: That goes to show you haven't been playing for all that long.
> [{quoted}](name=The Ecdysiast,realm=NA,application-id=yrc23zHg,discussion-id=H317OMR5,comment-id=0000,timestamp=2019-07-20T07:20:38.038+0000) > > That goes to show you haven't been playing for all that long. Not long, only since 2012.
Rioter Comments
: okay as a pyke main..
The ultimate itself is broken. It's literally more powerful than Garen and Darius ultimate in terms of damage and it's an AoE with a free reset that lasts nearly half a minute every single time he kills someone (not to mention gives his allies gold on top of all that). Not sure who at Riot thought it's a good idea to give any champion an ability like that but clearly they didn't have their thinking cap on.
: Is Cait's ult unblockable?
It's more than likely a matter of timing, or like MagicFlyingLlama said, lag on your end or theirs. Buffer inputs accounts for latency from both their input and yours so if they were lagging you might not have been in front of the ultimate on their screen when the ultimate actually fired (even though it looks like you were on yours). There's a ton of strange interactions around the buffer inputs in league (such as champions like Tristana being able to jump while CC'd, Ezreal E'ing during a Blitzcrank hook, etc) and Cait's ultimate has issues with it as well.
: Can't stop losing arams
ARAM is basically which team has more "meta" champions and players that know how to use them. It's pretty sad because they started adjusting champions for the mode in order to fix this problem, but they actually didn't change much in regards to how powerful certain champions are. Certain champions are literally useless but commonly picked by the system (Rengar, Talon, etc), namely assassins which can only take out one target before getting blown up by the remaining enemy team. I loved playing ARAM until they started adjusting the balance manually, now I generally avoid it unless I'm really bored. Everything is even more out of line now than it was before they tried balancing it and it's not all that fun to play anymore.
Rioter Comments
: It feels like an huge number high skill floor champions right now are way overtuned...
Riven does not have a high skill floor fyi. She's not hard to learn, she is only hard to actually be great with. Anyone can play Riven without any experience as she's just a button mashing fighting style champion. Good Riven players can make some nice plays when mastered, but she is by no means hard to learn at all, nor has she ever been.
: > [{quoted}](name=Rainbow Slayer,realm=NA,application-id=3ErqAdtq,discussion-id=9UO14F53,comment-id=0001000000000000,timestamp=2019-07-14T21:19:00.635+0000) > > I gotta say, I don't see anything impressive outside of the play by raptors flashing the wall. All the other plays Qiyana does anything in that game is the Jarvan playing extremely well and setting up excellent fights for the team. They could have used nearly any assassin mid laner and easily accomplished the same thing as they did with the Qiyana. you don't have the same terrain zoning when you don't have a qiyana. she does very new things for this game believe it or not, she has power in all these new ways that can't actually be considered by most of the playerbase, and it's the pro scene where just about nothing happens solo so all champions fail by your metric.
> [{quoted}](name=preternatural,realm=EUW,application-id=3ErqAdtq,discussion-id=9UO14F53,comment-id=00010000000000000000,timestamp=2019-07-14T21:31:34.660+0000) > > you don't have the same terrain zoning when you don't have a qiyana. > she does very new things for this game believe it or not, she has power in all these new ways that can't actually be considered by most of the playerbase, and it's the pro scene where just about nothing happens solo so all champions fail by your metric. Lol literally every fight is won by the Jarvan. All Qiyana does is flank from behind and look for the other team flanking. Her ultimate was non factor in literally every fight.
: > [{quoted}](name=Rainbow Slayer,realm=NA,application-id=3ErqAdtq,discussion-id=9UO14F53,comment-id=00010000,timestamp=2019-07-14T21:00:35.591+0000) > > Link to match? https://www.youtube.com/watch?v=B3RFMDm0Xuk
> [{quoted}](name=preternatural,realm=EUW,application-id=3ErqAdtq,discussion-id=9UO14F53,comment-id=000100000000,timestamp=2019-07-14T21:02:35.055+0000) > > https://www.youtube.com/watch?v=B3RFMDm0Xuk I gotta say, I don't see anything impressive outside of the play by raptors flashing the wall. All the other plays Qiyana does anything in that game is the Jarvan playing extremely well and setting up excellent fights for the team. They could have used nearly any assassin mid laner and easily accomplished the same thing as they did with the Qiyana.
: She just stomped a game in pro play. Very bad champ indeed, omegalul.
> [{quoted}](name=SuicidePlank,realm=EUW,application-id=3ErqAdtq,discussion-id=9UO14F53,comment-id=0001,timestamp=2019-07-14T20:39:17.158+0000) > > She just stomped a game in pro play. > Very bad champ indeed, omegalul. Link to match?
Rioter Comments
Rioter Comments
Infernape (EUW)
: > [{quoted}](name=Rainbow Slayer,realm=NA,application-id=3ErqAdtq,discussion-id=MAgU5oOj,comment-id=000100000004,timestamp=2019-07-08T23:16:17.669+0000) > > First build in your link, Blade of the Ruined King on Varus. lol The item isn't even in his most popular items. More often than not pros aren't building it on him.
> [{quoted}](name=Infernape,realm=EUW,application-id=3ErqAdtq,discussion-id=MAgU5oOj,comment-id=0001000000040000,timestamp=2019-07-08T23:19:35.530+0000) > > The item isn't even in his most popular items. More often than not pros aren't building it on him. I just thought it was humorous that he said 'no one is building it' but there are like 3 or 4 pros in the last couple days that have built it. I am not arguing about what he's saying, just think the way he words it is a bit funny.
