: Guild Wars 2 just had some really big drama this week.
> [{quoted}](name=Fisherman Fizz,realm=NA,application-id=yrc23zHg,discussion-id=BAoBlyNZ,comment-id=,timestamp=2018-07-07T02:14:00.731+0000) > > I'm a bit late since it mostly resolved yesterday, but GW2 just had a pretty huge drama over an argument one of their devs started this week. In short, a dev on their narrative team wrote a mini-essay about why it's difficult to make an MMO main character interesting compared to a character in a single-player game. By itself it was sorta interesting. Someone replied with a small but polite disagreement to her write-up. The dev took major offense to this and publicly shamed him on her Twitter by saying that his disagreement was sexist. > > The person that replied tried to apologize, but the dev decided to double down on her stance, stating that the next "rando asshat" that tries to explain her job to her is getting blocked. As it turns out, the person that had replied to her isn't actually some random, but is actually a really well-known and respected YouTuber for the game. He's officially partnered with ArenaNet and even has an NPC named after him in the game. Big yikes right there. > > This prompted a thread on the GW2 subreddit, which by the end of the day had became the 2nd most upvoted thing on the sub of all time: https://www.reddit.com/r/Guildwars2/comments/8w3q4n/must_be_a_thrill_to_work_with_this_dev/ > > The GW2 community was pissed off. Another dev came in attempting to help defend her, but ended up making the situation worse. The other dev argued that she didn't ask for anyone's feedback and that she was a victim of mansplaining. Later in the day, the original dev also ended up exploding on a 2nd partnered content creator who was also trying to be polite to her. To make matters even worse, people ended up digging up an older comment where she talked badly about TotalBiscuit right after he died. > > The next day it was announced that the two devs involved are no longer with the company: https://www.reddit.com/r/Guildwars2/comments/8weir8/mike_obrien_responds_to_the_incident/ > > Really unfortunate situation for everyone. Ended up costing two devs their jobs, one of which had worked there for over 10 years. The exact conversations should be pretty easily searchable in the reddit threads for anyone interested. I don't see it as an unfortunate situation, but a fortunate one. Two devs with extremely good jobs who didn't deserve them, rightly lost them. That opens up jobs for two highly skilled GOOD people to be hired into. That kind of response to a polite disagreement is absurd. Even if the comment towards her was rude, she's an OFFICIAL REPRESENTATIVE OF HER COMPANY. That kind of conduct is ABSOLUTELY UNACCEPTABLE. Even if someone was coming at her in full-on-sexist mode, you can't respond like that. As an official representative of a company, you need to be professional. She was not. It only makes it worse that the original comment towards her wasn't rude at all. The sad thing about this is that the person who disagreed had to be famous. Any average Joe disagrees and it never would have turned into anything. Again, the behavior was unacceptable and she should have been fired even if she responded like that to an average Joe. It's reasonable to feel kind of bad for the second dev, especially if you think she was friends with the first dev and the first dev had asked her to come help. Then her friend basically cost her her job. However if she came into the conversation willingly, that's her own problem. And either way, again she needed to act professionally in any conversation where she's using her title from her company. E.g. if I worked at Bank X (I don't, I made it up) - I can say whatever I want on a game forum like this as long as I never tie the account to Bank X . However, I can't for example go on to a financial website and write a comment giving some advice and claiming I should be trusted because I work at Bank X as an investment banker, then when someone argues with my advice reply unprofessionally. If anyone manages to link who I am to that account, Bank X can and WILL fire me. The video game development industry is no different. On a side note: what I find depressing about these situations is what the world is coming to. Not all (or not even most), but many women and minorities seem to take offense so quickly to any disagreement and blame it on sexism/racism rather than understanding that people can have different views of things. That should NEVER be the first response. And with the progress that has been made in those areas, there's really NO REASON for it to be the first response.
: To be honest I'd like to try New Ultra Rapid Fire.
Rioters have commented on this before, expressing just how nerfed it was. I feel you though, it'd be a good counter-balance to how fast league can feel at times. I get that you're joking, but... That said, there's a better middle ground with nURF - adjust those numbers to bring it about halfway back to the normal game, and you may well have the game people have been asking for (a lot more strategic, less 100-0 in 0.25 seconds).
Snowman Arc (EUNE)
: Riot encourages players to give up a game. UNACCEPTABLE.
As you even stated in one of your responses trying to defend yourself: There's a huge difference between solo queue and the LCS. In solo queue, a team that's up 10k gold and an inhibitor can easily make poor decisions and throw the game. In the LCS, it's insanely unlikely that a pro team would throw a game with that kind of lead. It's not impossible. The important thing to note though is that when a team wins from that kind of deficit, it's not because they outplayed the rest of the game - it's because the winning team THREW. You can remember games like SKT's comebacks against EDG, but you have to realize that even down 10 kills to none or something like that, the gold was relatively close and their team had a good teamfight comp. Given the comps in that game, neither team had a significant late game advantage naturally - so that kind of lead was pretty significant. Riot SHOULD have been able to get the game back to a similar state (force-pick the same champions and have staff get them to a similar lead at a similar time - even if dragons are different etc... it would still be reasonable), however that's understandably impractical to expect the pro teams to wait while the game gets put back to a similar state. Lacking that solution, giving the win is the MOST FAIR option. The explanation may not have been great, but the choice was the correct one. Starting from scratch or awarding a tie is unfair to Fox who was well on their way to winning a game. It's also unfair to all of the other teams in the league, if CG ends up being on the borderline of qualification / a bye due to not being hit with that loss. The best thing you can do there is call the game. In real life sports, the same kind of calls need to be made sometimes. If a soccer game gets called due to lightning when a team is up 2-0 after just 15min, the game will likely be replayed and the 2 goal lead eliminated. If a soccer game gets called due to lightning with only 10min left at only 1-0, the win probably gets awarded to the team up 1-0. You can say all you want about retaining possession, subs, score, and the time, and resuming the game later, but it may not be fair/realistic. All the players got a lot of rest they shouldn't have had. Someone may have had a lingering injury they get to recover from. Mentality is changed. etc... And this is a real sport that's WAY easier to recreate the current state rather than a video game...
