Rioter Comments
Rioter Comments
: Interface: Drag and drop to re-order abilities
Okay, so from what I can see. You're proposing that the position of the Q and R abilities be switched, and that players should be able to control where they put their abilities? Here's a few things as to why things are the way they are. 1. Your ultimate ability (R) should remain where it is. Like you were inferring with your change, the index or pointer finger has the most relevancy on the hand. That being said, the most relevant finger should have the most relevant job. For most champions, excluding a few such as Quinn, their ultimate ability is the ability that is the most needed for a good fight. Having that ability be in a spot where the quickest reaction is needed is the most ideal part. Simply having quick reactions on the ability that you want to spam isn't necessary, but having quick reactions on an ability that is the most important one in your kit is necessary. In short, having the ability that can have the most impact in a fight, rather than the one you spam the most, on the quickest reaction finger is the best fit, and that is why in EVERY SINGLE MOBA it has been the case that the ultimate is on the R button. 2. Your Summoner spells (D and F) are also two of your most important abilities to use. Having your three most important abilities all in one close area greatly affects efficiency with how you can preform. Let's use Cassiopeia as an example. It would take more time, and be less intuitive to newer players to have to do a Q prep Flash, then to simply do an R prep Flash. Having three abilities that are very impactful to how the game can play out all in the same area creates more fluid design than having them on opposite ends of the ability keys. 3. As for your point of having the ability to do this champion wide, I can think of a few reasons of how this is already implemented into the game. Most champions that Riot designs already have a few overlapping things when it comes to their kits. Most notably it's having their main source on non ultimate damage on the Q, their defensive ability on the W, and their movement ability on their E. While this does differ, with some champions like Morg who have their defensive ability on their E, it's still intuitive. These champions are highly immobile, and don't have any sort of movement ability. Now of course there are some outliers, but most of those champs are older, or not as well designed, or awaiting a rework. But what matters the most is that the ability makes sense for it to be there. Take Fiora's Q for a moment, it's her main form of damage in abilities and her movement ability all in one, but having it placed some where else wouldn't feel nearly as fluid. In short, while a change like this may help one or two players over here. It's an idea that should not be implemented due to its own lack of fluidity with champions and important cool downs.
Rioter Comments
: FREE DRAWINGS :)
Could you possibly draw Rumble "Accidentally" BUMPing into Tristana? :3
: Claiming I got into League because of a single female character is basically the same thing.
Is it though? For I declared that Ahri has caught thine eye, and preyed upon thous soul to be intrigued. Not that thou must looketh upon the unspeakable
: i joined this game cos my ex-girlfriend got me into it
Was her name {{champion:103}} by any chance?
: http://st.elohell.net/public/chill/434b117b14518ee91234a715248244fe.png
https://s-media-cache-ak0.pinimg.com/originals/96/e1/27/96e127c3e42ab59aa734ceb43826de35.jpg
: {{sticker:zombie-brand-mindblown}} Why are you accusing me of lying? I joined this game because it's fun/competitive, not because I love Ahri x Vel'koz hentai
Hey, no one said anything about Hentai... yet....
: ... no at least not me, I joined because my brother showed it to me and it looked like an awesome combination of strategy and skill that I have not seen in any other game. I really am not into fanservice, I like that if you are good enough with strategy you can probably win and if you are skilled enough at your champ you probably win also. Besides, if anyone joined for fanservice it would be because of https://cdna.artstation.com/p/assets/images/images/005/032/564/large/bo-chen-dragonsorcererzyra14.jpg?1487998530 Our favorite plant lady
https://media.tenor.com/images/2b9673a6759cb56208a5bca412da9ddf/tenor.gif
: weird way to say http://news.cdn.leagueoflegends.com/public/images/pages/2016/march/tre/img/Taric_FifthAge_Splash_Wallpaper.jpg
https://media.tenor.com/images/2b9673a6759cb56208a5bca412da9ddf/tenor.gif
: When you try to flame the enemy but they hit you with the "no u"
*well... he already used the no so I'll just say* U
Rioter Comments
Rioter Comments
: I used to main Rumble a long time ago and I can say that these changes sound horrible. Even with the decay right now using only Q and E, it is easy to overheat. With the new decay system and nerf to his early Q he will have a difficult time doing any damage during laning phase.
