: Preseason 2020 Gameplay: Rise of the Elements
Say hello to more mage botlanes. or as a big wrench in riot's plans... lane swapping ADCs to the top lane. (You drop our xp riot we'll teach you).
Chivibro (NA)
: Its not that extreme, calm down. Baron is still the go-to endgame objective
I've seen many pro games lost because the very order of the drakes pretty much kept the other's team comp from overcoming the odds. Triple ocean sustain, or triple fire when the other team was banking on a bit later of a scaling comp and couldn't contest. I can accept crit RNG because its a known element of the game before I play the game. I hate drakes because its unknown and I can't plan for it. It's more the game influencing me than me influencing the game.
: Are dragon spawns going to be visible in champ select with their even higher impact on the game now. If not it could turn pro play into a RNG fest.
Agreed, I think it makes a bigger difference than most people think. I can think of a few late game possible impacts. Fire drake, red side just lost the safety of flashing over red buff pit when checking for baron. Blue side usually doesn't have to worry about this problem on dragons because most fights setup around river and pit. <--Clear advantage blue side. Champions Extra Brush, Qiyana,rengar,Ivern probably values more. Wind, Olaf perhaps has more value. It'd be different if both teams knew which drake was going to be 3rd before the game and opted into it, or at the very least whoever got the 3rd drake could choose their terrain for the rest of the game. (Sort of an advantage for taking the the early drake).
: I'm hoping that once the supp item is complete, you can farm safely. because if not, this will really harm burst mage supps late-game like {{champion:101}} and {{champion:161}} .
Not sure about any one else, but hearing 'burst mage' and 'support' doesn't seem to mesh. You're either a burst mage or your a support.
: Actually, yes. Being a heavy cc engage meat shield is fun af. Not everyone wants to play yasuo/riven and try to out flashy-play the enemy team. As a support main, I love playing Leona or Maokai... exactly what you seem to think is boring. But trust me, when you are playing riven, don't you love it when you have a front line cc-tank that can pull off a 3-5 man root/stun? Makes your job a bit easier. But for cc-tank players, true damage from any source (Conqueror included) is seriously not fun. I love diving for CC. But I also like being able to withdraw from the fight with a bit of health once my CC abilities are expended. Any reduction in the amount of true damage makes the game more enjoyable for me. And BTW, when the introduced conqueror with true damage - that was the exact time that tanks started leaving the meta.
I will not say the rune is the only factor and I definitely agree with the problems about mages, but it is a contributing factor and I for one applaud small steps. This small change can have a surprisingly big difference in the early game of a tank and in the mid game 1v1's because your opposing target is literally out sustaining you on true damage + healing. (If you can't wave clear reliably and if you sustain a fight over your wave, you pretty much lose).
: Preseason 2020 Gameplay: Rise of the Elements
I don't see how league can say this doesn't benefit either team. Of course it does. Random dragon's already provide problems to be explored that must be dealt with by selecting teams with varying item spikes so as they can contest. Especially since the first 3 dragons aren't announced ahead of time. Now your jungler picks a champion, again without knowing the 3rd dragon beforehand your jungler can pick himself into a handicap because the terrain changes can help/hinder his champion more or less compared to enemy champions. Sure the map changes are the same to both sides but a Qiyana definitely gets different value from more brush than say a Olaf who may prefer the wind drakes speed buffs. I could be wrong, but I believe YamatoCannon a pro coach stated awhile back they would like to at least know the first three drakes. Its still randomizes the later drakes and the game but at least your team could know the power spikes it needs to opt into before the game optimize better for the changes in terrain.
: You forgot the new champion, who's unique twist is dealing insane amounts of %health true damage while being hyper mobile, ranged, and having mage/support like CC.
> [{quoted}](name=Slythrin Umbreon,realm=NA,application-id=3ErqAdtq,discussion-id=LUUpAjaL,comment-id=0000,timestamp=2018-12-15T04:42:09.163+0000) > > You forgot the new champion, who's unique twist is dealing insane amounts of %health true damage while being hyper mobile, ranged, and having mage/support like CC. Who can build any ad/ap item and fullfill every role.
: Qiyana, An assassin with a stun...
Her's is worse because of the shove as well as a stun.
: Qiyana, An assassin with a stun...
I would have to agree. With the idea of lethality being such a potent early game stat, flash->stun in addition to lethality damage to me is just way too strong of a mechanic..especially if paired with a good enough jungler.