: If assassin is high risk high reward why havent i seen an assassin feeding since 2016
I upvoted, but I'd provide some clarity here. Assassins are high reward because they have an insanely strong lane presence, and generally can 1v1 any lane opponent AND have tools to roam and get kills elsewhere if their lane opponent won't fight. Assassins are "high risk" because if they don't get an early lead with that big advantage, they become much weaker late game. If an assassin doesn't get kills in the early-mid, they can't 1 shot the carries in the mid-late, meaning they continue to not get kills, and since they have no utility outside of killing someone, it generally puts their team at a disadvantage. i.e. they're not high risk in the sense that their plays get punished by them dying and their lane opponent getting fed. They're high risk in the sense that if they personally don't get fed, they probably aren't going to win the game. I upvoted, because this gameplay style just sucks for the person not playing the assassin though. I can outplay you every time, but since you're innately stronger in the early-mid it doesn't matter, I won't develop a lead. Which means even if I deny you repeatedly, all it takes is my bot lane to give you a kill to get you rolling. Or my bot/top/jg to lose their lane and your ally to carry you because I'm not getting kill gold (because you have no 1v1 risk) to carry against them AND I can't roam on them because you'll kill me if I run into you on the way there. If the enemy team has an assassin (or 2, or 3) your team's best strategy to win is to literally turtle from level 1 and give up farm and play super safe to ensure you don't die, and you'll outscale and win easily. However that gameplay pattern is horrible and no one (especially in solo queue) would ever actually do it!
: Really people? A thread on reducing TRUE damage gets front page? We wont be taken seriously...
> [{quoted}](name=Reformedfindlay,realm=NA,application-id=3ErqAdtq,discussion-id=K6snmzOu,comment-id=,timestamp=2018-06-17T17:28:07.456+0000) > > EDITOR'S NOTE: title misleading, a thread on AN ITEM REDUCING TRUE DAMAGE... > > -------------------------------------------------------------------- > > It's one thing to ask for true damage nerfs (aka nerfing conquerer, wuju style, etc.). > > It's another thing to completely warp true damage by offering an item that REDUCES TRUE damage. > > REDUCE > TRUE > > ??? > > Unbelievable. I fucking despise a guinsoos yi as much as the next guy, but a suggestion to add an item like that is stupid and fucks over a ton of champs who have a more legitimate access to true damage (like darius who has to work his ass to make his dunk do something). Err, we have an item with an active that reduces true damage. It's called Gargoyles Stoneplate. It back-handedly reduces true damage by instead increasing your health. So the damage reduction of the active applies equally to true or non-true damage... While directly reducing true damage is illogical, Riot has already figured out how to reduce true damage. So making an item with this as a passive effect instead of an active effect? Would require something like: "passive: reduces armor and MR by 10%. Increases health by 30%" There, the item reduces true damage by more than it reduces physical/magic damage. It's busted (on health-scaling champions like Cho'gath) and therefore may need further refinement (e.g. reduces all health scaling by 30%), but that wasn't the point of this post...
Rioter Comments
Terozu (NA)
: Actually bring honored doesnt accelerate it. Honoring does.
> [{quoted}](name=Terozu,realm=NA,application-id=ZGEFLEUQ,discussion-id=jJdBctTZ,comment-id=000f0000,timestamp=2018-06-10T15:42:32.791+0000) > > Actually bring honored doesnt accelerate it. > > Honoring does. Seriously? Do you have a link for that? Honoring no doubt accelerates it, because when everyone honors someone on your team, everyone gets a little extra honor. I'm surprised that getting honor wouldn't accelerate it though. Never heard that before.
: Suspended for scripting permanantly
> [{quoted}](name=Nikki Andersen,realm=EUNE,application-id=yrc23zHg,discussion-id=xOUIPLlY,comment-id=,timestamp=2018-06-10T09:02:39.107+0000) > Update: Riot won't refund my money because i used the rp :DD Was on your side until I read this. If you didn't actually pay for the RP - weren't you surprised that you randomly had so much RP on your account? This is basic stuff. Don't spend money (or in this case RP) that isn't yours. They're entirely in the right for suspending your account until you pay up. You spent the RP. Even if you didn't "mean" to purchase it (which seems odd - I don't really understand how one gets RP on their account after a card being declined, clearly your card wasn't declined because the RP got put on the account and the card was charged...). This is no different than your bank account suddenly having an extra $1,000,000 in it that you know isn't yours, and your reaction being to buy a Bugatti with it. You're going to have the car taken away and probably go to prison for that, even though you didn't ask to have that money put in your account. It's your responsibility as an adult to not spend money that isn't yours - and if you're under 18 whatever parent/guardian signed off on you having a league account has that responsibility here.
: Imaqtpie Got Honor 2 after 1 Month, I was honor 1 for 1 season
First - he probably stopped being toxic - no guarantee that you did. Second, and far more importantly - he probably plays more games in a day than you play in a month. So his 5 weeks of playing is probably closer to 3 years of you playing, than it is to 1 year of you playing even... Finally - because he's famous he probably got a lot of extra honors he didn't deserve / otherwise wouldn't have gotten. There were probably a decent number of challenger people who knew he had been chat banned and gave him honor to help him get back to honor 2 when they would have otherwise sent it elsewhere. At that level of play, a lot of the players know eachother pretty well.
