: i don't watch Trick2G, ( or t1 for that matter) but from what i see on youtube sites "machnima realm" and "synapse" he is a _hell_ of a lot more toxic than T1 is..
> [{quoted}](name=SwiftKitten88,realm=NA,application-id=3ErqAdtq,discussion-id=REFZkPQ2,comment-id=0008,timestamp=2018-10-16T01:02:43.496+0000) > > i don't watch Trick2G, ( or t1 for that matter) but from what i see on youtube sites "machnima realm" and "synapse" he is a _hell_ of a lot more toxic than T1 is.. I didn't watch him either due to his reputation. No one I regularly watched was online, and I figured what the hell, what could it hurt to see how someone makes Udyr work in the top lane so well. Well, I didn't learn anything. Just saw a grown man act like a 5 year old.
: ID ban a guy cause he was tilted in one game and threw. Meanwhile players can intentionally feed and not even get a 14 day ban.
> [{quoted}](name=GoldVGateKeeper,realm=NA,application-id=3ErqAdtq,discussion-id=REFZkPQ2,comment-id=0002,timestamp=2018-10-13T23:40:26.965+0000) > > ID ban a guy cause he was tilted in one game and threw. > Meanwhile players can intentionally feed and not even get a 14 day ban. It's something he does regularly. And he does it on stream to show thousands of people it's okay. Just because I only happened to watch his stream once, doesn't mean he isn't known for it. And at the end of the day - even if it was a first offense I would think it deserves a large punishment (not an ID ban on the first offense, but still an instant ban to the account). An easy way to calculate it? Let each viewer on the stream count as a multiplier to the game's worth. You troll one game by yourself, that's 1 game. Unlikely to get you banned. You troll one game with 5000 viewers? Should equal 5000 games of trolling. Instant ban for sure. Or if you want to say the number of people affected in the first case is 10 (number of players in the game), then it's still 500x more people seeing it on his stream, so 500 games worth. That's pretty simple logic.
: So I Just Lost Honor 5
Try a support ticket. Make your appeal to someone that can do something. Be polite and see where it gets you. If your chat logs are pretty clear otherwise, I'd imagine one game with some poorly chosen words (but nothing extreme) could be forgiven for a guy in honor 5, especially if you finished last season at honor 5 as well.
: Prediction: Finals will be Afreeca vs KT Rolster
RNG may have lost a couple games to C9 and VIT, but that doesn't suddenly make them weak. They won every international tournament this year. Losing individual games means very little in a best of 5 - which is what they get from here on out. They'll learn and adapt. They did against C9 in the tiebreak, didn't they? Afreeca, however, did come out and go 3-0 today. So likewise, they learned and adapted. I actually hadn't watched that group at all, so I paused at this point writing this post to watch the game against G2 from today to get an idea of how they're playing. ____________ Their 4 man tower dive bot lane was beautifully executed. The Ryze tp to try to save bot tower was questionable (maybe they're hoping G2 wouldn't realize they had the damage to burn through it, more likely they didn't realize G2 actually had the damage). The Gragas death at cloud dragon was very questionable (they very much overestimated his tankiness). They punished G2's mistake of going for Herald HARD Afreeca's vision to this point was INSANE. Even when behind they had vision everywhere, regular wards probably a few pixels outside of the range of control wards. They knew where G2 was at all times. They react to the aggressive early baron really well. Their team really outscales G2's, and they're much weaker at this point of the game (due to team comps). Very smart of G2 to force the Baron, but also well replied to. Afreeca got an amazing pick on Aatrox, and turned it into a Baron + 3 more kills and basically win the game at that point. One more teamfight that Afreeca just dominates now that they've scaled (you can clearly see the difference, Gragas is now tanky enough to survive the initial engage, too many cooldowns are burned trying to get the kill and Afreeca wins). ____________ So given that performance? Yes, Afreeca seems to have figured it out. Sure, it's just one game. Maybe their other 2 wins today weren't as good. Honestly I'd say there were 2 mistakes by Afreeca in that game. Both in the early game. One with almost no consequence (Ryze TP) and one with a small consequence (a death and a dragon). Meanwhile they punished all of G2's mistakes super hard. So... well, I don't know. KT, Afreeca, and RNG all still look really good. I don't think it matters that Afreeca went 4-2 with their losses in week 1, but RNG went 5-2 with their losses in week 2. 2 losses are 2 losses - games where they underestimated their opponents (or their opponents played well and used a good and unexpected strategy to win). It shows that teams like G2 and C9 (read EU and NA) have a chance against Korea and China now, but those countries are still the favorites. I'd give all 3 of those teams equal odds to make the final though. Whichever team avoids the other 2 in semis will be a large favorite to make it to the final. Let's hope RNG meets KT, and C9 gets a chance to play Afreeca and IG.
