: What is the champion that you hate having on your team/enemy team more than Yasuo?
**Champions I hate on my team:** {{champion:13}} - Might be good in pro play but is extremely unreliable in solo queue. {{champion:432}} - His R can mess your team up. {{champion:223}} - Not the most impactful support and his W and R can mess your team up. {{champion:82}} - His weaknesses are too easy to exploit. {{champion:72}} - If he gets ahead he's just okay, but if he falls behind he's useless with how little reliability his kit offers compared to other junglers. **Champions I hate on the enemy team:** {{champion:35}} - He can be kinda hard to track in the early game and forces you to play extra safe in the laning phase because of his strong ganks. {{champion:54}} - His R is a nightmare to face. Getting hit by it is an almost guaranteed death. {{champion:555}} - A good Pyke has so much map pressure and kill potential with his ult if he ganks.
: Sylas Heal and leagues losing a grip on the basics
Sylas's current W has the same problem pre-rework Irelia's E had (her old E was the slow/stun where she'd slow enemies if she has a higher % max health than them, and stun otherwise). They're both point-and-click abilities that punish their opponents for winning the trade.
: This game is getting boring.
League feels boring to me because for the last few seasons the game has been fundamentally the same. Damage damage damage. The only thing that has changed is who dishes out the damage the best/fastest. It is getting boring building just 1 item on most classes and being able to kill nearly anyone in a rotation and conversely, it is boring getting 1-shot by nearly everyone.
: If you order delivery, please tip your driver.
I have a question about tips. A lot of places that allow you to pay online also allow you to tip the driver online. I'm always a bit skeptical that if I tip online then the driver might not get the full tip amount or any of it at all. Do you know if that is ever the case? I just always tip the driver in person to make sure they get the money.
: Story behind your league names?
I'm a filthy {{champion:131}} main.
: You know i don't care about this Yoirck nerfs but it show something funny about Riot logic
I honestly wouldn't be surprised if a Project Riven or Star Guardian Riven skin gets released soon.
: Sunfire Cape is not a fair first item for top lane tanks: a cost and usage analysis
What if Sunfire Cape was toggle-able? That could help in managing waves and attacking turrets without drawing aggro if nearby enemies get in range.
: Can we please for the love of God change how match making works in normals?
I hate how matchmaking isn't even remotely balanced. https://imgur.com/a/WP9pta0 This is a game that I played last year. My team had 0 chance.
: Make up your mind riot. Pyke is either a tank or an assassin
The nerf that I would like to see Pyke get is on his W. Pyke should have to choose between the high pick potential and lane pressure of his Q OR the safety that his W provides, but that's not the case. His W has a 12 second cooldown at rank 1 and levelling it up reduces the cooldown by 0.5 seconds. The starting cool down should be much higher for such a strong ability. It would make punishing him in lane easier.
: Riot, I don't like where you're going with all these passes and exclusive skins.
I used to spend a lot more RP on this game when things were simpler (probably more than what is healthy). But then Riot started bloating the price of skins with all of the unnecessary emotes/borders/icons/chromas etc... and I started spending less and less. The real nail in the coffin for me was when Riot introduced event passes. Without buying one, you're excluded from a large portion of the event and that feels horrible as a consumer. Personally, I think Riot is asking too much for some of the content they sell, and I think they're deterring more and more potential customers away with the exclusive content and passes.
: Diana is a better assassin than Assassins and she's not even an Assassin.
Diana has probably one of the weakest pre-6 in the game. She's a melee champion with no mobility, no kill pressure, almost no gank assist, weak poke, and mana issues pre-6. If you can punish her before then, you're usually good. Once she hits level 6 she becomes more threatening but can't 100-0 you. If you're even with her, then she can probably 60-0 you with her full combo, or 40-0 you with a partial combo, but that's like most divers. If she is behind, then that threshold is even lower. That said, Diana pays for all of her weaknesses once she finally gets her items by being able to one-shot most champions without them being able to react. I'll admit, that's not good game design, but other champions - actual assassins and some divers - can do the same with much less risk.