: How do people have like 300+ games on a champ in ranked
> [{quoted}](name=Akali is SO HOT,realm=NA,application-id=yrc23zHg,discussion-id=9ytOqkEj,comment-id=,timestamp=2018-06-03T18:51:40.857+0000) > > And still manage to have a negative winrate with them? And then come here and complain that they can't climb because Riot is intentionally holding them back? To be entirely fair, 300 isn't really large enough for law of large numbers to work well in this scenario even... It's getting damn close, but it's definitely still POSSIBLE for someone to deserve to climb, and go under 50% in 300 games. I see people make comments like "if you're under 50% after 20 games, pick a different champ" and it just makes me sick. It matters how you play in those games. If you're 145-155 on a champion playing top lane in 300 games, and you recorded every game what your bot lane was at the 10min mark, and the result was something like: 3 or more kills down: 65 games 2 kills down: 55 games 1 kill down: 40 games Even: 70 games 1 kill up: 40 games 2 or more kills up: 30 games up Like, you just had terrible luck. It exists. You can't make comments if you're not in those games.
afmghost (NA)
: An important tactic nobody seems to want to use (or learn to use)
It's worse when I don't go in the first place because I know it's a bad fight and they fight anyways then complain...
: Because you queued up immediately after the game ended
> [{quoted}](name=Khristophoros,realm=NA,application-id=3ErqAdtq,discussion-id=dNKiQBm1,comment-id=0002,timestamp=2018-05-27T13:35:07.011+0000) > > Because you queued up immediately after the game ended I didn't - they may have. It was my first game of the day. I didn't play with those 4 players the previous game, but the 4 of them played together.
: Never que up twice in a short period of time I wait atleast 10 mins between matches just to dodge unfavorable players
> [{quoted}](name=Demon King Maou,realm=NA,application-id=3ErqAdtq,discussion-id=dNKiQBm1,comment-id=0003,timestamp=2018-05-27T13:40:04.238+0000) > > Never que up twice in a short period of time > > I wait atleast 10 mins between matches just to dodge unfavorable players My 4 allies were in the same previous game. It was my first game of the day. I happened to be added as the 5th person.
Rioter Comments
: If you got inhib then you are close to closing out that lead. Inhib is major accomplishment. It doesn't come from simply playing early game champions.
> [{quoted}](name=Great Ozymandius,realm=NA,application-id=3ErqAdtq,discussion-id=cUVEz3Ts,comment-id=00030000,timestamp=2018-05-26T17:48:20.354+0000) > > If you got inhib then you are close to closing out that lead. > > Inhib is major accomplishment. It doesn't come from simply playing early game champions. I'm not saying it's free, I'm saying that it will be more likely for early game champions to get inhibs. Late game champions won't. It would give extra incentive to play early game champions. Also extra incentive to play split pushers who can "at least" grab an inhib before the enemy team ends the game (instead of helping defend and try to actually win, they trade an inhib for a certain loss).
: Winning/losing doesn't contain enough information for efficiently determining ELO.
> [{quoted}](name=Great Ozymandius,realm=NA,application-id=3ErqAdtq,discussion-id=cUVEz3Ts,comment-id=,timestamp=2018-05-26T16:18:44.740+0000) > > If you are a skilled toplaner, and, at your current ELO, win 56% of your games, it will take a long time to gain ELO. > > Yes, if you are better than the average toplaner in your elo, you will climb, but not quickly. > > The problem is that winning or losing is the only way to gain elo. Bad matchmaking and simple bad luck plays a large role in your overall winrate, which will obscure the signal of your skill. > > RIOT has said that they will not incorporate things like K/D/A and cs into ELO calculations, and that is a good thing. You don't want to create incentives that cause players to make decisions that improve their personal ELO while also reducing their chances of winning the game. > > But there's another way around this. If there are objectives on the map that are necessary for the team to win, getting these objectives should reduce the amount of ELO you lose when you lose the game. Conversely, losing these objectives should reduce the amount of ELO you gain when you win the game. > > Take inhibitors, for example. You need to take at least one inhibitor to win the game. If you take an enemy inhibitor and lose, it was a closer game. Give the team that lost but got an inhibitor more ELO. Give less elo to the team that won the game but lost an inhibitor. > > This will improve the efficiency of gaining/losing ELO without distorting the incentive to win. I've made this suggestion myself a load of times, but I now realize a problem with it. It unfairly rewards players who play early game champions, and punishes players who play late game champions. If I win 50% of my games by getting a big early lead and stomping efficiently, and lose 50% by either not closing out those leads or not getting them in the first place - I'll still climb pretty steadily because I get bigger wins and closer losses. Conversely if I win 50% of my games by playing a late game hypercarry and stalling until I can 1v5, and lose 50% by being unable to stall, I lose early and win close games. I'll lose rating like mad. Neither player is doing better than the other.
Rioter Comments
Relaxe (NA)
: Are you under the impression that a gold player can't carry a plat game? You guys understand there's a fractional difference in skill level, right? You also understand, of course, that MMR isn't tied to your actual rank at all? It's entirely possible for me to dodge my promos over and over again, and stay at bronze V, but get into plat games? Your rank puts you literally within the top 10% of players, you're not that crazy different. It's yellow bronze versus blue silver, seriously. This is just classic whining about how you're not climbing quickly anymore because you're in higher MMR. Don't pretend like smurfing is an issue when there is absolutely some mistakes you're making in game. You're making excuses because you don't understand why you aren't doing crazy well in your MMR.