D357R0Y3R (EUW)
: which adc is building blade of the ruined king except lucian? They all went to build Essence reaver Ashe is not building blade anymore neither is varus https://www.probuilds.net/champions/details/Varus
> [{quoted}](name=D357R0Y3R,realm=EUW,application-id=3ErqAdtq,discussion-id=MAgU5oOj,comment-id=00010000,timestamp=2019-07-08T16:10:16.691+0000) > > which adc is building blade of the ruined king except lucian? > > They all went to build Essence reaver > Ashe is not building blade anymore neither is varus > > https://www.probuilds.net/champions/details/Varus First build in your link, Blade of the Ruined King on Varus. lol
: > [{quoted}](name=Rainbow Slayer,realm=NA,application-id=3ErqAdtq,discussion-id=FJEw6ia5,comment-id=000000000000,timestamp=2019-07-08T06:29:38.964+0000) > > Here's my question, so they both spawn at the same time... how are you losing both of them? When thinking about past meta where teams were trading towers without contest, I highly doubt that there would ever be a time in higher ELO's where one team magically manages to acquire both without some form of outplay going on. > > To me outplaying the enemy is what makes the game fun and interesting. In lower solo queue having two dragons will be a huge cluster fuck I'm sure, but that's also fun in it's own merit. Granted, I don't care for the "massive damage" meta we have in the game but I don't mind unusual things and this certainly would be one. > > For the guy who says "it'll add to the coinflip" I really doubt that it would. In your head you think having two dragons means there is two times more chance for one team to have two dragons, but that's not really always the case. Just because you have an early jungle like Kindred or Xin doesn't mean you will get BOTH dragons. > > As for the Rift Herald, it promotes snowballing, which is precisely the "coinflip" mechanism that you guys hate so much. The fact that it basically 1 shots a tower (or fairly close to it) means that if you don't stop whoever gets it, you're almost guaranteed to lose a tower and an ass load of gold. THAT is one hell of a coin flip / game snowballing event. > > Popping 5 plates and the tower instantly with a Herald is probably as BS as it gets. 40% health or 2,000 true damage, whichever is higher. It's actually not even close to popping 5 plates and a tower instantly. Your team has to basically ignore the herald for her to do serious damage, which is why the play around her has to be so methodical and during such a short time frame. Turrets have 5,000hp with plates, Rift herald has 4000-6400 based on level. We're talking super aggressive early rift control/push, so generally 4000-4400 tops. So the first hit would do around 1,760 damage, not even 2 plates. You really gotta blow it to take the kind of damage you're talking about to a tower, and that has nothing to do with Shelly just walking up and hulk smashing. As mentioned, as a jungle main, I try to keep myself very aware of Jungle monster mechanics, of which there are a lot that laners tend to not know about.
> [{quoted}](name=Beerstein,realm=NA,application-id=3ErqAdtq,discussion-id=FJEw6ia5,comment-id=0000000000000000,timestamp=2019-07-08T06:42:57.139+0000) > > 40% health or 2,000 true damage, whichever is higher. It's actually not even close to popping 5 plates and a tower instantly. Your team has to basically ignore the herald for her to do serious damage, which is why the play around her has to be so methodical and during such a short time frame. > > Turrets have 5,000hp with plates, Rift herald has 4000-6400 based on level. We're talking super aggressive early rift control/push, so generally 4000-4400 tops. So the first hit would do around 1,760 damage, not even 2 plates. You really gotta blow it to take the kind of damage you're talking about to a tower, and that has nothing to do with Shelly just walking up and hulk smashing. As mentioned, as a jungle main, I try to keep myself very aware of Jungle monster mechanics, of which there are a lot that laners tend to not know about. Oh here's another video, since you said it takes a long time to kill. I killed this thing in that game in roughly 30 seconds solo: https://youtu.be/wdYBBczTNZk
: > [{quoted}](name=Rainbow Slayer,realm=NA,application-id=3ErqAdtq,discussion-id=FJEw6ia5,comment-id=000000000000,timestamp=2019-07-08T06:29:38.964+0000) > > Here's my question, so they both spawn at the same time... how are you losing both of them? When thinking about past meta where teams were trading towers without contest, I highly doubt that there would ever be a time in higher ELO's where one team magically manages to acquire both without some form of outplay going on. > > To me outplaying the enemy is what makes the game fun and interesting. In lower solo queue having two dragons will be a huge cluster fuck I'm sure, but that's also fun in it's own merit. Granted, I don't care for the "massive damage" meta we have in the game but I don't mind unusual things and this certainly would be one. > > For the guy who says "it'll add to the coinflip" I really doubt that it would. In your head you think having two dragons means there is two times more chance for one team to have two dragons, but that's not really always the case. Just because you have an early jungle like Kindred or Xin doesn't mean you will get BOTH dragons. > > As for the Rift Herald, it promotes snowballing, which is precisely the "coinflip" mechanism that you guys hate so much. The fact that it basically 1 shots a tower (or fairly close to it) means that if you don't stop whoever gets it, you're almost guaranteed to lose a tower and an ass load of gold. THAT is one hell of a coin flip / game snowballing event. > > Popping 5 plates and the tower instantly with a Herald is probably as BS as it gets. 40% health or 2,000 true damage, whichever is higher. It's actually not even close to popping 5 plates and a tower instantly. Your team has to basically ignore the herald for her to do serious damage, which is why the play around her has to be so methodical and during such a short time frame. Turrets have 5,000hp with plates, Rift herald has 4000-6400 based on level. We're talking super aggressive early rift control/push, so generally 4000-4400 tops. So the first hit would do around 1,760 damage, not even 2 plates. You really gotta blow it to take the kind of damage you're talking about to a tower, and that has nothing to do with Shelly just walking up and hulk smashing. As mentioned, as a jungle main, I try to keep myself very aware of Jungle monster mechanics, of which there are a lot that laners tend to not know about.
> [{quoted}](name=Beerstein,realm=NA,application-id=3ErqAdtq,discussion-id=FJEw6ia5,comment-id=0000000000000000,timestamp=2019-07-08T06:42:57.139+0000) > > 40% health or 2,000 true damage, whichever is higher. It's actually not even close to popping 5 plates and a tower instantly. Your team has to basically ignore the herald for her to do serious damage, which is why the play around her has to be so methodical and during such a short time frame. > > Turrets have 5,000hp with plates, Rift herald has 4000-6400 based on level. We're talking super aggressive early rift control/push, so generally 4000-4400 tops. So the first hit would do around 1,760 damage, not even 2 plates. You really gotta blow it to take the kind of damage you're talking about to a tower, and that has nothing to do with Shelly just walking up and hulk smashing. As mentioned, as a jungle main, I try to keep myself very aware of Jungle monster mechanics, of which there are a lot that laners tend to not know about. Okay, this is exactly what I'm talking about: https://www.youtube.com/watch?v=2T-iUhJt25k -- 3/4 health tower, Leblanc recall, couldn't even make it back to lane before I killed her tower. I literally doubled my gold off this one tower (1100 to 2200g). This definitely should not be a thing.