Pika Fox (NA)
: Sounds more like he started baron and his team went full boosted bonobo. Should he have stayed on it? No. But to call it "intentionally leashing for the enemy team" is nothing like what you just described.
> [{quoted}](name=Pika Fox,realm=NA,application-id=3ErqAdtq,discussion-id=REFZkPQ2,comment-id=0006,timestamp=2018-10-15T16:34:16.398+0000) > > Sounds more like he started baron and his team went full boosted bonobo. Should he have stayed on it? No. But to call it "intentionally leashing for the enemy team" is nothing like what you just described. Not at all. I mean, I was watching his stream (mostly because no one that I normally watch was streaming). He literally (and I'm using the word for it's real definition, not like one of those people that just throws it around) admitted multiple times that he did it because his team did something stupid that helped the enemy team, and he could do that job better than they could. To give more detailed play by play of what happened. 1. I started watching his stream. 2. He was dead, all 4 of his allies alive. Enemy jungler was dead as well as 2 others, two alive. His 4 living teammates were on Baron. 3. Enemy two living champions came to the Baron pit to start contesting Baron. His whole team stopped doing Baron and chased the two enemies. Yes, a stupid move (just ignore them and stay on Baron with smite) - but NOT inting or breaking the rules by any means. 4. Baron hard-reset. Full health. Trick2g with 5 seconds on his respawn timer. 5. Enemy Nocturne respawns. Allied Kha'zix dies while chasing enemies (may have died to enemy Nocturne ult, I don't remember). 6. Trick2g respawns, as does rest of enemy team. Trick2g types "gg" in chat. 7. Trick2g teleports to control ward in Baron pit. 8. Trick2g starts attacking Baron. Team pings him off it and they leave towards blue buff. Trick2g is speaking on his stream about how he hopes enemy team steals this because his team was so dumb not to take it when it was free. 9. Trick2g soloes Baron down to 9k health, enemy first ward comes in (brief vision then deactivates due to control ward). Trick continues to talk about how dumb his team was and he's going to show them how you "stay on Baron". 10. Trick2g stays on Baron to 6k health, enemy second ward comes in (brief vision then deactivates due to control ward). Trick continues to say to his stream "see, this is how you stay on Baron. You ignore the enemy team and just keep attacking Baron" (I'm paraphrasing here, I don't remember his exact words). 11. Allied team returns to river to try to fight enemy team now coming to Baron. Starts 2v2 skirmish in river. 12. Baron down to 4k health, enemy Talon jumps over wall using parkour. Enemy Nocturne comes over wall (not sure if Blast cone or flash). 13. They kill Udyr. 14. They kill Baron. 15. Trick2g rambles on over the next 5min about how if his team wants to help the enemy team, he can do it better than them. About how his team deserves to lose. About how is team is so dumb asking to 9x him for trolling, "if he's trolling then what are they? Stupid?" (hint: yes, they're probably stupid. He's playing on a smurf FFS. Of course he's going to be better than them. Shocking that low master or diamond or whatever rank players they were would be worse than a challenger player...). 15b - all while rambling he just basically went solo in bot lane the rest of the game to let himself die for free whenever the enemy team decided to go for him. He didn't team play for the remainder of the game. Like I mean, it was clear as day. Dude lost on purpose because he wanted to teach his team a lesson.