Getting off the actual damage won't be the problem, since now he actually has higher base damage. It's the frequency at which he gets his damage out during early game that will be the main problem. Anyone who you usually beat by spamming Q (See list) will have a harder time laning against Rumble since now the Q will be that much more oppressive against him. NOW! This being said I do want to say that the decay change is a bit unnecessary to change on him. Since this will make his mid and late game weirder for long time players.
Rioter Comments
: Harder to manage spells, less movement, but stronger earlier game for him. Hmm... Might play him with the new changes once or twice to analyze the situation better. But I might see him as more of a rebalance than a nerf/buff. Because it's heading both ways.
>Harder to manage spells, less movement, but stronger earlier game for him. Hmm... Yes, and yes, but it's a stronger mid to late was what I was saying.
Rioter Comments
Elfezen (NA)
: Is Yasuo x Taliyah still a thing or they forgot about each other?
Okay... 1. Pedophelia, so stop! 2. Based on in game voice lines, and even some of the things from the story. Taliyah views Yasuo as her master. She views him more as an older person who she respects, and a person who most likely respects her as well. 3. Also based on in game voice lines, Taliyah likes Ekko
: Riot's gonna be changing him next patch
I've heard about the changes Meddler has proposed, but they're still not on the PBE at all.
: Reminder that Tristana's Winrate is Third Lowest...
The thing is, due to Tristana's kit they're VERY cautious about buffing her. Which is why the only buff to her in a long time was that +2 seconds on her Q. She's a hyper carry by design, but if she's too strong SHE'S WAYYYYY TOO STRONG! and if she's weak SHE'S WAYYYYY TOO WEAK! In other words, they're probably going to keep her like this until they can give her a Gameplay update
: League changes every 2 weeks
That's the perk of being a {{champion:68}} main. You've been fine for over a year now and nothing has made him better or worse.
: Top Lane Main? Rumble vs Kled?
As someone who plays both of them quite passionately I would say it depends on a few things. They both cover the same idea of what they're supposed to do in lane, but once team fights start it's quite different. Rumble is able to carry a team fight much easier than Kled, due to how well of a team fight tool his ultimate can be if used correctly. Yet, Kled on the other hand is able to dive in and get the enemy squishies quite easily. Really if you want to know how fun each one is... Kled is more fun for those who like to play hyper aggressive and just go in without giving a shit about the consequences. Rumble is fun when you learn how to manage his heat properly, since there is many people in the top lane meta that he can do well against. Their individual potential to carry are both high. If Kled initiates well with Ult then he can carry well, especially if he gets a pick on the enemy squishies. Rumble can carry a team fight with his massive amounts of AoE Damage. To be honest, they're complete opposites of each other. 1. Rumble does massive amounts of AoE Damage, Kled does massive amounts of Single Target Damage 2. Kled is much more mobile than Rumble is, but that mobility can be limited unlike Rumble's W 3. Rumble and Kled can both carry team fights, but Kled will do it one person at a time. While Rumble will take down multiple people at a time.
Broporo (NA)
: We've been having some weird login issues lately and we're currently on the ball getting those fixed up. I think your login issues might actually just be caused by this hiccup. I see your ticket in our queues now, and we'll be able to best help there!
The one problem I see with it just being that is 1. This happened at such a "convenient" time for the enemy team. 2. It's no longer is affecting my log in, now it's actually loading into the game
  Rioter Comments
Keyru (NA)
: Discord Verification
Aidan Molina#3728
Rioter Comments
: rumble is a good strong laner who can 1 vs 2 if need be... dont have mana cost... can be fairly tanky with ap items and does massive aoe damage and his ult is game changing but hard to pull off correctly.