> [{quoted}](name=Relaxe,realm=NA,application-id=3ErqAdtq,discussion-id=Kh3ivoJY,comment-id=0000,timestamp=2018-05-21T15:42:40.022+0000) > > Are you under the impression that a gold player can't carry a plat game? You guys understand there's a fractional difference in skill level, right? You also understand, of course, that MMR isn't tied to your actual rank at all? It's entirely possible for me to dodge my promos over and over again, and stay at bronze V, but get into plat games? Your rank puts you literally within the top 10% of players, you're not that crazy different. It's yellow bronze versus blue silver, seriously. This is just classic whining about how you're not climbing quickly anymore because you're in higher MMR. > > Don't pretend like smurfing is an issue when there is absolutely some mistakes you're making in game. You're making excuses because you don't understand why you aren't doing crazy well in your MMR. You either didn't read the post, or don't understand how MMR works. These players are currently ranked in gold because it's a new account. They have mid-high plat MMR because they are winning all of their games. They have 70-97% total win rates. **70-97%** win rates. Do you understand that? A typical player who is doing well and climbing will have like 54-60% win rates. 70-97% is absurd. That's clearly a smurf or a boost. You don't win 70%+ (or 90%+ for 3 of them) of your games when you're one of ten players in the game. A few of them are getting that win rate on 12+ different champions. Like, I can understand the argument that it's legitimately a new player who is just a natural if they're only playing a few champions - but that doesn't work when someone is like level 40 and plays 20 different champions and stomps plat elo consistently.
Rioter Comments
: Predict...so get gud at guessing m8, wow league really has changed, also theres only one scuttle active at one time according to the patch notes
> [{quoted}](name=UragirimonoX,realm=NA,application-id=3ErqAdtq,discussion-id=oKy2L9rL,comment-id=001f0000,timestamp=2018-05-19T19:46:00.185+0000) > > Predict...so get gud at guessing m8, wow league really has changed, also theres only one scuttle active at one time according to the patch notes Two at the start of the game, 1 thereafter.
: > [{quoted}](name=ValyrianBlade,realm=NA,application-id=3ErqAdtq,discussion-id=7lvEQgbt,comment-id=0006,timestamp=2018-05-19T13:41:18.066+0000) > > I disagree entirely. > > Junglers that are weaker early need to focus on being unpredictable. Take the scuttle farthest from your opponent's expected location at 2 minutes. > > Junglers can ask laners for help. Sometimes laners will roam to make a 2v2 or 3v3 fight at the scuttle crab early - that's improved value on game knowledge about who should win that skirmish. If only one team's Lane roams, they're rewarded for map awareness. If the jungler backs off of the roam, he rewards his Laner with free Lane priority. > > My 3 games on hecarim, one of the weakest junglers at levels 2 and 3 combined with low clear speed: > Game one, I went red-raptors-scuttle which completely avoided Xin, then blue for 4. > > Game two, I did the same start (except top side since I was red that game) and I guess they figured out I started red since aatrox got to Lane late. Camille came to ward top scuttle so I backed off AND kindred stole my blue and got bot scuttle. Except that left Camille's Lane in a terrible position, gave aatrox level 2 way before her, she died 1v1 shortly after, then I circled back and ganked her on teleport to kill her again. Aatrox easily carried the game, even though Camille had Lane pressure before she went to ward so deep. > > Game 3 I started blue bot side, to wolves then scuttle. Ran into shyvanna there with red buff, and enemy mid had priority. I toyed with her for a bit to bait their mid out of Lane and let scuttle reset, then went to my red and top scuttle. Traded one for one, wasted time on her red buff, and alleviated pressure on my mid Lane. > > Three games, as a jungle secondary playing against primaries, with a jungler that should be the weakest due to these changes - and 3 wins. > > These changes reward macro play and getting in your opponent's head. That's a HUGE improvement in my opinion. That's what jungling SHOULD be about, not ganking at 3 minutes with a level and health advantage plus double buffs. 3 games as one champion is NOT a good test pool for evaluating the jungle changes in their entirety. Also just because you won 3 games as the snowball super-pony {{champion:120}} doesn't mean the jungle is in a good state, thats just bad logic. This guy has played the game is beta and mained jungle since beta, and he makes some good points on why this is bad: https://www.youtube.com/watch?v=fPLiXiJw0Xg
> [{quoted}](name=Necro Warrior87,realm=NA,application-id=3ErqAdtq,discussion-id=7lvEQgbt,comment-id=00060000,timestamp=2018-05-19T16:59:16.925+0000) > > 3 games as one champion is NOT a good test pool for evaluating the jungle changes in their entirety. > Also just because you won 3 games as the snowball super-pony {{champion:120}} doesn't mean the jungle is in a good state, thats just bad logic. > > This guy has played the game is beta and mained jungle since beta, and he makes some good points on why this is bad: > https://www.youtube.com/watch?v=fPLiXiJw0Xg It's 5 games now (5-0). It's a jungle secondary beating jungle mains, on the champion that's supposed to be hurt the hardest by this change using that logic. I'm not snowballing in these games. I'm just outmacroing. I'm not saying "these changes are fine because I won a game as a champion that is weak with them"; I'm saying "these changes are fine because I'm consistently finding options on a champion that everyone is complaining is weak with them". I'm seeing argument after argument after argument that these changes make early game junglers stronger. I disagree. My games back up my feeling. Why would early game junglers be stronger, when they're weaker during the strongest part of their game? Early game junglers are hurt more by the inability to gank after 3 camps than anyone else is. Farm junglers, late game junglers. junglers that need 6 - they all benefit from this in different ways. Especially if they can get one of the original 2 scuttle crabs.