: I'm a jungler with what I'd like to think is pretty good control over both (and stats seem to heavily back this claim up), but I am not a fan of this. The thing about the Rift Herald is it lasts from 10-20 min mark, but plates fall at 14. Because of this, it has relatively low value after a few short minutes, but within those few minutes has a VERY high value. If you take dragon control you can time the spawn around it, or even value the dragon or herald over eachother and trade objectives without the enemy knowing until it's too late. All the above said, as a jungler that understands how all the jungle monsters work, I think putting a dragon in place of the herald would be a HUGE step backwards. Much like the Mountain Drake, the Herald has a pretty long kill time and you have to decide if and when it's worth that time, because for that window, you do open other areas of the map to the enemy. Beyond that, due to its super low "critical high value" period, it should be a highly contested area for that period, and teams should prepare for that. Preparing means prepping positioning, hitpoints of lanes, and even potentially a sneak dragon. There's a LOT of strategy involved that would honestly disappear around the dragon. Then you DO get he herald and the enemy KNOWS you want to crack its head on a tower by 14 min. Again, a very short window. Now it's up to the enemy team to keep hard CC pressure on your teammember that picked up the herald for as little as 30 seconds or as much as a few minutes to try to land a channel cancel. A lot of vision, lane control, and positioning is involved here. Or simply to get so much control that the enemy can't get a favorable position to even get a herald on your tower until 14. You lose almost all of this with a second dragon. Beyond all this, a second dragon would give exceptional power to certain junglers that are good at controlling them (like Nunu) especially when late game rolls around and elders come into play. I'm not saying it wouldn't be a fun challenge to fight that. But for many it would be frustrating, and strategy-wise, it would take a lot away from the current JG in my opinion.
> [{quoted}](name=Beerstein,realm=NA,application-id=3ErqAdtq,discussion-id=FJEw6ia5,comment-id=0001,timestamp=2019-07-08T06:05:16.662+0000) > > I'm a jungler with what I'd like to think is pretty good control over both (and stats seem to heavily back this claim up), but I am not a fan of this. > > The thing about the Rift Herald is it lasts from 10-20 min mark, but plates fall at 14. Because of this, it has relatively low value after a few short minutes, but within those few minutes has a VERY high value. If you take dragon control you can time the spawn around it, or even value the dragon or herald over eachother and trade objectives without the enemy knowing until it's too late. > > All the above said, as a jungler that understands how all the jungle monsters work, I think putting a dragon in place of the herald would be a HUGE step backwards. > > Much like the Mountain Drake, the Herald has a pretty long kill time and you have to decide if and when it's worth that time, because for that window, you do open other areas of the map to the enemy. Beyond that, due to its super low "critical high value" period, it should be a highly contested area for that period, and teams should prepare for that. > > Preparing means prepping positioning, hitpoints of lanes, and even potentially a sneak dragon. There's a LOT of strategy involved that would honestly disappear around the dragon. > > Then you DO get he herald and the enemy KNOWS you want to crack its head on a tower by 14 min. Again, a very short window. Now it's up to the enemy team to keep hard CC pressure on your teammember that picked up the herald for as little as 30 seconds or as much as a few minutes to try to land a channel cancel. A lot of vision, lane control, and positioning is involved here. Or simply to get so much control that the enemy can't get a favorable position to even get a herald on your tower until 14. > > You lose almost all of this with a second dragon. Beyond all this, a second dragon would give exceptional power to certain junglers that are good at controlling them (like Nunu) especially when late game rolls around and elders come into play. I'm not saying it wouldn't be a fun challenge to fight that. But for many it would be frustrating, and strategy-wise, it would take a lot away from the current JG in my opinion. How does the Herald have a long kill time? Popping it in the eye you can kill it almost instantly. I'm not a fan of the Herald early right now. To me it is one of the core problems in the game right now, ever since they added those the tower platings. That massive influx of gold that you can get off it is super unhealthy for the game. I get what you're saying about how it "adds strategy" but it's not a healthy form of strategic decision making because it's an objective more often that not picked up by the winning team. It's an objective with the purpose of helping a winning team, but if it gets plate gold it REALLY helps the winning team to an extent that cannot be made up for by the losing team. To me that's a problem, and is not healthy. If anything Herald should not give plate gold at all if it's used on a tower.
