Meddler (NA)
: Threshold change is still a possibility for the future, as above didn't want to change too many things at once with DH though. One thing we've also done since the above was written was reduce the stack rate by half on ARAM, given it's been additionally out of line there. That went out in a hotfix last night. We haven't found a version of Spear of Shojin we think's both healthy and sufficiently distinct from other items yet. Planning on taking another look at it once preseason follow up work's done (so probably early next year). Don't want to make any promises though, given difficulty we've had getting it into a good spot.
Hello, Avid ARAM player (7k+ games), Diamond+ in Ranked. A little feed back on the ARAM nerf (to give 2 stacks per proc). It's a little too much of a nerf there. It is now absolutely not worth it to take, at the point that if you take it, you are trolling your team. Even if you perfectly did it in a 50+ kill game (each side) you are looking at 100 damage on it. That is a lot of kills on one side for an ARAM and not realistic. The average that I see it is from 20-30, with high high end of 30-35~. So by getting 25 stacks on it, you do 50 extra damage, again if perfect. While Dark Harvest -> Presence of Mind was pretty much the standard for ARAM, that big of a nerf makes it pointless. Think about bringing it up to 3 or even 4. I doubt it will happen but that's my thoughts.
: Patch 8.23 notes
Drakes are baby/young Dragons. They become dragons when they have their "element." League dragons have elements attached to them (Cloud[Air], Infernal[Fire], Mountain[Earth] and Ocean[Water]). Please call them by what they are.
: I play A LOT of ARAM (way more then i play SR) and I have never seen this bug. Neither have my friends that I consistently play ARAM with. I don't think this bug is as common as you think it is.
Hi. I have over 7k ARAMs, on one account. I almost play ARAM exclusively. This bug happens often. Going rate of notice is 33-50% of the games. Gg. Get out.
Rioter Comments
Rioter Comments
Who Rengar (EUNE)
: Helpp
Full screen? Try windowed? I've had issues (not this game) with full screen games flickering. Seems to be memory issues. Let me know if that helps.
: @Riot Meddler and or Riot, let's talk about Heimerdinger.
Guys, not sure you will read this but thank you. I'm glad we got to discuss Heimer (whether good or bad). It's beautiful to see that people care.
Kaioko (NA)
: Heimer is fine -- he's a niche pick and should be treated as such the nerf was perfectly justified with how he was winning nearly every single top lane match ups including the ones he wasn't meant to. His turrets do way too much damage early and don't scale well into the late game. IMO he shouldn't get to have all 3 placed out at level 1 and the damage should scale with his level.
Heimer is not fine unfortunately but I'll go with the rest of your stuff as well. He wasn't winning nearly every single match-up. He won a lot of them sure, mainly because since people don't see him, being a niche pick, they don't know how/what to do often enough (not enough critical thinking people for that [IE Going into a game thinking what they should be doing and rather just play like they normally do]). That's where he was winning lanes he "wasn't meant to". The only lanes where that would actually make sense is Syndra/GP/Nasus and, let me tell you as a main that he doesn't win those unless it's 1st time players or bad misplays). Honestly all a bruiser has to do is go Doran's Shield + Hex and laugh at heim. Tanks go Dorans Shield + Spectre's and laugh. His turrets don't do too much damage early, they do basic attacks of like 3-4, beams are on a 1minute timer unless you land W-E, and that's Heimer player doing it not them magically happening. They scale fine into late game (damage wise) and semi-okay with health. They could definitely be better sure. As for 3 being placed at level 1: Don't let him, walk to lane and kill them if he places them early (they have a CD on when they come and he can't insta place them all). If nothing else hit them once/twice and keep them low to kill when ganked. Camp him after completing Hex. I can see an argument for scaling with his level vs ap. They would have to shove more power into his W/E/R than there is now as that would make turrets even worse. Forcing him mid which then you would pick any other champion. By doing so he is no longer a "niche" pick and is not worth playing at all as there are other champs that can do what his W/E does but do it better.