: Welp, That Killed Jungle Diversity and any Interest I Had Playing This Game
> [{quoted}](name=The Eve of Night,realm=NA,application-id=3ErqAdtq,discussion-id=oKy2L9rL,comment-id=,timestamp=2018-05-18T18:51:40.176+0000) > > From my summoner name you could ascertain quite easily who my favorite champion is. And guess what that champion sucks at? If you answered 'early dueling' you would be correct. Surprisingly, I'm not even really mad about the change or exploding into a toxic fit of rage like most others are. I'm just...disappointed. I won't be playing League of Legends this patch or any future patch until jungle diversity is restored. I just can't be bothered. I don't find any of the early dueling champions fun and I will not gimp my teammates because I want to make Evelynn work. Balance team said they want to expand jungle diversity and end up doing the exact opposite. There was a post earlier this week on the board thanking riot for everything that they have done. I've had a lot of fun over the years but...I can't bring myself to thank them for anything at the moment. I'll get over it eventually but I still won't be playing. I wish every other player out there the best of luck. > > > > {{sticker:slayer-jinx-catface}} I'm 4-0 on Hecarim so far this patch. He's way worse than Eve at early dueling. Learn to adapt. Predict which scuttle the enemy jungler wants, and get the other one ASAP. It helps your clear, gold, and XP so much to get a free camp off of scuttle, that I've found this to be a buff to Hecarim, not a nerf.
: well, not according to another post it seems that his passive doesn't work as bonus AD
> [{quoted}](name=3TWarrior,realm=NA,application-id=3ErqAdtq,discussion-id=niMW7Epl,comment-id=000a000000000000,timestamp=2018-05-19T13:40:54.281+0000) > > well, not according to another post > > it seems that his passive doesn't work as bonus AD Well that's good to hear at least.
: Riot Fearless on the Jungle Changes (+ some feedback)
I disagree entirely. Junglers that are weaker early need to focus on being unpredictable. Take the scuttle farthest from your opponent's expected location at 2 minutes. Junglers can ask laners for help. Sometimes laners will roam to make a 2v2 or 3v3 fight at the scuttle crab early - that's improved value on game knowledge about who should win that skirmish. If only one team's Lane roams, they're rewarded for map awareness. If the jungler backs off of the roam, he rewards his Laner with free Lane priority. My 3 games on hecarim, one of the weakest junglers at levels 2 and 3 combined with low clear speed: Game one, I went red-raptors-scuttle which completely avoided Xin, then blue for 4. Game two, I did the same start (except top side since I was red that game) and I guess they figured out I started red since aatrox got to Lane late. Camille came to ward top scuttle so I backed off AND kindred stole my blue and got bot scuttle. Except that left Camille's Lane in a terrible position, gave aatrox level 2 way before her, she died 1v1 shortly after, then I circled back and ganked her on teleport to kill her again. Aatrox easily carried the game, even though Camille had Lane pressure before she went to ward so deep. Game 3 I started blue bot side, to wolves then scuttle. Ran into shyvanna there with red buff, and enemy mid had priority. I toyed with her for a bit to bait their mid out of Lane and let scuttle reset, then went to my red and top scuttle. Traded one for one, wasted time on her red buff, and alleviated pressure on my mid Lane. Three games, as a jungle secondary playing against primaries, with a jungler that should be the weakest due to these changes - and 3 wins. These changes reward macro play and getting in your opponent's head. That's a HUGE improvement in my opinion. That's what jungling SHOULD be about, not ganking at 3 minutes with a level and health advantage plus double buffs.
Rioter Comments
: getting bonus AD is harder but there are a few problems the new Atma's for one Jhin for the other jhin with rageblade can get 2000 bonus AD or 900 damage reduction after attacking
> [{quoted}](name=3TWarrior,realm=NA,application-id=3ErqAdtq,discussion-id=niMW7Epl,comment-id=000a0000,timestamp=2018-05-19T02:41:33.483+0000) > > getting bonus AD is harder but there are a few problems > > the new Atma's for one > > Jhin for the other > > jhin with rageblade can get 2000 bonus AD or 900 damage reduction after attacking Jhin is clearly an absurd abuse case - the champion will need to be guttered for this item to exist. Either his survivability will be 0 until he gets this item, or his damage will be dumpstered to make up for his newly found defense. I used 300 AD as an example, because I think that's a fairly reasonable amount to assume for a fighter that's getting 3 of the following items already, and now going to grab this new item: {{item:3074}} {{item:3748}} {{item:3026}} {{item:3053}} {{item:3078}} {{item:3071}} {{item:3072}} {{item:1412}} Then consider champions like Master Yi, who also have options like Infinite Edge in their build. Like 80AD, 80AD, 60AD, 65AD, and 15AD from runes would get you 300 bonus AD. with Domination + Sorcery, you could get 29 AD between eyeball collection and the set bonus, and another 29 AD from gathering storm at 30min. That's 58 AD from runes. Talk about making a lot of "damage-dealers" do no damage: All of your DPS mages probably do no damage if you're reducing every ability by 165 damage... Your on-hit / attack speed builds probably do no damage. I just really hope the reduction is before the application of armor/MR...
: Spear of Shojin, a clear demonstration of AD favoritism
With 300 AD, you're blocking 165 damage per attack/ability with the active. This item is bonkers.
: Riot was it really so hard?