: > [{quoted}](name=ValyrianBlade,realm=NA,application-id=3ErqAdtq,discussion-id=REFZkPQ2,comment-id=,timestamp=2018-10-13T23:00:27.114+0000) > > Literally just watched Snip Naming and shaming is against forum rules. Crazy someone can be a such a stickler for the rules when it comes to somebody else but not themselves. Also making risky plays isn't against the rules.
> [{quoted}](name=BestPudgeNA,realm=NA,application-id=3ErqAdtq,discussion-id=REFZkPQ2,comment-id=0003,timestamp=2018-10-13T23:55:51.150+0000) > > Naming and shaming is against forum rules. Crazy someone can be a such a stickler for the rules when it comes to somebody else but not themselves. > > Also making risky plays isn't against the rules. You're wrong in your application of the rule here. Naming and shaming doesn't apply to streamers. They voluntarily name themselves. There have been moderators that posted on this thread already and didn't complain about it if you need evidence to that fact.
: You don’t ID ban someone for a single offense. Or even a couple. You do it when they have consistently showed that they don’t care about the rules, over and over and over again. Tyler1 had something like 19 banned accounts before he got ID banned.
> [{quoted}](name=AvantelWings,realm=NA,application-id=3ErqAdtq,discussion-id=REFZkPQ2,comment-id=0000,timestamp=2018-10-13T23:08:43.110+0000) > > You don’t ID ban someone for a single offense. Or even a couple. > > You do it when they have consistently showed that they don’t care about the rules, over and over and over again. Tyler1 had something like 19 banned accounts before he got ID banned. I may have given one example, but it's not like it's his first offense... I agree with the argument that it takes multiple offenses, but also want to note that I'm focusing on streamers that are breaking rules on stream, and literally admitting to it on stream and acting like they're righteous and what they're doing is okay. There needs to be a larger level of punishment for these kind of people, because their pull on the community is stronger. It makes other people think that kind of attitude is okay, when it absolutely is not. The biggest problems with Smurfs is that they don't care about the smurf account. They'll break rules on their smurf account because their main account still gets its rewards. You just ban his smurf - he won't care. You ban his main, he may care a bit. He keeps doing it after you ban his main? You ban him permanently. That's just how I see it. Making that kind of content is worse than the impact in that game - and thus the punishment should be too (not to mention the clear evidence).
Rioter Comments
: > [{quoted}](name=ValyrianBlade,realm=NA,application-id=yrc23zHg,discussion-id=72NWJ2JQ,comment-id=0005,timestamp=2018-10-07T17:45:36.865+0000) > > The missions down to 3 augs are trivial: > 5 jinx, with comet, arsenal, and plan A. > > All of you just first ultimates everywhere and you literally melt everything. > > 2 Augments, and all Sona/Ziggs, are the tough ones. Turns out that all sona/ziggs is stupid easy with 5 aug sona. You just ult combo all the mobs with practically no cd, and your qwaa spam means kayn does literally zero damage to you. I tried countless times with a premade as all ziggs, but we won first try with all sona.
> [{quoted}](name=Leaf of the lake,realm=NA,application-id=yrc23zHg,discussion-id=72NWJ2JQ,comment-id=00050001,timestamp=2018-10-09T00:28:50.567+0000) > > Turns out that all sona/ziggs is stupid easy with 5 aug sona. You just ult combo all the mobs with practically no cd, and your qwaa spam means kayn does literally zero damage to you. I tried countless times with a premade as all ziggs, but we won first try with all sona. Doesn't surprise me. I felt like I was hard-carrying playing Sona with 4 Ziggs each time...