Jamaree (NA)
: > [{quoted}](name=Nhika,realm=NA,application-id=3ErqAdtq,discussion-id=qPMYzXjj,comment-id=,timestamp=2019-06-15T11:59:48.959+0000) > > Janna - purely shields, decent CC > Lulu - purely shields, movement speed > Taric - heal shield > > Yuumi - better heals than other supports, better movement speed, better ultimate, better poke, PASSIVE based shield at no cost (gives mana) > > So a Yuumi playing into a Janna could literally just sit in lane afk, pressing W every now and then and his laner wins by default because the enemy team HAS to recall first? Janna also has a heal, what? Lulu also has a heal, what? Can we stop being bias when comparing champions at the very least please?
> [{quoted}](name=Jamaree,realm=NA,application-id=3ErqAdtq,discussion-id=qPMYzXjj,comment-id=0000,timestamp=2019-06-15T12:05:12.911+0000) > > Janna also has a heal, what? Lulu also has a heal, what? > > Can we stop being bias when comparing champions at the very least please? I believe we forgot to mention 99% untargetability, stasis invulnerability (bard can't stop yuumi by ulting her target), raw damage potential, ally speed ups, enemy slows, roots, more efficient summoner (two flashes/tps for one), the ability to utilize every teammate's summoner in succession, benefit from allies qss/zhonya's, can benefit from multiple allies zhonya's if necessary, argueably better ult than Janna on a much lower cd and definitely better healing capability with the ability to top damage charts. What is kit really missing? So she can't take a hit...who cares? Fanatic's proven you can pair it with the worst champion in Lol pro scene Garen and succeed on the back of a 'support'. Beyond that the ability to physically move the enemy, doesn't need with how strong her poke is. It's just insult to injury that league even calls this champion a support.
: Worst world champion song ever in 5 year.
agreed, even the art that went with the video i thought was very low quality overall though i did like the renderings of the 3 champions
GankLord (NA)
: Pyke is way too safe
TLDR; Adding a bit of rant Lets make badass assassin Zed. Op for a season.. nerfed to dust. Lets make a more burst skirmishing assassin Yasuo. Nerfed to the ground dies. Lets make a 'support' assassin. Success he's better in every way. (No nerf in the ground). Riot's Apparent Assassin Checklist Can you punish. No he disappears and then sustains most of the damage delt. Check (Better sustain than kench the father of grey health) Can he supply his own kills. Check Free hook. Oh..and it slows. FFS!!! Multiple escape mechanisms if he screws up engage. Yes...safer than zed/yasuo as it follows an unpredictable route, speed increase. Check Can supply extra gold to take over the game.. Check. Has ult reset and execute. Check better than yasuo/zed with resets, also a free tristana jump in between. Drawback..hard to hit ultimate. (I don't consider 0.1 second warning hard to hit for the average player.) Pro's sure fine. Literally has most every toolkit. Sustain, Burst, Hook, Dash, Invisibility, Gold Generation, Ally Gold Generation, Spammable Executes, Spammable mobility jumps on kill, untargetabillity, wall mobility, So we nerf his solo lane minion capability because G2 showed how you couldn't punish it. You still can't punish it. Riot, please do something to open up this play pattern its more rediculous than watching old Fizz leap over my face.
Spoo (NA)
: So we have ranked TFT, when can we expect ranked ARAM
My main empthasis by calling TFT more random than ARAM. In TFT you can literally lose because insufficient luck. Sure the good players are generally better at coping and making the best of a bad situation, the game is generally too short to recover from seriously bad RNG. The only thing saving it is the fact their are 8 opponents and you only need top 4. I've gone the games going 3 rounds in and being unable to achieve a rank 2, or only receiving defensive options, or ap options for an ad team and vice versa. In ARAM a good comp vs. a bad doesn't guarantee victory and in many cases I've claimed victory from the jaws of defeat just because my team utilized better skill, teamwork, or a player's carry potential on a champion. Sure it lacks the objectives of SR but there is still the notion of when to engage, how and when to push, whether or not a fight will gain you any ground in the long run (and in turn healing relic access), when to sit back and just stall the wave (and let dead members respawn).
: ok first of all they don't even maintain anything outside of summoners rift. the argument is that no one plays it but the reason no one plays alt game modes rank is because they don't update and do anything with them. so let's say a ton of people play ranked aram. who says how it will be balanced? what is the counter balance? will people still play normal aram anymore?
