: The Stealth Lux never made it to live servers. That was a Mobafire post reference from 2010. It was nixed before it ever made it to live, or it was a "leak" rumor. Lux was announced and released in 2010, shortly after the game itself's release, and they did not announce a role for her.
> [{quoted}](name=Illabethe,realm=NA,application-id=3ErqAdtq,discussion-id=x8ETT2K8,comment-id=00080001000100000000,timestamp=2019-11-23T17:34:34.657+0000) > > The Stealth Lux never made it to live servers. That was a Mobafire post reference from 2010. It was nixed before it ever made it to live, or it was a "leak" rumor. > > Lux was announced and released in 2010, shortly after the game itself's release, and they did not announce a role for her. They didn't announce a role for her, but she was frequently played as a support. Thus, while she was also played as carry in S1 (bot lane, usually, IIRC), she was a support.
: Not a single one of these are supports and only abused the position because Riot doesn't like enchanters being relevant. We're better off with them entirely gone from botlane. People complain the shit out of a damage meta but when they get to pick a role supposed to bring in utility and defense, count on those same people to ignore all of that and pick MOAR DAMAGE.
Lux has been a support since she was added to the game. FYI, that was in Season 1. Morgana also, and she's older than Lux.
: He was responding to ChrisBrownze. And this is exactly why I didn't want Chronological View to be default.
The problem isn't chronological view. It's that both exist concurrently. Either one is okay, just not both.
: > [{quoted}](name=Xela Syab,realm=NA,application-id=3ErqAdtq,discussion-id=Aj3AeyuJ,comment-id=0001,timestamp=2019-03-16T17:22:48.465+0000) > > There's a weird coding in animations and actions and it seems like some abilities take priority over others, I once ulted a Tristana casting her rocket jump and she continued to jump while in stasis glowing gold and everything. It's the same if you hook Ez with Blitzcrank, he can still cast his e mid hook. This is the same with Amumu and Leona, his q and her e latches on the the previous walking animation of where champions were and it still hit detects. The ezreal and tristana coding is entirely intentional. Once the animation reaches a certain point, it can't be interrupted by cc. Amumu and Leona is probably just wack hitboxes.
For both Leona and Amumu, it's that's they dash when the skillshot finishes. To interrupt their dashes you have to hit them while they're dashing.
: > [{quoted}](name=3TWarrior,realm=NA,application-id=3ErqAdtq,discussion-id=TEf7qykM,comment-id=00180001,timestamp=2018-08-24T05:47:40.266+0000) > > why wouldn't players enjoy a king of the hill battle mode in league? it's a unique game mode for a moba I direct you to the current complaints about the state of the game. "I play league for a 5v5 chess match not a shooty bang bang mode" "I want to play a strategy game not some rapid-fire damage bullshit" I could go on but you get my drift. Dominion is immensely different, far more fast-paced and an entirely different beast. Not to mention, as I said before, certain champions are wildly different in terms of how effective they are. Couple that with isolating players who prefer certain roles such as jungle and you end up catering to an audience quite different from league. Yes, Riot didn't do the best job supporting the mode, but I'd also say that the mode was somewhat doomed from the start.
> [{quoted}](name=CaptainMårvelous,realm=NA,application-id=3ErqAdtq,discussion-id=TEf7qykM,comment-id=001800010000,timestamp=2018-08-24T07:18:05.148+0000) > "I play league for a 5v5 chess match not a shooty bang bang mode" > "I want to play a strategy game not some rapid-fire damage bullshit" If this is what you think Dominion was, you clearly don't understand it. It wasn't "teamfight all the time", though there was a lot of fighting. It was about map movement and objective control, and winning skirmishes.
