: > [{quoted}](name=letsfeedtogether,realm=EUNE,application-id=3ErqAdtq,discussion-id=rvnzPEKx,comment-id=0000,timestamp=2019-07-07T12:57:50.276+0000) > > It has one. Yeah I think he just got stomped by some low dia smurf or something.
> [{quoted}](name=Supercharge,realm=EUW,application-id=3ErqAdtq,discussion-id=rvnzPEKx,comment-id=00000000,timestamp=2019-07-07T15:54:57.659+0000) > > Yeah I think he just got stomped by some low dia smurf or something. Of course I got beat by a smurf, why you think I'm in here bitching about it? It happens on the regular. You shouldn't be at an elo you consistently have close to 100% win rate in. If you think about it, you're statistically more likely to fight a smurf than to have a smurf on your team. 5 potential smurf slots on the enemy team vs only 4 on yours. And honestly I don't mind fighting high elo players myself but when my top Teemo gets demolished by someone 4 tiers higher than him, it's frustrating because you feel pretty helpless in the game. It ruins the competitive integrity of ranked IMO.
: It has one.
> [{quoted}](name=letsfeedtogether,realm=EUNE,application-id=3ErqAdtq,discussion-id=rvnzPEKx,comment-id=0000,timestamp=2019-07-07T12:57:50.276+0000) > > It has one. The shit ain't working if it has one. I have a friend that has like 4 accounts he smurfs on and he's constantly rotating to play in low elo stuff. He has yet to get bumped up to where he belongs on any of them. Smurfing should be a reportable offense honestly.
Rioter Comments
: Teamfight Tactics-- /Dev Update: Your Feedback and the Road Ahead
Re: Item Drops The biggest problem is availability. I'm fine with people getting better items than me. What I'm NOT fine with is people getting WAY more items than me. I think certain enemies should 100% drop items (ie you get 1 item per monster wave guaranteed) instead of the crap shoot it is now where you can come out with either almost no items or a shitload of them. That way, you can build around the items you do get instead of just hoping RNG favors you and it won't feel so bad getting washed by the guy with a vayne that happened to get 2 rageblades early on while all you have is a negatron cloak.
: TFT added to ARCADE Event Pass
Please take out item RNG so we're at least all guaranteed the same amount of item drops, only bad part of the game IMO T_T
Rioter Comments
: Disgusting champion. Wouldn't care if she got gutted and put into a trash can.
> [{quoted}](name=General Matty,realm=NA,application-id=3ErqAdtq,discussion-id=Jl1HBFk5,comment-id=0001,timestamp=2019-02-17T03:53:19.152+0000) > > Disgusting champion. Wouldn't care if she got gutted and put into a trash can. Agree. League enjoyment would go way up if they just deleted her out of the game database. She makes the game so unfun when she doesn't get banned. Completely ridiculous design, I have no idea how that actually got put in the game.
: I don't agree... Every Drake changes gameplay. An ocean Drake early in the game completely warps Laning phase. You don't care as much about mana costs, you can recover better from bad trades. An infernal Drake changes the entire outcome of fights. I recently had a game where we had dragon control and were taking infernal. Our jungler failed smite and it got stolen by enemy support lux ultimate (at level 6 or 7). I subsequently charmed their ADC, and got him to 7hp on my combo before he healed and I had no cooldowns. He lifestealed long enough to get out as their jungler came in. At the same time my top/jungle died 2v2 with both enemies surviving under 60hp. If my jungler didn't miss the infernal Drake there, we come out with it PLUS 3 kills for none, but instead lost it and 3 kills to none. That's a 6 kill swing and definitely cost us that game, even though we were only levels 6 to 9. Mountain makes you get so much objective pressure. You can melt Baron way too easily and can rush it before your opponent can react even if they have vision. They all change the game. They can all also be dealt with. You can still counterplay cloud by flanking. It's not as trivial as just running away.