: > [{quoted}](name=The thigh guy,realm=NA,application-id=3ErqAdtq,discussion-id=FJEw6ia5,comment-id=0000,timestamp=2019-07-08T05:54:09.679+0000) > > That will make the game even more coin flip my dude. > > If you pick a early control jungler and get double cloud. Well. Sucks to be you. > > You didn’t pick an early jungler and then double inferno spawns? Sucks even harder to be you. Or even worse, you are/have the strong early game jungle, but the enemy just out positions/outplays you/him. Now your team is stuck with an early game JG that lost both dragons. Maybe it wasn't even his fault, maybe it was your laners priorities/positions. But it doesn't matter, your chances of recovering a game off of this would be near impossible. The thing about dragons, from weaker to stronger ones is that they ALL add up pretty heavy by late game, and they really come online harder late game. So the concept of fighting from behind, and fighting behind against dragon stacks are two very different things, against dragons stacks being the rougher of the two. Right now if you drop a dragon (ANY dragon) for a herald pre-14 and take plates/first tower gold with it, you get an edge which dies out over time. With a dragon there would be no edge early vs late, there would be you either got the better end or you didn't. There's no tradeoff/decision at all. Herald is kinda like baron in that it's a power play, you can get a lot with it fast and then use that to take advantage for a short period. Dragon is a long term objective, a buff that follows you and grows (particularly when win dragons play into split push or infernals into late game items, or even mountains into barons)
> [{quoted}](name=Beerstein,realm=NA,application-id=3ErqAdtq,discussion-id=FJEw6ia5,comment-id=00000000,timestamp=2019-07-08T06:15:54.596+0000) > > Or even worse, you are/have the strong early game jungle, but the enemy just out positions/outplays you/him. Now your team is stuck with an early game JG that lost both dragons. Maybe it wasn't even his fault, maybe it was your laners priorities/positions. But it doesn't matter, your chances of recovering a game off of this would be near impossible. > > The thing about dragons, from weaker to stronger ones is that they ALL add up pretty heavy by late game, and they really come online harder late game. So the concept of fighting from behind, and fighting behind against dragon stacks are two very different things, against dragons stacks being the rougher of the two. > > > Right now if you drop a dragon (ANY dragon) for a herald pre-14 and take plates/first tower gold with it, you get an edge which dies out over time. With a dragon there would be no edge early vs late, there would be you either got the better end or you didn't. There's no tradeoff/decision at all. Here's my question, so they both spawn at the same time... how are you losing both of them? When thinking about past meta where teams were trading towers without contest, I highly doubt that there would ever be a time in higher ELO's where one team magically manages to acquire both without some form of outplay going on. To me outplaying the enemy is what makes the game fun and interesting. In lower solo queue having two dragons will be a huge cluster fuck I'm sure, but that's also fun in it's own merit. Granted, I don't care for the "massive damage" meta we have in the game but I don't mind unusual things and this certainly would be one. For the guy who says "it'll add to the coinflip" I really doubt that it would. In your head you think having two dragons means there is two times more chance for one team to have two dragons, but that's not really always the case. Just because you have an early jungle like Kindred or Xin doesn't mean you will get BOTH dragons. As for the Rift Herald, it promotes snowballing, which is precisely the "coinflip" mechanism that you guys hate so much. The fact that it basically 1 shots a tower (or fairly close to it) means that if you don't stop whoever gets it, you're almost guaranteed to lose a tower and an ass load of gold. THAT is one hell of a coin flip / game snowballing event. Popping 5 plates and the tower instantly with a Herald is probably as BS as it gets.
Rioter Comments
vrasidaros (EUNE)
: How do I cs properly?
**General Information:** 1. It depends largely on what champion you are using, and what their base Attack Damage is! -- 2. Different champions utilize different attack animations. As an example, with equal attack speed, Riven's auto attack animation is actually faster than Ekko's. Even with the same attack speed, Riven will always land her auto attack before Ekko due to Ekko's animation being slightly longer than Riven's. -- 3. Range is also a factor. While most melee champions have 125 attack range, the speed of your auto attack actually increases the closer you are to your target (especially on a ranged champion). You must factor these things in when you are trying to last hit your creeps. On melee champions you have a bit of an advantage CS'ing over most ranged champions. Since you are closer to the minion, your basic attack will hit the creep faster (when you are right next to it). You are also able to cancel your attack animation much easier on a melee champion than on a ranged champion (this is called Orb Walking, and it's much easier to do on a melee champion). -- **CS'ing under tower:** *Note: Values are estimation and vary based on time in game* (Minion stats increase with time) **Melee Minion** approx. 75+ AD = Two tower shots, then attack it. approx. 74 AD or less = Auto attack before tower hits it, Two tower shots, then attack it again. **Ranged Caster Minion** approx. 75+ AD = One tower shot, then attack it. approx. 74 or less AD = Auto attack, One tower shot, then attack it again. -- **CS'ing with abilities** This one requires a lot of champion specific knowledge. Every champion in the game has a different farming pattern with their abilities, so I can't give you much here. The best thing to do is watch how a high tier player or your favorite streamer uses your champion to clear minion waves.
: Rate my yuumi build and skill max order
Check my Wizard Alistar build guys: {{champion:12}} {{item:3089}} {{item:3089}} {{item:3089}} {{item:3089}} {{item:3089}} {{item:3089}} R > Q > W > E
Xavanic (NA)
: I'm fine with most adcs, but some are very problematic and tbh, should really see nerfs {{champion:51}} {{champion:145}} {{champion:498}} {{champion:81}} {{champion:236}} are all extremely frustrating for varying issues {{champion:236}} {{champion:81}} have far too much mobility for marksman, on top of this, they both get away with tankier builds making them much harder to deal with {{champion:498}} {{champion:51}} have some of the ultimate denial abilites, which already make them rather frustrating to play against, esp with how quickly caits traps arm now {{champion:145}} is just outright fucking bullshit, she can just change up how she's building to better suit her, on top of this, she is among the hardest to win against due to her having more dmg then most other marksman to a degree, one of the big issues though, is just how powerful supports are rn, champs like {{champion:40}} {{champion:117}} {{champion:99}} are all great examples of what make adc's too fucking strong Let's also not forget the problems with crit rn, it's far too strong and tbh, really should be nerfed to 150% dmg rather then 200% (at least for ranged champs), as your essentially doing 600 - 800 dmg an auto with the current crit system, so your not even needing to play as an adc, since you 3 bang any assassin that gets near you, and since flash is still a thing, you just dodge their dmg, kill them, and keep going (this is where the problems with xayah and cait really shine, since they don't even need to flash) To be completely honest, marksman and melee carries should never be balanced on equal terms, as marksman will always outshine the melee carry, you always need to budget power towards the fact that said champ is ranged
> [{quoted}](name=Xavanic,realm=NA,application-id=3ErqAdtq,discussion-id=nyGTalPh,comment-id=0001,timestamp=2019-07-06T06:52:22.994+0000) > > I'm fine with most adcs, but some are very problematic and tbh, should really see nerfs > {{champion:51}} {{champion:145}} {{champion:498}} {{champion:81}} {{champion:236}} are all extremely frustrating for varying issues > {{champion:236}} {{champion:81}} have far too much mobility for marksman, on top of this, they both get away with tankier builds making them much harder to deal with > {{champion:498}} {{champion:51}} have some of the ultimate denial abilites, which already make them rather frustrating to play against, esp with how quickly caits traps arm now > {{champion:145}} is just outright fucking bullshit, she can just change up how she's building to better suit her, on top of this, she is among the hardest to win against due to her having more dmg then most other marksman > to a degree, one of the big issues though, is just how powerful supports are rn, champs like {{champion:40}} {{champion:117}} {{champion:99}} are all great examples of what make adc's too fucking strong > Let's also not forget the problems with crit rn, it's far too strong and tbh, really should be nerfed to 150% dmg rather then 200% (at least for ranged champs), as your essentially doing 600 - 800 dmg an auto with the current crit system, so your not even needing to play as an adc, since you 3 bang any assassin that gets near you, and since flash is still a thing, you just dodge their dmg, kill them, and keep going (this is where the problems with xayah and cait really shine, since they don't even need to flash) > To be completely honest, marksman and melee carries should never be balanced on equal terms, as marksman will always outshine the melee carry, you always need to budget power towards the fact that said champ is ranged You forgot Corki man. He is also literally cancer with his low cooldown super long ranged ultimate paired with his range / package steriod and sheen. A few days ago I had a Corki smacking me for 1,000's when I had 1400 health and 150 armor. He only had like 5 kills when it happened too, so he wasn't even super fed at that point. No one on my team could kill him due to his massive range and his dash, literally a long range damage shitting machine that was unkillable. I agree with the fact that some Marksman simply have too much mobility for the amount of benefit they get out of being ranged.
