Zexses (NA)
: That isn't a bug tho, morello and red buff stop healing so you dont get the healing from G.A.
https://twitter.com/Mortdog/status/1158219108254507008
AlexDrey (NA)
: Looks like an indirect Draven buff with rageblade buffed. This seems like a miss. Yes other champs will benefit from it, but Draven is too strong as is.
Hurricane change is an even bigger buff to draven.
: Teamfight Tactics patch 9.15B notes
Did you guys fix the bug with morello causing GA to not work? It has been in the game for almost a month.
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Crippl (NA)
: It's not defaulting, at least not in most cases that I've seen, if you push the "play" button on the TFT page, that button is connected to normal Que, you have to actually go into the game mode and select rank, do basically don't go through the TFT page.
When you press "Play again", it redirects you to the lobby page, sometimes "normal" is pre-selected even after you just finish a ranked game. It has happened to me several times. It doesnt seem to happen to everyone(e.g. https://www.twitch.tv/videos/457993401?t=9h28m13s).
Qaletaqa (NA)
: Sure, and those are are just general ideas to introduce the concept. They could always shuffle it around however they want, but I think the lack of counter to CC is a rather glaring issue that needs a fix.
> [{quoted}](name=Qaletaqa,realm=NA,application-id=RaE1aOE7,discussion-id=opXEfKMY,comment-id=00000000,timestamp=2019-07-21T17:02:17.729+0000) > > Sure, and those are are just general ideas to introduce the concept. They could always shuffle it around however they want, but I think the lack of counter to CC is a rather glaring issue that needs a fix. I dont mind one time cc but I feel like repeatably applicable on-hit cc like glacial, demon mana burn, silence, disarm should have a per target cd(like braum passive in real league) or at least diminishing effects. Being perma-cc'ed is anti fun and it feels uninteractive. It is like playing against freeze mage in Hearthstone or mono blue in MTG.
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: Bug With Conqueror Rune Post-Game Stats
same thing just happened to me
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1dingus (NA)
: Graves?? Why Graves? The first season I manage to hit gold and I get Graves? :(
No matter what champion they picked, someone else will ask the same question.
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BaloSaar (NA)
: Aatrox doesn't need a full rework. He needs touching up. More base attack range. He has a giant sword, and he's a huge monster, with pathetic 150 melee range. Meanwhile Yorick with a shovel, Tahm Kench with is tongue, and Trundle get 175 melee range. Quality of life on his passive in terms of the amount of HP he gets after he is out of stasis, because it always seems like he gets 'killed', and then the enemy waits to 1 shot him immediately. (Especially with his Q being cancel-able so easy ) His Q needs some quality of life. The channel time is kind of ridiculous, especially since it can easily be canceled. If it were more instant, or if he were immune to crowd control while going up or something. The tiny area in which enemies get knocked up, after the big build up... please... It would be more appropriate for his Ult to apply a fear to all enemies hit, while keeping it basically the same. Honestly, I can't wait for another Darkin champion to be released, and some small updates to Aatrox's kit, and maybe some voice lines. Especially if a couple of other champions were to get Darkin skins (going with the theme of being weapons, Braum could be a shield Darkin skin, Poppy with a Darkin Hammer, Varus with a Darkin bow, Darius/Draven with Darkin Axe(s), and Jax with... any weapon I guess...)
AOE knock up is the strongest form of CC in the game. You can't just give it immunity to CC. Similar abilities like vi q, j4 e+q can all easily be cancelled. I think if they want to buff it, they can make the Q channel time scales with the travel distance so it would be close to instant if he is already on top of the target. Also unlike most other dashes(vi q, j4 e+q, shen e, grag e) with CC, you can't do q+flash. Maybe they should let aatrox q do the same thing.
: Explorer and firefox always never load try chrome no problems
I tried both chrome and IE. The NA match history page won't load but the ones for other regions work so I am pretty sure it is not a problem of browser choices.
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: Hiya! Out of curiosity, was this video recorded when the servers had issues yesterday? If not, this may be a jumbled file in the client itself, and repairing the client should resolve the issue. I loaded her up in game, and I'm not personally able to repro it. D: If you have any additional info, please feel free to lemme know!