AD Yuumi (NA)
: Nexus Blitz - Week 1 Feedback and Patch Notes
♥ FoN :D You've made my day by this single item. I quite enjoyed this game mode - it hit a lot of high points, the quests were fun, and the games were over quick enough that it never felt like it had stalled out. However. I don't think this has staying power (point #3). Here's a list of my thoughts: 1) The game feels like a better version of ARAM (I still contend that playing ARAM in custom games was better than current ARAM, but that's just because I have a different opinion of what the essence of the game was). That is, this gives the feeling of "Frenetic team fight" really well. 2) The way the game ends if it goes too long is great. (I'm avoiding spoilers here) 3) Nexus Blitz doesn't have strategic depth. The majority of the game is trying to kill your opponents faster than they kill you - but what do you do when you succeed? You can push, but that's sort of all. The quests are too impactful to make a jungle objective high priority (lose a quest, and your jungle objective that you didn't push in order to get is now balanced out), and too random for this to be a competitive "Team Fight Simulator". 4) Blind draft (or something like it) is the best pick mode for a game mode like this. Give everyone a ban, then everyone a pick. That way, if there's a champion way out of line, it doesn't become pick-or-lose. (This applies to future experimental modes too). 5) Manaflow band should maybe have a lower cd? Say, 12s? What I would really like a response on is *why not Dominion*. Dominion had a decent fan base, the meta was stable, it had a competitive scene, and much of the assets are already made. I think it could have benefitted from this kind of rapid prototyping. Don't get me wrong; I don't think it's Dominion or bust - there are lots of great ideas possible. But if you're going to try out a bunch of modes, please try working on Dominion? I (and likely many others) would happily write many pages on where Dominion was great and where it could be improved.
AD Yuumi (NA)
: Nexus Blitz - Week 1 Feedback and Patch Notes
♥ FoN :D You've made my day by this single item. I quite enjoyed this game mode - it hit a lot of high points, the quests were fun, and the games were over quick enough that it never felt like it had stalled out. However. I don't think this has staying power (point #3). Here's a list of my thoughts: 1) The game feels like a better version of ARAM (I still contend that playing ARAM in custom games was better than current ARAM, but that's just because I have a different opinion of what the essence of the game was). That is, this gives the feeling of "Frenetic team fight" really well. 2) The way the game ends if it goes too long is great. (I'm avoiding spoilers here) 3) Nexus Blitz doesn't have strategic depth. The majority of the game is trying to kill your opponents faster than they kill you - but what do you do when you succeed? You can push, but that's sort of all. The quests are too impactful to make a jungle objective high priority (lose a quest, and your jungle objective that you didn't push in order to get is now balanced out), and too random for this to be a competitive "Team Fight Simulator". 4) Blind draft (or something like it) is the best pick mode for a game mode like this. Give everyone a ban, then everyone a pick. That way, if there's a champion way out of line, it doesn't become pick-or-lose. (This applies to future experimental modes too). 5) Manaflow band should maybe have a lower cd? Say, 12s? What I would really like a response on is *why not Dominion*. Dominion had a decent fan base, the meta was stable, it had a competitive scene, and much of the assets are already made. I think it could have benefitted from this kind of rapid prototyping. Don't get me wrong; I don't think it's Dominion or bust - there are lots of great ideas possible. But if you're going to try out a bunch of modes, please try working on Dominion? I (and likely many others) would happily write many pages on where Dominion was great and where it could be improved.
ISOzHell (NA)
: > [{quoted}](name=Fegone,realm=NA,application-id=ZGEFLEUQ,discussion-id=E4LnThmW,comment-id=0008,timestamp=2018-01-24T15:51:18.603+0000) > > Obviously for lack of punctuation, total ignorance regarding the English grammar, and typos. You forgot a comma?
I'd argue that the comma after obviously is actually wrong. Speak the sentence out loud - there's no pause there.
: “Oh, my sweet Season 8 child," Old LoL Player said quietly, "what do you know of nerfing? Nerfing is for Irelia, my little noob, when one click deals 10 hundred damage and the MIA pings come howling out of bot. Nerfing is for 80% winrate, when banrate hides Irelia's face for many games, and Irelia OTPs have to learn other champs and roles to play while the hard-counters grow gaunt and hungry, and the junglers keep camping top.” - A Song of Bronze and Silver: A Game of LoL, by George D5 Martin.
MIA pings? What sorcery is this? In my day, you had to type out "Sona mia" and hope that your mid ADC was paying attention.
: Burns too much mana tossing E. You're better off taking Morgana.
That's why you max Q on Lux support.
Risen29 (NA)
: You want to know why URF leads to less people playing? I can tell you.
Just want to say: This is why Dominion was so good, to those of us who took the time to learn it.
: Cooldown reduction is the root of most of the problems in the game
I've been saying this since, I don't know, season 3?