> [{quoted}](name=Cloudinator37,realm=NA,application-id=3ErqAdtq,discussion-id=ftspKjJq,comment-id=000500000000,timestamp=2019-07-25T03:45:56.935+0000) > > ok first of all they don't even maintain anything outside of summoners rift. the argument is that no one plays it but the reason no one plays alt game modes rank is because they don't update and do anything with them. > > so let's say a ton of people play ranked aram. who says how it will be balanced? what is the counter balance? will people still play normal aram anymore? Just because a system is 'ranked' doesn't mean it has to be a perfect ranking like SR is intended to be. Just some way to seperate those who can play random with more skill from those who play it with less. Sure they're are scum accounts, but anymore the patch balances should bring them more in tow.
Durzaka (NA)
: Can you maintain a 51%+ win rate in ARAM with its RNG? Because people can do that in TFT. Not to mention since TFT is a FFA, the first 4 places get LP, so it mitigates any potential issues with RNG, because you can very realistically get top 4 even with bad RNG.
> [{quoted}](name=Durzaka,realm=NA,application-id=3ErqAdtq,discussion-id=ftspKjJq,comment-id=0008,timestamp=2019-07-24T17:17:08.069+0000) > > Can you maintain a 51%+ win rate in ARAM with its RNG? > > Because people can do that in TFT. > > Not to mention since TFT is a FFA, the first 4 places get LP, so it mitigates any potential issues with RNG, because you can very realistically get top 4 even with bad RNG. Easily! And without scumming accounts.
: Would size be an issue with the cosplay? I have a very large league of legends cosplay I would love to enter!
{{champion:54}} Rock solid!!!
Pika Fox (NA)
: And you still forget to include summoners and resists. Youd be dealing about 30-40% less damage.
> [{quoted}](name=Lo4ding,realm=EUNE,application-id=3ErqAdtq,discussion-id=8rfIss6n,comment-id=00160000000000010000000000000000000000020000000100010000,timestamp=2019-07-23T06:35:39.469+0000) > > I dont know if you are blind or something else. > > (Q(241) + E(205) + AA(110) + AA(110) + Aftershock(80 +-)) x **Armor|MR Reduction(0.75)** > > That means magic damage gets reduced and physical gets reduced by same amount. Which is without tank items +- 25% whole game. There is no place to talk about summoner spells. This scenario is: If pyke land his stun and run his whole rotation, does he have kill pressure? Regardless what you think, yes he has. > > Math is right. > > ps. Since Pyke builds lethality items. From 2nd item he deals pretty much true physical damage. On top of that, lethality, cdr, is so cheap (probably efficient too).
JuiceBoxP (EUNE)
: Pyke gets far too much gold from his ultimate now
When,why,how should a support ever be made into a primary carry assassin. Oh, yeah its rito.
Rioter Comments
: She CAN be pretty strong, but she is a tier 4 unit, so I kinda feel like she's supposed to be strong? Also she DOES have a synergy if you have just her, she's a single ninja. I feel like if you're building her up you should be rewarded with a strong unit. She's also pretty squishy. I guess if they HAD to nerf her they could increase her ability cost a bit, as five point strike is very low cost and pretty good damage. But I really don't think she's TOO crazy.
> [{quoted}](name=Solidair3,realm=NA,application-id=RaE1aOE7,discussion-id=cTQ2eIXn,comment-id=0002,timestamp=2019-07-19T16:24:24.691+0000) > > She CAN be pretty strong, but she is a tier 4 unit, so I kinda feel like she's supposed to be strong? Also she DOES have a synergy if you have just her, she's a single ninja. > > I feel like if you're building her up you should be rewarded with a strong unit. She's also pretty squishy. I guess if they HAD to nerf her they could increase her ability cost a bit, as five point strike is very low cost and pretty good damage. > > But I really don't think she's TOO crazy. I really hate the single unit synergies in TFT. Really, I'm rewarded because I happened to win the draw lottery once? Not 3x, or 9x (true if you want 3* or typically a trio of 2* required for a decent synergy). On top of that Akali uses her ult almost immediately it feels like. That seems pretty ridiculous.