not sure how this relates to a sarcastic post, but okay... http://championmasterylookup.derpthemeus.com/summoner/?summoner=TheTarians&region=NA
Rioter Comments
: Kled's dueling reminds me of old Jayce and Riven
Unless he's building full AD he doesn't snowball that hard. Sure he can still kill squishies late game, but by that time the (hopefully competent) tanks will be there to stop him. One of Kled's major weaknesses is that he only has single target damage, which is why he is so good in lane. There's nothing to waste on minions except auto attacks. One of the main reasons I can think of that no one asks for nerfs is because Kled is actually in a balanced state right now. He falls off hard late game unless the enemy team doesn't have a tank or doesn't have CC. Think of him as a very tanky, less damagey Assassin. He has ways to get in and fuck you up, but if he messes up or you counter him then he's dead meat. (Especially if he does a bad ult)
: Whats so Magical about Darius's AXE!? (Triggered)
: his q and w deal physical damage his ult deals true damage his bleed deals physical damage his e grants armor pen he doesn't have a single ap scaling in his kit so wtf are you going on about
: Rumble needs a new skin
The weird thing is.... He's actually much more popular than a lot of champions. He has nearly a 6% play rate in Plat+, and an 8.3% pick rate in all elos with a less than 1% ban rate. He's even pick or ban champion in most professional matches. One of the main reasons why I think he hasn't been getting a skin lately is because he's already in a very balanced state. None of his main items have been affected recently and he's been at nearly a 50% win rate since the change for his Q back in season six. Phylol, a youtuber I watch, had a good theory of what champs get skins, and it's the ones that they need to know how to balance. Since when a champ gets a new skin their play rate usually sky rockets! Since Rumble is already balanced, he's not in need of a skin to up his play rate or look for new ways to balance him. Which is quite sad... because I want another good skin for my main. Sincerely, A 260K Rumble Main.
Rioter Comments
: Of course you're one of the first to show up -_-
and if someone else had a Jinx username, you'd probably do the same too! :P
: Who's Tristana?
Waifu, that's who Tristana is
: After 8 Ranked Games
Wait, there's a Tristana main on the boards now? anyways, that's basically all I had to say. The Meme's right... feels like hell
: {Champion Concept} Taig, The Restorer
**_UPDATE_** * Passive has it's natural *Charge* build up increased over levels. * Q Damage increased on all parts except the AP Ratio. * W has been clarified more in what the damage conversion can or can not do. * E has been changed to go as far as possible, not able to go in between distance. * R Has had 0.25 seconds from detonation time go to prepping time.
: Hey there, review time. Passive: Not to sound mean, but could you please pause a moment and ask yourself, "So, aside from thematic reasons, why can't my champion just have mana and then be allowed to have an actual innate ability?" Notice that when a champion has an alternate secondary resource that gets consumed in a manner similar to mana, it's generally energy or health, and both are basically already out the door in terms of Riot's design philosophy. The other secondary resources, such as fury, flow, courage, ferocity, and so on, aren't generally consumed to activate every skill you cast. The game's long-since handwaved why mana's used to power abilities that are blatantly non-magical. Why does Darius need magical power to swing his axe around himself? Why does Caitlyn need magic to put beartraps on the ground? Who knows, it doesn't matter. But in any case, since your innate ability purely describes your very confusing resource system, Taig almost has no actual innate ability. You could just let her have mana instead and work this all down to, "Taig's abilities deal bonus damage depending on her current mana." That's also a design problem, for the record, as it rewards her doing nothing and punishes her actually casting her abilities. Passive playstyles are usually not the best thing for League. Q: I like the idea, but this desperately needs buffs. Its range, damage radius, and actual damage are pathetic considering she has to charge it for one and a half seconds and consume a huge chunk of her resource to do just decent damage (for comparison, Jayce's ranged Q even without going through an accelerator gate has better damage and range than this even fully-charged). Conceptually I like it, but it needs to hit like a truck at full charge, what with it being minion AND terrain blocked. Enemies have more than enough warning to get ready to dodge when Taig begins charging it. It could also stand to increase its range over the charge time, like Varus, Vi, and Xerath's Q's. Also, you should probably just have the actual damage itself increase over the charge time, rather than having more damage added to it. Easier to understand. That said, I actually kinda like the speedup on her charge period. Yes, it makes her harder to dodge, but with this she can have a poke spell (generally handy since it lets her do things at range) while also letting it tie into her general playstyle of charging in and smashing face. W: Remove the full damage conversion of attacks to physical damage from the toggle-off version. Cutting unnecessary strange item interactions from design is generally a good idea, lest we get oddball stuff like when Riot got high enough to think Runeglaive converting the full damage of the triggering attack to magic damage was a good idea. As for the toggle-on, remember how I described Riot as getting high when they had Runeglaive convert all damage from an attack to magic? Yeah, this is NEVER a good