Rioter Comments
: Which Fizz do you want back? Season 5 AD bruiser Fizz or Season 3-4 AP Fizz that 100-0'd you with literally just Q-W. Or do you just hate Fizz?
I'd be happy with Fizz reverted to patch 1.0.0.128.
Cosnirak (NA)
: Can/does Hawkshot affect vision score? I feel like vision score is the more appropriate way to acknowledge its contribution.
: This is pretty much a nerf to xin his passive dmg/healing is not even worth losing the crit also his W is never used because it makes you stand in place and it is not even worth using over all im pretty disappointed with this mini rework sad im going to have to put this champ down even tho i play him alot. This is coming from a person who has played him on the PBE and honestly i can say old xin = best xin {{champion:5}} {{champion:5}}
No, release Xin = best Xin.
: The bond that damaged enemies is far too complex for the little gain in gameplay depth it provides. It's cool in isolation, but it's not worth it in the big picture. > The biggest complaints about her old kit are gone now - too complicated (new champs moreso), not a good excuse, especially when the more complicated champs have a tendency to become problem child > ~~too ally-reliant (Kalista as much or more),~~ ~~Yeah, what did I just say about problem child?~~ > too heavy burden of knowledge (it's really not that bad). Yes it is. We have difficulties getting people to understand that they can click Thresh's lanterns. Don't underestimate the burden of knowledge.
Kalista's not a problem because of her ult or Sentinel's (W) passive. She's a problem because she has too much in-combat mobility. Don't muddy the issue.
: No? Defensive itemization is stronger than it was in season 3. While Randuins may have taken a few hits, sunfire and deadman's were great additions and there are far more & stronger magic resistance items. It has to do with Keystones and snowballing. Keystones were an absolutely dreadful addition to this game, and i would prefer the small stat masteries of season 4 and 5.
> sunfire > great addition Uh... 99% sure that sunfire has literally always been in the game. At the very least, it's been around since late in the alpha. It had slightly less armour, slightly more health, and double the damage to champions until season 4. It also cost 400 less. The _only_ way you can argue that tank items are stronger now is stoneplate. They might be more varied now, but they're almost certainly weaker. Oh, and the MR items are only better if you want damage. FoN had 76 MR, Spirit visage was so good for regen (and at times had the same amount of MR as it does now), Banshee's veil is rarely built these day even though it has more MR, and Runic Bulwark gave 55 MR to you and 25 to the rest of your team.
Meddler (NA)
: Urgot - Buffs helped a moderate amount, we'll likely do a little bit more on him sometime in the next few patches though. That's an estimate not a guarantee however. Nocturne - I think Noc shows his age pretty hard, in particular his dependence at this point on going in and bursting someone down as only real path to success. Power wise I think he's ok, and his ult's still I'd argue one of the coolest skills in the game. Would love to see a mini update on him at some point, lot of folks we should do first though (Azir, LB for sure, likely others like Garen, Karma, Ez etc). Kindred - We think the bigger issue with Kindred is satisfaction, rather than power. If the definition of viable being used is 'not pro viable' then yeah, they're not viable, though there's a general issue with carry style junglers in pro there. Imagine we'll put some work into them again at some point, would be surprised if it was until solidly after pre-season at the earliest however, barring new developments.
I don't suppose Karma getting something resembling her old kit back is remotely in the cards? Even if you don't give her her fan Q back, the shield explosion and the bond that did damage as it crossed enemies could reasonably still fit. I felt that the original Karma had the highest skillcap of any support and I think old Karma's niche is still pretty empty (other than Bard - who requires a completely different skillset). The biggest complaints about her old kit are gone now - too complicated (new champs moreso), too ally-reliant (Kalista as much or more), too heavy burden of knowledge (it's really not that bad). I know you've said in the past that the old Karma is gone for good, but I'm still hopeful that's not true.
: Okay then, I refer you to Chermorg's comment above. They know more than I do about this type of situation. long story short, it is worth submitting a ticket. Good luck to you!
Okay, thanks! And your edit definitely clears things up. :)
Chermorg (NA)
: I'd open a ticket. It's rare, but if they can confirm that the account was compromised and it was otherwise relatively clean they'll sometimes initiate account recovery and remove the suspension if that process results in your wife recovering her account. Note that when they do this it's generally a one time courtesy under the understanding that a second time won't be so special. Best of luck.