: Why would you remove my comments???? I didn't curse, I didn't say anything vulgar, nothing!!! All I did was question why you guys are taking a hammer to healing when the healing in-game by champs is so minimal! Yuumi's healing is a joke! Sona, Yuumi, Soraka, there heals all are crap and/or come at a major cost in mana or health. Late game they're better but even late game Yuumi's heals are pretty mediocre. If there's too much healing via lifesteal or items or w/e, deal with that! Also, one of the comments you guys randomly deleted just asked why do the devs seem to hate Akali?? They keep gutting her to death, I never even see her played anymore but yet she keeps getting whacked over the head with nerfs. Nerf Yuumi's Q damage ,Buff her healing, give her more of a break in-between reattaching to allow for more windows of opportunity to get her, and instead of removing the mana from her passive totally just nerf it first! Why do you guys take such massive swings at champs, just nerf the mana dont' remove it completely.
Yuumi's healing is a joke? Are we playing the same game?
: How to make {{champion:555}} Pyke balanced again: 1. Get rid of the idea that Pyke gets an extra "Your Cut" on a successful execute with his ult, let alone 2 for landing it but not executing. It's way too much gold to give him especially since his ult can reset. 2. Allow the E to do reduced damage to minions at least. (IE The only reason Pyke needs {{item:3077}} in solo lane) 3. Give his damage numbers a small nerf across the board, including his ult. The AD Scaling for his ult execution is a little too busted with squishies.
RIP being able to ARAM against a good pyke with so much free gold now.
: nami was squishy enough without this aram nerf
As a person who LOVES Nami in ARAM, she can easily self-heal back to full no problem. Big heal nerf is only on healing allies, not self.
: Is it just me or Soraka in ARAM does no healing anymore? Just played a game and my W did 83 at best at two-three points. Typically it would do around 100 by two points in. Runes and build didn't change. Am I seeing things....?? :^(
She's not supposed to. RITO has realized the unfairness of healbots in ARAM being a single lane. By nerfing healing they force those 'Mogs healer's to actually engage the enemy and take risks. Its the same with Sona, they nerfed her healing into ground to force a more interactive and healthier playstyle. In any case, Soraka's far better throwing in some ap and landing e/q poke anyway.
: It’s unreal how someone took a look at her and went “Her passive is the problem, remove the mana refund for interactive and sometimes risky play!”
Oh no, lets not build regen, force her to use biscuits instead of autoing? The mana regen is probably the most balanced thing they can do without ripping her completely apart. Heck, its the same reason they removed the old Soraka mana regen when they 'reworked' her ever so slightly. Because with it, you never have to leave or sacrifice anything for a constant barrage and with Yuumi's range/damage/slow and cd of her Q a Yuumi isn't really punished by throwing them out constantly and missing. It just ends up making for a neverending siege and easy tower plates. At least now she'll have to think before using them and line them up a bit more with her push. The damage/slow was never her problem its the constant '**neverending**' barrage that's the problem which inevitably only serves to allow her more ap scaling early than she (a long range support capable of signifant healing/damage/sieging/counterengage/engage) should have access to.
: How I see it, it's not worth it to come off to get shield because it's too low, no mana regain and they up the cost on her Q to poke for Laning phase. So basically the laning phase might be hell now...they could've lessen the amount of mana she receives but don't out right take it out she's already squishy and not much adc's like to play with her.
A champion with that much poke needs to have a limit on how often she can poke and forced to grab items to maintain it. If anything it probably just bought her early game power down a scoosh.
Bastion (NA)
: I think that was because Irelia is/was already overloaded. Having a passive that increases attack speed and damage along with shield busting (+ the rest of her kit) is pretty powerful to have on 1 champion. By distributing this power to other classes, you side step the issue of having Irelia be turbo loaded while increasing other champ viability. Whether or not Renekton was a good candidate for this buff, is a different story, but I'd like to see how he does for this patch.
RIP top lane Karma/Rumble shields.
Adam0193 (NA)
: “Revive is an unfun mechanic” is all it takes for it to be removed? Might as well remove Zilean ult then. Or Guardian Angel. Or Sion/Kog’Maw passives. Or Karthus passive so he can’t keep damaging you after he dies. The point being, just because something isn’t fun to play against, doesn’t mean it should be removed. Aatrox’s revive was a core part of who he was. He was supposed to be this immortal badass demon and riot took that “immortal” part away in the sake of balance. Now he’s just a worse Riven.
If anything I would think getting access to the crazy healing would make him more viable then he ever was.In addition by getting rid of such a 'niche' feature they can afford to put power back into him. I will admit I'm not an Aatrox player as I really didn't like his kit, but watching enough LCS a decent Aatrox looks almost ungankable with said revive. Simply put, IMHO there isn't/wasn't enough counter play to a person who self-revives and can do ridiculous damage/healing as their is in say an assisted resurrection from a teammate. I have about as much fun watching an Aatrox revive lane as I do the unnerfed Akali rework.
