Rioter Comments
: If you're counterpicking is your top priority in the pregame lobby you're an idiot, period. I'd rather have someone on his main champion playing against his counter than on an off-champion "counterpicking" his enemy.
> [{quoted}](name=Shuriman God,realm=EUW,application-id=3ErqAdtq,discussion-id=kwyfUgTv,comment-id=00130000,timestamp=2018-01-18T18:22:38.742+0000) > > If you're counterpicking is your top priority in the pregame lobby you're an idiot, period. > > I'd rather have someone on his main champion playing against his counter than on an off-champion "counterpicking" his enemy. shows a complete lack of being able to play more than 1 champ. How sad The only idiot in the room is the guy who can only play 1 champion
: Why Is Stealth The Only Mechanic In League That Has ZERO Counters?
youre talking about balance.... heres the issue... if you arent counter picking in ranked / draft, then you are an idiot, period. No one cares about blinds
: if you try to play rankeds in high elo you're not going to get your main role 3/5 of the time in preseason especially when it's ADC
> [{quoted}](name=I am Rubick Sama,realm=EUW,application-id=3ErqAdtq,discussion-id=uAxzBLiA,comment-id=00010001,timestamp=2018-01-13T23:54:56.039+0000) > > if you try to play rankeds in high elo you're not going to get your main role 3/5 of the time in preseason > > especially when it's ADC just like the guy in the post above yours... look at the dates of his games... shits not preseason games AT ALL
Sahn Uzal (EUW)
: I mean, it's preseason rn. There's no real point in playing Ranked atm.
> [{quoted}](name=Tidal Tyrant,realm=EUW,application-id=3ErqAdtq,discussion-id=uAxzBLiA,comment-id=00010000,timestamp=2018-01-13T23:54:00.292+0000) > > I mean, it's preseason rn. There's no real point in playing Ranked atm. look at the dates of his games...
: I'm on a 22 game win streak on Mordekaiser right now, I don't get why people still think he's weak
: Who is ready for Azir/Kayle APC bot lane?
veigar / nunu? hello 1 shots all across the board
: I had a rework idea for him a long time ago. Here is the rough idea from what I remember without scalings and such. Bloodwell - First attack against unique enemy with sword makes them bleed (almost negligible damage). Second attack and beyond absorbs blood to feed bloodwell. Revive HP is equal to 15% of the damage he has done in the past 20 seconds. Aatrox gains 1% attack speed and base AD per bloodwell point. Max 30 points. Slightly lower than normal melee base AD to compensate. Q - Costs 10 bloodwell -12 second cd - Throw sword out and then it returns (similar to Ekko Q). Reactivate to dive to the sword's location. AD is reduced by 50% and range reduced to 75 when he doesn't have his sword in hand. This applies bleed and generates bloodwell as described in passive. W - Costs 10,9,8,7,6 bloodwell - 1 second cd - Blood bursts from sword dealing damage (this is also true when he throws his sword) E - Cost 10 bloodwell - Cooldown 0 - Absorb the blood of all bleeding enemies to heal for flat amount + percentage per bleeding champion. All bleeding enemies take the full remaining bleed damage amount and stop bleeding. Rough example: base heal is 120 and 2 champions are bleeding so you get 10% increased per champion for a total heal of 120 + 20% = 144 R - Does no damage; Increase range and attack speed, doubles bloodwell gain, W radius is increased, and Q range/speed is increased.