I think it was a good idea... The problem with the jungle role in past seasons has been that the meta always flips back and forth between "farm junglers" and "gank junglers", and at any one point in time one is really strong and the other basically useless. Now, they're getting complaints that junglers are ganking too early. You make it harder for them to gank, that's just going to make farm junglers the only option. People don't like farm junglers, because there's too little interaction with the game. Intro Scuttle crab. Farm junglers and gank junglers can both contest scuttle. Farm junglers can sneak it more quickly. Gank junglers can contest it harder (often better at 1v1s in the early game). On top of that, both farming and ganking are viable options. Just lowering XP would just swap us back to the same kind of meta we had with Feral Flare. Most people don't want that.
: These two new items on PBE are making me feel concerned
Yea, that first item seems busted on fighters - who are already strong enough right now. Riot took this whole "fighters in 2018" thing even farther than they did the ADC in 2017, which I thought was impossible.
: Good meme. %HP true damage is why tanks are barely played. You have LW, BC, and botrk to deal with tanks. No-one should have %HP true damage just because muh adc. It ruins the point of tanks and is unfun in general.
> [{quoted}](name=IkBenShteen,realm=EUW,application-id=3ErqAdtq,discussion-id=2vsO8UEU,comment-id=0001000000020000,timestamp=2018-05-16T09:24:55.827+0000) > > Good meme. %HP true damage is why tanks are barely played. You have LW, BC, and botrk to deal with tanks. No-one should have %HP true damage just because muh adc. It ruins the point of tanks and is unfun in general. That's a discussion for a different thread. The point of my post is that if you remove all of the flat damage (including Vayne's base AD) then it's not a buff to her. Giving optionality in return for any individual option being weaker than what she has currently in some way (but situationally it can be more useful) is a change, not a buff. As for how the discussion would go in another thread? People will comment that without that damage, you have tanks taking over the game, where no one is killable and there's no reason to play anything but a tank. I honestly think we need tank killers and am glad they exist to do their job, **even as someone who's favorite patches of league were the cinderhulk meta**. I love tanks in league, and would rather have tanks on my team than any other role. I also dread going into games where the enemy has 3+ tanks (especially when they have something like a Galio or Gragas or Malphite mid lane) because if you don't crush early it's practically a guaranteed loss. People go on and on that the game is dictated by the ADC (and sure, those games the ADC is doing all the damage on their team as they have 4 allies permanently locking down all their enemies), but really it's tanks that make the bigger contribution, ADCs just get the nice looking score, the gold, and the damage. Even with champions like Vayne and Kog'maw, tanks still do their job well. It's a lot more about their ability to reliably lock down targets, than it is about them eating thousands of damage every few seconds and surviving. Defensive stats give tanks a lot of buffer room (and notably time to do multiple CC rotations), but a good tank with a good team won't lose much health at all because the damage dealers will be CC'd and killed before they get the chance to bust the tank. Give them too much tankiness and eventually the buffer turns into a guarantee, and that's unhealthy. Having tank shredders helps ensure that tanks still need to get that CC off in a reasonable time to win the fight.
: what would be best for w switching would be every third attack deals EITHER % physical damage or flat true so she has to chose your idea is more of a staight buff - besides, 4 is way too much
> [{quoted}](name=THE RlVER KlNG,realm=NA,application-id=3ErqAdtq,discussion-id=2vsO8UEU,comment-id=00010000,timestamp=2018-05-15T01:02:43.285+0000) > > what would be best for w switching would be every third attack deals EITHER % physical damage or flat true > > so she has to chose > > your idea is more of a staight buff - besides, 4 is way too much I disagree with this statement, his suggestion isn't a straight buff. Percent max health true damage isn't inherently unhealthy. It's the only thing that crushes tanks, as they build both health and resistances. Removing all flat damage (including vayne's base ad) is a definite nerf for that choice against all targets, especially squishies. Making the percent higher makes it a big buff against tanks, but still a big nerf against squishies. The 10sec cooldown is probably too low. She shouldn't be changing it mid fight. Maybe 15sec, and cooldown gets increased to 5sec if below that (but above 0) and she's in combat. The point being to give her specialization (so if she is using the right bolt for the target she'll be stronger than live) but make her need to make that choice properly. Then balance her accordingly.
Rioter Comments
: does it do no damage or do the orbs just not fire?
> [{quoted}](name=BakedLotion,realm=NA,application-id=LqLKtMpN,discussion-id=isl8nYo9,comment-id=0006,timestamp=2018-05-14T02:40:24.651+0000) > > does it do no damage or do the orbs just not fire? Pretty sure the orbs don't fire, but it's hard to tell because there's generally vision lag, where even though the enemy is right in front of you the game doesn't register that you should have vision of them immediately. This vision lag is likely what's causing it to not go off anyways, i.e. just because you should have vision, the game hasn't registered it yet when it's calculating whether to shoot the orbs.
: Everyone Has Bad Games, Lets Hear about the Good Ones!
There's a few games I'll never forget, but one stands above the rest. I was playing hecarim jungle, it was season 4 I think, maybe preseason 5. Enemy riven top versus our nidalee top, and riven started out 6/2/0 (both deaths to me, I started 6/1/1). Our Lux mid was having connection problems, giving their fizz mid a free Lane. Our bot Lane (thresh and ezreal) were doing alright. Anyways, I was strong enough to 1v3 anything but the riven, but since she had a solo Lane (junglers got less XP back then) AND she was taking a lot of her teams jungle camps, she had like 3 levels on me still and she could 1v4 any combination on our team pretty much, unless we locked her down. Anyways, they got at least 2 Barons, got all 3 inhibs 3 times, had 6 dragons (when there was the elder Dragon buff when you got 5 drags), all when we didn't get a single tower. Riven finished the game with over 40k gold and over 700cs. We did it though, 1h17min for the comeback victory, with Lux and nidalee finally caught up in levels and everyone full build, we won a teamfight and cleared the whole map with one push. All because I had enough of a lead to keep riven's allies from doing much, and we just kept clearing the double super minions before they got to our double Nexus turrets and they couldn't dive us.