: Lost 5 games during my first 6 placements
I went 2L-4W-1L-1W in my 8 games for mid lane. My first loss was in part due to my jungler who died early, got tilted, and went AFK. My second loss in part due to my top laner who wanted to try the inting Sion strategy out and ended up feeding 12+ kills to Jax, who then proceeded to 1v3 and 1v4 our team multiple times. My third loss was in part due to my top laner who first timed Renekton into Jax, gave up first blood, died 3 times solo before 7 minutes, and then also fed the jungler and mid laner because he would constantly push the wave into the enemy's side of the lane, ending 0/11/2. On the other hand, for my 5 wins, 3 of them were more even matches, while the other 2 were stomps on my teams side, with certain members on the enemy team having abysmal KDAs. Unfortunately, the worst members on your team (and the enemy team) tend to determine the outcome of the game. There's not much you can do about it in solo/duo queue.
: With people becoming more and more familiar with Sylas, we need to talk about AP Bruiser Itemization
What AP bruiser itemization is lacking is a good first item buy. If you're an AD bruiser you can buy either {{item:3078}} or {{item:3071}}, both of which offer great dueling and sticking power, while also offers durability and a high amount of CDR for abilities. Comparatively, AP bruisers could first buy {{item:3027}} {{item:3116}} {{item:3151}} {{item:3152}} or {{item:3115}}, and none of these items alone offer the same level of dueling with durability and CDR as Trinity Force and Black Cleaver do. And by the time you get 2 AP bruiser items, your damage and/or durability has likely been outscaled by the counterpart 2 AD bruiser builds. Give an AP version of Trinity Force and Black Cleaver for champions like {{champion:517}} {{champion:131}} {{champion:79}} {{champion:31}} {{champion:76}} {{champion:32}} {{champion:68}} {{champion:60}} {{champion:82}}, and put any necessary handicaps on it so that it doesn't get abused by AP Assassins and mages. Make it expensive too, like 3000g-3733g: **AP Trinity Force** 250 HP 50 AP 40% Attack Speed 300 Mana 20% CDR 5% Movement Speed Phage passive for sticking power, and, Sheen or Nashors passive for dueling potential. Attack speed and sustained damage passive makes it less desirable on AP assassins who would rather burst you. Mana makes it less desirable on {{champion:55}} and {{champion:84}} specifically. If need be, tune it so that {{champion:10}} {{champion:17}} {{champion:96}} {{champion:145}} {{champion:268}} {{champion:110}} wouldn't be able to abuse it. **AP Black Cleaver** 400 HP 65 AP 20% CDR Phage passive, and 4% MR shred per stack, up to 5 stack for 20% MR shred. Make it so that stacks are gained at most once per second per unique ability hit, or some sort of limit so that champions like {{champion:69}} {{champion:268}} {{champion:13}} can't abuse it as hard. Or just make it melee only.
: I really don't like Karma's look in the "Season 2019 Login" Screen
It kinda looks like her eyes are bulging out of her head.
: Is there an ability in the game that you, personally, just can't dodge?
I can dodge Blitz Q, Morgana Q, and Lux Q fairly consistently, but Thresh Q and Pyke Q seems to hit me much more frequently
: Riot has lost 700million dollars of profit loss compared to 2017
I think that Riot is heading down a slippery slope of trying to make up for lost profits by continuing practices that alienate more and more of its users.