> [{quoted}](name=AlienPrimate,realm=NA,application-id=3ErqAdtq,discussion-id=O5As7czX,comment-id=0002,timestamp=2018-01-11T23:20:01.393+0000) > > I had a rework idea for him a long time ago. Here is the rough idea from what I remember without scalings and such. > > Bloodwell - First attack against unique enemy with sword makes them bleed (almost negligible damage). Second attack and beyond absorbs blood to feed bloodwell. Revive HP is equal to 15% of the damage he has done in the past 20 seconds. Aatrox gains 1% attack speed and base AD per bloodwell point. Max 30 points. Slightly lower than normal melee base AD to compensate. > > Q - Costs 10 bloodwell -12 second cd - Throw sword out and then it returns (similar to Ekko Q). Reactivate to dive to the sword's location. AD is reduced by 50% and range reduced to 75 when he doesn't have his sword in hand. This applies bleed and generates bloodwell as described in passive. > > W - Costs 10,9,8,7,6 bloodwell - 1 second cd - Blood bursts from sword dealing damage (this is also true when he throws his sword) > > E - Cost 10 bloodwell - Cooldown 0 - Absorb the blood of all bleeding enemies to heal for flat amount + percentage per bleeding champion. All bleeding enemies take the full remaining bleed damage amount and stop bleeding. Rough example: base heal is 120 and 2 champions are bleeding so you get 10% increased per champion for a total heal of 120 + 20% = 144 > > R - Does no damage; Increase range and attack speed, doubles bloodwell gain, W radius is increased, and Q range/speed is increased. not gonna lie, ive been playing aatrox since his release across multiple accounts, which i main him on every one, and this is by far one of the coolest ideas for his rework ive heard! bro, you need a job with the design team!
Rioter Comments
Rioter Comments
: Why the players of League are most notably upset at the developers
: "Vayne should never be meta, when she is, theres a problem" - scarra
Diego03 (EUNE)
: I just got a 14 day ban for this
> [{quoted}](name=Diego03,realm=EUNE,application-id=3ErqAdtq,discussion-id=Eoqi4sk7,comment-id=,timestamp=2018-01-02T13:25:01.242+0000) > > "Bruv" you deserve a perma-ban just for using this stupid word
Rioter Comments
Rioter Comments
Rioter Comments
Meddler (NA)
: Changes would leave the AP play intact.
> [{quoted}](name=Meddler,realm=NA,application-id=3ErqAdtq,discussion-id=hUHqsRdg,comment-id=000100050000,timestamp=2017-12-01T18:13:22.135+0000) > > Changes would leave the AP play intact. so you can keep varus's ap play in tact... but you didnt keep aatrox's ap play in tact... thats cute...
Meddler (NA)
: We don't have any plans for a Varus rework. At some point there are some small gameplay tweaks I'd like to make. They're at the level of shifting a bit of power around and adding one additional effect to his kit though, not any major changes to how Varus plays. Also unlikely to happen for a while (hopefully sometime next year?).
> [{quoted}](name=Meddler,realm=NA,application-id=3ErqAdtq,discussion-id=hUHqsRdg,comment-id=0001,timestamp=2017-11-30T21:21:21.587+0000) > > We don't have any plans for a Varus rework. > > At some point there are some small gameplay tweaks I'd like to make. They're at the level of shifting a bit of power around and adding one additional effect to his kit though, not any major changes to how Varus plays. Also unlikely to happen for a while (hopefully sometime next year?). still waiting on that aatrox rework thats been talked about for 2 years now
: https://support.riotgames.com/hc/en-us/articles/202294884-Champion-Update-Schedule Its almost like you couldn't even be bothered to do one single google search before complaining on the boards.
> [{quoted}](name=I am Pacman,realm=NA,application-id=3ErqAdtq,discussion-id=iEzAer7M,comment-id=0000,timestamp=2017-11-29T23:39:02.081+0000) > > https://support.riotgames.com/hc/en-us/articles/202294884-Champion-Update-Schedule > > Its almost like you couldn't even be bothered to do one single google search before complaining on the boards. the irony of you saying this is that aatrox has been "in the works" for over 2 years now, meanwhile other champions have gotten complete overhauls with their announced changes coming out LONGGG after aatrox. but hey, keep being rude behind a keyboard
Rioter Comments
ChuShoe (NA)
: I feel like I'd be okay not seeing an adc EVERY game.
been seeing janna + yasuo combos bottom that actually do decent
Glîtchy (NA)
: These "runes" SUCK
yi's Q doesnt 1 shot... not even close... Champions and runes are designed AROUND STRATEGIC PICKS IN RANKED / PRO LEVEL PLAY if youre bitching about blinds then welcome to blind picking bro, go play draft if you dont pick someone with any form of decent CC when you see a YI picked, than youre just a moron Theres also a ban button
: Yeah, I think that the new system feeling different or worse is good feedback which we are watching carefully. But I'm also seeing this perception that the new system is giving you less currency - and that's not true. It's difficult to have a conversation about how the system feels when not everyone has the right facts.
