinvest it back into the game. That's why making cosmetics too easy to get for free would be irresponsible for us, as a business. I know it's hard to get excited about an explanation like this, but I hope it makes sense! ##ONE MORE LONGISH EDIT TO CLARIFY A POINT: **I don't want to make the promise that the orange essence amounts you get will “even out” or be the same as before.** There’s way too much variance in the rates that people get OE from mastery and all the other systems for us to say that with a straight face. And the truth is the nerf to OE disenchant rates was significant. It’s more than we reigned it in to give ourselves wiggle room with these other systems. And honestly, the revenue hit from making runes free was a factor we considered as part of that. The goal is to make rewards systems that feel meaningful, rather than just constantly increasing the amount of stuff we give out every year because player expectations keep rising. It feels icky when we start talking about protecting revenue and budgets and shit, but we’re open to feedback on this stuff. I see basically no one talking about the double drops or bad luck protection that we already added to the system, so I wanna wait for a while for people to get used to the changes.
Absolutely nothing in your comment explains why you cut orange essence disenchant rates to 1/3rd with no additional mechanism in game to earn orange essence. All while continuing to price hextech content in the store at the same RP cost. When (if) you add new systems to obtain orange essence into the game, it may be appropriate to change the disenchant values. Not before. Further, it is incredibly disingenuous to conflate free runes with orange essence. Blue essence has absolutely nothing to do with skin shards.
Meddler (NA)
: Quick Gameplay Thoughts: November 1
> **Adjusting some champ and skin VO** > > We're currently looking at champs and skins that play their VO to everyone, with the aim of adjusting those that are too chatty, resulting in an annoying experience for others. We've already made some tweaks to Pulsefire Caitlyn, so if you've found the VO playing alongside or against that skin excessive in the past let us know if it's still a problem. Next up is Super Galaxy Rumble, who'll get toned down in an upcoming patch (maybe 7.23, not sure exactly yet). We'll be looking at other skins and champs after that too at some point, so let us know if there are particular ones you think are out of line. xayah is annoying as hell also, you should fix these rek'sai bugs https://boards.na.leagueoflegends.com/en/c/bug-report/QAas4HIe-reksai-bugs
Gixia (NA)
: > [{quoted}](name=NotSoEvilDead,realm=NA,application-id=A7LBtoKc,discussion-id=24K8ORZQ,comment-id=002b000000000000000000000000,timestamp=2017-10-26T13:08:53.918+0000) > > removing a form of skill expression lowers the skill ceiling. No, it doesn't. It reduces the value of one skill while increasing the value of other skills in exchange. Reducing a form of skill expression (and it is reduced, not removed) doesn't lower the ceiling, it just makes that specific skill less valuable. You continue to fundamentally misunderstand what the term 'skill ceiling' means. > I'm not sure why you're too daft to understand that. Yes, coordinating invades takes skill. So does predicting jungle pathing. You start by agreeing with my point and then decide halfway through that a form of skill expression you don't like doesn't count because "coordinating invades." When did I say I don't like CS tracking, and when did I say it doesn't count? I said it doesn't lower the skill ceiling, because it doesn't, and people need to stop talking about the skill ceiling like it's some magic 'win the debate' argument when most of the people throwing the term around don't understand what it means or how to apply it in a way that's relevant.
I've explained how it lowers the skill ceiling. You just like ignoring it because you don't like early game cs tracking. Which is your prerogative, though it doesn't make you even remotely correct. As for where you said you didn't like it, it was manifest from your hilarious earlier post "What takes more skill? Coordinating invades with your team and employing effective use of map vision to scout out the enemy jungler? Or hitting the fucking tab button on your keyboard and doing basic math?" edit: And since you're just going to continue ranting about "misuse" of skill ceiling, here you go: Skill ceiling: Maximum player efficacy achieved through refinement of mechanics, techniques, and strategies developed through practice, experience, and clever exploitation of game mechanics. By this definition, it clearly lowers the skill ceiling. If you're using another definition, *you* are the one who misunderstands skill ceiling. As said by the legendary Gene Wilder: "You get nothing. You lose. Good day sir." Please direct your petulant rage at someone who gives a shit, because this is the last post you get from me. Good luck.