: Why are matches so lopsided
Match making has some serious problems this year, albeit Riot refuses to admit it. I think a good portion of it are pre-made duo's breaking the system. Basically players duo'ing at extremes, like Plat I with a Gold IV player, causes massive problems. Basically the enemy team will have like all Gold II / III's to counter balance against the enemy duo, but realistically a Plat I still destroys players at Gold II / III range causing a lopsided match. The current META doesn't help either as the hyper carry meta is back with champions such as Zed being able to 100-0 almost anything in the game regardless of their build. If you aren't playing an S or S+ tier hyper carry then basically you are relying on your team to win, which usually is like rolling a pair of dice to see if you're going to win or not. It's like basically, if you and your teammates are not playing one of these champions: https://u.gg/ then your win potential goes down astronomically. Meanwhile if the other team has more of these champions, then their chances of winning are much higher. In the past the difference between a God tier and A tier champion was actually very slim. The "outliers" of the game were the low points, meaning those who fell into the C range. Most of the time up until Season 7, a B tier champion could still carry against a God tier champion if they could secure a lead. This was mostly due to how efficient Armor and Magic Resist used to be (most 'tank' items had more resistances than currently). Starting around Season 7 up until now, the exact opposite is true. Since the end of Season 6 / beginning of Season 7, nearly every tank item has been gutted (Banshees turned AP, GA turned AD, Resistances lowered across the board, health lowered across the board). This in combination with new Keystones has created a META where damage and penetration prevails against resistance stacking. The effect this has had on the game is that it made God Tier champions supreme (new outliers, unable to be matched) with A / B tier champions having no fall backs to help push them through laning phase. Previously where in bad match ups you could grab a few resistances to stall lane (or some damage, like a Tiamat in the case of Tanks like Shen), now it only puts you farther behind with no advantages to gain. The enemy still hits just as hard whether you purchased the resistances or not, so basically the only option is to go with your original build without variances. Increasing the overall damage in the game has led to less build adaptability, and in turn leads to more 'snowballing' game play patterns. Basically from A tier champion to God tier champion is basically the equivalent of D tier to A tier now and really low tier champions tend to be complete garbage regardless of how well they are played. In the past the difference was a lot less between high tier champions and even lower tier champions could squeak by in most unfavorable match ups.
Rioter Comments
Rioter Comments
: > [{quoted}](name=Rainbow Slayer,realm=NA,application-id=3ErqAdtq,discussion-id=LOE2EeKW,comment-id=00010000000000020000,timestamp=2019-07-07T07:42:15.978+0000) > > Lack of mobility and CC? > > {{champion:103}} - Charm and 3 dashes. > > {{champion:51}} - Trap that stuns, dash that slows > > {{champion:85}} - Speed boost that's basically as fast as a dash, ranged aoe stuns > > {{champion:127}} - Dashes, has multiple CC's. > > This list can go on and on. > > Not sure what world you live in, but ranged champions have either mobility or CC 100% of the time, and some of them have both. I really mean no offense to you but this comment proves that you have little to none game knowledge. It's all a matter of match-ups and decision-making.
> [{quoted}](name=Sona Ping,realm=NA,application-id=3ErqAdtq,discussion-id=LOE2EeKW,comment-id=000100000000000200000000,timestamp=2019-07-07T07:52:28.012+0000) > > I really mean no offense to you but this comment proves that you have little to none game knowledge. It's all a matter of match-ups and decision-making. What are you even talking about? He said there are no champions that are ranged and have mobility and crowd control. How the fuck does that have anything to do with decision making and match ups?
iiGazeii (NA)
: Qiyana kinda sucks in the base
I dislike how they did her passive in general. Even before they released her I knew this would be a problem. Where her enemies are positioning shouldn't determine what elements Qiyana has available to choose. Mechanically I wish her passive functioned more like Kindred's in the sense that she should just be capable of selecting an element, then not being able to change it for a while. If they wanted to make it 'fancy' they could have even went as far as giving her W some type of positional indicators for elements, and hopping in a certain direction would determine which element she picks.