> [{quoted}](name=ValyrianBlade,realm=NA,application-id=3ErqAdtq,discussion-id=E3RqQ6Hp,comment-id=0000,timestamp=2019-02-24T20:11:53.168+0000) > > I don't agree... > > Every Drake changes gameplay. > > An ocean Drake early in the game completely warps Laning phase. You don't care as much about mana costs, you can recover better from bad trades. > > An infernal Drake changes the entire outcome of fights. I recently had a game where we had dragon control and were taking infernal. Our jungler failed smite and it got stolen by enemy support lux ultimate (at level 6 or 7). I subsequently charmed their ADC, and got him to 7hp on my combo before he healed and I had no cooldowns. He lifestealed long enough to get out as their jungler came in. At the same time my top/jungle died 2v2 with both enemies surviving under 60hp. If my jungler didn't miss the infernal Drake there, we come out with it PLUS 3 kills for none, but instead lost it and 3 kills to none. That's a 6 kill swing and definitely cost us that game, even though we were only levels 6 to 9. > > Mountain makes you get so much objective pressure. You can melt Baron way too easily and can rush it before your opponent can react even if they have vision. > > They all change the game. They can all also be dealt with. > > You can still counterplay cloud by flanking. It's not as trivial as just running away. Unless you're SUPER behind, I personally feel like you can overcome raw stats by just outplaying someone. At least in solo queue, I feel like those small advantages don't really matter that much and I can just ignore them, but cloud is basically impossible to ignore because the COMBAT actually changes. I think there is a big distinction there. I'm sure there are times where 10 AD makes a difference between life or death but I would wager that cloud drake probably makes or breaks way more engagements.
Rioter Comments
: > [{quoted}](name=SIayton,realm=NA,application-id=3ErqAdtq,discussion-id=tQUyJGGp,comment-id=,timestamp=2019-02-19T13:55:08.209+0000) > > Title. I've tried every counter pick and nothing works. It doesn't feel like anyone beats him in lane anymore > > Sadly that's how the game has turned to since GC brought Runes Reforged in. "Counters" aren't counters anymore because of the insane amounts of damage in the game while defense was stripped. I have a hard time against Yas too so I'm not much help. I used to be able to shit on him with Annie but even her I can't do anymore. Tsk. Riot, you done fucked up.
> [{quoted}](name=MiracleMorg94,realm=NA,application-id=3ErqAdtq,discussion-id=tQUyJGGp,comment-id=0001,timestamp=2019-02-19T14:24:58.540+0000) > > Sadly that's how the game has turned to since GC brought Runes Reforged in. "Counters" aren't counters anymore because of the insane amounts of damage in the game while defense was stripped. > > I have a hard time against Yas too so I'm not much help. I used to be able to shit on him with Annie but even her I can't do anymore. Tsk. > > Riot, you done fucked up. Same, annie was my go-to anti yasuo but it doesn't seem like she can match his damage in laning phase. He just always either seems to have his shield up or regens health from runes if you can get any to stick. I feel like he used to have to hold whatever damage you put on him but now he just pushes the wave and has all his health back. He out damages most assassins too so even they can't counter him like they used to. It's pretty ridiculous right now. I think you're boned if your jungler won't help when he pushes.
Rioter Comments
EyyMan (NA)
: Honest Sylas opinions
His damage is just.... horrible honestly. He's got a great kit but it's just so hard to get good damage on him and even if you do, you have to go balls deep and it leaves you open for punishment. IMO his W heal should work on jungle creeps and he'd be a perfectly fine jungler. I def don't think he's suited for mid like I see a lot of people playing him. Def top or jg with some numbers or functionality buffs.
hązed (NA)
: i have a 55% winrate as a diamond smurf in silver/gold WTF IS GOING ON
Maybe they're matching smurfs against smurfs now?
: > [{quoted}](name=SIayton,realm=NA,application-id=3ErqAdtq,discussion-id=RM0Ooy22,comment-id=0000,timestamp=2018-08-31T18:23:05.508+0000) > > I think they should shred armor so that you're not punished AS hard for taking the initial shot but if you're going to sit under the tower, you take more and more damage and become easier to kill. It's really dumb that I can 100-0 someone as Garen under their tower and barely take any damage from it. > > Also maybe increase the rate of fire but reduce damage so it's less easy to weave in and out of the hits but they have the same DPS. Would also make last hitting under tower easier. so you want to punish champions who are actually building to survive turrets longer, and who are trading mobility for defense unproportionally harder than mobile and bursty champions who can dive in and out of turret range and constantly reset turret aggro? champions like {{champion:64}} are already favoured by the current turret mechanics compared to champions like garen, because not only do they take on average less shots during a turret dive because of their mobility and burst, but additionally those turret shots barely deal any damage because of the ramp up mechanic. if you want to improve turrets and make them safer, remove or at least tune down the ramp up mechanic and have the first two shots on a dive deal some actual damage.