: "Win a game where you died no more than 3 times" mission problem
> [{quoted}](name=Ozzie Storm,realm=EUW,application-id=yrc23zHg,discussion-id=uzsAE3Ey,comment-id=,timestamp=2018-10-08T15:51:21.324+0000) > > I feel like i should bring this up but the latest mission "Win a game where yo died no more than 3 times" concerns me. I feel that this mission in particular crosses the line of what's OK and what's not regarding it affecting the playstyle or the progress of a game. > > I feel a mission like this will lead to unusual and bad plays in games that will affect us negatively. > While missions like "get an X amount of kills" was replaced with "get an X amount of kills/ assists" to prevent ks'ing and ruining games i don't see this mission being able to get fixed and will lead to matches where a a player will pay extremely safe because he already died 3 times at 8 min. > > Yes there's another alternative to complete the mission"Play 3 games where you placed at least Controll Wards per game" > BUT > that alternative takes an significantly longer time to complete (3 times longer in fact, 1 match +1=2, +1=3 quik maf) and won't attract players imo. > > Please look into this @Riot and recheck your guidelines regarding what's OK and what's not regarding missions. It's only one mission for now but more missions like these and the game will be total chaos. > > Ty 4 your time ^^ It still requires you win. If your team is far ahead this may happen, but it isn't a terrible thing there. Otherwise, you're likely going to choose to play to win rather than lower your odds of winning for a CHANCE at a mission that you get lots of time to complete. Instead, it may make the player play a lot more safely during the early game / laning phase to prevent the first 3 deaths. Which will actually make them play better (by not giving free kills early). Lots of low elo players could really improve by just not dying for free as much.
Vexilus (NA)
: The Viability of a 1 Summoner Spell limit and the Improvement of Summoner spells
Don't these changes insanely buff junglers? Jungle is balanced at the moment around having one less summoner as smite is mandatory. Now, everyone else loses a summoner, but junglers don't (they just get it moved). Further, the lost summoner is often a mobility one or combat one, which means ganks are easier. If this actually happened, jungle roles' already large influence on the game goes through the roof.
: > [{quoted}](name=ValyrianBlade,realm=NA,application-id=yrc23zHg,discussion-id=72NWJ2JQ,comment-id=0005,timestamp=2018-10-07T17:45:36.865+0000) > > The missions down to 3 augs are trivial: > 5 jinx, with comet, arsenal, and plan A. > > All of you just first ultimates everywhere and you literally melt everything. > > 2 Augments, and all Sona/Ziggs, are the tough ones. Nah those are pretty easy too, although 2 Augments has some RNG involved with it cause some stages are just impossible and the type of mobs Kayn spawns (if he spawns any at all) will decide if you can kill him in time or not.
> [{quoted}](name=2Charmnot2Charm,realm=NA,application-id=yrc23zHg,discussion-id=72NWJ2JQ,comment-id=00050000,timestamp=2018-10-07T17:48:13.782+0000) > > Nah those are pretty easy too, although 2 Augments has some RNG involved with it cause some stages are just impossible and the type of mobs Kayn spawns (if he spawns any at all) will decide if you can kill him in time or not. Easy, but not trivial. Took me two tries to do the 2 augment mission, and 4 tries to do Sona/Ziggs. Admittedly that's far too easy for an "insane" level difficulty challenge. But hey - as OP mentioned the PvE part of this game is supposed to be more fun and easy.
: I usually do all my missions but the onslaught odyssey is disgusting.
> [{quoted}](name=Canukaron,realm=NA,application-id=yrc23zHg,discussion-id=72NWJ2JQ,comment-id=,timestamp=2018-10-07T14:17:59.555+0000) > > I've tried to finish onslaught countless times. > All September, every days. > PVE is suposed to be fun but onslaught gives me cancer. The missions down to 3 augs are trivial: 5 jinx, with comet, arsenal, and plan A. All of you just first ultimates everywhere and you literally melt everything. 2 Augments, and all Sona/Ziggs, are the tough ones.
delalb (NA)
: should riot put the extra 2 tier in between bronze & silver & somewhere else instead?
