Εlin (EUW)
: What is the most boring champ to play?
It's a tossup between Kayle and Sona. Playing Kayle is about only ever interacting with the enemy laner for Klepto procs and playing safe for 20 mins. Sona's base kit is just "click." Not point and click, a simple click of a key. Outside of her R, there's not much brain required or plays to be forced with her. Looking for R engages is still pretty fun though.
: I wish I could give up my turret while being hard camped.
The rationalization was that the turret plates would simply disincentive aggression if they didn't give gold. It has been a bad addition though because it makes early game picks stronger than they should be. The idea used to be that champions like Darius and Renek would quickly fall off if you didn't give them kills, but now they get that gold from plating anyways and maintain dominance.
: So why is sylas with ludens, protobelt, and morellonomicon a better bruiser than
That Trundle has no damage items and thus isn't actually building bruiser. Sylas' build was simply superior. Trundle's Spirit Visage and innate healing is shat on by Morellonomicon while the Sylas is free to heal half his lifebar against Trundle. Besides, Trundle's ult is more useful on tanky targets. Sylas didn't build tanky, Trundle did. If Sylas took Trundle's ult, Trundle doomed himself by even attempting to fight.
Zerenza (NA)
: Some assassins require more thought than other's when escaping. Zed has 2 blinks his W and his R, if he throws his W at you then R's you, and you run from the W then he can teleport back to his W to get away if he didn't kill you. All he has to do is press a Button, leblance has effectively the same mechanic. With other assassins though like Evelynn your escape tool is tied to you primary Kill Tool, meaning that when evelynn goes in she has to plan out her escape route before hand. Sure she's pretty safe because of her Camo, but if she doesn't kill you with her combo or R, she's gone and she can't come back because she has no way out without her R. The skill when it comes to escaping a fight as most assassins comes from the fact their Damage is tied to their escape tool, or their escape tool is tied to their ability kill you, Kha'Zix need's to get a Reset on his E to get back out and you can always chase after him as well since it's not really that far if he doesn't jump over a wall. As most assassins you have to plan your way out, predict movement and be able to execute it perfectly, or, you'll fail meaning that your champion who's only job is to do damage, didn't do damage and died.
: Why do these kind of people exist in league?
I often see players split-push when they want the game to end already. This usually happens with the players who went 1-5 or something during the laning phase, or those that just dislike their team(ADCs often do this when their support tilts &/or flames them). It's usually just soft-inting that hides under the facade of being a terrible tactic.
: there point is to assassinate the high priority target, getting out should be something that requires thought and skill lol. Where lies the problem with most assassins who have really easy escapes
Barkley (NA)
: Refusing your ban is stupid.
It's a stylistic choice and helps mask which lane I'll go into.
C4NON (EUW)
: First of all. You're saying "premades are legit cancer" followed by "League has a problem with toxicity". I have never seen a worse way of following up your first statement ever. I won't even bother explaining the rest if that's how you're gonna start your argument. And if you don't like the way people force their way into the role they want, then play draft, then it tells you what lane everyone has to go.
I wasn't referring to blind pick. Like I said, premades like to take the driver's wheel and are willing to pressure players for their roles even in ranked. They need to be told no multiple times when they ask for their main role. You don't have to like the impression I get from premades, it's just an honest answer to how I see them.
Exin0 (EUNE)
: > [{quoted}](name=R0ses R Red,realm=NA,application-id=3ErqAdtq,discussion-id=NNpvGm1j,comment-id=000400000000,timestamp=2019-08-12T01:16:15.349+0000) > > There is counterplay, you just have to be more proactive. Zed and Akali are squishies, so they're actually vulnerable once those key spells are down. You have to be willing to force on them in that time though or else you'll only ever trade with them when they want to. As in, trades that they think will be favorable for them. I still agree with your message, but specifically in regards to champions that are exetremely hard to abuse. Riven with her 0 downtime, Dmging, CCing, auto attack assisting dashes for example. There is no real window to punish that whereas even Pyke's abilities being on CD means you can 2v1 his ADC. Yes thats what i mean, its not that you cannot ever outplay zed but he is always in better position and getting caught with cd is more on him as result of bad engage or misplay then your activity to get him there.