> [{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=RM0Ooy22,comment-id=00000001,timestamp=2018-08-31T19:01:08.777+0000) > > so you want to punish champions who are actually building to survive turrets longer, and who are trading mobility for defense unproportionally harder than mobile and bursty champions who can dive in and out of turret range and constantly reset turret aggro? > > champions like {{champion:64}} are already favoured by the current turret mechanics compared to champions like garen, because not only do they take on average less shots during a turret dive because of their mobility and burst, but additionally those turret shots barely deal any damage because of the ramp up mechanic. > > if you want to improve turrets and make them safer, remove or at least tune down the ramp up mechanic and have the first two shots on a dive deal some actual damage. That in and out to avoid shots by high mobility champions is why I suggested increasing the attack speed as well. Basically there are too many ways around turret fire atm and I think hitting both tanking through them and dodging the shots would make them better at doing their job. Same goes for champions like fizz that can dodge the shots. He has a really big DPS window between shots before he needs to use his troll pole. Faster rate of fire would make doing that harder or at least give him a smaller window to walk up to you and do his combo under tower. That change would also make accidentally stepping into turret aggro range with your minion wave less punishing, which would be nice.
: What is the real reason that towers are so bad?
I think they should shred armor so that you're not punished AS hard for taking the initial shot but if you're going to sit under the tower, you take more and more damage and become easier to kill. It's really dumb that I can 100-0 someone as Garen under their tower and barely take any damage from it. Also maybe increase the rate of fire but reduce damage so it's less easy to weave in and out of the hits but they have the same DPS. Would also make last hitting under tower easier.
: Preseason Development Update 1
Please adjust the jungle so it doesn't favor duelists so much. The meta has become so boring for junglers as it favors high damage bruisers over more interesting gankers and such. Scuttle crab has also created a snowbally jungle environment where the person who can get scuttle crabs is able to get more and more scuttle crabs. The early level 2-ish skirmish that often involves mid laners as well for the scuttle crabs have also made the games more random and volatile, often resulting in a double kill on a player that makes the games quickly snowball out of control. I believe the early scuttle crab spawns and high gold reward for killing them is contributing to this and should be looked at. All in all, scuttle crabs have been really bad for the game health IMO.
: Worse part about this game recently
It's blatantly obvious the burst damage is too high right now by a WIDE margin but for some reason they just tip toe around it and do little baby dick nerfs instead of taking the hammer to it like it desperately needs. I had a game against a gragas that was 1 shotting people with his combo after like 1 kill. It was disgusting. Bruisers should not be 1 shotting anyone. The time to kill in general this season is just wayyyyyyyyy too low. In old seasons if you were behind you could play an in and out, fall back pattern style of fighting and still win if you outplayed them but now there is no outplaying. If they get a button rotation off on you, you're dead. This makes mistakes more punishing than they've ever been before and makes comebacks virtually impossible. They just need to give everyone like 100 more HP level 1 and 10 more armor / MR or something.
: Reminder that jax still has a 54% winrate in jungle, and a 51% winrate in toplane
Please just rework all the derpy right click auto attack bruisers already riot, it's cancer to play against and is not interesting in the slightest for the game.
: I've started to just not care
At some point there's really no point in continuing to try. There's no comeback potential this season.
: Thinking about what can be done with Master Yi
You can't balance right click, run at you champions. They're either OP or unplayable because there's no finesse in their kit. Just look at what's top tier in the jungle this season (and a lot of top lane too). You tune the damage too high and suddenly the right clickers pass the stat check and are out performing champions with more room for error by a pretty wide margin. Yi is always going to be frustrating to play against unless they rework his kit. He either explodes your team or explodes. No in between.