: Singed is melee, Heimerdinger is ranged. If Singed wants to get anything done before he has a few items, he has to actually run up to the enemy in lane and risk eating damage. Heimer sits behind a field of turrets and throws autos, Ws and Es at no risk to himself. Heimer’s turrets are not sitting ducks unless Heimer is not around, and Heimer has far less reason to back than his melee lane opponents on account of his ridiculous health regen and the fact that turrets do most of his work while costing no mana. Attempting to clear his turrets costs time for an auto, placing melee champs in the perfect position to eat an E-W+beams and see the turret replaced because the charges don’t stop building while the turrets exist. Heimer is not weak against melees. Heimer is weak against gapclosers and range.
I mean, I feel where you are coming from. You want to troll on a low level account, I get it. You are not using good arguments though :/ . Singed proxies 2 waves and backs usually (depending on jungler really, he might proxy 3 and die then TP back to proxy more). Heimer unfortunately does not just sit behind a field of turrets and throw autos, W's and E's at no risk to hisself. Heimer turrets draw minion aggro to HEIMER. Heimer has to constantly move far enough away from the minion wave or abuse bushes to not take more damage from minions than he put out, and if he steps close enough re-draws minion aggro. (Turrets do like 3 damage and the auto of about 40 once resist sits in). I never said that Heimer turrets were sitting ducks with Heimer around, I specifically said his turrets could be cleared while he is running back. He does not have ridiculous health regen, it's been nerfed multiple times. Turrets do not do most of the damage (they cut that in half many patches ago). They cost 20 mana and have (as I stated before) 20s until he gets another one. (with about a 1.5s Global until he can place a second, he can't insta drop them all). Attempting to clear his turrets as a melee might net 100-200 damage if you eat W/E + lasers sure, but if you stand still instead of walking around and baiting **shrug**. Also after he uses WE you have plenty of time to get them while he is taking minion aggro. Don't let him set multiples up, if he drops another down you kill it. Again I never said he was weak against melees, I said he was at a disadvantage.
: To be specific, the lines about Singed being less interactive than Heimer, the suggestion that clearing his turrets is either possible or feasible, and the outright fucking lie that is saying Heimerdinger is at a disadvantage against melee champs.
Here let me elaborate on your points: Singed Less Interactive than Heimer: 1. Singed Proxy Farms - Heimer has to be in lane 2. Singed has little to no teamfight presence (he just splits) - Heimer relies on R-E combo stun to engage/win Clearing his turrets is possible + feasible - Any champ that builds Triforce and first backs with Sheen can auto + sheen proc to kill a turret, when heimer isn't in lane turrets are extremely squishy and can be cleared while he is running back. - Any range champ can easily clear - Anyone with abilities with range (Maokai Q + Sapling for instance) can clear - Any wave clear champ (Darius, GP etc) - He gets a turret every 20+~ seconds and can store max of three, clearing them neuters him Heimerdinger is at a disadvantage against melee champs - Most melee champs that are seen top lane will have a dash of some sort -- Fiora, Camille, Jax, Riven, to list a few - Gankplank who was pretty meta has his Q that can farm your turrets and get Silver Serpents. - Turrets take EXTRA damage (40% pretty sure, could be 50 though I doubt that) from melee.
: Here’s a thought. Maybe they nerfed him because he was cancer? Also, try not to make a post full of lies next time.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: February 23
Late to the party but: Any update on Heimerdinger? What's the feel about him? How hard did the nerf hit (from what you guys saw, I know how the heimer mains felt about it). He has went to the lowest win rate he has had in over a year (sub 50%). RQ was nerfed because "stopwatch makes him too safe early". Stopwatch has been nerfed from level 6 spike until after laning phase (lets be real 10 minutes, first tower has usually fell in 90% of games). With the new Resolve rune he has a tougher time doing damage than before. What's the goal? Force him to buy banner/rot top lane again (with upcoming changes) seeing as he was part of the ZZ'Rot bundle? Force him Mid-lane? You talk about singed having a high learning curve and his playstyle different from everyone elses. How come singed is fine to proxy farm and not be punished but Heimer RQ is :/ And His win/pick ratio is way higher? Is the reason Heimerdinger being nerfed was because you (and by you I mean Riot) just doesn't want to touch/balance him because he is difficult?
: "Ya boy Heimerdinger does some serious damage. Probably too much, in fact.."
Honestly, it's more a buff to bruisers top than anything. They needed some love. This coming from a Heimer main ;) He needed nerfed sure, but not as much as they did. They also labeled it that it was because stopwatch was making him too safe as well with his ultimate. Now when stopwatch gets nerfed, the nerf will stay because that's how they do things.