idea. Every item in the game that's meant to punish basic attacking are armor items. Magic Resist items just aren't designed to handle reducing damage from constant spell barrages or magical auto attacks (yet, anyways), and the fact that this would let her deal ad-scaling magic crits is the cherry on top. The interactions between this and the toggle-off also makes her completely impossible to itemize against. Trying to build armor against her? Fuck you, toggle on. Building magic resist? Fuck you, toggle off. Trying to go for both? Fuck you, magic crits! E: There's nothing wrong with placing a dash on her E. Since she's a melee champion she kinda needs a dash. The problem with the electrify cc is that the durations might seem small, but they're frequent enough to seriously inhibit enemy actions, and it lasts for a LONG time. Those lost .25 seconds are long enough for her to win a boxing max with other attackers, and against enemy mages or adcs it makes them unable to kite Taig's front line. This would probably be fine on an ultimate (with a reduced duration), but on a basic ability it's pretty damn crazy. That said, the idea of her static charging herself and dashing through enemies to electrify them is pretty cool thematically. Maybe make it instead that it deals damage and slows enemies, and possibly stuns instead if she'd hit them with her Q or dealt a few toggled-on W attacks? R: Neat effect, and I like the interaction with her E. Probably no need to have it be placed as a unit, just let Taig carry it with her. Since it IS a huge electric explosion, it should probably at least slow enemies. You could theoretically reduce the damage and let it do that electrifying effect on her E. If enemies can't get away from a point-blank explosion that takes 2.5 seconds to mature, they need to be punished. I'd increase the cast time though, so that Taig can't just cast it as easily at close range as she currently can. Make her more likely to need to cast it at a distant and flank into the enemy team to get it off. Her gameplay design is pretty consistent; she charges in to blow people up, and she's got a few versatility options to make her not wholly binary (poke, cc on her E) but she's on the squishy side for a melee due to her lack of any built-in defensive tools, so she does pay a bit for what she gets. Overall, it's actually not a bad concept in general in my opinion. I still stand by my idea that she doesn't need a unique resource. Her skills can just be over-charged at the cost of additional mana to increase their potency. Fortunately, she's also got enough differences in general compared to Kennen (Kennen's about building up static energy, Taig's about overclocking her equipment) that they can stand together in the same game without issue. Lore's a bit... ignorant on the relationship between Zaun and Piltover. They're not warring city-stats anymore, they're basically just the upper and lower class of the same city now. Both sides may scorn the other, but they realize they need each other to function. Zaunites (the sane ones, anyways) wouldn't look to destroy Piltover's energy generator. That said, her lore doesn't need much in the way of huge changes, just make it so it was some nutjob who destroyed the generator. And I kinda like the tragic idea of Taig becoming a crazed mass-murderer over her obsessive drive to guard her charge. It reminds me of Maiev from Warcraft. Hey, now that I've reviewed Taig, please do me a favor and review Leilani :) https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/HEjZvV6I-champion-concept-leilani-a-new-wave-in-bilgewater
>"So, aside from thematic reasons, why can't my champion just have mana and then be allowed to have an actual innate ability?" Because if she had the exact same idea of mana doing bonus damage for her, she would abuse items such as {{item:3165}} {{item:3040}} {{item:3027}} {{item:3110}} and basically just be an assassin version of Ryze. It makes her unique, and it makes her unable to be a Ryze clone that will need another 300 reworks before they finally get her right. I do agree with your stance on the Q, and I was very much considering upping how much damage can be dealt with a full drain of her *Charge*. Reason being that just adding on +35 damage to an ability with low base damage is simply a bit unreasonable for someone who is supposed to be a fighter. As for the range part, I have no problem leaving the range how it is, because the speed boost on the Q is enough to help you re position to correctly hit your target. I was going to change the W, even before you posted this. I was planning to make it more like. * All damage converted from physical to magical (And vice versa) is cut down to only deal 10-50% of its original value. * The bonus damage can *not* proc any life steal or spell vamp items. Besides the base damage you get for consuming charge. * The bonus physical damage that is converted from magical damage can *not* critically strike, and all critical strike chance will be converted to *blank* amount of extra magical damage when W is toggled on. * Basic attacks can not critically strike when W is toggled on. The reason why I believe the E is able to remain the way it is as of now is that the ability simply does 0 actual damage. It is only their for CC. You know how people will joke around saying a certain ability is only good for one part of it, and it's not the damage. That's essentially what this is. I should also probably add this to the abilities description. You will go whatever the max distance that can be traveled is. There is no, "I only want to go this amount." Kind of like with Galio's new E, or Warwicks R. As for the R, I was going to do one of two things. Either take 0.25 seconds off the time to explode, and add it on to prep time. Or just add 0.25 seconds to the prep time.