Zed is skillshot based and his shadow has a noticeable delay. There is the ability to make any engage from him a bad engage by avoiding his damage. R is his only ability that you can do little to answer and it's negated by Zhonya's.
Grillbe (EUW)
: Reworks and new champions. Tactics vs mechanics in soloque.
You're really overstating Asol. In regards to tactics, he's just a roam bot like Talon but with the addition of CC. Many new champions bring tactics to table that their opponents have to keep in mind. Qiyana with walls, Pyke just generally forces players to be more wary due to his execute and invisibility, Zoe puts emphasis on jungle vision, and Kayn influences the ward placement of entire teams due to his ability to gank from many angles. Sylas' ultimate is literally rooted in tactical play because you're always trying to get the most optimal one. Turret diving? Take Ekko's ult? Engaging? Take Sejuani's. Your argument of them being the same hinges on making a super general statement and grouping them under it. Asol's ultimate changes teamfights as well and, by your reasoning, that makes him no different than anyone that has a teamfight changing ultimate.
Exin0 (EUNE)
: > [{quoted}](name=R0ses R Red,realm=NA,application-id=3ErqAdtq,discussion-id=NNpvGm1j,comment-id=0004,timestamp=2019-08-11T22:06:46.456+0000) > > That's the point of assassins though. They're supposed to be capable of getting in and then out, but I do agree with you. The same tools that allow them to get in can also be used to cockblock, so it's actually an uphill battle to punish them since they're surprisingly safe. > Zed will just W away and farm with Q while W is down, not too bad here. Then there's Akali who will slow you as you try to approach, use her passive movespeed to get further, dash away, pop shroud, then dash away again if you were somehow fast enough to keep up with the first disengages. Go in get kill an go out is best thing champion can do but when only real counterplay is opponent misplay thats bad concept and this is not only assassins problem thou.
There is counterplay, you just have to be more proactive. Zed and Akali are squishies, so they're actually vulnerable once those key spells are down. You have to be willing to force on them in that time though or else you'll only ever trade with them when they want to. As in, trades that they think will be favorable for them. I still agree with your message, but specifically in regards to champions that are exetremely hard to abuse. Riven with her 0 downtime, Dmging, CCing, auto attack assisting dashes for example. There is no real window to punish that whereas even Pyke's abilities being on CD means you can 2v1 his ADC.
C4NON (EUW)
: Why do people hate premades?
Premades are legit cancer half of the time. League has a problem with toxicity, and premades crank it up a notch because it nets your team another douche. If you aren't a toxic shit, odds are you won't duo with one, so when one of the two is toxic it's a safe bet that the other is too. The reverse is also true though chill league players are relatively rare. Beyond that, premades are generally annoying to deal with due to how they constantly give off this impression of an "us vs them" mentality even in their own team. I've literally never seen a duo fault their partner, it's **always **someone else that'll have to put up with their finger pointing. Always trying to get their duo into their main role. Often neglecting other allies in favor of assisting their duo. Always trying to take the driver's wheel. I've met some really cool and chill duos, but I generally hate dealing with them. Bonus points if one is a jungler.
: When will Riot admit that modern assassins are too forgiving?
That's the point of assassins though. They're supposed to be capable of getting in and then out, but I do agree with you. The same tools that allow them to get in can also be used to cockblock, so it's actually an uphill battle to punish them since they're surprisingly safe. Zed will just W away and farm with Q while W is down, not too bad here. Then there's Akali who will slow you as you try to approach, use her passive movespeed to get further, dash away, pop shroud, then dash away again if you were somehow fast enough to keep up with the first disengages.