Yeah, this was recorded when the NA server had issues but this happened on the PBE not live server.
  Rioter Comments
: To me it looks like Lee Sin's kick CC got cancelled (overridden?) by the knock up from Janna's tornado.
I think the tonado knocked ekko up before lee kicked him. You can set the speed to 0.25x to see it.
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Meddler (NA)
: There are a couple of things behind that Talon nerf: 1. We believe assassins are healthiest when a proportion of their burst's gated behind a long CD, particularly if they've got a really reliable kill pattern. By nature of their high target selection and burst assassins tend to have lower tactical counterplay than most other classes, so giving their opponents a window to play with where they're noticeably weaker's important. Talon's certainly not the only assassin with that issue either. 2. We do think Talon is too strong however. He's been on the strong side in solo queue for a really long period of time. We've held off on nerfing him in the past though since his play rate hasn't been that high so he hasn't been an urgent issue. At this point though he's been too strong for long enough we feel it's the appropriate time to act, hence the above nerf aimed at making him a bit healthier as well as cutting a bit of power. Long term we do want to do some more substantial work on Talon. In particular if we do an assassin class update at some point he'd be one of the most likely candidates for moderate sized changes, given he's got a theme with a lot of potential but a kit that does really standard stuff.
> [{quoted}](name=Meddler,realm=NA,application-id=3ErqAdtq,discussion-id=7e6GlIXg,comment-id=0003,timestamp=2016-02-28T05:55:53.096+0000) > 2. We do think Talon is too strong however. He's been on the strong side in solo queue for a really long period of time. We've held off on nerfing him in the past though since his play rate hasn't been that high so he hasn't been an urgent issue. At this point though he's been too strong for long enough we feel it's the appropriate time to act, hence the above nerf aimed at making him a bit healthier as well as cutting a bit of power. So what about nidalee? At diamond elo, her winrate is just .2% lower than talon and she has double the pickrate and has a 49.2% banrate compared to 0% of talon. She is also used in competitive unlike talon who is only "op" in soloq. http://www.leagueofgraphs.com/champions/stats/diamond/by-winrate
: They aren't the same, but they may still be similar. It depends on how he defines "excessively similar." To some degree, all 3 are all-in dive champions with unreliable escapes. Kat and Talon in particular deal really big AoE burst. Akali and Talon involve a major stealth component. Maybe Riot envisions much more polarized differences.
Talon's role usually is to eliminate one single important target from full health. After his main combo, most of his abilities will go on a relatively long cd. On the other hand, kat usually waits for someone to get low health and then finishes him to get resets to snowball the teamfight. I would say talon's role in teamfight is closer to rengar while kat is closer to khazix.
Meddler (NA)
: If we tackle assassins more distinct playstyles will be one of the big focuses, particularly for champions with excessively similar patterns like Talon, Kat and Akali.
It seems to me these 3 champions have fairly different play patterns. Talon excels at one shotting a single important target. Kat is good at cleaning up low health enemies. Akali has less initial burst than talon but she is better at chasing.
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Nefas (NA)
: So: R to stay E to stay Voidlings to stay I'm happy. Honestly, if AD Malz went away but the same voidling-based play style was applied to AP Malz, I would still be satisfied. I play both AD and AP Malz, but its not about the items, its about the voidlings doing tons of damage while you lock people down. Though AP itemization right now doesn't work as well as AD for a Malz-voidling based style.
This may sound a bit weird but I used to be a one trick tanky hybrid malzahar player in Dominion(for several weeks when I first started playing Dominion). Basically my play style was to abuse his early pushing power(with infinite mana from the relic) and high base damage. With my build, he is very difficult to itemize against as he has both physical and magical damage and I can usually win lane and even 1v2(traditional AP build won't be able to do that because he is too squishy and his ult can easily be interrupted). For what it is worth, I think the current malz(the traditional ap build) is fine in soloq. He has very strong 1v1 and laning phase but he also has well defined weakness in terms of low mobility and his ult being easily counterable by QSS. But if they are going to rework malz, there are several changes I would like to see: 1. make his voidings easier to control and make them a bigger part of AP malz's play style. I always think champions with pets are super cool but most of the pets in this game are either very dispensable(yorick, elise) or clunky to control(tibber). 2. make him less reliant on his ult for damage. Right now he is fairly binary. If you buy qss or cancel his ult, he loses a big chunk of damage(if you are building AP). If you don't buy qss, in a 1v1 there is not much counterplay aside from staying out of his range since his ult is point-and-click suppress.