: A game cannot grow bigger forever
Maybe they realize that and are trying to cash in **now** :/? Personally, the changes to paid content over the last 1-2 years has been really disappointing. What first bothered me was when orange essence from skin shards was reduced from 33% of the value of the shard to 20%. Then when emotes were released, they very ridiculously overpriced at 640 RP each. Then 975 RP skins became rarer and rarer until 1350 RP skins became the norm, which I can kinda of understand since the quality of skins have gone up, but in many cases, there have been a lot of 1350 RP skins that have not met those quality standards (e.g. Praetorian). Then they started locking cosmetics like borders, ruby chromas, summoner icons behind having to buy a full bundle, which is BS in my opinion since it inflates the actual value of the contents in the bundle... Then they started putting up walls in events where if you wanted to redeem the tokens you earned through playing, you needed to buy the event pass... And of course, the most recent money grab being the prestige Aatrox skin. I used to spend a lot of RP of skins, but I'm finding myself spending less and less these days. I don't think I've spent RP in the last few months, and I definitely spent only a small fraction of the amount I did in 2018 as I did in 2017. And I think that a lot of other people are in the same boat. Wasn't there an article posted last year revealing that Riot's sales have been done, despite all their efforts to make more money off their users? And on top of it all, the balance has been so off for over a year now that it makes it - in some sense - more difficult to use paid content. If you buy a new skin/ward/emote/whatever, you want to use it as much as possible, but when the game balance is so off, you can only manage to deal with a game or two before feeling drained. What's really annoying is that Riot is just lazy when it comes to balance. There are various problems in the game that effect low elo, high elo, or both, that don't get balanced for HALF A YEAR if at all, and it is becoming more and more frustrating to wait for Riot to do anything when the reality is they probably won't. I get that balancing the game for everyone is not easy, I really do. But when certain things are let through the PBE that are undoubtably broken (e.g. one-shot Galio Q) and Riot just shrugs it off until it hits live OR almost make it through (e.g. one-shot Jinx crit W), THAT is what really bothers me :/. I'm thinking, "the balance team is wasting their time on _this_"? :/.
: > [{quoted}](name=Targon,realm=NA,application-id=3ErqAdtq,discussion-id=5j4qx6M0,comment-id=0006,timestamp=2019-01-17T18:16:10.246+0000) > > {{champion:136}} > > **Passive:** > Stars no longer permanently rotate around Aurelion Sol. > (Aurelion Sol can now hide in bushes!) > Gravity: Enemies within Aurelion Sol's outer limit are dealt damage per second, and perhaps slowed for a small amount for a short duration while entering Aurelion Sol's outer limit (with a fixed CD per target). > > Q - Unchanged. > > **W** > Aurelion Sol summons 3 stars around himself to his outer limit and gains a boost of movement speed. The stars travel around around Aurelion Sol faster than his current W, and retract after a few seconds (maybe 2-3 seconds). > > **E** > Aurelion Sol travels a shorter distance (maybe half the current distance) but gains an initial boost of movement speed which decays as he reaches his target location. > > **R** > After Aurelion Sol blasts his R, he leaves a trail behind (think like Corki W) which deals a decent amount of damage per second for a few seconds for enemies that pass through it. > > Overall, I think this would really help Aurelion Sol become more interesting to players. His P would make up for the DPS lost from his current passive. His W would be easier to land but would prevent him from permanently pushing in the early levels. His E change would give him more mobility to get to fights closer to him while reducing his ability to roam so effectively early, which was largely why he got nerfed months ago. His R change would make the ability feel more interesting (IMO, the ability is a bit lacklustre as it is right now). Of course, he would need some number and CD changes, but I think these would make him feel more enticing to play. believe it or not, aurelion sol doesn't need a rework. They just nerfed him too heavily because the small community that played him were consistently giving him the number one winrate for midlane for almost the entirety of season 8. They nerfed his already low starting health to help people punish him before he can roam. I think ignite does like 1/3rd of his health bar XD now. Trust me, sol, as strong as roamer he is, should not be able to hide in bushes. They just need to give him back his strength.
Awhile ago, (if I’m not mistaken) Riot stated that they weren’t really happy with Aurelian Sol’s design because of how awkward his main damage source, W is. I don’t personally think he **needs** a rework either. Aurelion Sol has never been that monstrous or overbearing imo. But if Riot wanted to make him more accessible in terms of playability while also reducing parts of his kit that have been a bit of an issue in the past (eg hard push and level 2 roam) then this is how I would personally want them them to change him.