Laçez (EUW)
: Ekko's 9.16 'buffs' are misdirected
It'd be sooooooooooooo much better if they fixed his Q's slow instead. The fact that it doesn't actually slow on contact is so tilting when you see enemies just walk away from death. Q is little more than a farming tool when used without E. It needs more reliability to actually be useful on its own. The wind back and throw are so slow that dodging it is effortless and enemies can half-health you in a fraction of the time it takes to wind back.
Manxxom (NA)
: > [{quoted}](name=cabbysb,realm=NA,application-id=3ErqAdtq,discussion-id=i8wmbEiv,comment-id=0000,timestamp=2019-08-06T05:38:41.576+0000) > > He has a better shield than Braum. That does not look balanced Here is the thing, braum and yasuo have barriers that can block ranged projectiles for their team, pantheon's is only self centered. However yes he can jump in the way of an ashe ult to block it for their teamate, but still... it's not that wide of a shield.
he can also be cc'ed regardless if the shield is up whereas Windwall negates it altogether
: The Reason Tanks Aren't Played Often
Not really. Even at full build, mages don't hit tanks as hard as AD champions. They have to rely on their burst & abilities. A full build mage will never one shot a tank, whereas AD champions will continue autoattacking and draintanking once their abilities are on CD. Not to mention that avoiding the damage of a mage is far easier since most of their power only matters if they hit skillshots. What you should consider is how AD champions are built. Either they're bruiser-types and grab Black Cleaver and eat tanks alive while being tanky themselves, they're a crit user and essentially doubles their damage output with crit, they're on hit(oftentimes because they have %dmg like Kog, Vayne, Kaisa, and Varus) and build items that effectively coutner tanks like Blade of the Ruined King and Rageblade, or they're some mix of the listed. AD champions have an item as ridiculous as Mortal Reminder yet never build it, and that's because they hardly need to use it whereas mages often need penetration even against enemies without MR.
Theorex (NA)
: For those of you who are hoping for a better season 10.
: Overall Gameplay of League of Legends
Early game champions don't really fall off and it extends past the games being so short. It's now pretty difficult to just "scale up" past lane bullies, ranged or not, because the bullies now get plating gold in addition to the extra gold they already hold over your CS deficit. That plating gold then lets them hit and, consequentially, zone CS harder and inflate the CS deficit more. When people point at early game champions falling off, it often doesn't feel true. Even if you look at their winrate by game time, some only ever fall down to 50%/48%, which is pretty much even ground. Those specifically are the offenders. Many champions only ever dip a few points above and below that WR-line of 50%/48% while lacking the honor of ever having a point in the game where their WR is 55%+ or some absurd shit like that. To top it off, the data is already skewed by the fact that an early game champion only ever reaches the later stages of the game when they're not ahead or their team is inting. Camping lanes and permaganking still isn't punishing enough for junglers for how hard it denies laners. If the jungler is near, you're essentially expected to not interact with your laner for more than a split second, which would be reasonable if not for the fact that junglers are near so often. Camps should be harder clear, give less xp, or something else because junglers currently have too much time and it allows them exert an absurd amount of pressure without losing much. I've only ever seen permaganking junglers lose due to the opposing jungler having more successful ganks, opposing lanes getting fed before the junglers could gank them, or because they managed to int while ganking. Rarely do they lose because the jungler himself had become a weak link due to a lack of farming. It could be that the solution is actually increasing the gold and xp that jungle camps give while making them harder to kill. This could give rise to power farmers that are generally stronger than their ganking counterparts, just make the gankers stronger, or maybe do both, who knows. CDR is too accessible for bruisers. The purpose of the class is for them to do DPS, but their cooldowns are now to the point where they can burst you down with rotations(Riven and Jax for reference). It's pretty clear that Riot doesn't have an issue with this given that they released SoS, but it's still an issue imo. Bruisers are little different than tanky assassins once they reach you now. Beyond that, it has increased their safety & chase potential. Odds are the tool they used to reach you will be off CD a handful of seconds after getting atop of you and they can then hop, jump, dash, or walk(with the aid of CC like Irelias stun or Olaf's axes) to safety or continue pursuing you if you somehow managed to get away. That aside, I think I enjoy the game more in part to these same complaints I listed. On this board, people often say the game is coin-flippy but I feel like they fail to realize just how much power has been added to solo potential with tur plating and the ability keep pumping out rotations. Minions move fast so you can end quicker while you still hold a lead, and you yourself can get bigger leads than ever.