Gixia (NA)
: Really? You wanna talk about the skill ceiling? Sure, let's talk about concepts you don't understand. The skill ceiling is the peak of skill, that's why it's called the *ceiling*. It is the highest height that can be reached. It is the best you can possibly achieve. The more skill is required to reach the ceiling, the higher it is. By contrast, the skill ceiling is lowered when something is made easier, because you need less skill to reach that height. What takes more skill? Coordinating invades with your team and employing effective use of map vision to scout out the enemy jungler? Or hitting the fucking tab button on your keyboard and doing basic math? There are plenty of arguments you can make in favour of CS tracking, but the skill ceiling sure as fuck isn't one of them.
removing a form of skill expression lowers the skill ceiling. I'm not sure why you're too daft to understand that. Yes, coordinating invades takes skill. So does predicting jungle pathing. You start by agreeing with my point and then decide halfway through that a form of skill expression you don't like doesn't count because "coordinating invades." Like I said: just a terrible, terrible take. Bravo. I'm impressed at how stupid that take is.
Basshead (NA)
: Am I the only person who disagrees with the opinion that tracking enemy junglers by cs score is a skill? How is doing math while pressing tab "tracking" the enemy jungler? You put 0 in-game effort into gaining this information, why should you be able to deduce his early game route? The only reason why you got his cs number is because he showed on the map. Actual tracking involves you poking your head in his jg to see if his camps are up or taken while using wards / vision plants. I think it's a fine change thats a huge improvement for spectators and for players to gauge the number of camps taking between junglers.
"doing math and drawing inferences from data are not skills" wew lad
: This will make counter-jungling the big monsters and leaving a piece of the camp up to starve them more common. How will the Creep Score show the amount taken from an unfinished camp?
the rioters pushing through these changes probably never even realized this could happen, because they don't jungle at a high enough skill level to be cognizant of the underlying strategies. Expect something ridiculously stupid like only getting CS from a fully cleared camp
Gixia (NA)
: On the contrary, I do understand, *I just don't care.* A challenger level player will still be better than every other player and we're not going to suddenly see an influx of bronze level jungle mains somehow hitting challenger. If tracking CS is somehow literally the *only* reason someone was able to make challenger, they probably don't belong there. EDIT: Not to mention you're still going to be able to use CS and experience playing the game to track the enemy jungler, just not as precisely. "Oh, the enemy jungler just showed top with 12 CS and double buffs, so I know they've taken red, blue, and one other camp, and it's a kayn so odds are good that the one other camp was raptors."
"lowering the skill ceiling in jungle is a good idea because there's still other stuff to do in jungle" just a terrible, terrible take. Bravo. I'm impressed at how stupid that take is.
: >Jungle camps are all worth the same creep score. One consistent issue in judging the impact of a jungler v. jungler match-up is that creep score can mean vastly different things. This is especially true if one champion specializes in single target camps while the other is an AoE monster. Please do not do this. PLEASE. Please do not do this. You have systematically been making the game easier. From season 2 onwards you've systematically been making it easier for bronze-silver players. Stop doing this. CS tracking is one of the most skill intensive parts of jungling. Being able to do mental math quickly in your head, determining which camps he hasn't done, and then accurately predicting where he'll be is an art form that separates those at the top from those who play casually. I want there to be skill in jungling. As a diamond jungle main this issue is important to me and I hope you'll take what people have to say seriously. We do not wan an "ezmode" jungle.