: > [{quoted}](name=LordGeovanni,realm=NA,application-id=3ErqAdtq,discussion-id=LOE2EeKW,comment-id=000100000000,timestamp=2019-07-05T21:25:02.981+0000) > > There isnt but there is a universal understanding that Ranged champions are supposedly squishy and thus lose early lane to melee because melee's walk up to them with superior base stats and beat them. this is largely untrue as ranged champions make melee champions'superior base stats' irrlivenat by getting 2 autos in before the champion gets to them. without even kiting even worse with kiting and their also get large movement ablities and big CC ablities that are more often than non condition less so they can use press the ability and thus use it to both kite and chase. I belive than some ranged champions should have spells that are half their auto attack range or that super long ranged spells should be gutted to do (slightly more than) Aery like damage or have aftershock like cooldowns. the problem with this is that it will have people crying that the intentional nerfs dont have the character work the same (no duh when their pattern was chunk most of peoples health bar from an uncounterable range except by similar champions) and if they only do it to new champions they just wont ever be as good as the current ones who still have their long broken spells with high damage. I really mean no offense to you but this comment proves that you have little to none game knowledge. The champions that deal damage from a further distance have obvious weaknesses like lack of mobility and cc. Any assassin can wipe these champions with little to no effort. It's all a matter of match-ups and decision-making.
> [{quoted}](name=SkrrrtCobain,realm=EUNE,application-id=3ErqAdtq,discussion-id=LOE2EeKW,comment-id=0001000000000002,timestamp=2019-07-07T07:27:20.389+0000) > > I really mean no offense to you but this comment proves that you have little to none game knowledge. The champions that deal damage from a further distance have obvious weaknesses like lack of mobility and cc. Any assassin can wipe these champions with little to no effort. It's all a matter of match-ups and decision-making. Lack of mobility and CC? {{champion:103}} - Charm and 3 dashes. {{champion:51}} - Trap that stuns, dash that slows {{champion:85}} - Speed boost that's basically as fast as a dash, ranged aoe stuns {{champion:127}} - Dashes, has multiple CC's. This list can go on and on. Not sure what world you live in, but ranged champions have either mobility or CC 100% of the time, and some of them have both.
Naalith (NA)
: Utility can also mean stuns, which she has an aoe knockback, aoe stun, and aoe root.
> [{quoted}](name=Naalith,realm=NA,application-id=3ErqAdtq,discussion-id=rELEXvef,comment-id=000900000000,timestamp=2019-07-06T09:09:34.853+0000) > > Utility can also mean stuns, which she has an aoe knockback, aoe stun, and aoe root. Stun is a crowd control, not a utility. https://en.wikipedia.org/wiki/Crowd_control_(video_gaming)
Naalith (NA)
: I got my mastery 7 on her and think she's gonna be nuts when more people figure her out. The amount of utility she has as an assassin is crazy and when she snowballs she basically becomes a one shot machine.
> [{quoted}](name=Naalith,realm=NA,application-id=3ErqAdtq,discussion-id=rELEXvef,comment-id=0009,timestamp=2019-07-05T14:14:43.173+0000) > > I got my mastery 7 on her and think she's gonna be nuts when more people figure her out. The amount of utility she has as an assassin is crazy and when she snowballs she basically becomes a one shot machine. Amount of utility? She literally has 2 utility mechanics in her entire kit.. Stealth and Speed boost with River element. lol
Hotarµ (NA)
: Healing is a necessity when you're dealing with different damage types, resistances, attack ranges, spell types, classes, minions, monsters, teamfights, pretty much every aspect of League calls for a heal at one point or another. Don't get me wrong, I'm personally not a fan of drain-tanks or lifesteal based champions (in any game, for that matter) but removing healing overall is a bad idea. If you remove heals across the board, a champion like Sylas who isn't tanky and has to be in melee range is going to get kneecapped a lot harder than someone like Vlad.
> [{quoted}](name=Hotarµ,realm=NA,application-id=yrc23zHg,discussion-id=djAkEEQE,comment-id=0000,timestamp=2019-07-06T02:49:40.765+0000) > > Healing is a necessity when you're dealing with different damage types, resistances, attack ranges, spell types, classes, minions, monsters, teamfights, pretty much every aspect of League calls for a heal at one point or another. > > Don't get me wrong, I'm personally not a fan of drain-tanks or lifesteal based champions (in any game, for that matter) but removing healing overall is a bad idea. If you remove heals across the board, a champion like Sylas who isn't tanky and has to be in melee range is going to get kneecapped a lot harder than someone like Vlad. I agree, I don't think they should out right remove it completely. There are many areas where healing can be useful. The problem I have is that there are too many champions with it. Right now healing has gotten to the point that most champions who don't utilize it tend to be at a severe disadvantage. Healing champions, runes, items, etc. are too core to the game right now.
Rioter Comments
Rioter Comments
: Why Qiyana is underpicked
Qiyana is not boring, she is just very difficult to play since she lacks both utility and range. Her Q is predictable in the sense that you can see which element she has picked, not to mention how small the range on it is (which makes it easier to dodge for enemies). She has loads of damage, but it's super difficult to survive or even to trade against enemies with her. Why isn't she picked? She's not reliable and has nothing in her kit that's busted. Everyone loves playing things that are broken because winning is fun. Qiyana has a super ridiculously high skill ceiling and you can't just hop in game and auto win with her without having practiced her a lot. Losing is not fun, thus people might try her once , get stomped, and decide they don't want to play her anymore.
awejim1 (NA)
: Why is there a pbe wait time?
It's because they opened the PBE to everyone honor 3 and above. Before you had to get selected and there weren't really that many testers... ever since the whole honor unlocking PBE change, there are way too many players on the PBE and nearly anyone can get a PBE account. I've had my PBE account long before they unlocked it with honor, and it's honestly a lot worse now compared to what it was before. I almost never had griefing and AFK players in the past however since the change to "reward positive behavior" I have encountered AFK's and negative behavior in literally every single match I've played on PBE the last two years. It's so bad to the point that, I don't even touch PBE anymore outside of trying new champions in custom matches, because it's a waste of my time to queue up when I'm going to get AFK's anyway.
Rioter Comments
: The fact that there is a locked in meta for botlane is the problem.
They already tried to "diversify" the Support role by adding champions such as Bard, who are designed to roam and be impactful across the whole map instead of being tied to one single lane. Not only that, but they completely changed all of the Support items, added damage for support items, and have enabled more champions to be impactful at Support. Riot is not at fault, it's everyone who plays League of Legends. The players are what make the game. Obviously you don't remember the times of Mordekaiser ADC, which dominated for a while. Riot has tried for years to break the Bottom lane meta, but that simply is not what the majority of players want. It doesn't matter what drastic champions and mechanics Riot introduces into the game, players stick to what they know and the entire game revolves around it.
