![]()
Jayce and Gnar have been in and out of the meta for years, Elise was literally played at world this year and UoL made a name for themselves with a Nidalee in their lineup.
Sincerely, a Shyvana main{{champion:102}}
|
|||||
![]()
there's a reason tankier supports are more prevalent in the meta. Take Relic Shield, let your ADC know you'll take CS only when it's up and you now have more team gold off the same CS. if you assist in a kill you get 50 gold. Turrets give team gold. There's a ton of gold to go around if you know how to play. Since my last reply I've played a fair bit of both support and ADC, my supports never seem to have an issue with my play and neither they nor I in a support role ever seem to have trouble getting gold for our builds. The 'nerf' only took about 500 gold throughout the course of an average game from supports, that's minimal and it is still not difficult to get items as a support. If you still disagree offer more details of your plight and I'll offer what advice I can
|
|||||
Rioter Comments | new Comments | Views | |||
![]()
Apart from this post being outdated now (4 patches old) and the fact that I'm a jungle main whose least favorite role is ADC, I must highly disagree with your (presumed) assertion that the ADC is 'greedy' for taking the gold that they can to get their builds done faster. First off, the typical item costs for items supports generally take are hundreds of gold cheaper each. while you're buying Redemption they're rushing Essence Reaver or Bloodthirster. there's roughly 1000 gold right there. supports don't need as much gold to be relevant throughout the game as your role is to supplement the power of your ADC. if you're trying to carry a game as a support either your ADC is shit or you're playing your role wrong. Not only that but the enemy support feels the same gold loss that you do! you can't claim it's some sort of disadvantage when it applies equally to both teams! Perhaps if you clarify your issue with this small chunk of change being taken away we can have a better discussion on the matter though.
|
|||||
Rioter Comments | new Comments | Views | |||
![]()
Yea, but then you got people shuffling roles and locking in random roles and finding any of a bunch of other workarounds, there’s no way for the system to have a failproof method of telling you who to ban. They give you basic info to use as you will, it adds more strategy to the mode.
|
|||||
![]()
Have you tried submitting a report?
|
|||||
![]()
Just use the Voice Chat, way more convenient. Tho it really does seem racist lol
|
|||||
Riot Draggles
(NA)
:
Clash NA beta - What’s changing? Your feedback in action!
The fact that they capitalized May sounds like a hint... 🤔
|
|||||
![]()
Kayle is already a viable champ, I've seen some really strong Kayle players and her kit can be annoying af to fight
|
|||||
![]()
I can see that, looking at the rune itself it looks to be oriented around attack speed oriented champs stacking AD and crit. It really isn't meant for ability spammers, it really would break the meta :/ IMO the rune itself was a misstep on the part of Riot, but I won't go so far as to say it should be reworked/removed for fear of triggering every ADC ever
|
|||||
![]()
when it comes to taking an objective like a turret the support is not expected to yield the last hit, and neither is the ADC. On top of that if there's no resistance at the turret the ADC usually roams mid anyway. If you really just sit in bot lane when the turret is already secured because you're a greedy ADC who doesn't realize that this is a team game then you will have one hell of a time making it past Gold. I play support as my tertiary role and I generally get last hit on 1-2 turrets per game, because when I play supp it's in a duo with a competent ADC.
|
|||||
![]()
Evelynn is her main counter, Udyr's output isn't enough to take her down without help and as for Warwick as long as he doesn't get fed isn't any kind of real asset
|
|||||
![]()
Instead of taking 50% of the support's gold income per 10 at T1 and 75% at T2+, why not simply make the support items cost a bit more and reduce to 3 gold per 10? If they're getting too much gold that's cool, but with so hard a nerf you really do cut them off at the knees.