: Wouldn't that make the revive fit his lore? He's taking the flesh of the enemies who died to revive himself.
And revert him back to old Aatrox who was out of the meta for ages until the final days/weeks before his rework???
: Teamfight Tactics-- /Dev Update: Your Feedback and the Road Ahead
My {{item:3161}} {{item:3161}} {{champion:53}} Hooks! Bops, walks away! Hooks another long range bops walks away! All other units focus their target? Why not blitzcrank? My amazing BC game where my blitz pulls all the assassins in one by one into my backline despite great setup. TKS BRO!
: PLEASE let us mute other players, it is a pain when they spam in all caps, or spam pings, thanks.
Can I mute the Little Legends emotes? If i hear another squeak I may go deaf!!!
: No comment on the AI? I'm not playing another game until the AI is fixed. Watching the AI do the most stupid decisions every match makes my blood boil. I'm talking about units pathing, units standing still not attacking, units specifically assassins attacking tanks instead of the carries standing next to them, units casting and missing their spells 24/7 etc
Part of the game is figuring out the AI. There is a way to manipulate the assassins to get them to avoid the front/backline. That's why you can look at others map setups before you fight them?
Night 25 (EUW)
: I think most people agree that giving everyone the same amount of items is the less frustrating way to handle RNG. I would also keep the number of items quite high, so there's more to work with and make decisions around. Another thing I would like to see during the game is damage dealt by each one of your champions, so it's easier to realize which ones do the most damage (it's hard to tell even if you add more stats) and which items/champions synergies are working at the moment
I disagree that RNG needs to be taken out and items given equally. The essence of the entire mode is RNG and how you adapt to said RNG especially with the champions/items obtainable. Item RNG while annoying doesn't typically bother me. However, running into severe champion droughts for multiple games straight whereby I couldn't achieve a tier 2 for 2 rounds feels really bad. While not 'over' it feels like I'm wasting a terribly long amount of time on the 'attempt' to come back and its hard to one-way a suitable item for champions if I can't even get a likelihood they'll be useful enough in my overall build. RNG can be healthy. But like healthy RNG games there needs to be a little controlled/expected element to the chaos. Otherwise there's no game or aspect of skill its only luck.
: Please fix this delayed loading issue at the start of games. It prevents us from loading into the game in time to chose our first champion from the first carousel round, meaning I end up skipping the carousel and am only ready to play in the first PvE round with one of the remaining champions from the carousel automatically chosen for me. My game settings are all set to low quality or disabled for the best performace but I still can't load in time.
I don't have this issue, but I have experienced it before. There simply isn't enough time in the initial carousel. Even if you get in, if your first pick gets stolen your hosed.
: Teamfight Tactics-- /Dev Update: Your Feedback and the Road Ahead
Problem#1 I had was time with the initial carousel and pick stealing. If your pick gets stolen in the first carousel there is no time to get a second best. What's worse the game doesn't give you your closest pick but a random one. Please put a few more seconds into the initial pick to prevent pick sniping. Rounds and all carousels after are fine if not a little long. Problem#2 Carousel advantages aren't really felt sometimes. Why? because the design is circular. Sometimes being first to pick means I get my 3rd best choice. Why? Because I have to run around the circle to get it and by then another person has subsequently unlocked already nabbed it. Solution: Spawn pickers into the center of the circle when it is there turn. They are all then equidistant to their picks and have a fair chance. Pick advantage is preserved 100%. Kick the unit out of the circle when their pick is done. (Keeps annoying people from keeping the rest of the lottery from being able to make a sensitive pick..had this happen a few times too). Finally) PLEASE DEAR GOD ENABLE THE SAME CAMERA LOCK SR AND ARAM SHARE SO I CAN GET BACK TO THE CENTER OF THE MAP!!! SO INFURATING TO HAVE THE LITTLE LEGEND RUN OFF SCREEN SO I CAN'T SEE ANYTHING AND CAN'T GET CENTERED BACK ON THE MAP.
: > [{quoted}](name=MrSnowman0,realm=NA,application-id=A7LBtoKc,discussion-id=4HOMjBEE,comment-id=0004,timestamp=2019-07-04T01:23:59.469+0000) > > get {{item:3161}} {{item:3161}} {{champion:555}} out of my games -_- I honestly think you shouldn't be able to stack items.