I'm with you mate, but don't expect a meaningful riot reply. By the time they talk about these changes on the boards, they've already decided it's shipping to live. The only thing that will stop them is an outcry from thousands of players (which obviously won't happen here). The only time I remember a meaningful change getting scrapped in the last few years is when all of the lee sin mains cried about minor changes to his ult. Like I said on another comment: "nuanced jungling went out the window a long time ago with global red/blue timers. Riot is more interested in holding the hands of terrible players than promoting strategic gameplay"
: Jungle camps are all worth the same creep score. One consistent issue in judging the impact of a jungler v. jungler match-up is that creep score can mean vastly different things. This is especially true if one champion specializes in single target camps while the other is an AoE monster. Now each camp in its entirety will grant 4 creep score, which generally matches the camps’ value and should provide for easier comparison of a jungler to their direct opponent. If i have well understood this change will eliminate one of the main moments of jungler's early game: when the enemy jungler decides to gank early or i have vision of him i can see his creepes, in this way I know which camps he have just cleaned and I can predict which will be the next one (this is really important for counter jungling). After this change this mini-strategy won't exist anymore.
nuanced jungling went out the window a long time ago with global red/blue timers. Riot is more interested in holding the hands of terrible players than promoting strategic gameplay
: Catch-Up Experience and Jungle Changes in 7.22
arbitrarily changing CS for jungle camps is incredibly stupid. If you're worried about the clarity of gold gains, allow players to see total gold earned on the scoreboard. Either directly or via hovering over the current creep score. This is just a ridiculous change.
Meddler (NA)
: Quick Gameplay Thoughts: September 29
how about those rek'sai bugs? https://boards.na.leagueoflegends.com/en/c/bug-report/QAas4HIe-gameplay-reksai-bugs
L4T3NCY (NA)
: Showdown 1v1/2v2 mode in Customs
well, if you insist. 1v1 me bro
: Frequently Asked Questions About the Upcoming Leveling and Rewards Changes
> [{quoted}](name=Riot Cactopus,realm=NA,application-id=A7LBtoKc,discussion-id=c7He9MWq,comment-id=,timestamp=2017-09-12T22:06:30.363+0000) > > #**Will we receive blue essence after every game?** > > No, the new rewards system is all designed around champion shards (which can be turned into blue essence) dropping whenever you level up. Awful
Meddler (NA)
: Quick Gameplay Thoughts: September 12
When you reworked rek'sai you said you were committed to fixing her bugs. And here we are months later with no progress on her bugs https://boards.na.leagueoflegends.com/en/c/bug-report/QAas4HIe-gameplay-reksai-bugs
Meddler (NA)
: Quick Gameplay Thoughts: September 1
Any word on rek'sai bug fixes? https://boards.na.leagueoflegends.com/en/c/bug-report/QAas4HIe-reksai-bugs
Wuks (NA)
: Upcoming Changes to Leveling, IP, & Rewards [Major Update]
removing the ability to upgrade to permanent champion shards is really lame. Otherwise a pretty decent idea, since pretty much every other game has had uncapped leveling for the last few years. Seemed inevitable
: I had all 4 ribbons at least once over the years. I only got the "total of 10 or more honor" icon. That's insulting. 2500 honor just wiped for you guys to give me a little icon that says "fuck you for playing our game since '09 and being sportsman like the whole time and never being banned or leaving games"
Riot did it now, they pissed off pornstar santa
: So if we have gotten a ribbon in the past year, or have every gotten a ribbon since the old honor system was out? because I know I've gotten the green and red ribbon before, but I only got the gold honor icon for getting 10+ honors with the last system. I'll be really disappointed if I don't get the other 2.
They either gave the ribbons out incorrectly or they lied about the criteria, because I'm also short two of these awful icons.
: Yeah, that one's basically our participation trophy and most folks will get it. The other four are meant to be hard-mode rewards. We tried to guard against ribbons being shitty the last couple years by including the top 10% of honored players per category.