: [Fun Activity] If you had to create/rework (X) champion what would you do differently?
{{champion:136}} **Passive:** Stars no longer permanently rotate around Aurelion Sol. (Aurelion Sol can now hide in bushes!) Gravity: Enemies within Aurelion Sol's outer limit are dealt damage per second, and perhaps slowed for a small amount for a short duration while entering Aurelion Sol's outer limit (with a fixed CD per target). Q - Unchanged. **W** Aurelion Sol summons 3 stars around himself to his outer limit and gains a boost of movement speed. The stars travel around around Aurelion Sol faster than his current W, and retract after a few seconds (maybe 2-3 seconds). **E** Aurelion Sol travels a shorter distance (maybe half the current distance) but gains an initial boost of movement speed which decays as he reaches his target location. **R** After Aurelion Sol blasts his R, he leaves a trail behind (think like Corki W) which deals a decent amount of damage per second for a few seconds for enemies that pass through it. Overall, I think this would really help Aurelion Sol become more interesting to players. His P would make up for the DPS lost from his current passive. His W would be easier to land but would prevent him from permanently pushing in the early levels. His E change would give him more mobility to get to fights closer to him while reducing his ability to roam so effectively early, which was largely why he got nerfed months ago. His R change would make the ability feel more interesting (IMO, the ability is a bit lacklustre as it is right now). Of course, he would need some number and CD changes, but I think these would make him feel more enticing to play.
: Diana Passive
If I recall correctly, the change was made as an attempt to make her more AA focused, and Riot wants to make her more of a fighter in utilizing her passive more. Ironically, the changes made it so that she was much less reliant on {{item:3115}} - one of the items which made her feel more like a fighter and with how clunky her passive can be in sustained fights.
: I knew this would be what u would do to galio.... I never wanted buffs for this reason...
Galio's rework made him a balancing nightmare, at least in my opinion. They took the most powerful part of his old hit, his AOE taunt from his ultimate, and put it on a basic ability, while giving him an ultimate that is too hit or miss with its team reliance, which they knew would be too difficult to balance (like {{champion:98}} R and {{champion:13}} R). Depending on the buffs/nerfs he gets, he's either S tier or F based on whether he has high enough ratios to kill in one rotation building AP or high enough base damage to nearly kill in one rotation building tank.
: Sylas - Pros and Cons
One thing that really bothers me about Sylas (apart from his ultimate) is his W - Kingslayer. The damage portion is an execute while the heal portion against champions is somewhat of a get out of jail free card. This ability will feel like crap to play against. Irelia's old E (the one where if she had a higher % max health than you, she'd slow you, and stun otherwise) was admitted by Riot to be horrible gameplay design which punished you if you were trading well against Ireli. IMO, Kingslayer is very similar, and later in the game it promotes the "counter play" of having to burst Sylas down instantly or he will get a maximum of a 500 + 80% AP health heal when fighting you.
D357R0Y3R (EUW)
: What the fuck are those neeko buffs
So, does this mean that Neeko's R has a total of a 170% AP ratio? 40% on the leap, and 130% for when she lands?
Físt (EUW)
: Ranged item for melees
Another reason why is probably because most melee champions do not have a ranged auto attack animation. For example, what would it look like for Darius to have a 500 range auto attack? That said, Rapidfire Cannon can be purchased on melee champions, but the bonus range on the empowered auto attack is rather small.
: LF Dup Partner
I'll play with you if you're still looking!
King Lego (EUNE)
: Where are you from?
: This isn't a dating site, you didn't need to mention ur age, gender, location LOL
Of course it's not. I mentioned my age/gender for others if they wanted to play with me or not. Mentioned my location just because it would be cool to play with other Canadians.
Rioter Comments
: > [{quoted}](name=Targon,realm=NA,application-id=yrc23zHg,discussion-id=Jusc2O1i,comment-id=000c00000000,timestamp=2018-12-13T04:01:37.033+0000) > > Are you a joint physics-math student then? Masters or PhD? PhD in physics, I didn't want to study math. One semester of Real Analysis was enough for me xD Edit: I love applications of math more than I love math itself.