: Vic always could do that. Yi's ult makes him immune to SLOWS not other forms of cc (snares, roots, polymorphs, ect) if you want immunity to all then that belongs to Olaf
No, yi's ult makes him immune to slow so the debuff of vik w couldn't stack on yi and would not stun him. Many people have reported the same thing before. https://www.google.ca/search?q=vitkro+stun+master+yi+ult&oq=vitkro+stun+master+yi+ult&aqs=chrome..69i57.10407j0j7&sourceid=chrome&es_sm=93&ie=UTF-8 This is video proof. https://www.youtube.com/watch?v=yJswU13jDRw
: Viktor's gravity field can stun Master Yi in his ult now?
LOL the downvotes. I am not arguing whether this should be fixed. I just want to know if this is a bug or working as intended since I could not find the bug fix in the patch history.
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: Champion Gameplay Values 2016
I posted several comments on reddit. Gonna repost them here in case you didn't see them. 1. >Values we want a lot less of: >Burden on other players to participate - Some of the more unique experiences that we are delivering have been putting too much mindshare cost on the other players in the game. The Draven player is happy to play his axe catching game, but everyone else didn’t sign up for that. Are you talking about the axe catching part or the adoration stacking part? I feel like I rarely see people complain about draven's mini game. In fact, most people seem to think it has enough counterplay and it is one of the better minigames in the game. 2. I have heard several high elo streamers complain about fiora's w being overloaded. It gives you untargetability, a conditional stun, a ranged slow. It seems she would be fine if it doesn't have the attack speed slow. Do you agree? IMO poppy's kit is also slightly overloaded. She already has 3 forms of hard CC(w, e(which is a displacement and a condtional stun), r), all of which have high impact. Why does her q need to have a 40% slow? The auto attack reset of her passive also feels kinda random. 3. There are two mechanics of these new champions that I hate the most: tahm e and kindred r. They basically let you press one button to reset a fight when you are losing. For the enemy team, it feels like their effort spent earlier is wasted. These two skills also don't feel like they require lots of skill to use unlike ekko ult which requires prediction and good mindgame.
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: His Q will call the blade to him, other than that it's stationary on a line. If you go past that range the Spirit Sword will be dragged behind Shen.
Hi Riot Ranger XIV, I have a question about Shen's taunt hitbox. I tried him several games in the last two days and found that it seems to be harder to hit than before. I don't know how to describe it precisely but it seems many people share the same feeling. Some people said it is only because the model size has been increased. Can you pls confirm that the hitbox hasn't been changed? http://boards.na.leagueoflegends.com/en/c/gameplay-balance/Li8I37lt-shens-shadow-dash-hitbox-seems-questionable https://www.reddit.com/r/leagueoflegends/comments/43foq3/is_it_just_me_or_is_shens_taunt_hitbox_changed/ (the post was deleted because title violated reddit rule)
: To clarify Spirit Blade idle behavior: * Spawns next to you at game start and respawn * Despawns on death * Snaps to your position when using any global teleport (Shen ult, recall, Tahm ult, etc.) * Snaps towards you (but still pretty far away) if you move very far from it (talking off-screen distances here--keeps Q cast times manageable without affecting on-screen play) * Q turns it into a homing missile towards you, and it lands on the ground when it reaches you
Hi Riot GMang, I have a question about Shen's taunt hitbox. I tried him several games in the last two days and found that it seems to be harder to hit than before. I don't know how to describe it precisely but it seems many people share the same feeling. Some people said it is only because the model size has been increased. Can you pls confirm that the hitbox hasn't been changed? http://boards.na.leagueoflegends.com/en/c/gameplay-balance/Li8I37lt-shens-shadow-dash-hitbox-seems-questionable https://www.reddit.com/r/leagueoflegends/comments/43foq3/is_it_just_me_or_is_shens_taunt_hitbox_changed/ (the post was deleted because title violated reddit rule)
Nyxceris (NA)
: I thought the only way to remove the lock was death. This helps not feed as much, thank you{{sticker:slayer-pantheon-thumbs}}
I usually can fix it by dragging the camera on the minimap.