Pika Fox (NA)
: > [{quoted}](name=Rainbow Slayer,realm=NA,application-id=ZGEFLEUQ,discussion-id=EtXQhs5J,comment-id=007a000000000000,timestamp=2019-06-16T01:42:02.488+0000) > > The Terms of Service do not say anything about the game. The Summoners Code does. The meta for the game is Support being bottom. By playing against that meta without his teammates consent, he is causing an unpleasant situation for both his Mid and his Marksman. This goes directly against the Summoners Code which states: Enjoy Yourself, but not at Anyone Else's Expense. His strategy is at the expense of both his Mid and his Bot laner since both will be in disadvantaged situations and will likely be upset at him for playing Support Mid. > > https://na.leagueoflegends.com/en/game-info/get-started/summoners-code/ You. Do. Not. Need. Your. Teams. Consent. For. Jack. Shit. So long as you arent trying to lose the game, or actively stealing their lane (support mid is NOT stealing a lane), youre good.
> [{quoted}](name=Pika Fox,realm=NA,application-id=ZGEFLEUQ,discussion-id=EtXQhs5J,comment-id=007a0000000000000000,timestamp=2019-06-16T01:42:40.329+0000) > > You. Do. Not. Need. Your. Teams. Consent. For. Jack. Shit. False, you do indeed need your teammate's consent. It is a team game, which requires that you work with others. If your strategy directly affects another player on your team, they need to be willing to work with you and you need to be willing to work with them. In this case, he did not queue as the Middle laner. He queued as Support. His Middle laner is losing precious EXP to achieve his power spikes since he is Mid. If his Mid does not want him to be there soaking this EXP, he should not be there. If he wants to be at that lane, he should be either duo'ing with someone who is on-board with the strategy, or simply playing as Middle himself.
: where in the Terms of Service does it say where Support Lane belongs, if im correct Support moves around the map, depending on conditions of the game, why is starting mid any different to starting bot ?
> [{quoted}](name=29Z,realm=EUW,application-id=ZGEFLEUQ,discussion-id=EtXQhs5J,comment-id=007a00000000,timestamp=2019-06-16T01:38:14.494+0000) > > where in the Terms of Service does it say where Support Lane belongs, if im correct Support moves around the map, depending on conditions of the game, why is starting mid any different to starting bot ? The Terms of Service do not say anything about the game. The Summoners Code does. The meta for the game is Support being bottom. By playing against that meta without his teammates consent, he is causing an unpleasant situation for both his Mid and his Marksman. This goes directly against the Summoners Code which states: Enjoy Yourself, but not at Anyone Else's Expense. His strategy is at the expense of both his Mid and his Bot laner since both will be in disadvantaged situations and will likely be upset at him for playing Support Mid. https://na.leagueoflegends.com/en/game-info/get-started/summoners-code/
: Mute button....
> [{quoted}](name=R107 Games,realm=NA,application-id=ZGEFLEUQ,discussion-id=YQQ9wPLx,comment-id=0000,timestamp=2019-06-16T01:35:02.322+0000) > > Mute button.... Where is the mute bottom on these Boards? Did you even read my post?
Nubrac (NA)
: So Why did I recieve a 14 day ban?
> [{quoted}](name=Nubrac,realm=NA,application-id=ZGEFLEUQ,discussion-id=EtXQhs5J,comment-id=007a,timestamp=2019-06-16T01:32:11.753+0000) > > So Why did I recieve a 14 day ban? Because you forgot to queue up as Mid bruh. It shows you where your lane is on the map when you are picking your champion! Support role goes near the Bottom of the map with the Bot laner, there's no indicator Support goes near Mid lane.
Rioter Comments
: LOL. Oh my god. My sides hurt. I hope the delusion in this reply lets everyone here know exactly why they should not be listening to you with regards to balance.
> [{quoted}](name=Gaijin Bengoshi,realm=NA,application-id=3ErqAdtq,discussion-id=JKpsF5ek,comment-id=0007000100030000,timestamp=2019-06-15T07:14:49.682+0000) > > LOL. Oh my god. My sides hurt. I hope the delusion in this reply lets everyone here know exactly why they should not be listening to you with regards to balance. Champion mechanics isn't the same as having good understanding of the rest of the game. You can know every Riven combo, jump any wall, and be the greatest Riven player in the world, but that won't help when you when you don't understand champion power spikes, wave management, etc. There is much more to League than simply being "mechanically good" at a champion.
: > [{quoted}](name=1800NICECLIENT,realm=NA,application-id=3ErqAdtq,discussion-id=5ubNceOG,comment-id=0001,timestamp=2019-06-14T22:18:32.883+0000) > > To be honest camping a lane wouldn't be so effective if time wasted not farming camps was a trade off at all. Nerfing jungle camp exp means sapping lane exp is the superior option, so might as well camp that lane as well. If you gank too much you can actually fall behind in levels. It's a double edged sword because you can be several kills ahead but if your laner makes nothing of those leads down the line the enemy jungler starts being able to invade you by outleveling you and the other lanes that are doing well easily shut you down. In fact, one of my pet peeves as a jungler is when I'm like 5/1 by minute 6 and my teammates keep pushing needless fights when I need to get around to clearing my camps, because team fights are always a gamble and even if we win it, if I die during that teamfight I'm falling further and further behind in xp if the enemy jungler is being smart and taking advantage to counterjungle. Take your ganks when they come and let the jungler at least clear most of his camps before you choose to get caught out 4v5. I don't think laners understand how reliant on staying up to date with the camps a jungler is for not becoming lower level than even the bot lane. I used to main mid lane and totally get the hate for afk farm junglers, but laners do this crap as well where I'm contesting a crab, or my jungle gets invaded, or I'm warding off the enemy jungler from collapsing on my bot lane via tri bush and all my bot lane does is stay farming minions while their team rotates onto me. So I understand when junglers choose to just farm when it's obvious all of the lanes either always push to turret, making them ungankable, or they play completely passive and don't force engagements when you're arriving, so you go in and get killed first because they took too long staring before they engage with you. AFK farm laners exist as well.