Rioter Comments
: I am surpised that no one is talking about the horrific jungle exp change
They changed the scuttle option, it originally got 3 with 2 other camps, but people thought it made scuttle too important and would crowd out anyone that wasn't a strong dueling jungler at level 2. The change is there to stop junglers hitting level 3 so gosh damn early and getting to screw up a player's early Laning phase for free every game. I play hecarim, one of the weakest early junglers / weakest level 2 in the game, and I don't foresee myself having any trouble doing that extra camp for level 3. First - you'll get the second smite charge before doing that fourth camp, so it's almost trivial. Second, scuttle is an option for one of your 4 camps now, and it does no damage. Take it after your first camp if you're afraid of getting caught there. Third, red buff. Fourth, a lot of junglers go refillable pot right now - switching to 3 health pots will give you like 150 extra HP or something (can't bother to check). This shouldn't be a big problem, it was much needed.
: Why is he allowed to roam and kill your allies without getting HEAVILY punished in XP/towers. Isn’t that something you can improve on? Your back timings/positioning the wave to heavily punish roams? I’ve seen good top laners go against champs like Shen, who roam and get kills on their “idiot allies”, but the laner gets a 2-3 level lead, tower lead, CS lead, and then straight dives the Shen or takes over his whole jungle. Maybe you need to get better at understanding which roams you need to/don’t need to match. For that you need good game sense. Understand what that roam will net the enemy, and if you matching their roam will actually help or will you just sit there like a turd or be too late? What do you get from not matching their roam?
> [{quoted}](name=Disembark,realm=NA,application-id=3ErqAdtq,discussion-id=vbZ3jVP6,comment-id=00000001,timestamp=2018-05-11T23:33:55.035+0000) > > Why is he allowed to roam and kill your allies without getting HEAVILY punished in XP/towers. > > Isn’t that something you can improve on? Your back timings/positioning the wave to heavily punish roams? > > I’ve seen good top laners go against champs like Shen, who roam and get kills on their “idiot allies”, but the laner gets a 2-3 level lead, tower lead, CS lead, and then straight dives the Shen or takes over his whole jungle. > > Maybe you need to get better at understanding which roams you need to/don’t need to match. For that you need good game sense. Understand what that roam will net the enemy, and if you matching their roam will actually help or will you just sit there like a turd or be too late? What do you get from not matching their roam? I don't think I ever specified it was my lane opponent. The specific game I was describing was a game where I was mid, and the enemy Aatrox top got madly fed. Like 3/0 on his lane opponent, then a triple kill bot lane, then two more kills on his lane opp to start 8/0. But even then, late game I was still crushing him 1v1. Of course when it's your lane opponent there's not the same argument.
: "It's impossible to solo carry in league"
Look, I get your point. The other guy is solo carrying, so clearly it's not impossible, right? Except that's not the point people are making... The guy who got fed and solo carried, didn't do it because he played well. He did it because his opponent played poorly. Obviously it's hard to conclude that naturally, but when you're trying to carry versus this guy, and outplay him so hard multiple times, but it doesn't matter because of his item lead, that's why people feel this way. Like when I'm 3/0 and can kill the enemy 8/0 1v1, then kill him again 1v1, and continue to kill him 1v1 every chance I get, BUT between each of those 1v1s he gets 2-3 kills on my idiot allies. I'm the better player, he's got 5, 7, 11 kills up on me and I'm still killing him in 1v1s when he's on the duelist and I'm on the teamfight champ. That's where people complain that you can't solo carry. He didn't solo carry - my allies "multi-fed". I couldn't solo carry them.
Seen (NA)
: PIck intent, use it.
I fully agree with this, but it does suck when you get a Dodge, and then the next lobby everyone who showed pick intent gets their pick banned. So for people with very infrequently banned picks, they may choose not to intent. However that's their choice, and they shouldn't rage when you ban it. Although I generally hover my ban for 5 seconds before banning it, so people get a chance to say something (never has happened though).
greysand (EUW)
: U counter him with CC
I'm okay with the 'cc them' argument in some cases, but not in others. Take Volibear. To me, saying he's weak to cc is reasonable. His MS steroid isn't too big, and righteous glory has a huge cooldown, so once you use ANY cc on his initial engage (even a slow), he shouldn't be able to get to your damage dealers, and thus gets shut down hard. Now take Master Yi. His ultimate prevents slows from working, and he has an ability that lets him go untargetable. I don't like the argument there, because he can play around your cc AND you need multiple cc to deal with him. As OP stated, that cc would have been really useful against anyone, and needing to funnel it onto Yi is a big advantage for him. I'm not saying Yi is OP or even strong, just that "cc counters him" is a sorry excuse for an argument. Likewise take fizz. It's great that I can lock him down with cc and kill him. It sucks that I have to wait for him to troll-pole first, and that even though I charm him immediately as he lands, my ADC dies at that moment too. Welp, I played perfectly, but since he lands his R my ADC is dead , so he did his job. Again, cc doesn't counter him because he has tools to avoid it and play around it. The way I look at it is, these champions that cc counters, if you put them all together on the same team against a heavy cc team with just 1adc, would they win or lose? Most of the time they'd win, because most command multiple cc, which means your heavy cc team will run out of cc due to there being 5 such enemies, and whoever doesn't get cc'd will faceroll you. However a team of Volibears and Tryndameres would absolutely lose in such a scenario.
Mob Piru (NA)
: Why do you low elo junglers not get ur jungle item
There are plenty of junglers that sit on their incomplete jungle item... Even in diamond+ Elo...