Rioter Comments
: so thornmail finally isnt garbage against crit builds anymore? id have settled for zeal item nerfs, but this works too. i just tested on a practise dummy and it definitely didnt give crit chance or crit damage. with 0% crit chance and 100% crit chance on a full spin, the total damage and dps values were the same with and without a thornmail.
It doesn't give crit chance/damage. The damage it returned was crit (as far as I can tell). Would need to be tested with 2 players rather than a dummy. If you have no one, feel free to add and we can test.
Rioter Comments
: Patch 8.2 notes
@Cidem , Did they not fix the Guardian Angel Bug (where, you know, it actually was not working even though you had it up???)? Or was it just not included in the post?
: WOW that Targeted Spells change is by far the biggest nerf in this patch, and i bet no one even realizes it. Holy akali, pantheon, cassiopeia, kass, kat, malph, teemo, and vlad all just got smashed, wow
About time. We Heimer mains have had his turrets basic's redirect minion aggro at us for months on end. Now other people feel out pain. Hopefully once they revert it (because while Heimer player base is small 60% of the champions getting hit and complaining...) we can get them to do it for Heimer as well. Side note Heimer's win rate is probably going to go up after the massive nerf they just gave us.
Rioter Comments
Meddler (NA)
: We felt Heimer was overperforming, including at high Elo where traditionally he's been weak. Some of that was changing state of the game, some of it likely Stopwatch removing some of his early game weakness in some situations. Our conclusion was that RQ damage made it excessively hard to all in him in lane, even in situations where that should be an appropriate play. We felt we had to take a lot of damage out of the beam in order to get a meaningful impact there and so far at least it doesn't look like we've hit Heimer too hard.
Thanks for responding. A lot of us mains agree that he was strong, obviously most of us had around 60% win rate in any elo, and felt the 50% was heavy, especially on rank 3 as it's absolutely pointless to drop it late in a team fight as ADCs 2 shot it. Any chance of compensating and buffing defenses of it late game? As I know you have more data than us when looking at things. Heimer had a 51.34% win rate (90k games) in all ELOs in Korea. Today out of 2k games he has a 50.86% (and over the last week it was 50.85%). Obviously you have the numbers to see first timers vs mains. Hopefully it's taken into account that people don't understand how to play against him (clear turrets, smite his big turret and 2-3 autos and it's gone, then you have a free gank on him). I feel (and mains) that he is very gankable but stopwatch did remove some early game weakness (though I notice A LOT of people in top lane get it, there was a renekton with it for crying out loud...) Top lane heimer in this patch has a 51.67% win rate in D+, again I feel it's more mains than random people.
Meddler (NA)
: Quick Gameplay Thoughts: January 16
Multiple weeks ago we were told (by you) that we would get reasoning on why Heimerdinger RQ was being gutted by half (less damage at max than before at one). No one has posted about it or numbers or anything of the sort. Why promise something and never come back to it?
Meddler (NA)
: Quick Gameplay Thoughts: January 12
Still looking for exact reasonings on why Heimerdinger RQ was nerfed. Was promised over 3 weeks ago and never got feedback. Also want to know why Heimer's turrets draw minion aggro. It's be nice just to get someone to talk about their reasonings.
Meddler (NA)
: Quick Gameplay Thoughts: January 10
Heimerdinger's Turrets BASIC autos draw minion aggro. I don't see why other champions shouldn't be punished as well.
Meddler (NA)
: Quick Gameplay Thoughts: December 20
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=FtA613fi,comment-id=,timestamp=2017-12-20T17:26:48.702+0000) >> > ----------------------------------------------------------------------------- > **Heimerdinger** > > Finally, thought it'd be good to talk about Heimer. We've got a nerf in for Heimer that looks pretty hefty on paper, with his RQ turret's damage dropping from 200-340 (+0.7AP) to 100-180(+0.7AP). It's likely to be pretty hefty in game too, which we feels appropriate given how well Heimer's performing at present, particularly his ability to make it really difficult for many champs to all in him during laning phase. > > Worth noting though that this isn't a halving of his R's power. That's a nerf to the beam damage only, so the R turret's regular shots will still do the same amount of damage as at present. The ratio's unchanged too, so damage later in the game will be less affected. **While the RQ is generally Heimer's go to choice of upgrade,** other R uses are unchanged so situations where those are good won't be impacted either. It's still possible despite those things that this will hit Heimer too hard of course and we'll give him a look after 8.1 goes out, see if he needs adjustment in 8.2. > It is pretty hefty in game. The reason he is difficult for champs to all-in him during laning is because he is MEANT to be like that. If you don't take out his turrets then you have 0 reason to all in him. His RQ can be completely negated with 1 Smite + 2 autos (from the ganker + laner). If he DOES choose it he can have his ult completely removed. RQ is not his go to choice unless he is being tower dived. Literally rarely chosen after laning phase. Let me go with, though, that I don't think it's as much as we are making it out to be, just that it shows to us mains that we do not believe you guys know what you are doing :/ It just means that it's even less reason for people to play him (thus learn how to play against him) and less reason to ever use that to begin with.