Irèlià (EUW)
: Irelia Nerfs, and Riven
Riven just needs more downtime. It's kind of hard to punish her once her abilities are on CD because she dashes away after trading and, by the time you reach her, her abilities are nearly off CD again.
NY64 (NA)
: Why didn’t Kog Maw get any new mechanic for 9.14?
I honestly hate KogMaw. People make complaints about not being able to itemize against Vayne, and Kog is just another offender with his hybrid magic and physical damage that literally shreds off armor & mr while doing % hp dmg. At the very least, Vayne has to come into your threat range to deal damage, but Kog will shred from you from a distance that's so far that he could literally enter the fog of war while kiting.
: Why does everyone want to surrender? What happened to the culture?
Or the "culture" you keep pointing out is just you slathering a label above people not wanting to waste time. People don't want to waste time on games that are already lost or that they aren't enjoying. That's all there is to it. This happens because so many games already feel decided before the 20 minute mark.
TakaDama (NA)
: Why is Exhaust so Terrible?
Exhaust is a more reactive summoner than Ghost, so it finds its purpose when enemies engage on you. It's especially good to take against champions that constantly want to jump atop of you. Champions like Riven, Yasuo, Irelia and Diana invite themselves to death if you have exhaust and they use their mobility to get atop of you.
: > [{quoted}](name=Corrector1,realm=NA,application-id=3ErqAdtq,discussion-id=jVwpnE0m,comment-id=0000000100000001,timestamp=2019-07-22T01:05:45.910+0000) > > its the AP equivalent of infinity edge version for mages Wrong, IE doesn't fit in everyones buildpath and only gives a bit more Crit. Deathcap fits in every mages build. Also, you know that 40% of all AP is a bit more than 225% crit dmg?
the extra 25% crit damage is the equivalent of adding 50% more damage atop of your regular autoattacks
: > [{quoted}](name=R0ses R Red,realm=NA,application-id=3ErqAdtq,discussion-id=jVwpnE0m,comment-id=00000000,timestamp=2019-07-22T00:25:53.786+0000) > > you didn't read, a typical mage couldn't abuse this because it has no one shot potential. in regards to mages in general, the worst case scenario is a cc bot that deals little dmg. Ah, because this Item restrains them from buying their usual build path, but taking one item that has broken passives? Great, you made another Deathcap.
Dcap alone gives like 140 ap, this item would give 60 max if even that. Not to mention that it'd scale with mana which forces the user into mana-based paths. The nature of the passive being for sustained combat already eliminates glass cannon users that build full AP because they'd die before they could get much use out of it.
: AP bruisers are mostly designed to mitigate this. While they need work, they are certainly not unbalance.
Bruisers, ap or not, are naturally designed differently from the rest of their AD-based or AP-based counterparts, and Riot themselves said that things such as Mordekaiser's numbers and penetration only being placeholders until real itemization arrives. They need itemization alongside design.
: No. Would be abused by every mage and they already dominate everything. Nerf AP Items, then release new good AP Items.
you didn't read, a typical mage couldn't abuse this because it has no one shot potential. in regards to mages in general, the worst case scenario is a cc bot that deals little dmg.
Rioter Comments
Εlin (EUW)
: Why is Zac such a low picked champ?
He has no dmg and is super reliant on allies
: SMURFS:(
This change is counterproductive. Smurfs are low level accounts, so matching by level rather than MMR allows them to continually stomp on terrible players rather than face stronger players with every win. Not to mention that it isn't feasible because of the effect it'd have on queue times.
Εlin (EUW)
: Bronze VS Silver - is there much skill difference?