> [{quoted}](name=delalb,realm=NA,application-id=yrc23zHg,discussion-id=8iqyRi0I,comment-id=,timestamp=2018-10-07T09:26:09.050+0000) > > riot says they r going to add 2 extra tiers next season, mainly because to improve player satisfaction. but they purpose to put the iron tier below bronze, & another tier between somewhere like master & challenger. > > being named a bronze player is bad, that's a really bad feeling. & u add a tier & put it below bronze?! riot, u are not giving more satisfaction, but to give even more discouragement to the new players! > > the master tier guys are already hooked in the game, they are not going anywhere. why do u need to create an extra tier to serve like 0.5% of player population?! u should add tiers to attract new players to the game, & try to retain those who would most likely be leaving the game, & the tier should serve more population than that. > > do u agree with my opinion? & would riot re-consider the tier placements? > > one more thing: i don't like how people currently are looking at the rank distribution. it's like only the diamond players (like 1% or below of total player population) trolling the rest of the players below them. it's like 1% of people bullying 99% others. > > i mean, if u are within the top 50% of the active population, u should be recognized. the rank system did it by placing u like silver 2 or gold 5, but it seems the community treats u like shxt when u are gold 5. I agree that below bronze was silly and should have been between bronze and silver, but those two decisions literally have the same end result on the system. One may just feel better, but either way you're just splitting bronze into 2 - which is a good decision because there are bad players, and there are awful players. Likewise, adding in a tier above master is similar to adding it between diamond and master. I think the idea is to let more players get into Master (instead of Diamond 1/2). Again, it's because there's a huge disparity from Diamond 5 to Diamond 1 in skill levels, where Diamond 1 players are a lot closer to the lower end of Master tier players. Making it so Diamond 5 - 3 (and some of Diamond 2) become the new diamond, while some of Diamond 2, Diamond 1, and low Master become the new master, and mid-high master become grandmaster, better identifies the noticeable gap in skill levels at that level of play. Realistically, there's a larger skill gap between Diamond 5 and Diamond 1 than there is between Silver 2 and Platinum 3. Just because way more players fall in the latter area doesn't mean it needs more refinement. Many players are similar skill levels in there.
Rioter Comments
Anìmê (NA)
: > I may only have a certain pool of Champions for mid lane, which are generally selected to support my team comp in some way. Renekton and Mundo don't do the job of a mid laner, so there's no reason to have them in that pool. Anything playable top is playable mid. It doesn't need to fit your comp super well if it keeps the individual on the other team down. > At the end of the day though, it's not that I can't beat yasuo with Ahri. I can, and often do. It's that I find it annoying to watch him misplay after misplay after misplay, and yet I don't get fed off of it and know he'll outscale me. Then you didn't punish him hard enough. > It's annoying to watch him dash around everywhere making it hard enough to hit skillshots on him, then when charm is going to land he can windwall it, and when I've already got that cooldown he has a passive shield to absorb my burst, and when I've poked that shield already he still has enough base stats and mobility to survive and escape and still deny me the kill unless I have my ult up to chase or get a gank. Most champions should not die unless they get their opponents to ult or get ganked. >Like who else gets that many safety mechanics? With his level of mobility, he shouldn't need any of them. Honestly I'd rather see yasuo be able to dash through allies and allied minions, then get rid of his shield and wind wall. Give him unconditional mobility and take away all the training wheels and see what he can do. This might be the dumbest thing I have ever heard. He would actually be ungankable if he could dash to allies and allied minions. He would be impossible to catch because he could dash towards his own base instead of yours. Also Ahri is extremely safe. Her low CD ultimate with three dashes that can be targeted anywhere. She has a high MS buff and she is ranged already.
> [{quoted}](name=LeAnime,realm=NA,application-id=3ErqAdtq,discussion-id=ffBqOsEP,comment-id=00000000000000000000,timestamp=2018-10-05T21:36:30.770+0000) > This might be the dumbest thing I have ever heard. He would actually be ungankable if he could dash to allies and allied minions. He would be impossible to catch because he could dash towards his own base instead of yours. Also Ahri is extremely safe. Her low CD ultimate with three dashes that can be targeted anywhere. She has a high MS buff and she is ranged already. Just going to explain quickly why this isn't dumb. It's the same reason that people don't super-hate playing against Ahri: extreme mobility without other defensive mechanics isn't necessarily unhealthy. With no shield, Yasuo is going to take a boatload of poke damage in lane. With no windwall, Yasuo is going to need to dodge CC (not just block it). Sure, he'll be slipperly. You hit him with CC though, and he's dead. Same goes for Ahri - her ultimate may make her tough to catch (although let's be fair here - it's an ULTIMATE, it has a long cooldown), but if she gets CC'd she's pretty much a goner.