Okay, will do! Thanks for the advice!
: Accounts are "banned" when they are discovered to be hacked. Usually this is not actually a permanent matter, and Riot support will help you resolve the matter and recover your account. EDIT: That verbage about "it wasn't me" more refers to account sharing. They hold people responsible for what happens if they give their password out to somebody, for example a friend. Less so with hacking, so long as it can be properly verified. You can contact Riot support (link is at the bottom of the page, where it says "SUPPORT" in light blue) and explain your situation, they should be able to work with you to verify that the account was actually hacked, and then give you the account back.
No, I'm like 98% sure that it was due to that game. Seriously, it was bad. But thanks for the advice!
Rioter Comments
Rewt (NA)
: I will always report you for Saying GG ez.
I always say it when there's a remake. You going to report me for that?
: Not to mention auto-attacks are unavoidable, at least evelyn can miss her ultimate.
Not Twitch's ult empowered autos - they're fast moving, but not hitscan. You can flash away from them (and Graves' autoattacks, too).
sctbct (NA)
: I don't know, I consider {{champion:27}} a Vanguard-Warden-Juggernaut-Diver-Assassin-Skirmisher-Burst Mags-Battle Mage-Artillery-Enchanter-Catcher-Marksmen
That's pretty close to {{champion:64}}, who is a ranged-melee-tanky dps-assassin-mage-tank-support-jungler.
Lordk0z (NA)
: Once the dust settles and the new lore is set in place, it'll be easier.
That's what they've been saying. For years. I'd say it's reasonable to be a little skeptical.
: Lux isn't just cute. She's adorable. From her mannerisms to her personality she's impossible to hate. For me at least. Honestly I was surprised that people actually found her annoying when I first got on the boards. XD
: I thought I couldn't dislike Vayne more than I already did. But oh was I proven wrong. Murdering her mother figure, mentor, friend and savior in cold blood. Absolutely vile, even Mordekaiser would be disgusted... Rest in peace Frey, might we get a female Shaman warrior champion in your honor.
>Rest in peace Frey, might we get a female Shaman warrior champion in your honor. Plot twist: Sejuani is actually the boar.
Rioter Comments
: Lore-Wise is Galio stronger than Nasus/Renekton?
Using D&D logic (which may not apply here), it seems reasonable to me that he is not. While undead are created and animated through magic, that magic is not essential to their continued existence. Mordenkainen's Disjunction is key to knowing this: it seems to have no effect on them. In a similar way, I'd predict that the magic that ascended Nasus and Renekton is not susceptible to petricite, but were they to grow in size or use similar magic Galio would be empowered. So if they were to fight without use of magic (and as someone else mentioned, Renekton probably would anyway) they'd probably be able to overpower Galio. But at that point Demacia's army would probably be able to back him up. On the other hand, if they used magic, Galio would probably be the winner.
Rioter Comments
: Patch 7.5 notes
So... Spirit Rush is Ahri's F now? Where does her flash go?
Meddler (NA)
: Quick gameplay thoughts: Feb 17
About support itemization: supports would (in many cases) be willing to have negative damage on items in exchange for other stuff. -10% spell damage (or some other roughly equivalent thing) in exchange for 80 AP would be great on Soraka or Janna, and I would probably go for it on Nami or Sona (lich bane not being a spell) as well. You could have meaningfully power cheap items without other champions abusing them. I mean, I could see a mid lane Karma opting into lower damage in exchange for a quick supportive build, but it would be a meaningful loss of damage. Support tank itemization is similar - if you're playing someone whose cc is all that matters (Leona, Braum, Alistar, maybe Nautilus) you would be willing to forego some damage to get tanky. Those items wouldn't be used by bruisers, though, which means that they could be at an appropriate power level for their cost to the support. You could still have Zyra or Brand support, but they wouldn't get to benefit from the cheaper support itemization because most of what they're bringing to the table is damage.
MrHaZeYo (NA)
: I think that was a slip, during the intermission before that Phreak said something about not spoiling.