Rioter Comments
: I am not using Bell but I am also having huge lag spike and packet loss. I live in Waterloo and my ISP is tricity wifi. These are the network logs of my last two games. http://logsoflag.com/#dxsXxJokiaF http://logsoflag.com/#HYs9APuypKk The ping seems to be normal right now when I tried to trace route but the lag spike happened very frequently. In the worst case, my internet would disconnect every few minutes and I couldn't even watch twitch streams at low quality. Tracing route to 104.160.131.3 over a maximum of 30 hops 1 6 ms 1 ms 20 ms logout.lan [10.254.168.1] 2 2 ms 1 ms 3 ms 45.62.220.65 3 22 ms 20 ms 13 ms c1105660-6181.cloudatcost.com [168.235.157.248] 4 10 ms 13 ms 10 ms c1111201-5469.cloudatcost.com [168.235.157.244] 5 25 ms 30 ms 20 ms host-98-143-111-17.static.295.ca [98.143.111.17] 6 39 ms 19 ms 10 ms xe-8-3-2.edge1.Toronto2.Level3.net [4.31.208.117 ] 7 * * * Request timed out. 8 34 ms 31 ms 35 ms 4.35.80.238 9 37 ms 42 ms 121 ms 104.160.132.35 10 44 ms 39 ms 34 ms 104.160.131.3 Trace complete. Tracing route to 104.160.131.3 over a maximum of 30 hops 1 3 ms 2 ms 1 ms logout.lan [10.254.168.1] 2 3 ms 9 ms 165 ms 45.62.220.65 3 30 ms 30 ms 39 ms c1105660-6181.cloudatcost.com [168.235.157.248] 4 40 ms 21 ms 33 ms c1111201-5469.cloudatcost.com [168.235.157.244] 5 32 ms 28 ms 46 ms host-98-143-111-17.static.295.ca [98.143.111.17] 6 28 ms 59 ms 36 ms xe-8-3-2.edge1.Toronto2.Level3.net [4.31.208.117 ] 7 * * * Request timed out. 8 96 ms 120 ms 70 ms 4.35.80.238 9 55 ms 34 ms 35 ms 104.160.132.35 10 43 ms 36 ms 35 ms 104.160.131.3 Trace complete. Tracing route to 104.160.131.3 over a maximum of 30 hops 1 1 ms 1 ms 1 ms logout.lan [10.254.168.1] 2 2 ms 3 ms 3 ms 45.62.220.65 3 8 ms 14 ms 14 ms c1105660-6181.cloudatcost.com [168.235.157.248] 4 18 ms 14 ms 16 ms c1111201-5469.cloudatcost.com [168.235.157.244] 5 49 ms 86 ms 37 ms host-98-143-111-17.static.295.ca [98.143.111.17] 6 37 ms 35 ms 34 ms xe-8-3-2.edge1.Toronto2.Level3.net [4.31.208.117 ] 7 * * * Request timed out. 8 33 ms 34 ms 28 ms 4.35.80.238 9 36 ms 33 ms 32 ms 104.160.132.35 10 47 ms 48 ms 47 ms 104.160.131.3 Trace complete.