: Absolutely ridiculous difficulty curve going from Draft to Ranked for the first time (?)
It's probably a bit early for you to start ranked. The longer you consistently play well in normal draft, the better quality opponents you'll get there, and the smaller gap you'll have going to ranked. I played loads of normal draft before going to ranked, and in my first season of ranked I found placements really easy (8-2) and finished the season in gold with about 75 ranked games played. However I was in the top 10% of normal MMR and was frequently playing with platinum and diamond players in normals (so even if they're in off roles, their game knowledge was really good). In just a few months, you're not going to be high normal MMR. Your probably playing mostly with pre-30 players, or bronze/silver players that may not be on their main champions/roles. So jumping from unranked/bronze level games (or silvers in off roles) to low Silver in main roles is going to be a big difference and you'll understandably do poorly. On the flip side, losing in ranked and ending up in high bronze and developing from there isn't a bad thing. It sounds like you're doing really well in normals, and you won't grow as fast when you're beating people worse than you. You're simply waiting for your normal MMR to catch up to your skill level, and that can take a long time due to inconsistencies caused by people playing off roles, messing around, etc... Whereas in ranked you'll be forced to learn fast, and once you hit the right spot (quickly), start growing from there.
Rioter Comments
Rioter Comments
Blujuju (NA)
: NA mentality on "FF" and Open mid. (sorry for my english)
I've made unbelievable comebacks in the past - they happen, especially in lower elo. The open mid mentality in Korea doesn't exist because the players actually want to give up. It exists because most players play in internet cafes where they pay by the hour to use the internet. Time is money, literally. If they have a low probability of winning, they want to move on to the next game. Their expected rate of climbing is actually higher by giving up quickly, as they get a chance to recover the LP before they run out of money. In NA, we don't have a time restriction. Most people have way more internet usage at home than they could ever go through by playing league. You will ALWAYS have better expected LP gains by not giving up, meaning you should only really surrender in games that are a certain loss. I've come back from 11 towers to 0, 3 inhibs down, 20 kills down, 3 barons down, 6 dragons down (when there was the 5 dragon buff) and won the game in 1h17min. It IS possible to come back from anything.
Eedat (NA)
: Why are people getting upset over Domination being made more accessable to Mages?
It's a nerf in the sense that I opted into Sorcery secondary, but wouldn't give up Sudden Impact for it... Although I didn't take ultimate hat anyways (tried it, liked it, but couldn't seem to win with it - poor sample size? The alternatives just gave me better results).
Kaioko (NA)
: It has a 25 second cd....
> [{quoted}](name=Kaioko,realm=NA,application-id=3ErqAdtq,discussion-id=97qzoQh4,comment-id=0001,timestamp=2018-05-08T19:25:43.608+0000) > > It has a 25 second cd.... The cooldown prevents it from being abused too hard, but the point is it's available on demand. If you take a champion with a 1min+ ultimate cooldown, then they're vulnerable when their ultimate is on cooldown. Then you take Kog'maw - his ult will not be on cooldown. So unless you know he recently used his ult and got the MS boost on that use, he'll have it available to help reposition. Of course, having changed to a 60 second cooldown makes it more in line with most ultimate cooldowns, which is much more fair.
Rioter Comments
: 1) Top lane has a ward and should be able to get to 3 with no issues if they ward halfway through being 2. 2) There SHOULD be some gaps or the game would never have any ganks happening. People getting upset are mad about early jungling pressure at level 2-3. That's the only reason junglers are getting nerfed. 3) Top lane has had such a little influence on the game that most smart junglers don't even bother with it unless they are overextending terrible.
> [{quoted}](name=PapaGreg21,realm=NA,application-id=3ErqAdtq,discussion-id=eEiwJEiE,comment-id=00030000,timestamp=2018-05-07T17:29:08.346+0000) > > 1) Top lane has a ward and should be able to get to 3 with no issues if they ward halfway through being 2. > 2) There SHOULD be some gaps or the game would never have any ganks happening. People getting upset are mad about early jungling pressure at level 2-3. That's the only reason junglers are getting nerfed. > 3) Top lane has had such a little influence on the game that most smart junglers don't even bother with it unless they are overextending terrible. Most smart junglers get that free first kill on top (making sure to get the kill for themself) in order to have more power to bring to camping bot Lane and dueling the enemy jungler.
: How can i practice for FIRST TIME CHAMPION , against LVL7 Mains in Normals..
Reading your posts here, it sounds like you were probably too verbal in game. That being said, there's lots of reasons for people to bring their mains into normals. E.g. I was just on vacation for 9 days. I came back and played 3 normal games on my 2 best champions. I got off to huge starts in all three games (like 5/0/0 starts roughly), even though I actually went 1 win 2 losses. I wasn't going to play ranked when I hadn't played league in over a week. I didn't know I'd play that well right away, I assumed I'd be missing CS and making mistakes, etc... There's plenty of other reasons too. Simply what it comes down to is being consistent. You have a normal MMR. if you use normals only for practicing new champs, you'll have a low enough MMR to make that possible. Other people may be on their mains, but they'll be that much worse at the game as a whole to balance things out. Finally, I actually played my mains a lot in normals and had top 1.5% normal MMR at one point. Yet I still take champs first time into normals and have still gotten S ranks in my first games on new champions, just by playing super passive, and not risking any mistakes (and happening to have a good team, only going for stuff when my jungler ganks for me). The key on a new champion is to acknowledge you will suck on it, and play passive and don't take risks as you won't be able to play your way out of a bad situation. If you go for fights and harass like you would on your main, you WILL get punished for your inexperience on the champion.
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ValyrianBlade

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