I missed that - but that was because Dash was talking about FlyQuest in the intermission so I paused for 5 minutes to avoid spoilers. Phreak also mentioned it about 10 minutes later. :/
Rioter Comments
: Spring Split: 10 bans in pro-play
It's been my opinion for a while that bans should be simultaneous. Have P1 from each team ban, then P2, etc. You could end up with only 5 champions banned, but that's not a big deal. I don't think you'd lose much in terms of strategy but it would speed up queues while still retaining the ban-someone-I-don't-want-to-face element.
: Error: under "Inactive Roster": Reserve Roster: 2-5 players (substitutes who can be swapped ~~into~~ to the active roster)
That's not actually incorrect. Merriam-Webster gives the definition of "into" as: used as a function word to indicate entry, introduction, insertion, superposition, or inclusion
Rozzeta (NA)
: Actually, if you remember her spotlight video, Riot did not actually intend Leona to be a duo lane support. The have been adjusting her for that role since the playerbase found that niche for her. That out of the way, you raise some great points here. It's undeniable at this point that, should scaling utility should remain to exist, it needs it's own stat. I'm tired of hearing Riot gutting a champion that needs AP for their utility (let's all remember any utility which received a scaling had it's base values nerfed, except for Lona's W defenses) because they also end up doing damage due to the deal. As a result, we often have this situation where both damage and utility end up being lackluster due to the double scaling.
No, I just checked - that was a support game in the spotlight. The meta in NA was just wobbly at that point, and so you saw weird duo lanes bot.
Eedat (NA)
: > Because when Fizz is in the game, there is nothing I can do to affect him. Point and click {{summoner:3}}.
Is that effective? I suppose I generally hold exhaust for dps type champions.
: Ugh he's not hard to deal with as a support tbh.
But how? With which champions? Is there an item I should be building? I am completely at a loss.
: It is all timing, he has to dive to be effective, he may or may not use is e for gap close or damage, depending on when, cc him always after he lands from his e, else it is all for not
But that doesn't prevent any of his damage. It's impossible to reliably stun him before he gets to my adc, and if I hold my cc he holds his e. For reference, I ended the season in Plat V - good, but definitely not in the upper echelons of play.
Rioter Comments
Rioter Comments
Sharjo (EUW)
: The Universe of League of Legends: The one stop shop for lore, stories, bios, history, art and more!
I absolutely love this. I just have one nit-picky complaint. What's with the speech all ending without commas? It's all “Don’t worry, Horta” said Medra [...] When it should be “Don’t worry, Horta,” said Medra [...] Now, maybe this is the style you want, but I've never seen anyone else do it that way, and it's distracting and it bothers me. Is there a reason the punctuation isn't normal?
Rioter Comments
Rioter Comments
Meddler (NA)
: Helpful post, many thanks, having people who've been through some pre-seasons before offer context on how they go is much appreciated. For this particular pre-season patch things will also be a little bit more work in progress than usual, since we're going to PBE 3 weeks before the patch rather than the usual 2. That means quite a few things, numbers in particular and in at least a few cases art, won't be finalized yet. Some examples (there'll be plenty more, this isn't a comprehensive list) of things that are still being worked on a lot: * We've been getting reports from playtests that Talon's kit may be too weak right now. We're testing further to validate that, possible the stats that go to the PBE today will be too low however. * We're playing around with a reduced vision radius on the revised pink wards to assess how that affects detection of both wards/traps and camouflaged champions. That's just gone into testing recently, so it's a more experimental change than most of what's being tested for the patch. * Spawn times, length of warning telegraph and locations for plants are still getting iteration. * Krugs have a new mechanic on them (the big ones split into smaller Krugs when killed, which give separate XP/Gold). The art for that's not ready yet though, so you'll see some somewhat rough placeholder visual effects for now. * Honeyfruit plant doesn't have all of its visual effects ready yet * Etc
> * We're playing around with a reduced vision radius on the revised pink wards to assess how that affects detection of both wards/traps and camouflaged champions. That's just gone into testing recently, so it's a more experimental change than most of what's being tested for the patch. You've probably taken this into consideration, but it would be very unintuitive if green wards could see pinks that could not see them. Especially if, for instance, a green ward could see the whole bush next to mid but a pink on the opposite end of the bush could not.