I did the trace route again when I was having lag. Tracing route to 104.160.131.3 over a maximum of 30 hops 1 126 ms 134 ms 27 ms logout.lan [10.254.168.1] 2 3 ms 7 ms 20 ms 45.62.220.65 3 34 ms 38 ms 25 ms c1105660-6181.cloudatcost.com [168.235.157.248] 4 22 ms 56 ms 12 ms c1111201-5469.cloudatcost.com [168.235.157.244] 5 223 ms 79 ms 159 ms host-98-143-111-17.static.295.ca [98.143.111.17] 6 35 ms 103 ms 195 ms xe-8-3-2.edge1.Toronto2.Level3.net [4.31.208.117 ] 7 * * * Request timed out. 8 164 ms 71 ms 114 ms 4.35.80.238 9 182 ms 74 ms 83 ms 104.160.132.35 10 171 ms 129 ms 123 ms 104.160.131.3 Trace complete. Tracing route to 104.160.131.3 over a maximum of 30 hops 1 99 ms 56 ms 90 ms logout.lan [10.254.168.1] 2 2 ms 9 ms 13 ms 45.62.220.65 3 31 ms 127 ms 18 ms c1105660-6181.cloudatcost.com [168.235.157.248] 4 12 ms 21 ms 26 ms c1111201-5469.cloudatcost.com [168.235.157.244] 5 96 ms 223 ms 60 ms host-98-143-111-17.static.295.ca [98.143.111.17] 6 * 36 ms 37 ms xe-8-3-2.edge1.Toronto2.Level3.net [4.31.208.117 ] 7 * * * Request timed out. 8 599 ms 95 ms 74 ms 4.35.80.238 9 82 ms 107 ms 124 ms 104.160.132.35 10 183 ms 100 ms 89 ms 104.160.131.3 Trace complete. Tracing route to 104.160.131.3 over a maximum of 30 hops 1 24 ms 1 ms 1 ms logout.lan [10.254.168.1] 2 1 ms 2 ms 5 ms 45.62.220.65 3 17 ms 10 ms 7 ms c1105660-6181.cloudatcost.com [168.235.157.248] 4 21 ms 7 ms 5 ms c1111201-5469.cloudatcost.com [168.235.157.244] 5 46 ms 21 ms 50 ms host-98-143-111-17.static.295.ca [98.143.111.17] 6 23 ms 23 ms 19 ms xe-8-3-2.edge1.Toronto2.Level3.net [4.31.208.117 ] 7 * * * Request timed out. 8 28 ms 35 ms 40 ms 4.35.80.238 9 441 ms 242 ms 345 ms 104.160.132.35 10 131 ms 120 ms 52 ms 104.160.131.3 Trace complete. Tracing route to 104.160.131.3 over a maximum of 30 hops 1 323 ms 23 ms 53 ms logout.lan [10.254.168.1] 2 527 ms 154 ms 196 ms 45.62.220.65 3 27 ms 32 ms 17 ms c1105660-6181.cloudatcost.com [168.235.157.248] 4 17 ms 18 ms 10 ms c1111201-5469.cloudatcost.com [168.235.157.244] 5 35 ms 24 ms 24 ms host-98-143-111-17.static.295.ca [98.143.111.17] 6 13 ms 21 ms 31 ms xe-8-3-2.edge1.Toronto2.Level3.net [4.31.208.117 ] 7 * * * Request timed out. 8 52 ms 69 ms 39 ms 4.35.80.238 9 95 ms 64 ms 99 ms 104.160.132.35 10 80 ms 40 ms 50 ms 104.160.131.3 Trace complete. And this is my network log last game. http://logsoflag.com/#rTEuaByyjwQ
: Hey guys! Really sorry to hear you are having this problem. Could you please paste some traceroutes here? Open up a DOS command prompt by clicking start and typing in cmd then enter (on Windows of course) and then type tracert 104.160.131.3. Paste the response here in this thread, it'll look something like this (this is mine so your hops will be completely different, but this is the format I'm looking for): Tracing route to 104.160.131.3 over a maximum of 30 hops 1 2 ms <1 ms <1 ms 192.168.0.1 2 8 ms 9 ms 8 ms cpe-76-90-64-1.socal.res.rr.com [76.90.64.1] 3 11 ms 8 ms 15 ms tge0-10-0-11.lsaicaev01h.socal.rr.com [24.30.168 .197] 4 12 ms 10 ms 12 ms agg11.lsaicaev01r.socal.rr.com [72.129.18.192] 5 18 ms 16 ms 13 ms agg26.lsancarc01r.socal.rr.com [72.129.17.0] 6 11 ms 48 ms 14 ms bu-ether16.lsancarc0yw-bcr00.tbone.rr.com [66.10 9.6.102] 7 13 ms 9 ms 9 ms bu-ether33.chctilwc00w-bcr00.tbone.rr.com [66.10 9.1.41] 8 11 ms 12 ms 11 ms 24.27.236.127 9 19 ms 17 ms 18 ms 104.160.133.35 10 55 ms 54 ms 56 ms 104.160.131.3 Thanks! Las