: > [{quoted}](name=TheTarians,realm=NA,application-id=A8FQeEA8,discussion-id=TzEqqrEO,comment-id=00010000,timestamp=2017-04-12T02:50:59.673+0000) > > Essentially her passive is supposed to be weak early game, since it will be much harder to keep up during laning phase. The overall idea of it is that she is manaless, but if her *Charge* is at a certain point, her abilities will be more powerful than if she had no *Charge* > > The reason that the Q explodes on contact is basically that if it was able to go over minions, or be able to be thrown to a certain place it would be a bit too OP for poke. (Even with its low base damage). Which is why I gave it the bonus movement speed, so you could reposition yourself to be able to properly hit your desired target. > > A: Yeah, it would be a higher skill cap champ ability... and I'm fine with her having a higher skill cap. > > B: Yeah, I'm probably going to have to tweak the numbers around a fair bit. > > The biggest reason for the ultimate to have that delay on it is so that it provides counter play, while still being able to deal consistent damage. I could make it so that it can only be moved a set number of time, going down to 2 movements, one being Taig's E, and the other being something else. > > Anyways, thanks for the reply! Ah, so it basically just lets you decide how you want to start your burst, got it. And I guess I get the reasoning behind the ult, and I suppose 3 seconds might not be too bad since Ziggs' ult sometimes takes about that long to travel. If it isn't too much trouble, would you mind taking a look at [one of my ideas?](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/tLkdW2bx-champion-concept-mikheil-the-lanterns-ambassador-wip) I've been working on this one for a while but I haven't gotten any feedback yet.
Yeah, I'll get to it tomorrow.
: I kinda like the concept of a maintenance worker turned vigilante, but as others have said it's less that Zaun is out to get Piltover and more that Zaun is basically the slums of upper-crust Piltover. It's a strange symbiosis; Piltover looks down on Zaun as full of dirty peasants, but can always rely on it as the place to go when they need dirty work done without getting their own hands dirty, literally or metaphorically. Zaun, meanwhile, resents Piltover on a good day as a bunch of smug uncaring pr*cks living luxuriously off the works of the lower class, but Zaun still depends on them as the fruits of their commerce and innovation still inevitably trickle down to Zaun one way or another, possibly to become something new and uniquely Zaunite that will make for more business and trade with the Pilties. Having said that, I still do kinda like the concept of a sort of Piltovan "friendly neighborhood" heroine who appears at first to just be a harmless maintenance worker to the lowlifes of Piltover and Zaun alike but ends up being a *lot* more dangerous than she appears due to her cleverness and extensive knowledge of Piltover's inner workings. Now for the kit: Passive: I'm not certain I understand how this works- it appears to me either like a fusion of mana and cooldowns in that she can cast any ability she wants as long as she has the Charge to power it though the Charge itself builds very slowly, or alternately she can cast her abilities whenever she wants but they are stronger if she meets the Charge requirement to boost it. Either way, it looks to me like she'll be depending mostly on her AA's for damage early game as her Charge seems like it ramps up very slowly. Q: I like the novelty of having it behave like a real grenade, but I'm not sure what the point of it is it it explodes on contact anyway. Unless the idea is that it can be used as either a mobility tool OR a weapon, i.e. you could just overclock a core purely for the speed boost and just make a mental note to dump it before it goes critical even if there's nothing for it to hit. W: Now this is interesting- the conversion could boost her AA damage to almost Yasuo or Tryndamere-like levels, but at the cost of overspecializing in one damage type over another and needing to manually toggle either. Only problem I can think of with that is either A: not knowing when to toggle either to make the most of your victim's weakness without manually checking their stats in the heat of battle, or B: boosting the damage of one type so high that it wouldn't matter how much Armor or MR they had anyway, so switching could be rendered redundant. I still like the theory behind it, I just can't help but wonder how good the idea would turn out to be in practice. E: Ok, now I can tell more clearly that this is in fact an AA-based champ with that second mobility tool and interesting form of CC. It looks to me like it still telegraphs itself a bit, so at least there's a bit of possible counterplay to it, which is nice. R: I'm not sure how I feel about this one, probably because the notion of taking 3 seconds to output damage, during which time an enemy could theoretically get rid of it, may make this a bit tricky to use reliably in a teamfight. That's just me though; I like the notion of it synergizing with her E, I just don't know about letting Syndra or other such champs basically crap entirely on your plans for it.