Kind of but not really. I feel the biggest issue of bronze players is that they don't know how to play towards a champion's weaknesses or strengths. They're the sort to enter a prolonged fight against a Darius just for not knowing he wins practically all of those, but that's only low & mid bronze. High bronze is practically silver, though silver is a **little ** bit different the higher you go. I think the first thing you'll notice is that there will be more people who freeze the wave against you. In bronze, pretty much everyone permapushes, whereas someone in silver might sit atop their wave and try to kill you if you approach it. Ganks are also a bigger risk whereas junglers in bronze would let you sit in front of someone's turret for 5 whole minutes. Enemies roam a bit more, and teammates are generally on the same page more often. I'd say the players have way stronger mechanics, but I'd be lying. There's a serious variance in the mechanics of silver players. Some make you think they belong way past silver and others make you wonder how they left bronze. There's really not much else.
: he is sacrificing damage for increased gold generation which is a form of damage that lead is equal to 20 ad or 25 ap how much damage do you think elec conq aery comet give ? lethal tempo? lul you guys have no concept of context
I know that. You're neglecting that keystones are more than a simple + ad or ap. They're conversions of their own & provide additional utility.
: The solution is kill kennen like all in or burst him depending on the champion. Also you can just out scale him. Klepto is only a problem if you don't do anything.
Kennen scales very well and all-inning typically results in nothing because of his mini stuns and escape being on a 10 second cd that only gets lower.
: It is Ezreal's only remotely viable keystone right now.... I wouldn't really like seeing it changed to be restricted to melees.
That's only because he was balanced around it after nerfs struck him. Removing Klepto would warrant giving him buffs.
Rioter Comments
Neriticc (EUW)
: Irelia nerfed 50 times, still highest ban rate in pro leagues globally.
It's because they won't hit her dmg numbers. After a single item, she can just jump on squishes and kill them as if she were an assassin. Even if she doesn't have a single passive proc, she'll half-health a mage in a split second just by jumping on them. Her burst is simply too high to warrant her having the amount of DPS that she does.
l MrD l (NA)
: what was the purpose of this item being introduced?
Spellbinder is situational, and half of the other items don't belong in that category. Gunblade and Lich Bane are a core part of AP assassins, and immobile mages will build Zhonya's consistently even if not 100% of the time. From what I've seen, Spellbinder is usually built by the stronger, immobile mages that WANT you to come into their range opposed to a Vel or Lux. You'll see a lot of Annies, Syndras, Dianas, Vlads, and Ryze build it. The item, when built early, consistently has a high winrate that is pretty much only ever second to Deathcap and Mejai's, which are both two win-more items. That's because the item is built when these champions are interested in going hyper-aggressive or are doing well, but not performing well enough to buy Dcap or Mejai's.
: Riot's OP line
It's cool that there's actually a strong basis for their balance decisions, but an error I see regards how banrate is factored into this. If there's ever multiple strong/annoying champions, then their individual banrates would be much lower due to the bans being shared among them rather than directed at just one or two champions. And it's especially true if those same champions belong to the same lane. Here's my example and main concern: If top laners are forced to choose between banning Jax, RIven, Urgot, Vayne, and Vlad, then none of those champions can ever cross the threshold because bans are both finite and too divided. Only real exception is if a champion somehow manages to prove itself more cancerous and/or also receives bans from other lanes because of their global threat posed such as Hecarim's, which he earned by trampling ADCs and midlaners. Essentially, only the most extreme of cases, stage four cancer, will cross the line while stage 3 & co remain undetected to eventually become normalized as others are buffed towards them rather than vice versa. Winrate is finite, so that additional 2% on the top champions is shaved off from others; Those others are then viewed as a bit weak and buffed. That in turn results in a more cancerous lane as seen by Darius and Renek buffs. Rather than broadly apply to all champions the same, the line should vary by lane and take into account the possibility that the threshold is influenced by the number of powerful champions in a role.

R0ses R Red

Level 65 (NA)
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