Emo Twink (OCE)
: I heard it was to stop him soloing baron so easily, but it should just be capped damage against monsters instead..
Doesn't make sense. In order to charge laser turret you have to land E/W on champions not epic monsters. The beam would only fire one time during it's life when "soloing" baron.
Meddler (NA)
: Quick Gameplay Thoughts: December 15
I know I'm late to this, just hoping you see it. What's the reasoning behind nerfing Heimers RQ by 50%? Especially late game? It already dies almost immediately late. It dies early to smite + auto (for ganking). He was pushed to land skillshots (EW) in order to charge beams and now his ult beam is being halved early on? There is plenty of counterplay and what not to kill him/punish (once it's wasted they can return and get a free kill). I posted in the gameplay thread a lengthy discussion about it but the tl;dr is that we mains think Heimer is fine/very mildly strong. No runes really help him other than the free zhonya (that anyone can get...). We've had lengthy discussions about it and think a 50% is absolutely broken in terms of the nerf, especially if it stays as weak (read: tanky) late game where it can be insta-gibbed and no one ever uses it late because of that. It's only used for laning phase to push down turret (read: zoning) or to turn a gank (and again that can be avoided).
Meddler (NA)
: Quick Gameplay Thoughts: December 13
I know I'm late to this, just hoping you see it. What's the reasoning behind nerfing Heimers RQ by 50%? Especially late game? It already dies almost immediately late. It dies early to smite + auto (for ganking). He was pushed to land skillshots (EW) in order to charge beams and now his ult beam is being halved early on? There is plenty of counterplay and what not to kill him/punish (once it's wasted they can return and get a free kill). I posted in the gameplay thread a lengthy discussion about it but the tl;dr is that we mains think Heimer is fine/very mildly strong. No runes really help him other than the free zhonya (that anyone can get...). We've had lengthy discussions about it and think a 50% is absolutely broken in terms of the nerf, especially if it stays as weak (read: tanky) late game where it can be insta-gibbed and no one ever uses it late because of that. It's only used for laning phase to push down turret (read: zoning) or to turn a gank (and again that can be avoided).
Rioter Comments
Dasdi96 (NA)
: Good, laning against heimer as a melee is the most uninteractive thing ever. You will eventually lose your turrets and there is nothing you can do.
Rioter Comments
: RIOT! You truly nailed what Mordekaiser should be in this music video!
SirFC (NA)
: Low FPS with GTX 1070
Wasn't I reading something the other day on how GeForce using gsync or something so that you don't have tearing? (Ie when your frames are 400+ in league the game is laggy/tears because it's better than the game can handle). This would reduce the frames down to refresh rates of your monitor or something.
: (POLL) What causes most losses?
I voted Trolls. I've a higher than 50% win rate over all (53% I believe) and when I'm on my main Heimerdinger I'm at 62% win rate (or something around there). First month and a half of ranked I did play poorly some and had a 40% win rate. But in over half my games (because I keep notes of losses/wins and what happened during the game good or bad) I had trolls/afks. Those games were easily winnable as I was plenty ahead and in control of objectives, they just gave up and would not listen to me. Lately, now that I'm back in diamond, it's that bot/mid usually get too far behind that I'm not enough ahead top to carry them. On the same note even if I am even/behind, I'm still drawing multiple pressures (jungle+mid) and the team isn't capitalizing on the pressure. They then see me being negative KDA but STILL pressuring and won't listen. It's a variety of factors but trolls wins as I almost always do well/win lane (But obviously can still improve).