Essentially her passive is supposed to be weak early game, since it will be much harder to keep up during laning phase. The overall idea of it is that she is manaless, but if her *Charge* is at a certain point, her abilities will be more powerful than if she had no *Charge* The reason that the Q explodes on contact is basically that if it was able to go over minions, or be able to be thrown to a certain place it would be a bit too OP for poke. (Even with its low base damage). Which is why I gave it the bonus movement speed, so you could reposition yourself to be able to properly hit your desired target. A: Yeah, it would be a higher skill cap champ ability... and I'm fine with her having a higher skill cap. B: Yeah, I'm probably going to have to tweak the numbers around a fair bit. The biggest reason for the ultimate to have that delay on it is so that it provides counter play, while still being able to deal consistent damage. I could make it so that it can only be moved a set number of time, going down to 2 movements, one being Taig's E, and the other being something else. Anyways, thanks for the reply!
: So the general combo would be to throw in Q, Charge R, jump in and go boom? Honestly sounds like Assassin mode Zilean :D The lore is odd... last time I checked the Pilt/Zaun was symbiotic not warlike. Also how i LOOOOOVE the w. Makes a her be able to go Tankt/AP/AD/Hybrid all in one without losing any viability!
The general combo would be more akin to. Turn on W, Place R, Leap in with E while carrying R, then use Q to make sure that they will get hit. (I mean, who would miss a point blank skill shot?) While yes, they have a sort of symbiotic relationship. Many people from Zaun wouldn't pass up the chance to destroy Piltover. Yeah, I may make the W a bit different in how the damage scales... but besides that, thanks!
: Champions Who Don't Have Enough Skins
*cough* Also Rumble's only good skin is Super Galaxy... since the rest use his base model which is bad in itself right now *cough*
Echoing (NA)
: [CCOS] April CCOS Entry Time! Enter Here!
Welp... haven't done one of these in about a year... So might as well see how other people see it... (Talking about both doing a CCOS and making a champ concept) [Taig, The Restorer](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/TzEqqrEO-champion-concept-taig-the-restorer)
Rioter Comments
: > For a Free to Play Multi million player game to ask for identification to just simply PLAY THEIR GAME (On a game that does not contain anything that is adult content) is like someone asking for I.D. over selling Ice Cream. It's too much of an extreme that will make too many players not want to start the game in the first place.< True, but I have never brought up this argument. I have never said that an ID should be necessary to play the game. I am proposing an additional queue that has this feature, while the old, non-verified queues continue to exist. That is a huge difference. To stay with your metaphor, you can still get the same ice cream with no I.D. as before, just not the new alcoholic ice cream that was added. >Another reason as to why your argument is flawed, is because if we bring up examples, such as Tyler1, Pants are Dragon, Meteos, etc. We start to see that people in that age range that you prefer, are just as easily calling others retards, %%%gots and %%%%%%s as much as anyone else is.< Honestly, I do not know the data, I speak from personal experience and the knowledge that I have gained throughout my psychology studies. It might be true that flamers and toxic attitudes can be found in all ages equally. In that case, I will shut up and my proposal is useless. But your argument is flawed, because your logical deduction (B follows from A) is wrong (A: "I know a couple of streamers that also flame badly, B: "Flaming is equally likely in all age ranges"). Just because you have a couple of examples that come easily to mind, you can not generelly state that flaming is equally likely in every age range. To sum up: 1. I have never argued that the old system should be replaced. 2. It is illogical to conclude that flaming is equally likely in all age ranges based on a few examples of adult flamers that come to mind. To be honest, I think that you had a certain kind of premiss ("OP is an arrogant, self-serving asshole who is trying to force his worldview on others") that negatively affected your ability/motivation to read my post carefully and then to come to an unbiased conclusion that's based on logic.