> [{quoted}](name=Count Calculus,realm=NA,application-id=yrc23zHg,discussion-id=Jusc2O1i,comment-id=000c000000000000,timestamp=2018-12-13T04:26:24.405+0000) > > PhD in physics, I didn't want to study math. One semester of Real Analysis was enough for me xD > Edit: I love applications of math more than I love math itself. Oh, that's pretty cool :D! I'm the complete opposite though. I'm a Master's student in math - working specifically in analysis, heh.
: > [{quoted}](name=Targon,realm=NA,application-id=yrc23zHg,discussion-id=Jusc2O1i,comment-id=000c,timestamp=2018-12-13T03:56:36.242+0000) > > Are you a graduate student? Yes, I'm studying Condensed Matter Physics.
> [{quoted}](name=Count Calculus,realm=NA,application-id=yrc23zHg,discussion-id=Jusc2O1i,comment-id=000c0000,timestamp=2018-12-13T04:00:08.925+0000) > > Yes, I'm studying Condensed Matter Physics. Are you a joint physics-math student then? Masters or PhD?
: I'm bored and like teaching people math
Are you a graduate student?
: What is the story behind your summoner name?
I'm a {{champion:131}} main but I have always liked other Targonian champions. A few years ago, the name became available so I snagged it.{{sticker:slayer-jinx-wink}}
Styx (NA)
: > [{quoted}](name=Targon,realm=NA,application-id=okOuNvuT,discussion-id=aO83kEMl,comment-id=00000000,timestamp=2018-11-20T22:57:45.326+0000) > > Oh, I heard that due to the backlash, Riot has decided to release it during the BE Emporium for 25000 BE. Am I mistaken? I was able to find this post detailing exactly what will be included this go around. Unfortunately it does not seem as if the icon is going to be available. https://support.riotgames.com/hc/en-us/articles/115014872088
Styx (NA)
: It's to my understand the emote is only available through content creator distribution. While I can't seem to find a post from Riot verifying this, Skin Spotlights has announced it as such via their twitter: [here](https://twitter.com/SkinSpotlights/status/1039571589350731778/photo/1?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1039571589350731778&ref_url=https%3A%2F%2Fboards.na.leagueoflegends.com%2Fen%2Fc%2Fask-the-community%2FaO83kEMl-odyssey-sona-emote-in-the-blue-essence-emporium)
Oh, I heard that due to the backlash, Riot has decided to release it during the BE Emporium for 25000 BE. Am I mistaken?
Rioter Comments
Remus Wins (EUNE)
: All new skins
I'm kinda surprised that Soraka is getting two new skins in a row. That said, the only skin that I like is the Soraka one. The others seem underwhelming to me.
: > {{item:3152}} This is Diana's current rush item. It offers a little bit of damage and durability at a relatively cheap price of over 2500g, but it's nowhere near to her old options. I thought {{item:3907}} was the current 1st item you rushed... I'm no main but I've been practicing her quite a bit and every guide I've checked and talking to some mains I've heard it was more optimal since she's looking to 1 shot you and her waveclear+mobility is good enough so Proto is kind of redundant.
I completely forgot about Spellbinder! I have heard about the Spellbinder rush though, but never tried it. Op.gg says it is rarely purchased on her though. A long time ago (prior to the patch 8.9 mage update), high elo Diana mains would often rush the old Luden's Echo and try to snowball from that. I'm guessing any Spellbinder rush is trying to mimic that. It's a good item overall on Diana that I forgot to mention in my original post.