Get {{champion:119}} 1* crushing opponents out of my games.
: Patch 9.9 notes
Last time on Dragonball Z. KAMMMMMMMMMMMMEEEEEEEEEEEEE!!!!!!!!!! Next time on Dragonball Z. KAMMMMMMMMMMMMEEEEEEEEEEEEE!!!!!!!!!!
Legãcy (NA)
: Also it is true Riot really did revert the items, but I'm not sure if you noticed, but they lowered the Critical Chance on {{item:3094}}, {{item:3087}}, {{item:3085}}, and {{item:3046}}, and lowered the attack speed a ton. Back then, Crit items used to give 40%-50% attack speed which, for an example, helped {{champion:202}} out a ton. Now with attack speed items being 30%-40% Attack speed, it is really hard to get that "orb walking" feeling when you can never always take Alacrity in your precision rune page due to lack of life steal in your later build. See the issue is, in my opinion, a typical ADC build would go like this (when people actually picked tanks and whatnot). {{item:3006}} {{item:3094}} {{item:3031}} {{item:3087}} {{item:3036}} {{item:3026}}, but that would mean you have to take bloodline in your rune page which sacrifices your early game attack speed. Additionally, to the nerfs on sorcery (Absolute Focus and Celerity) marksmen take Inspiration or Domination meaning you essentially will not even be able to get your boots early on due to Magical Footwear, or if you take Domination, you sacrifice the biscuits for sustain. Overall, I would not say that ADCs are struggling, but I say that there is not a lot of options when it comes to picking an ADC to play, for so many of them are out of meta it's difficult to play ADC in this Bruiser meta.
Somebody has to be last. And for NA and Doublelift's sake I'm glad Jhin is on the bottom. All this, yet, Varus, Ashe, Vayne are still within the top 7. And this is counting all the weird Taric games and the OP Ezreal skewed games. https://www.leagueofgraphs.com/champions/builds/adc/lcs
: Ok :) https://nexus.leagueoflegends.com/en-us/2019/04/dev-aram-changes-wrap-up/
BTW lot of info in this article, really do appreciate seeing the visualizations and while I can understand the rationalization, I really do hope you take another attempt at it in the future. My average time loading into games severely diminished with bans not having to wait for people who ragequit as often when they don't get the champ they want.
: Ok :) https://nexus.leagueoflegends.com/en-us/2019/04/dev-aram-changes-wrap-up/
## #makeARAMBeautiful #bringbackbans - join in if you agree :)
: I play nothing but aram. Aram mmr is in top 1% and the changes have made me quit league. The game of aram is nothing like it used to be. Nothing but luck in games, who wins the team fight around 10 mins? They kill 2 paper towers. They want to die and buy! They die and the other team that lost both towers loss 4 and loss game. The damn towers are the single biggest problem, farts knock them down. Buffalo the towers so I don't just loss the game after my 18/1 ass gets killed so I can buy, just to see my team unable to to defend and loss the game
I'd disagree. If towers were buffalos, I'd either have more aggravation in having to wait for my next game (I mean if i lost in team comp, buffalo towers aren't going to save me), or just be outscaled to death by one or two inevitable hypercarries each game (yi,jax) only causing me to be more frustrated. Towers are already hard enough to take as since respawn times are relatively low early on and if even ONE mage survives with mana there is already plenty of wave clear to stall a tower take. I can't count how many senseless games where my team has wiped as 4 where i just abuse lux wave clear and stall the tower. I do however hate that late game damage buffs to towers. If everyone can be Ziggs/Trist than whats the point in playing them. Also it seems to make games end a lot more abruptly then they otherwise should when the game finally gets to a point of being interesting/balanced item wise.