> [{quoted}](name=Crescent Dusk,realm=NA,application-id=3ErqAdtq,discussion-id=5ubNceOG,comment-id=00010000,timestamp=2019-06-15T01:11:32.025+0000) > > If you gank too much you can actually fall behind in levels. It's a double edged sword because you can be several kills ahead but if your laner makes nothing of those leads down the line the enemy jungler starts being able to invade you by outleveling you and the other lanes that are doing well easily shut you down. > > In fact, one of my pet peeves as a jungler is when I'm like 5/1 by minute 6 and my teammates keep pushing needless fights when I need to get around to clearing my camps, because team fights are always a gamble and even if we win it, if I die during that teamfight I'm falling further and further behind in xp if the enemy jungler is being smart and taking advantage to counterjungle. > > Take your ganks when they come and let the jungler at least clear most of his camps before you choose to get caught out 4v5. > > I don't think laners understand how reliant on staying up to date with the camps a jungler is for not becoming lower level than even the bot lane. > > I used to main mid lane and totally get the hate for afk farm junglers, but laners do this crap as well where I'm contesting a crab, or my jungle gets invaded, or I'm warding off the enemy jungler from collapsing on my bot lane via tri bush and all my bot lane does is stay farming minions while their team rotates onto me. So I understand when junglers choose to just farm when it's obvious all of the lanes either always push to turret, making them ungankable, or they play completely passive and don't force engagements when you're arriving, so you go in and get killed first because they took too long staring before they engage with you. > > AFK farm laners exist as well. Farming is fine on Junglers who scale such as Nunu, Amumu. etc. Junglers who invest in mid to late game team fighting more so than early snowballing. Some Junglers don't have that early fighting power to defend scuttle or counter gank early. When someone is picking a Jungler that relies heavily on snowballing like Kha'zix, Kayne, Vi, etc. and they are AFK farming, it's a whole different animal at that point. You might not outright lose AFK farming on a carry Jungler, but it's a big mistake since you're basically hoping your team doesn't make any errors. God knows, your team isn't something you want to put your faith in when it comes to most League of Legends matches. When I see a player using a Kayn or a carry Jungle and all they are doing is farming, I feel the rage boiling up inside me. It's basically asking the enemy Jungle "please, please come shit on my teammates because I don't care about this match at all". People playing carry Junglers AFK farming don't deserve to be carried.
: Can we do a damage tune down on everything.
https://www.youtube.com/watch?v=sSrLOm23wK8
: You’re a silver 2 Riven main. You don’t play Riven at the level where she’s problematic, so I’m not sure why you’re commenting tbh.
> [{quoted}](name=Gaijin Bengoshi,realm=NA,application-id=3ErqAdtq,discussion-id=JKpsF5ek,comment-id=00070001,timestamp=2019-06-14T16:29:10.414+0000) > > You’re a silver 2 Riven main. You don’t play Riven at the level where she’s problematic, so I’m not sure why you’re commenting tbh. What? https://www.youtube.com/watch?v=rRbDUtJqhLE Mechanically I'm probably just as good as any Challenger Riven player there is. I don't have good map awareness, vision skills, decision making, or farming skills to climb too much higher so I don't bother. That's also not to mention, I'm a Jungle main and Riven is not a great Jungler since the nerfs to her E. I am a godly ass Riven main. I'm not going to say that I'm better than some high tier Riven main like Adrian, because that more than likely wouldn't be true, but I stomp people at my ELO in lane with Riven. How about just looking at my last few matches where I played Riven in a lane? I went 18/5/8 and 16/0/8. I'm not sure what makes you think "I don't play Riven at a level where she's problematic", but it's a good joke at least.
Saezio (EUNE)
: 53% winrate in diamond+ 53% winrate in masters+ But I am sure you know better.
> [{quoted}](name=Saezio,realm=EUNE,application-id=3ErqAdtq,discussion-id=JKpsF5ek,comment-id=00070002,timestamp=2019-06-14T20:58:39.347+0000) > > 53% winrate in diamond+ > 53% winrate in masters+ > > But I am sure you know better. When was the last time you made it to challenger? Oh wait, you haven't either because less than 1% of the entire world is there. I'm certainly sure you know better too.
: Riven should lose Blade of the Exile when she uses Wind Slash
It's really funny how Riven isn't even in the Top 10 most banned top lane champions but you people are always complaining about her. She's also only 8th in win rate. No one bans her, but then you want to turn around and complain how "not fun" she is to play against. I don't think the problem is Riven, seems like the problem has something to do with you people. Obviously she doesn't need nerfed if you don't see her as a big enough threat to ban her. There are literally 8 Top lane champions that have over a 20% ban rate, with Yasuo and Aatrox being around 40%. Oh and if you don't play Top, you shouldn't even talk about champions related to it. There's nothing worse than when I see ADC and Support mains complaining about Top laners. You aren't the ones playing the lane, you don't know how broken or not broken the champion is.
Rioter Comments
Kai Guy (NA)
: We literally just had {{champion:350}} who folks called weak and got a fucking hot fix then nerf... and you want to go all the way back to Riv for an example?
> [{quoted}](name=Kai Guy,realm=NA,application-id=3ErqAdtq,discussion-id=GPLWx6h6,comment-id=000000000000,timestamp=2019-06-13T02:39:40.698+0000) > > We literally just had {{champion:350}} who folks called weak and got a fucking hot fix then nerf... and you want to go all the way back to Riv for an example? I never called Yuumi weak. In fact, my initial opinion on Yuumi was that she was too strong. Yet another instance where my intuition was correct, as she's seen quite a few nerfs since she was released. All my comments about it were downvoted because it was not a popular opinion. https://boards.na.leagueoflegends.com/en/c/gameplay-balance/QThKL3eI-yuumi-proves-how-utterly-clueless-this-forum-is?comment=0011
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Rainbow Slayer

Level 137 (NA)
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