: Identifying Diana's kit's problems
Apart from her kit - Diana has many other glaring issues: **Identity / Counterpicks:** Diana used to have a niche of being an "anti-assassin" counterpick due to her durability and her ability to chase down very mobile assassins with her Q>R. But she now struggles against a lot of matchups she used to win, including {{champion:55}} {{champion:7}} {{champion:38}} {{champion:105}} because her early game durability feels so weak with how high damage is (e.g. almost all of these champions can proc electrocute and sudden impact pre-6 to chunk Diana before she can even react). Meanwhile, she is super easy to gank pre-6 or at least force her to back pre-6 with a level/CS disadvantage. **Itemization:** Diana's itemization has changed substantially over the years, most of which has hurt her. {{item:3102}} (Previously Abyssal Scepter) This item has been neutered over the last few years. The many changes to the passive were progressively worse for Diana. Moreover, the build path is bad, the current spell block passive is bad with it's long CD and ease of removal due to Luden's becoming more accessible, and the cost is an atrocious 3000g. (When Abyssal was at it's strongest - it was only 2350g for way better stats and a way better passive). {{item:3157}} Similar story to above. It's a good midgame item but is not as strong of a rush as it used to be. {{item:3115}} This item hasn't gotten many changes over the years - with the main exception of the Stinger nerf in patch 6.11. {{item:3100}} This item hasn't gotten many changes over the years either. However, a lot of items that Diana buys have lost AP in place of CDR, and consequentially, the bonus damage from Lich Bane's passive isn't as strong as it used to be on Diana. It's still a good item on her though. {{item:3285}} This used to be a decent 3rd or 4th buy on Diana if you were ahead. As of patch 8.9 (mage update), this item is no longer viable on Diana (mainly due to the removal of the movement speed) and is much better on poke mages. {{item:3027}} Used to be good to pair Nashor's Tooth with, but it takes way too long to stack in the current meta. {{item:3146}} Diana can't use this like Katarina and Akali can because all of her damaging abilities (except her R) aren't single target and she has no AD ratios. {{item:3152}} This is Diana's current rush item. It offers a little bit of damage and durability at a relatively cheap price of over 2500g, but it's nowhere near to her old options. **Runes** Diana most frequently takes Electrocute and Sudden Impact - but can't utilize either reliably until level 6. All other keystones are meh at best on her. The Hail of Blades rune is just doubling down on the passive given to her E in patch 7.14 and doesn't really work well except maybe against Yasuo. Predator is okay for roaming I guess. **Bugs** This year has been especially buggy for Diana, especially on her E which sometimes knocked enemies away. Her Q bug is probably the most annoying, as sometimes it passes through enemies without hitting them. **Game Progression:** According to op.gg, she's currently sitting at a 46.21% winrate with only a 1.2% pickrate and ranked 45/47th in midlane winrates (only above {{champion:268}} and {{champion:13}} ). Her winrate only goes down as the game progresses. She used to be a midgame champion but stats say she's strongest pre-25 minutes when her winrate is only 48%. - - - TL;DR: Diana has no identity anymore; struggles against champions she used to counter; few items and runes synergize well with her; she's buggy AF; and she's a champion that's weak in the early game that statistically just gets weaker and weaker as the game progresses (according to op.gg).
: It sucks how horrible the game has gotten, and it's all due to the unbearable damage
One reason why damage is so high is due to how the game have shifted to early burst damage. Heck, 2-3 years ago, items like {{item:3095}} {{item:3147}} {{item:3152}} didn't exist, {{item:3146}} was more niche, and the old {{item:3285}} was maybe a 2nd or 3rd buy instead of a mandatory rush for a lot of mages. * ADCs didn't have an early-game front loaded damage option until they introduced {{item:3095}} earlier this year, causing problems on {{champion:202}} {{champion:104}} and bypass some champions early weaknesses, like {{champion:41}} {{champion:15}} {{champion:222}} etc... * Neither did AD assassins until {{item:3147}} was introduced causing problems on {{champion:238}} {{champion:91}} {{champion:62}} {{champion:59}} {{champion:121}} etc... * {{item:3146}} wasn't really that appealing on most AP assassins (except Akali) and now you see it frequently on champions like {{champion:55}} {{champion:7}}, while {{item:3152}} is frequently purchased early on {{champion:105}} {{champion:245}} {{champion:131}} {{champion:8}} etc... * Mages used to rush the old Morellonomicon which provided AP, mana, and the GW passive, but now rush {{item:3285}} which was updated during the mage update and provided additional burst. Riot needs to fix how high early game damage is in certain champion kits while also tuning down a lot of its itemization.