> [{quoted}](name=Riot Calad,realm=NA,application-id=3ErqAdtq,discussion-id=8atuoxqE,comment-id=0005000100000000,timestamp=2017-11-14T20:07:42.091+0000) > > Yeah, I think that the new system feeling different or worse is good feedback which we are watching carefully. > > But I'm also seeing this perception that the new system is giving you less currency - and that's not true. It's difficult to have a conversation about how the system feels when not everyone has the right facts. the problem to me isnt the overall return on essence to time, the issue is that when all you get is EXP per game, it feels so much less rewarding. This system is 100% geared towards level 1-30s and pro play, which alienates the like 90% of your player base who is neither
: From 14 days suspension to Honor level 5 (it's possible!)
its a shame as a mac user i cant do this. Its not supported. I fucking hate having my enter key un-bindable
Rexxiee (NA)
: PSA the cleaver stack build is not good.
garen is why stacking cleavers actually works. He has a flat damage reduction making the need for anything but damage and HP irrelivant in lower bracket games / in blind pick games with morons. So your PSA is just an opinion and nothing else
: The CDR isn’t a problem with Cleaver. The core parts of the item are the health, AD, and the passive, which is actually unique. If someone really wants to buy another Cleaver just for the CDR, that’s just sad and a waste of gold.
> [{quoted}](name=Iota Theta,realm=NA,application-id=3ErqAdtq,discussion-id=AO1VOZ7n,comment-id=0002,timestamp=2017-11-13T17:44:17.150+0000) > > The CDR isn’t a problem with Cleaver. The core parts of the item are the health, AD, and the passive, which is actually unique. If someone really wants to buy another Cleaver just for the CDR, that’s just sad and a waste of gold. The CDR is actually the exact problem on the cleaver with the new runes. Go watch 1 of like 20 videos about why the shit is busted. Its CDR into ad conversion makes stacking cleavers highly gold efficient
jmp231 (NA)
: Aatrox
> [{quoted}](name=jmp231,realm=NA,application-id=3ErqAdtq,discussion-id=82TFHedd,comment-id=0000,timestamp=2017-01-25T17:37:43.110+0000) > > Aatrox as an aatrox main... no... hes not Once upon a time when he was released, he was actually a really well put together life steal "tank" which was his original design, but champions like master YI far out life steal aatrox The simple fact is aatrox is an attack speed based champion who is forced to build highly defenssive because his kit makes no fucking sense anymore His passive change hurts him so much His Q still not having "unstoppable" attached to it cripples him His ult is really retarded... and i mean REALLY retarded so no... aatrox is not a good life steal champ
Rioter Comments
Rioter Comments
Abibyama (EUW)
: EXCEPT NEW PLAYERS PLAYING THROUGH 1-30
> [{quoted}](name=Abibyama,realm=EUW,application-id=3ErqAdtq,discussion-id=JytcuuJT,comment-id=000000000001000000020000,timestamp=2017-11-12T21:17:33.850+0000) > > EXCEPT NEW PLAYERS PLAYING THROUGH 1-30 dont you mean people who are smurfing? lets be real
Rioter Comments
: In the same article we also proved that you get more BE when going from 1–30. So it's more BE under all circumstances and in fewer games. I see your point about focusing not just on math, but on player concerns. The problem is we have to correct some misinformation out here first (like people saying you get less BE or it takes longer when going from 1–30).