Tomoe Gozen (EUNE)
: It actually doesn't mean that. Zed is also one of the most hated champs when he's in the meta and then when there's no assassin in the mid lane, then Zed is fine because people didn't see him for (what seems like) an eternity. And then it's back to the "OP easy garbage" when he emerges once more. Someone not liking playing with/against a specific champion isn't at all a good indicator that they need a rework. If we did that, you could find a problem with any champion that bothers some group of players and then the entire roster of 140+ champs would feel like a huge rework pile Riot would need 50 years to go through.
> [{quoted}](name=Tomoe Gozen,realm=EUNE,application-id=3ErqAdtq,discussion-id=ffBqOsEP,comment-id=000000000002,timestamp=2018-10-06T20:33:26.335+0000) > > It actually doesn't mean that. > Zed is also one of the most hated champs when he's in the meta and then when there's no assassin in the mid lane, then Zed is fine because people didn't see him for (what seems like) an eternity. And then it's back to the "OP easy garbage" when he emerges once more. > > Someone not liking playing with/against a specific champion isn't at all a good indicator that they need a rework. If we did that, you could find a problem with any champion that bothers some group of players and then the entire roster of 140+ champs would feel like a huge rework pile Riot would need 50 years to go through. It kind of does... There's a difference between some complaints on the boards, and a champion being the most banned in the game for over 3 years...
: If the game's 4v5 or less, you shouldn't have to have a majority vote to surrender
If I'm in the decider of my promo series, yes you better finish playing that game and trying if I have someone else not surrendering with me! The game may matter more to some of your allies than it does to you. Further, if it could go another 25 min, you could perhaps win that 4v5. He could also come back. The enemy team could get a DC. There could be a massive power outage that results in nearly everyone in the game getting a DC and you could win that way. Etc... Really most likely though is you could win the 4v5. I've won more 4v5s than I've lost if my team is ahead when the DC happens. I've also won 4v5s where my team was behind when it happened (but admittedly lose most of those). People throw. People try to go for too much. One fed champion can hard carry. If the game is late, one won fight can end the game. If your team has their base open, someone can back door. There are lots of opportunities.
: Nexus Blitz is a bit of a slap in the face to Dominion fans and the blow kind of stings
> [{quoted}](name=Sylias Ravenmore,realm=NA,application-id=yrc23zHg,discussion-id=bT49zshE,comment-id=,timestamp=2018-08-18T20:09:19.290+0000) > > https://pics.me.me/how-dare-you-stand-where-he-stood-e-on-a-34534531.png > > I was a huge fan of Dominion - my wife was as well. > > It was always a fresh break from league when the rift was getting heavy. > > I played it pretty often and played to the point that every match was you VS 9 botters. > I still played. > > > So when Riot announced that it would be permanently retired because it was detracting the player base away from Summoners Rift (not wanting to take attention away from the star) and that nothing could be done about the botting... it was a HUGE disappointment. > > The flip side was that they made the decision to do rotating game modes (something I feel is not being delivered often enough) and I thought - HEY I can live with this.. Ascension came out, and it took place on the beloved Dominion Map - although the game play wasn't the same, the battle elements were still there. > > It wasn't dominion, but the core of the gameplay was enough to feel the void. > > > The thing I liked about Dominion was that as a pretty hardcore WoW player, it reminded me of Arathi Basin BG. One of my favorites. > > The RGM used to be common, now it feels like we go months without seeing them. > > > NOW > > Now we have Nexus Blitz and Riot says "it might be a permanent addition" depending on reception. > > Wasn't the whole point of removing dominion over concerns about additional modes taking away from Summoners Rift? > > The truth is, people that play this game THINK they are going to go pro. They think this regardless of what game mode they play, and the fact that from my understanding, you need to compete in something official (mainly with a registered team) like the LCS or whatever to actually do that (if I'm wrong about that - I'm right about the rest and this would be a good opportunity for someone (official) to set the idea right). This means that if you are matched up against me... neither one of us are going pro anytime soon. Get over it and have fun. I'm bronze 5.. I'm not happy to be there.. but I play for FUN. I play to escape the horrors in my life. > > These players suck the joy out of the game and I think part of riots failings concerning the community have been