Rioter Comments
: @riot
The Halloween event ended a few hours ago. Those chromas were only available from October 24th - November 3rd at 3:00AM PT.
: Who's the most balanced champion? And who's the most forgotten champion?
Most Balanced: {{champion:201}} Most Forgotten: {{champion:106}}
Meddler (NA)
: Quick Gameplay Thoughts: September 12
Hi Meddler! Last year it was announced that large class reworks wouldn't be a thing anymore, in particular, the diver class update got cancelled. The update was supposed to include changes to certain divers. Since then, we have got changes to {{champion:5}} and {{champion:421}}, and of course reworks to {{champion:39}} and {{champion:266}}. There was a small change to {{champion:131}}'s passive last year to tie her over until she gets a mini rework. I was wondering if Diana will receive a mini rework this year - or any small changes to her kit. I recall that the intention was to move Diana from an assassin play style and make her more auto attack reliant. Is this still the plan for her, and what changes would be made to achieve this? Thanks!
: Honestly I am just disappointed in the lack of a response from Riot. By not saying anything at all as Klein and a couple other Rioters post stuff like this they are basically saying they side with Klein. It has been a couple days now and I have yet to hear anything about a public statement from Riot on the issue, which is so much worse to me than what Klein is saying in the first place.
> [{quoted}](name=Fondling Gems,realm=NA,application-id=yrc23zHg,discussion-id=rjizp5TE,comment-id=0003,timestamp=2018-09-02T19:30:17.470+0000) > > Honestly I am just disappointed in the lack of a response from Riot. By not saying anything at all as Klein and a couple other Rioters post stuff like this they are basically saying they side with Klein. > > It has been a couple days now and I have yet to hear anything about a public statement from Riot on the issue, which is so much worse to me than what Klein is saying in the first place. What's worse is that Riot has essentially lost their chance of redemption since it's a long weekend. If Riot is going to officially address any of this it probably won't be until Tuesday at the earliest.
: NO MORE RP PURCHASES!!!!!
I have always been rather indifferent with Riot in many regards. But I'm done buying RP too after seeing the Daniel Klein tweets. The complete lack of professionalism and Riot's tolerance of this whole ridiculous mess makes me ashamed at Riot to be honest...
Áery (NA)
: Kassadin at a whopping 56% win rate
What made his winrate skyrocket? Was it only the ultimate cooldown buff from 6/4/2 seconds to 5/3.5/2 seconds, or are there other things contributing to his high winrate?
: 2nd bot in Coop vs. AI's not showing up, plus Taric
In custom games it is common for Udyr, Shyvana, and Warwick bot to play for the first few levels and then stay in base for the remaining of the game after they die a few times. Taric, Rammus, and sometimes Ryze bot will often have periods where they just stand still (or in Rammus case, he will channel his roll but stay still).
: I feel like league becomes more and more of a coin flip game
The game feels like a coin flip because there are so many factors which make it a coin flip. The game would be in a better state if near 100% of games you played were evenly matched rather than what it is now: hard stomping 50% of the time, and being hard stomped 50% of the time.
: Dealing with a breakup
Hope you feel better soon! https://i.imgur.com/rjveSB7.gif
: Electrocute fundamentally breaks this game.
I would prefer if Electrocute was replaced with the late season-7 Thunderlord's Decree. Electrocute is much more problematic that TLD. While the CD of TLD was lower - the lower damage accompanied by the lower CD reinforced making multiple good trades against your opponent. Meanwhile, Electrocute rewards making _at least_ one good trade against your opponent, which feels unfair - similar to how Zoe's E > Q feels. She can miss 100 E>Q combos, but as soon as she lands 1, you're dead.
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Targon

Level 174 (NA)
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