AD Yuumi (NA)
: > [{quoted}](name=Malicious Metal,realm=EUW,application-id=A7LBtoKc,discussion-id=TibiO6u0,comment-id=00080000000000000000,timestamp=2016-09-20T20:56:04.158+0000) > > > Recent champion releases have been either mana users or just resourceless but there wasn't a single recent champion who uses health as a resource. > Is there a particular gameplay element to HP users that made them trick to balance or was it just a thematic reason? > Yeah, it's hard making HP costs meaningful because of how lane attrition is tuned. Like what values can I put a character at where they feel it's "fair" that they're killing themselves on every spell cast. Every Q would put you closer to Zed insta killing you, so you probably expect those Q's to be putting Zed in a similar amount of danger, but then to ensure you don't just run yourself out of lane we're going to need some way to heal it back or protect yourself. Gets pretty messy. I think Vlad (at times) has been our best example of how to do health costs well. He's has at points been innately squishy so he's always killable despite the healing (he doesn't juggernaut tank mode on you), and he actually expects to spend a lot of his health on clearing the minion wave and escaping from ganks instead of on killing the enemy champion. At the right tunings I think that pattern can be pretty successful. > Brings me just back to Morde (funny how it always gets back to this, huh?) who has been a terror back when 13hp pot and a rejuvenating bead start used to be a thing, even worse when a revolver was his first buy. > A shield whose efficiency relies just on SPAMMING with no real decision making (was kinda amended with his new E) and that costs only a little bit of health for such a big reward just seems to be unintuitive by design. > > Wouldn't some kind of proper resource management be what would differentiate the smart from the dumb usage of a shield? > Hrmmmm. Brainstorming here. This may be bad...What about a shield that only lasts like a split second so you're using it reactionarily? Yasuo had this at one point (every spell cast gave a split second shield). This felt very cool for Yasuo. The thing we never managed to solve though was how to represent his actual tankiness. The shield was so small and shortlived that it felt like a bug where sometimes his healthbar just wouldn't move. Would need to find a way to solve that clarity problem.. > Also, it really shows how out of date Mordekaiser is with all the new champion design philosophies and I'm honestly amazed how he managed to remain like this for a very long time. Might be due to him being Shelved like some other champions whose kits aren't really in line with League's current design. > > I've seen you comment on FroMA being somewhat of an icky thing regarding Gnar using it so efficiently and just had to think about Morde's own unhealthy relationship with Rylais. > So, on a design standpoint should there be an item that provides CC for champions to make up for some of their shortcomings or does it just create abuse cases of those building it who wouldn't need it in the first place > Gnar himself having a ton of mobility, CC in his kit but still end up getting the item. > > Is there a place for these items and can they be part of certain champions core build without just becoming really huge gameplay problems if champions just end up overly reliant on them? I love FroMa and Rylai's. I think it would be a really big blow to your item system if we had to get rid of them. I think those items have a place when one of these things are true: A) You give something up to get it. Basically the reason you should be buying the item is because you think the slow will win you the game, not the stats. B) The slow should be small OR have downtime. I think one of the problems FroMA and Rylai's are getting into right now is that their slows are powerful AND are always on. There's a lot of mages now how just weave spells together non-stop and you're just ICED. If that slow had less potency for those situations it would probably be more reasonable (but then is it even good D:)?
If you gave Mord a short-lasting shield, you don't have to get rid of his current shield mechanics. Just make it so that it's only active for a short time after he uses an ability, and doesn't decay over time. You'd see his shield drop, and know you dealt damage, so it shouldn't feel like a bug. But I'm not sure if that would solve his larger problems. He'd be even more kiteable because any damage dealt when his shield wasn't active sticks more. As for health costs being meaningful without being unfair: why couldn't the cost only apply if the ability does damage? Mord drops his e, it hits nothing, and that gives his opponent a hp advantage just by dodging. But if the hp cost was meaningful only if it hit, you should never feel like you lost something for no gain.
: Hi Keevalroy, we don't take submissions for game ideas, I'm afraid. As for getting a job, we always interested in talking to talented people who are passionate about games. I don't think we'd hire someone to get their game ideas, though, we've got a lot of ideas here already.
How would I get in touch about a job? There's no position listed on the Riot Games website specifically for board game design.
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