LF Annie (NA)
: riot, you disgust me.
I was going to chime in and agree and tell them not to do it but you know what.... season 8 is shit. Their game direction is shit. I've been 100-0'ed enough times this season by champions that had no business doing that so many times I just want to see the company go up in flames at this point. idk how they could let a formerly fun game devolve into this simplistic face bashing high damage no finesse scrub fest. I say let them burn, they deserve it.
: damn aatrox is at a 46 winrate now
I love how they keep nerfing Aatrox even when he was sub 50% win rate over and over. People are learning the matchup now and how to dodge his Q's and suddenly he's unplayable.
: Akali's Voice
Yeah I really don't like her voice or her lines. It all sounds kinda juvenile. You'd expect a high level ninja to be more... idk. Wise / battle hardened. She just sounds like a 14 year old school girl.
: Meddler addresses high damage, doesn't understand what the community is saying
Tanks are objectively less tanky than they used to be barring maybe Garen which is why he's so strong right now. He's literally one of the only tanks that can actually do his job. Champs like Maokai get deleted just as fast as squishies building full tank. Conquerer and the increase in access to true damage and more and more champions doing % life damage have made tanks lives really hard. IMO, champions that are meant to be tanks need actual % damage mitigation like Garen in order to be effective. It's the only thing that can stand up to all the damage types out there now.
: What do you think about Wukong this patch?
Wukong will never be in a good spot as long as he has his current kit. He's way too binary and low counter play. He's either always going to be suboptimal / unplayable or grossly overpowered because of the way his kit works. He's just dated and needs a visual / gameplay update IMO.
: LCS viewership went down so much.
They really should lower damage but then do more to encourage team fights so there's more fights and they last longer. They did a lot to encourage fights this season but the explosive damage has made them way more random and unsatisfying. There needs to be more time to kill per champion IMO. That's where the fun gameplay is anyway.
: Wukong, 55% win rate, 10% play rate. You gonna laugh me off the boards now for saying he's broken?
Been saying Wukong is busted for a while. 0 counterplay, INSANE burst with duskblade, amazing team fight, amazing ganks. His only real issues are early in lane if he can't burst you and his mana but it honestly doesn't even matter that much if you're behind considering the value of stealth in > point and click no counterplay dash > AOE steerable knockup. Absolutely hate fighting wukong, I've been banning him for a month or two now.
: This game should get the ENTIRE damage of the game nerfed to the ground
If they reduced the damage overall I think the game would be in a much better spot. Tanks would be viable again, waves wouldn't get cleared as fast (resulting in less roam time), fights would be longer and more rewarding and not just clicking them with 2 of your abilities before they explode. All of the excess damage coming from runes on top of the sweeping changes to champions all around and speeding up the game has made it way less enjoyable and satisfying to play. It's like it's not even league of legends anymore, just some fast paced rip off imitation where the only viable champions are the derpy ones that can jump on your face and dump their overloaded rune damage on you better than others.
: Being harassed for playing Aatrox
I've noticed an unusual amount of harassment for picking him to (as well as him being banned out from under me a lot). I get that he's got a pretty high skill floor to play and most people suck on him atm but how else are they supposed to get good unless they play the champion? I've carried quite a few games on him so it's not like he's bad, most people just don't know what they're doing yet. Definitely a frustrating experience.
: Vent Post. What was your daily dose of AIDS from League?
1 win away from promotion, I've been playing aatrox jg. Queue up and the top before my pick wants aatrox he takes him and I pick Kindred. Aatrox AFKs right after the remake timer, knocking me out of promos. Next game I get another rage quit 5 minutes in, -20 more LP. Game after that, I get a "proxy" singed which is basically just disco singed chain feeding top. Next game we get an AP trynd and an ADC Yi. Next game I'm so tilted that when the enemy graves counter jungles me and I get no response to my pings for help that I basically tilt off the planet... annnnnnnnnnd demoted, all from being in my promos to rank up. Between the trolls and the AFKs, I think I'm just done with solo queue this season. Tired of being penalized for stuff out of my control.