I am not using Bell but I am also having huge lag spike and packet loss. I live in Waterloo and my ISP is tricity wifi. These are the network logs of my last two games. http://logsoflag.com/#dxsXxJokiaF http://logsoflag.com/#HYs9APuypKk The ping seems to be normal right now when I tried to trace route but the lag spike happened very frequently. In the worst case, my internet would disconnect every few minutes and I couldn't even watch twitch streams at low quality. Tracing route to 104.160.131.3 over a maximum of 30 hops 1 6 ms 1 ms 20 ms logout.lan [10.254.168.1] 2 2 ms 1 ms 3 ms 45.62.220.65 3 22 ms 20 ms 13 ms c1105660-6181.cloudatcost.com [168.235.157.248] 4 10 ms 13 ms 10 ms c1111201-5469.cloudatcost.com [168.235.157.244] 5 25 ms 30 ms 20 ms host-98-143-111-17.static.295.ca [98.143.111.17] 6 39 ms 19 ms 10 ms xe-8-3-2.edge1.Toronto2.Level3.net [4.31.208.117 ] 7 * * * Request timed out. 8 34 ms 31 ms 35 ms 4.35.80.238 9 37 ms 42 ms 121 ms 104.160.132.35 10 44 ms 39 ms 34 ms 104.160.131.3 Trace complete. Tracing route to 104.160.131.3 over a maximum of 30 hops 1 3 ms 2 ms 1 ms logout.lan [10.254.168.1] 2 3 ms 9 ms 165 ms 45.62.220.65 3 30 ms 30 ms 39 ms c1105660-6181.cloudatcost.com [168.235.157.248] 4 40 ms 21 ms 33 ms c1111201-5469.cloudatcost.com [168.235.157.244] 5 32 ms 28 ms 46 ms host-98-143-111-17.static.295.ca [98.143.111.17] 6 28 ms 59 ms 36 ms xe-8-3-2.edge1.Toronto2.Level3.net [4.31.208.117 ] 7 * * * Request timed out. 8 96 ms 120 ms 70 ms 4.35.80.238 9 55 ms 34 ms 35 ms 104.160.132.35 10 43 ms 36 ms 35 ms 104.160.131.3 Trace complete. Tracing route to 104.160.131.3 over a maximum of 30 hops 1 1 ms 1 ms 1 ms logout.lan [10.254.168.1] 2 2 ms 3 ms 3 ms 45.62.220.65 3 8 ms 14 ms 14 ms c1105660-6181.cloudatcost.com [168.235.157.248] 4 18 ms 14 ms 16 ms c1111201-5469.cloudatcost.com [168.235.157.244] 5 49 ms 86 ms 37 ms host-98-143-111-17.static.295.ca [98.143.111.17] 6 37 ms 35 ms 34 ms xe-8-3-2.edge1.Toronto2.Level3.net [4.31.208.117 ] 7 * * * Request timed out. 8 33 ms 34 ms 28 ms 4.35.80.238 9 36 ms 33 ms 32 ms 104.160.132.35 10 47 ms 48 ms 47 ms 104.160.131.3 Trace complete.
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JARmates (NA)
: A Jax player complaining. While we are on topic how come Jax players aren't complaining about how broken rageblade is?
I am not a jax player. I just saw it on stream. Also why would I complain about rageblade IN THIS THREAD when that has nothing to do with the bug in discussion? If you want to complain about rageblade, you can make another post. Btw I did complain about fervor being broken on auto attack focused champions before it gets nerfed. You are just making random baseless assumptions.
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Saintshing

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