>Players that feel discomfort to obey to an objective age verifying meausre (e.g. by a passport-copy) should still be allowed to rank in the original queues. >I have never said that an ID should be necessary to play the game While you did not say I.D. specifically, a pass port-copy is more than enough to qualify as a form of I.D. >But your argument is flawed, because your logical deduction (B follows from A) is wrong (A: "I know a couple of streamers that also flame badly, B: "Flaming is equally likely in all age ranges"). Just because you have a couple of examples that come easily to mind, you can not generelly state that flaming is equally likely in every age range. So then I ask where your evidence is to prove to us that you are able to say and generalize that all people under the ages that would be restricted to your new queue are the ones providing most of the toxicity. I gave you a few examples, and those were simply the ones that come to mind off the top of my head. If I were to actually put more time into than five seconds, I could most likely give you many more examples. So that being said, I'd like you to provide me with examples of people that are within your "Banned" age range and show me how toxic they can be compared to their older peers. All you have stated in your argument is that you have had personal experiences with "Kids" (Put in quotations because I'm pretty sure you don't know their real age), and that they shouldn't be allowed to queue in a queue specifically for "Adults" (Also put in quotations because we have no real way of finding out someone's age) >1. I have never argued that the old system should be replaced Nor did I argue that you did. What I was saying, albeit poorly, was that Riot would simply never implement this queue because of the nature of excluding people from their game for no good reason. >2. It is illogical to conclude that flaming is equally likely in all age ranges based on a few examples of adult flamers that come to mind. And it is EQUALLY illogical to conclude that all flaming is coming from kids under the age of eighteen, and not also coming from the adults that play this game. Only based upon the fact that you have had bad experiences with "Kids" >To be honest, I think that you had a certain kind of premiss ("OP is an arrogant, self-serving asshole who is trying to force his worldview on others") that negatively affected your ability/motivation to read my post carefully and then to come to an unbiased conclusion that's based on logic. I did read your post carefully, but the one thing I did fail to do (and am glad you pointed out) was thoroughly explain my argument.
Rioter Comments
: alot of what your saying is wrong like him being able to do 10k dmg each fight and him not falling off late game i see you do play rumble but i also see your in plat for the first time. i been playing rumble for over 10,000 games. not only do i use him for top i use him for jungler mid and support. you also only play when you have a partner kinda cowardly if you ask me
Wow... okay... so you basically came to my detailed response to your crappy reasoning and said, "I'm right, you're wrong. Deal with it!" Then you randomly brought up my rank as if that has anything to do with it. Doing 10K damage in teamfights is possible if you can actually land your Ultimate and Q on multiple targets. Seeing as though you haven't seen high damage, I can assume you just simply don't have the experience to properly hit them. Never once in my post did I say he did not fall off entirely, but I did say that he doesn't fall off in late game teamfights. Reason being his mass amounts of constant AoE damage and burn effects. I also see that currently you're in Gold V with a 47% win rate in solo, and a 49% win rate in flex. WOW! You can't even get a positive win rate in ranked this season on either queue, that's pretty terrible dude. Hell, I've barely been playing 2 years and I'm currently doing better than you! Clearly my opinion is more important than yours because I am better than you at ranked. {{sticker:zombie-brand-facepalm}} Also, I only play Rumble top because that's the role in which he can carry the best with. As a player that continually wants to get better at this game, being able to play my one tricked champ in his best role is more important than playing him in multiple roles. And one last final point. I NEVER DUO IN RANKED UNLESS IT IS WITH ONE SPECIFIC PERSON AND THAT HAS HAPPENED 6 TIMES THIS SEASON! SO DON'T YOU EVER TRY TO CLAIM THAT I DUO IN RANKED! P.S. Actually make a response next time instead of saying "I'm right, you're wrong"
: give rumble better ap ratios