Ahahaha, even your shitty rewards are broken. All I got was the 10 honor icon even though I've had at least two ribbons in the past (green and blue, I believe. Whichever those were). Just terrible, terrible rewards that you couldn't even hand out correctly. Peak Riot.
: Rewards for old Honor are out
Ahahaha, even your shitty rewards are broken. All I got was the 10 honor icon even though I've had at least two ribbons in the past (green and blue, I believe. Whichever those were). Just terrible, terrible rewards that you couldn't even hand out correctly. Peak Riot.
Meddler (NA)
: Quick Gameplay Thoughts: August 29
so, how about the myriad rek'sai bugs? https://boards.na.leagueoflegends.com/en/c/bug-report/QAas4HIe-reksai-bugs
: Rewards for old Honor are out
More summoner icons no one will ever use. Nice.
: > [{quoted}](name=DarkHalo16,realm=NA,application-id=A7LBtoKc,discussion-id=4KAg8Y1F,comment-id=003d,timestamp=2017-08-24T00:18:26.431+0000) > > Am I the only person that doesn't like this change at all? Definitely not! Every change we've ever made to the game has met with at least some negative reception, even internally. But please believe me when I say we really, really don't want to intentionally make things that you dislike, we sincerely want you to enjoy the game that we put tons of hard work into. However, there will always be things about League that can be improved, and the answer should not be "don't change that, some people will dislike it!" to everything because then nothing would ever get done. This is not to marginalize you and others who dislike these changes -- I am really, really sorry that you don't like these changes. We strongly believe that Runes Reforged is moving League towards a better future in the long term, and are eagerly awaiting preseason to see how we did. Truthfully, we've been wrong about such things before (Dynamic Queue), and we will do our best to recognize those situations and revert if its clear we went astray.
The most ridiculous part of these changes is you're calling this "runes reforged" to obfuscate the fact that runes are being removed completely -- one of the best parts of building a champion to suit each player's preferred play style. And there is absolutely nothing being added to counterbalance this besides the addition of some generic stats to each champion. League has been so watered down in complexity over the last year or two that it's absurd you write off legitimate complaints as "oh well, can't please everyone." You've made a conscious decision to cater to people who want to roll their face on a keyboard over people who enjoy nuanced character building and decision making. Removing strategy from jungle routing with global timers? Awful. Flex queue? Awful. Removing boot enchantments by making dubious balance claims? Awful. Balancing the jungle smite bonuses for two seasons and then saying "fuck it, remove them?" Awful. Releasing new/reworked champions without fixing any of the bugs reported on the PBE boards? Awful. Removing runes? Awful. Bad decision after bad decision after bad decision. If this is your idea of a "better future" for league, then you can count me out. Runes reforged is the next iteration of the mastery system used as a smokescreen to reduce game complexity. It's as simple as that. It has nothing to do with runes other than the aesthetic choice to show them as rune slots in the client.
Meddler (NA)
: Quick Gameplay Thoughts: August 22
So, how about those rek'sai bugs? https://boards.na.leagueoflegends.com/en/c/bug-report/QAas4HIe-reksai-bugs
Meddler (NA)
: Quick Gameplay Thoughts: August 4
Any progress on these rek'sai bugs? https://boards.na.leagueoflegends.com/en/c/bug-report/QAas4HIe-reksai-bugs
Meddler (NA)
: Quick Gameplay Thoughts: July 28
any chance you're going to hit some of these rek'sai bugs soon? https://boards.na.leagueoflegends.com/en/c/bug-report/QAas4HIe-reksai-bugs
Quepha (NA)
: I play every day and i'm not sure i ever earned the full 12 key fragments in a month before or after the honor system. Key droprates were always bad.
I suppose there's some truth in that, but I played enough to get the maximum number of key fragments about half the time with the old drop system. And it should be even easier now that you don't need to win for them to drop, but it seems to be quite the opposite.
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NotSoEvilDead

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