: First of all, Riot did say in the patch notes doing this removal that it was partially based on feedback and discussion between themselves. This does confirm that opinions from the community were taken in charge. Now, add the fact that an huge proportion of players were welcoming the bans with open arms (on here and Reddit at least) and we can already see a tendency in favor of keeping them. Even now, it has not even been a full day since the ANNOUNCEMENT (not even the implementation!!!) of these changes that the hot section of the boards already have several threads including mine **showing exceedingly positive scores**, even if anything related to ARAM barely gets any attention in normal circumstances. From this, we can see a strong leaning towards the apprectiation of bans in the gamemode. You can always say that this represents only a vocal proportion and it doesn't actually represent the demographics or whatever, but literally anything can be negated by this same thing to the point it isn't relevant at all and is really tiring to always see here on the boards (such things as saying "Riven and Vayne are perfectly fine, since the boards is the vocal minority and shouldn't be taken seriously at all") Feedback IS feedback as soon as it is observable and should get the considerable weight its worth for, and the observation we can easily set is that *Riot went against the popular feedback to make changes that are unwelcome for the majority said feedback*. How do I know that the negative feedback is coming from people barely playing ARAM usually? Well, I feel that you would simply point at an X player saying he is against the bans and point out his game history showing clear evidence of several past ARAM games just to say "haha! I've proven your point wrong by cherry picking amongst an array of possibilities a single occurence that says otherwise!", but I'll still explain myself. As I already said, the proportion of positive feedback against negative one was utterly crushing, meaning that the actual number of occurences of people arguing AGAINST aram bans is actually quite low, low enough that you can literally just show any occurences of "Howling Abyss" in one's match history and it'll show you information that can be applied to quite a big proportion of the feedback (lower occurences of said persons providing such feedback does mean that they represent a much bigger proportion of the opposition themselves when compaired to those going with the trend). So, by simply doing a research within the the match history of some accounts, you can see some pretty interesting things. What a surprise to see amongst most people some tendency to have between about a single game of ARAM or ten each months, depending on how much they play as a whole and still representing a very small proportion of their games played. Personally, I made the assumption that most people giving negative feedbacks and showing those kind of match history play ARAM as something to relieve frustration from normal gameplay. While this is quite understandable, this also means that those kind of people will most probably not experience what frequent ARAM players do experience, since a random game mode that you are unfamiliar with requires more iterations of experimentation to see a trend (such as ARAM accounts and frequent picks who were both aimed at by the ban changes), hence how their feedback is extremely, well biased. Try it: dig up some threads from the last weeks and identify key threads and comments providing negative comments about the bans, since most of them have a solid negative score, you can easily spot them by the furious red colored numbers. Check the users, and while you WILL end up with some results showing guenuine experienced feedback (after all, most feedback were in favor of the ban implementations, but it wasn't under any way exclusively in its favor), you will also end up with some occurences that would bring some thought on "do they really understand what the gamemode is about?" This and, well, a "new" occurence of type of players. In fact, I will kinda change my first statement that was "based on the feedback of people who played ARAM only for the event" to "based on the feedback of people who most probably have no specific knowledge on its inner workings **and those who were actually aimed at by the changes**", admitting that I was partially wrong in the first place. You see, while there's some people out there who do have an impressive ARAM history who are also against the bans in it, their picks in it are quite...odd. In fact, you see them playing, yes, an HUGE number of ARAM games, but their picks are, for someone who play as much, quite frequent and weirdly consistent. What a surprise to see people who usually get several champions from the top 10 winrates in ARAM, then get a very frequent number of free-rolled picks after the introduction of bans protest against them. Weird indeed, its almost as if...
As a person who has only 1 account with THOUSANDS of ARAM games, owns every champion, and (when they were still tracking it) had about a 55% winrate in ARAM. I APPROVE THIS MESSAGE! Bans are a necessary evil. Since last major set of ARAM buffs and before the serious evolution of the game from a slow play poke fest while waiting on minions to a more fast paced mode where everything is allowed(improving item scale times like tear and ROA), some champions will ineviitably hit late game fantasy of death and destruction. While the more power picks in the game, ziggs,sona, heimer were definitely terrors their scaling was not as a challenge to deal with these inevitable hypercarry picks. Bans provide some relief that the champions that are going to auto-win the game at 20 are somewhat diminished. Even if you can't take care of all the terrors, you could at least remove the one bane of your existence that plagued you that 'somehow' showed up from one game to another despite being a random mode. #bringbackbans
: The main reason why i play ARAM only, Is because i dont wanna waste 40min-80min in a game and just lose in the end. Rather spend up to 15min-30min max in a game either losing or winning, and i get to try other champs and get mastery points across my champs. Shame, I liked the bans, it cut out a lot of the busted ass champs in that mode. Yes its a random mode and forces you to learn the other champs you have, but good luck freaking learning when the other team has Karth, Brand, Veig, Ziggs, and Morg. Of course if they luck out with those rolls and are decent with those champs. If we still have bans, i and many others wouldnt be pulling our hair out.
I play ARAM mainly because I feel I'm decent mechanically, and I don't really care to balance that mechancis around the science of the map and taking objectives.