Hello... 235K Current Rumble One Trick Pony here... let me just help you out really quickly. >riot nerfed his danger zone rumbles ult was nerfed, his fire spit was nerfed, the only good thing he had going for him was the cool downs and now we cant even have that These were all warranted nerfs, because without them Rumble would have too much damage in his kit for a person who is supposed to already do well in late game team fights. Imagine if he even had a 50% AP Ratio on his ult, which thankfully he doesn't. That means with one ult you would have upwards of 2000 damage if built correctly. >he is only being played by the hardcore fans because he is hard to play and he falls off late game and thats the main reason why your skins for rumble havent sold why would anyone want to play a risky champ that also falls off late game he is picked 2.6% for fuck sake He is only played by hardcore fans, because some people (which I can presume is you) don't want to take the time to actually learn this champ. He is a complicated champ to learn, and therefore he will have a lot lower play rate. Not to mention that you can't do any BIG FLASHY 1000 AP ONE SHOT COMBOS on him, which makes others hate him because then they can't "outplay". Also, Rumble's skins don't sell well because he only has one good skin, being Super Galaxy Rumble. Yet, most people that play against the skin find it annoying. >rumbles best skill by the way and its dmg can be cut in half by simple kiting around rumble when its on or you can just drive thought flame spit and keep hitting rumble rumble because really its not doing alot of dmg if rumble stays put he dies and if he runs he does 0 dmg. Getting outrun is not a problem, especially if you can land an E or your R. If you can't land those, then go and buy a {{item:3116}}, it makes all of Rumble's dreams come true, while still providing him great synergy with {{item:3151}}. Also, no one runs straight through a flamespitter, because that would make you take most of the damage from it. As for Rumble doing 0 damage, you're plain wrong. He has one of the highest damages in the entire game if played correctly, and can deal upwards of 10K damage in one team fight alone. >amumus w does more dmg and that shit doesnt turn off and the range on its better too and you cant kite around it and whats better is he has a double stun so you cant run from it your stuck taking that dmg and not dealing any dmg back >Despair (W) Cooldown: 1 Cost: 8 Mana per second Range: 300 Toggle: Nearby enemies take 8/12/16/20/24 magic damage plus 1/1.5/2/2.5/3% (+1% per 100 Ability Power) of their maximum Health each second. There's so much wrong here that I don't even know where begin... let's just do it form the top. Amumu's W does AT MOST 4% of a targets max health each second, and that's being generous to the meta build of Amumu where he builds full tank and sometimes an {{item:3001}}. And unless you are playing Full AP Amumu, it's not going to be doing that much damage. Meanwhile, Rumble's Q (Which is the skill you are comparing) will do more than THREE TIMES the amount (maybe even five) of damage that Amumu's will do to champions. Not to mention how mana hungry Amumu is until he gets blue buff or until late game, so he's not leaving that on for as long as he wants. While Rumble will have Flamespitter on a 3 or 2.4 second CD (Depending on if you have Zhonya's or Abyssal or neither) after the duration ends. Next up, AMUMU ONLY HAS 1 STUN! That's his Q, his R is a snare that prevents you from using auto attacks, but not abilities. Finally, for this part at least, Rumble's Flamespitter has 300 MORE RANGE on it than Amumu's W does. It's clear you got these numbers from the wiki, so I have no clue how you messed up that badly. >1 the second harpoon is a stun that would make rumble more enjoyable and also reward if your hit your skills No you can't do this, because this would break Rumble. He's not meant to have hard CC, and if he does then he would have to be like Aatrox where he's forever waiting for a rework to fix that problem. >2 when he reach 35% heat he is in danger zone Again, no, this would break Rumble. One of the hardest things to manage on Rumble is his heat mechanic, and having it start earlier than it does now would make him be able to get off all three overheat empowered abilities without overheating. >3 fix his low ap ratios on his w e and r The shield has a fine base, even when not in danger zone. The Electro harpoons can already deal a shit load of damage to squishy targets even in late game. And his ult has 1200 Base damage at rank three. If anything, the ult AP Ratio should be nerfed. >4 put back burst dmg on his r Refer to previous point. >5 put burst dmg on his q You're just trying to break Rumble aren't you... >6 extend range on harpoons This I would somewhat agree with, but to be honest it is completely fine as it is right now. >7 make his ult global Well... now I see I am responding to a troll... >he is already a c list champ why are you not trying to make him better He's not though. Rumble is currently one of the most balanced champions in League right now. On literally any stat website that shows Champion Win Rate, you will see that he has been at around a 50% win rate for more patches than I can count. He's the basis on balance right now in League
Zexvain (NA)
: Can we stop nerfing shit only because it's in the LCS?
{{champion:68}} What were you saying now?
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TheTarians

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