> [{quoted}](name=Riot Cactopus,realm=NA,application-id=3ErqAdtq,discussion-id=JytcuuJT,comment-id=0000000000010000,timestamp=2017-11-12T19:36:01.713+0000) > > In the same article we also proved that you get more BE when going from 1–30. So it's more BE under all circumstances and in fewer games. > > I see your point about focusing not just on math, but on player concerns. The problem is we have to correct some misinformation out here first (like people saying you get less BE or it takes longer when going from 1–30). NO ONE CARES ABOUT 1-30
: ##Edit: Even if you disagree with the reasoning below, don't downvote me too much! I want more people to see our honest response to this question. This orange essence thing is a spicy one but I'll take my best shot at addressing it. The most honest answer it comes down to is that we wanna be able to spread out orange essence type loot and rewards across multiple systems without having to take an additional huge revenue hit at the same time that we're making runes free. I'll explain what I mean. Basically, when we first started giving out skins and stuff through the loot system, the only way you could get it was by 1) paying for it or 2) earning it through the mastery chests. Going into 2018 you're also gonna get skin content through things like events and honor (lets call them "orange shards" since we're really talking about anything that can be disenchanted into orange essence). We lowered the disenchant rate on shards, and we're giving out more shards. So that's what I mean by spreading it across multiple systems. I think we'll actually have to wait and see whether players feel that the additional shards from the other systems make up for the disenchant rate changes. Preseason shipped with some other upgrades to loot like bad luck protection and chances for double drops in chests, and I think we'll have to wait and see how that feels for players before we'll know. Now, there's another question implied here, which I think also bears addressing: **"Why can't Riot just give us more orange essence and more shards?"** The answer is that we make money on League through RP sales, and we want to be really responsible about how much we cut into RP sales when giving away stuff. Giving away skins and cosmetics through our in-games systems is something we have to manage really carefully—if it becomes to easy to earn orange essence and shards, RP sales would go down a lot (why pay for it when you can just get skins for free?). Even though League is free to play, we do need to make money and manage it responsibly so we can reinvest it back into the game. That's why making cosmetics too easy to get for free would be irresponsible for us, as a business. I know it's hard to get excited about an explanation like this, but I hope it makes sense! ##ONE MORE LONGISH EDIT TO CLARIFY A POINT: **I don't want to make the promise that the orange essence amounts you get will “even out” or be the same as before.** There’s way too much variance in the rates that people get OE from mastery and all the other systems for us to say that with a straight face. And the truth is the nerf to OE disenchant rates was significant. It’s more than we reigned it in to give ourselves wiggle room with these other systems. And honestly, the revenue hit from making runes free was a factor we considered as part of that. The goal is to make rewards systems that feel meaningful, rather than just constantly increasing the amount of stuff we give out every year because player expectations keep rising. It feels icky when we start talking about protecting revenue and budgets and shit, but we’re open to feedback on this stuff. I see basically no one talking about the double drops or bad luck protection that we already added to the system, so I wanna wait for a while for people to get used to the changes.
> [{quoted}](name=Riot Cactopus,realm=NA,application-id=3ErqAdtq,discussion-id=fRZopjhE,comment-id=0009,timestamp=2017-11-12T18:53:04.273+0000) > > ##Edit: Even if you disagree with the reasoning below, don't downvote me too much! I want more people to see our honest response to this question. > > This orange essence thing is a spicy one but I'll take my best shot at addressing it. The most honest answer it comes down to is that we wanna be able to spread out orange essence type loot and rewards across multiple systems without having to take an additional huge revenue hit at the same time that we're making runes free. > > I'll explain what I mean. > > Basically, when we first started giving out skins and stuff through the loot system, the only way you could get it was by > > 1) paying for it > or > 2) earning it through the mastery chests. > > Going into 2018 you're also gonna get skin content through things like events and honor (lets call them "orange shards" since we're really talking about anything that can be disenchanted into orange essence). We lowered the disenchant rate on shards, and we're giving out more shards. > > So that's what I mean by spreading it across multiple systems. I think we'll actually have to wait and see whether players feel that the additional shards from the other systems make up for the disenchant rate changes. Preseason shipped with some other upgrades to loot like bad luck protection and chances for double drops in chests, and I think we'll have to wait and see how that feels for players before we'll know. > > Now, there's another question implied here, which I think also bears addressing: **"Why can't Riot just give us more orange essence and more shards?"** > > The answer is that we make money on League through RP sales, and we want to be really responsible about how much we cut into RP sales when giving away stuff. Giving away skins and cosmetics through our in-games systems is something we have to manage really carefully—if it becomes to easy to earn orange essence and shards, RP sales would go down a lot (why pay for it when you can just get skins for free?). Even though League is free to play, we do need to make money and manage it responsibly so we can reinvest it back into the game. That's why making cosmetics too easy to get for free would be irresponsible for us, as a business. > > I know it's hard to get excited about an explanation like this, but I hope it makes sense! the old system was fine. The new system is to drive sales and thats the only reason it was pushed. Its sad that you guys want to say its anything more than greed
Rioter Comments
Calabok (NA)
: AAtrox is fine
> [{quoted}](name=Calabok,realm=NA,application-id=3ErqAdtq,discussion-id=kxEmKlaz,comment-id=0002,timestamp=2017-11-09T03:41:43.938+0000) > > AAtrox is fine Considering all you play is blitz, brand, lux, and malphite, your opinion on aatroxs state with zero games played is legit irrelivant to anything
: Aatrox STILL NO QOL Buffs
Riot hasnt noticed him in ages
Rioter Comments
LazyW0lf (NA)
: Is anyone else just not having fun?