-every support ever this patch
But wait... 3 gold per 10 seconds is 18 gold per minute, if a game goes for about 25 mins after your first back (we will assume that first back happens around 8 mins, works out to 48 gold lost on your T1 support item) then over the course of the game you lose about 450 gold, plus maybe 50 off T1 for a total of 500 gold... doesn't really seem so huge after all. Take a look at what it will actually mean, rather than just taking a nerf that seems larger than it is and crying in the comments. if you get the last hit on one turret (and it happens quite often) that's 425 gold iirc? There's your gold back, go buy a mana crystal.
|
|||||
![]()
then they could nerf the AP bonus it gives?the ratio doesn't have to be static, they control the code and what it does
|
|||||
![]()
UPDATE:
The issue in question is actually the end-of-game screen displaying the incorrect amount of exp required to level up, in the profile screen it states 192 exp to lvl up
|
|||||
Rioter Comments | new Comment | Views | |||
Keyru
(NA)
:
Boards Moderation Discord Verification
393034204327444480
|
|||||
![]()
That's a quite sensible argument and I can understand that issue, however there may be some workarounds. For instance, any coding done on a different piece of software can be translated into the current one, with a team of 6 they can probably do it in a couple months while the rest of their staff continues their work uninterrupted. After that it would make sense for them to apply the bug fixes that have taken place since the release dates, as otherwise the mode would be fairly unplayable. if they ran it on a separate server linked to the new one so that summoners could join they wouldn't have to spend too much extra cash, and since it would be entered into the rotation it wouldn't be a waste. Then there's the added incentive of players wanting to buy champs that used to be broken but aren't anymore (and therefore the summoners haven't purchased them) so they may earn some extra revenue in that regard. It would be quite the process but I think the overall response from the community would be positive, and if they are looking for something new why not go with something old? One alternative as well is at the end of the season we get a 'flashback' mode where all champs are returned to how they were at the start of the season (and champs released throughout the season are either banned or set to their original state).
|
|||||
Rioter Comments | new Comments | Views | |||
![]()
That's certainly an interesting idea, and it's certainly an improvement on the current system. However I'm not sure Riot would be willing to do something like that because with the current system they can put a lot of pressure on players to buy points to grab new champs. Knowing our playerbase they probably made over $100k by now just off players buying Kai'sa packs (and it would not surprise me if the actual number was much higher, I was unable to find any site with the info). This game has changed so much, and I think we all can agree when I say: I miss Season 5
|
|||||
Rioter Comments | new Comments | Views | |||
![]()
Pretty sure the idea here is to balance out teams so that even if you had issues early you can still make a comeback, League been having issues with balancing teams lately and so this can help to compensate
|
|||||
![]()
Just going to post a link to a guide for Kai’sa here, do with it what you may:
[](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/sUBZPEEs-new-champion-overview-kaisa)
|
|||||
![]()
Please note that I am aware many people claim Kai’sa to be a botlaner, and while it’s not a bad way to go I truly see potential in the midlane due to her range, power, and ability to get fed on her own
|
|||||
Rioter Comments | new Comment | Views | |||
Rioter Comments | new Comment | Views | |||
![]()
Don't really get the Tiger stance meta, I always R>W>R>W>E>R>W>E for AoE+durability while jungling, then get my E started for teamfights. If my team lacks a tank I build Cinderhulk>Frozen Mallet>Warmog's Armor and then focus resistance based on opposing builds. If we need a brawler I go Warrior>Morellonomicon>Warmog>Titanic Hydra and finish with attack speed. Thoughts?
|
|||||
Tank Dungeon
(NA)
:
Patch Chat with Playtest - Patch 6.3
It seems as though you are missing out on the best junglers, like {{champion:19}}, {{champion:77}} and {{champion:33}}. These junglers are some of the best in the game, with {{champion:19}} taking out the Dragon at level 3, {{champion:77}} being rated Number 1 as a jungler and {{champion:33}} getting the penta on an AD team. Am I alone in playing these and not Fid and the others?
|
R492

Level 226 (NA)
Lifetime Upvotes