: Hextech Chests Shouldn't Give Champion Shards
It takes way too long to unlock them to get something we're already getting a ton of at every level up. Definitely think they need to remove champ shards.
: Aatrox Idea - World Ender (R)
I like this idea. His kit definitely lacks the UMPH and I miss the impact of his old Q. I think it could work well.
Fefnil (EUW)
: Why Pyke is having trouble as support (spoiler: he has a big size Relic Shield)
Honestly I think his low win rate is because he's awful at peel. All of his CC has a 1 second daily, which in league time is like 3 ADC lifetimes. Assassins can dumpster your ADC before you can CC them, even if you react in time. On top of that, even when ahead, he still has issues killing people with any amount of defensive stats mid to late game. IMO his uncharged Q needs to have a reduced cooldown to at least help with his sustained damage in team fights. It seems kind of odd that the cooldown is SO long on a move without much impact other than being a glorified yasuo Q. The other thing is that teams haven't adjusted to what he brings to a team. If you have pyke, you NEED someone to guard the ADC and it's definitely not something Pyke can do. ADC deaths are a lot higher in Pyke games, I've noticed.
Aimléss (NA)
: Riot: Pushes crit ADC's back to 30-35 minutes, but does everything to make games end before 25...
I think the thought process was that ADCs being strong early was why games were ending sooner. Clearly they aren't, but just going by Riot's warped logic here.
: Why Nobody Likes Season 8 (Big Rant)
As a previous diamond struggling in silver / gold elo this season, I concur. It's almost impossible to solo carry a game, your impact as a single player is mitigated too much and you can always just get goon squaded and killed by their high base damages now, armor feels like it does nothing as well. But somehow if you have a turbo feeder on your team, it can drag the rest of the team down with him. It's like reverse carrying is possible but you can't positively influence a game nearly enough to crank out wins solo like you used to. As you said, it feels like it's down to team RNG more than skill this season, which makes the experience pretty frustrating.
: GET YOUR SHIT TOGETHER ON BALANCE - S TIER CHAMPS ARE FAR TOO OPPRESSIVE
No WW mentioned in the jungle? lol ok then. It's a WW / Xin / Graves / Udyr meta for sure.
: Love getting "outplayed by a Zed omegalulz"
Just build a bunch of items that handicap you severely and put you behind to possibly have a chance at countering what he just does normally. He's not that bad! Don't forget to call for ganks even though he can just W back to his tower and chunk your jungler for half HP with a double Q on the way out! Worst case scenario, you can farm under tower while he roams and kills your botlane!
Rioter Comments
Rioter Comments
: since the end of season 7? boy, did you just call the entire marksmen meta since season 6 and the ardent censer meta not a bad decision? edit.: reading through your points, i think you confused the timeline maybe a bit. the ardent meta started shortly after mid season 7. but the start of season 7 with the introduction of turret first blood, that snowballed games to end in a matter of 15 to 20 minutes wasnt great either. as someone who played since season 1, the best state the game had been in was right at the end of season 5.
Season 5 was so much fun and actually felt like a skill based game instead of this snowballing, no chance at a vomeback, RNG botlane fiesta. I'm glad that was the season I got diamond, not sure I can stomach S8 enough to try again now. The games are just so 1 sided and unejoyable now.
Rioter Comments
Salson (EUNE)
: Riot is actually nerfing everything, exactly as we asked?
I just wish they'd slow the game down a bit and make it less snowbally. It gets decided way too fast now.
: Now that Yasuo has reached pick or ban status in pro play...
Windwall should just have a health value and be breakable. That way 0/9 Yasuo can't still block an infinite amount of damage for his team and if you're ahead of him, it actually means something. Crit item nerfs should help too.
Rioter Comments
: As a mage player, Sorcery feels underwhelming for me.
Celerity is AMAZING but yeah, the rest are just kind of eh. I usually take it as a secondary tree just for movespeed but the keystones especially are just really underwhelming. The 2nd tier and the 4th tier especially need more appealing options to choose from IMO and the keystones just need some love or reworks.
: Haha if you felt like that 3 years ago.. WELCOME TO SEASON 8
No joke, it's 100x worse this season than when I originally made this post.
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SIayton

Level 192 (NA)
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