Broporo (NA)
: Nope! As far as skill level goes, the only thing that matters is your actual rank like Silver 2 or Gold 5. Being in, say, Garen's Bears doesn't mean you're better than Warwick's Tyrants.
> [{quoted}](name=Broporo,realm=NA,application-id=osqw6G4M,discussion-id=V88IEuRe,comment-id=000000000000,timestamp=2017-07-17T01:19:59.313+0000) > > Nope! As far as skill level goes, the only thing that matters is your actual rank like Silver 2 or Gold 5. Being in, say, Garen's Bears doesn't mean you're better than Warwick's Tyrants. But being in Garen's "bears" kinda makes you a hairy man. (Homosexual Community Reference)
Meddler (NA)
: Quick Gameplay Thoughts: July 11
Are we going to get passes on champions that have AP/AD scalings that don't match? For example Gangplank, meant to be a bruiser or assassin. Has AP scaling on his ultimate. Makes little to no sense that you would ever build him as ap (other than for laughs or trolling). Why not add AD scaling as well or just swap the AP for ad? Healing is a little different, I can see how Master Yi and Gangplanks W's should have AP scaling, as having items that increase physical damage wouldn't add to healing. Though that is not the case for some champions (Fiora hitting vitals, Nasus' passive, etc). Seems to me that now that the game is more "established" and goals towards making champions fit better that the scalings should be fixed. Not because Riot wants to say "you can only play this champion this way" but because it fits thematically. (Why would AP increase that damage of Gangplanks ultimate? better yet why is it even as magic damage when you have a ship hurling balls of iron at you..). Obviously this is only a couple of cases but it factors into a ton of other champions as well.
Kritty (NA)
: Piltover Customs Heimerdinger name too big
Guardians of the Sands Rammus / Kha'Zix as well. I've mentioned this PC name for years and it hasn't gotten fixed.
Broporo (NA)
: That might be happening from some of the new fancy animations running in the background "splash art". Try going into your client options and turning on "low-spec mode" and see if that helps!
Stealing a comment to respond to you. When are they doing to stop "band-aiding" and telling people to enable low-spec mode and just fix the issues? "Enable Low-spec" mode is just a bandaid on a gunshot wound. The issue should be fixed instead of telling people to disable features that are not working properly.
Ipols (EUW)
: Hi Unfortunately I won't be able to test LoL untill I'm moved,guess I'll have to hope it's enough. I'm no expert but decreasing graphic quality wouldn't decrease data upload, would it? Here it's late so forgive my English :D
Graphic quality is purely for yourself. The game sends bits of game data on what is happening to/from computers and server. Ideally the only time your data would "spike" for uploads is in massive skillshot teamfights (as there is more data to send/receive), but even then .2 should be fine.
Ipols (EUW)
: How much upload speed is needed for LoL?
According to my netbalancer it average 8kbs^ while playing. You could probably play League on a dial-up connection (if it didn't take forever to download it that is...)
AV4LaNcHe (EUNE)
: it didn't work but thank for the help
No problem. Another thing to try is launching in compatibility mode (Windows 8??). If it still doesn't launch then I'm not sure. Usually one of those two will fix it. Was it working before or has it been a while since you played? Something may of decided it didn't like it for whatever reason.
AV4LaNcHe (EUNE)
: fail to lunch the client
Try launching in admin mode. What it took for me ages ago.
: I can ping league, but cannot connect to a game
What's it saying when you try to connect?
: Just a quick check: How many people use your internet? What is your upload/download? Are you running background programs?
If multiple people use your internet they could be using the bandwidth. You get a new lease when you reconnect your wi-fi thus it being good temporarily if that is the case. If your upload/download is low and you've something using it (mainly, if you max your upload (or really about 75%) then your start running into issues with ping). If you have multiple programs running in the background any of them could be using your upload/download. If you are streaming (whether intentionally or not) that would be a good cause of it.
: i need help
Just a quick check: How many people use your internet? What is your upload/download? Are you running background programs?
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: June 2
@Meddler, How do you feel about the Heimerwork changes? It seems that this intended design was not accomplished. He is more abusive into melee match-ups and nothing was really addressed for mid play. Are you happy with the changes? What has been seen? (More play mid, more play in general, better gameplay yada yada).
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