its truly not fun since their changes... the tooltips arent even clear as to what the runes actually properly do
Rioter Comments
: Responding to two different sentiments somewhat quickly: 1) Re: Premade vs Solo: **In Short: As a solo player, you can get whichever of the two rewards you prefer, without ever entering a premade. ** The goal of the mission layout was to actually make you feel like you had a clear/ reasonable path to rewards as a Solo Player. That said, looks like the way they're displayed is throwing people off (You don't see the full flowchart), so that's something we'll talk about going forward There's 6 missions total: 3 of them should require a premade (Get an S and the two team comps) and 3 don't (Beat base, Win as all 3 roles, Get an A). If one of those in the second set isn't unlocking as a solo, that's a bug: Please let me know and we'll try to sort it out as quickly as possible (There is some update lag we're seeing: Once you win the game, if your mission isn't updating, try leaving the EoG, then Close + Re-open mission tab) Both "Sets" of missions give a total of 4 tokens. So as a solo player, completing every mission gets you one of your choice. The 3 missions we chose required premades because for the team compositions, we wanted to avoid as much champ select tension as reasonably possible ("Hey guys don't pick ADC. Oh, you did? I'm dodging"). The S was because we didn't realistically think you could do it without being coordinated, and didn't want to set the expectation you should. 2) re: Difficulty. Uh... yeah :) You're right, these missions, particularly the premade ones, are hard. This is the first time we've experimented with missions like this ("Do something hard" vs "Participate with these conditionals"), so we are definitely curious how they'll go, and any feedback is appreciated. In this particular case, we wanted it to be additional goals to strive for once you have beaten the mode. The missions were made for those who really enjoy the mode and are interested in mastering it, and for them, we wanted some additional commemoration, but also just fun objectives/ "Achievements" to aim for.
> [{quoted}](name=Riot Defaultchar,realm=NA,application-id=3ErqAdtq,discussion-id=dYHJ9rgE,comment-id=0020,timestamp=2017-09-07T21:33:01.277+0000) > > Responding to two different sentiments somewhat quickly: > > 1) Re: Premade vs Solo: > **In Short: As a solo player, you can get whichever of the two rewards you prefer, without ever entering a premade. ** > > The goal of the mission layout was to actually make you feel like you had a clear/ reasonable path to rewards as a Solo Player. That said, looks like the way they're displayed is throwing people off (You don't see the full flowchart), so that's something we'll talk about going forward > > There's 6 missions total: 3 of them should require a premade (Get an S and the two team comps) and 3 don't (Beat base, Win as all 3 roles, Get an A). If one of those in the second set isn't unlocking as a solo, that's a bug: Please let me know and we'll try to sort it out as quickly as possible (There is some update lag we're seeing: Once you win the game, if your mission isn't updating, try leaving the EoG, then Close + Re-open mission tab) > > Both "Sets" of missions give a total of 4 tokens. So as a solo player, completing every mission gets you one of your choice. > > The 3 missions we chose required premades because for the team compositions, we wanted to avoid as much champ select tension as reasonably possible ("Hey guys don't pick ADC. Oh, you did? I'm dodging"). The S was because we didn't realistically think you could do it without being coordinated, and didn't want to set the expectation you should. > > 2) re: Difficulty. > > Uh... yeah :) You're right, these missions, particularly the premade ones, are hard. This is the first time we've experimented with missions like this ("Do something hard" vs "Participate with these conditionals"), so we are definitely curious how they'll go, and any feedback is appreciated. In this particular case, we wanted it to be additional goals to strive for once you have beaten the mode. The missions were made for those who really enjoy the mode and are interested in mastering it, and for them, we wanted some additional commemoration, but also just fun objectives/ "Achievements" to aim for. sometimes you rioters act like you think everything out, when really you don't. The fact that you require 5 man premades for some of these objectives for the sole purpose of "champ select tension" shows how completely out of tune with this community you guys are. The way you view your player base compare to its reality are vastly different
Rioter Comments
: What is this tip encouraging I do?