: Your choice, but if every champions should be played, then the whole gamemode should've been reworked into no bans, no rerolls, no trade and no champion change from dodging while giving full roster to everyone. The problem before bans happened is that, well, not every champions were played because of how easy it is to manipulate the picks you get. The bans actually enhanced the amount of time low winrate champions were played since it wasn't as easy to rely on getting an high winrate one, thus actually increasing the amount of effectively played champions.
I noticed a MARKED difference in games dropped at champion select with <5 seconds to go with bans. Why? Easier to ban out things you don't want. Easier to reroll into at least a reasonable comp! All the while not preventing completely OP comps from still existing and steamrolling.
: Riot recently made the best addition ARAM ever got just to remove it mere days later...
Missing bans already. There are just some picks that in even a decent players hand can unilaterally take over a game.
: Patch 9.8 Notes
RIOT! Why do you not understand the need to ban that annoying late game Kayle of ARAM who always hits endgame shenanigans!!!!!!!
: Lol, these kids just crying over wanting ezmode handouts. Try handling some adversity in life
Just because I want some semblance of avoiding terrifying picks so I can have slightly more competitive games on average I wouldn't call it ezmode. And if you don't like removing OP's at least remove a few crap picks so you can avoid rolling into them. This was easily the best change to hit the Abyss.
: What do you think about my thoughts/rework idea on garen that will possibly keep both of you and riot satisfied! https://boards.na.leagueoflegends.com/en/c/general-discussion/zFZ214Ur-a-garen-rework-that-satasfies-most-players-in-the-game Here i will state the problems each group of players have with Garen and the solution: Riotrepertoir stated that Garen is hard to balance: (the things that would need to be done to make Garen a powerful option in pro (or even high skilled solo queue play) would likely mean he’s disgustingly powerful for most players.) https://nexus.leagueoflegends.com/en-us/2018/03/ask-riot-hard-to-balance-champs/ Garen: he stomps people in low elo// abilities -> binary /mobility is not even close to be as good as other meta toplaners gaping flaws->(kitable, has barely any CC) There are 3 parties when it comes to Garen. Group 1 to 3 1.) Riot wants to keep Garen as a champ for beginners 2.) People that get stomped in lane by Garen mains are in bronze/silver 3.) Garen mains that play him in high elo that get beaten up in their lanes because of the reasons above Now this is how it should be: To satisfy all 3 groups Garen needs changes to his kit that keep him a basic champion with abilities that allow players with a higher skill ceilling to outplay his opponent. Possible Solution to satisfy all 3 Groups: 1.) Keep the general frame of his kit Q/W/E/R how it is 2.)Take away the unreliable (RNG) Villian mechanic that destroys people in low elo/ and add CC to his R so Garen becomes usefull in teamfights 3.) add something to his kit that rewards skillfull players and punishes if the player misses the play* *Here is the solution or my thoughts : If Garen activates his Q and reaches a certain distance to his Q target, he can leap forward by pressing Q for a 2nd time then he deals bonus damage on hit. IF Garen does not connect then his Q cooldown extends by 4 seconds or X amount of time needs PBE testing! To compensate the removal of the villian mechanic that is an unreliable (RNG) and unfun mechanic his NEW R draws people in X distance of sucessfull execution of the enemy towards the impact area of his ult and slows them for X amount of time.
Let 'Spin' reflect or deflect projectiles. Even if he can't get in, he can at least provide some utility while he's busy being kited anyway. (Of course URF Garen woudl be unstoppable unless you fix the perma 'Spin'.) From this he has something relatively simple counterplay and teamwork, and you can tweak his numbers down if need be to make up for this ability. He's still susceptible to point & click, melee CC or anything when its down. Simply put his weakness is his 'Spin' downtime anyway, he's already easily kiteable, at least this provides some relief if not a fun mechanic.
: Garen could use a WW scale rework tbh. Still beginner friendly,but with enough room for skill improvement.
As long as they remove that Villain mechanic. By far the dumbest idea I've seen and too imprecise of a passive to be effective.
: Garen deserves a large-scope rework
Needs the ability to bat projectiles back during spin...OH YEAH! Finally, he's mechanically complex, trades offense for defense unless he's already in, and can stay in long enough not to have to death bush/flank in order to get immediately CC'd against a fair number of champions. Could even remove the tenacity from his 'W' if it seems OP. On top of that Garen who's all about Demacia and teamwork finally has team utility and not just a selfish champion if he can't get in to do damage. Meanwhile point and click CC, melee CC, all still viable counters.
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