theres no such thing. Riot deems everything as harassment just to push bans to have people create new accounts and repurchase their favorite skins. Its literally the scheme everyone keeps overlooking
: I understand what you mean with the spellvamp remove because its been removed from the game almost completely with a few exceptions, but Olaf is far from useless. In my opinion he's one of the most broken jg champs right now. When people play champs like Jhin, Kog, Cait, and Twitch (champs with no escapes) Olaf is a nightmare to them. His ultimate prevents any cc and reduces damage which makes him 100% useful. I'm sure the spellvamp removal was to make sure he wasn't smashing the adc and then moving along to the rest of the team.
> [{quoted}](name=Warcrusader,realm=NA,application-id=3ErqAdtq,discussion-id=NBacjYB8,comment-id=0000,timestamp=2017-08-20T23:21:34.895+0000) > > I understand what you mean with the spellvamp remove because its been removed from the game almost completely with a few exceptions, but Olaf is far from useless. In my opinion he's one of the most broken jg champs right now. When people play champs like Jhin, Kog, Cait, and Twitch (champs with no escapes) Olaf is a nightmare to them. His ultimate prevents any cc and reduces damage which makes him 100% useful. I'm sure the spellvamp removal was to make sure he wasn't smashing the adc and then moving along to the rest of the team. his ult doesnt reduce damage he takes, it actually removes his passive armor and magic resist buff he gets when its NOT active. He has to build almost exclussively tank now
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Rioter Comments
: Well it's the thing where if True Damage was reduced by damage reduction, it really wouldn't be True Damage. I'l use fighting games as an example as to why. A true combo is an "inescapable combo." So in other words, once you get hit by the first hit of a combo, you are stuck in it unless the attacker messes up. The same thing can apply to true damage, inescapable damage, as in that damage will always happen, no matter what. It really wouldn't be true damage like I said before if it was reduced by damage reduction. It would kinda make it's concept foolish then.
> [{quoted}](name=EnderFighter,realm=NA,application-id=3ErqAdtq,discussion-id=r5E1ry1A,comment-id=00010001,timestamp=2017-07-20T21:28:48.404+0000) > > Well it's the thing where if True Damage was reduced by damage reduction, it really wouldn't be True Damage. > > I'l use fighting games as an example as to why. A true combo is an "inescapable combo." So in other words, once you get hit by the first hit of a combo, you are stuck in it unless the attacker messes up. > > The same thing can apply to true damage, inescapable damage, as in that damage will always happen, no matter what. It really wouldn't be true damage like I said before if it was reduced by damage reduction. It would kinda make it's concept foolish then. You're missing the point of what true damage is True damage is damage dealt by passing all enemy defenses a.k.a. it ignores ENEMY armor and ENEMY magic resistances, that is the literal definition of true damage The damage reduction from Stoneplate, is an UPFRONT SELF mitigating damage. Because it has NOTHING to do with enemy defensive stats, whether its true damage or normal damage, all damage coming from the player themself, to them self would make the fact of true damage vs any other kind of damage irrelevant. TL;DR True damage bypasses ENEMY RESISTANCES Self Mitigation reduces damage REGARDLESS AND SEPARATE from enemy stats The damage would be reduced by 60% upfront THEN THAT DAMAGE Should be TRUE to the enemy 1000 damage mitigated by 60% SELF reduction = 400 damage That 400 damage would be dealt as TRUE damage while the stoneplate is active aka the enemy takes 400 damage no matter their defenses. Thats how it should work
: Stoneplate ChoGath needs to be hotfixed
well the real issue is that stoneplate should be reducing the damage while its active by 60% regardless of true damage or not. True damage is meant to bypass MITIGATION, not damage reduction from the player themself
: Talon E
talon at max CDR has a 30 something second ult... he never has to think before using something... hes the roaming assassin... get use to it or ward better
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Ultra Rapid Fyre

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