the misconceptions about what a player needs to do to make it big - allowing players to all act like entitled Divas through their misconceptions and aspirations of being a star. > > Every blind, every normal draft, every Twisted Treeline, every ARAM, every RGM, and now every Nexus Blitz... are all part of their PRO CAREER resume and when you aren't doing hot.. it looks bad on them in their mind.. and they don't play for fun.. > > Playing for fun in SR is almost non-existent because of this mentality. > > > Returning to point.. > > The launching of Nexus Blitz and touting it as "possibly here to stay" is a major blow to the fans of Dominion that stood behind the justifications for removing that content. Every reason you gave to remove Dominion is invalid if you keep Nexus Blitz, and that is a slap in the face. > > Not to mention, Nexus Blitz feels like Riot is losing it's roots and just pandering to all the players who left for Fortnite/Paladins. It feels like the money is more important than the fun. > > I mean... Battle Royale? I can picture the direction in mind by riot with this decision and the reasoning.. Years of summoners rift being shoved in our face to be tossed aside because this Battle Royale phase is blowing up and riot wants in on that action.. > > That isn't what league is about. I enjoy the mode for what it is.. but if it is here to stay, then dominion deserves to come back - otherwise it needs to go in the pile of RGM we never get to play except when they get pulled off the shelf and dusted off.. > > But even better of a concept.. How about allowing the players to pick any of the game modes to play from. Sure URF would dominate for awhile but it would lose its novelty.. so maybe that one can be a special limited event.. but the rest would be great. > > A game should be a game and a game should be fun... it shouldn't be about a pro career simulation. I think if Nexus blitz becomes permanent, it may replace normals at post level 30. I.e. pre 30 you get normals and blitz. Post 30 you get ranked and blitz. (And treeline, AI, and RGMs of course). The thing about blitz is that it's a lot more similar to summoners Rift while being more different too. Similar in the sense of balance and team play: it's basically a shortened game with more compact action and constant team fights. The teams have the same capabilities and thus similar balance though. Different in the sense of all the events and bonuses. The pacing is way faster. When I know I need to leave in an hour to pick up my gf, I can't play a game of ranked because while I expect it to finish after 5min entry + 30min gameplay it could be over an hour. I can finish 2 games of blitz comfortably though.
Anìmê (NA)
: I think people just don't play the right champions into him. Try playing {{champion:36}} type champions or {{champion:58}} type champions and have fun dumpstering the {{champion:157}}
> [{quoted}](name=LeAnime,realm=NA,application-id=3ErqAdtq,discussion-id=ffBqOsEP,comment-id=000000000000,timestamp=2018-10-05T20:09:14.270+0000) > > I think people just don't play the right champions into him. Try playing {{champion:36}} type champions or {{champion:58}} type champions and have fun dumpstering the {{champion:157}} The problems with that argument are: I pick first half the time And I may only have a certain pool of Champions for mid lane, which are generally selected to support my team comp in some way. Renekton and Mundo don't do the job of a mid laner, so there's no reason to have them in that pool. At the end of the day though, it's not that I can't beat yasuo with Ahri. I can, and often do. It's that I find it annoying to watch him misplay after misplay after misplay, and yet I don't get fed off of it and know he'll outscale me. It's annoying to watch him dash around everywhere making it hard enough to hit skillshots on him, then when charm is going to land he can windwall it, and when I've already got that cooldown he has a passive shield to absorb my burst, and when I've poked that shield already he still has enough base stats and mobility to survive and escape and still deny me the kill unless I have my ult up to chase or get a gank. Like who else gets that many safety mechanics? With his level of mobility, he shouldn't need any of them. Honestly I'd rather see yasuo be able to dash through allies and allied minions, then get rid of his shield and wind wall. Give him unconditional mobility and take away all the training wheels and see what he can do.
ThaweeOo (NA)
: New Position changes to normal play.
Haven't played in a few weeks so can't comment on my experience. It does however sound like normal MMR DID get reset, as this is the experience people have when that happens. The players much better than you, who you generally don't see because they had much better MMR, are now in your Games because their MMR got reset too. Alternatively you're generally below average, and being brought up to average with a reset put you above your skill level. Finally, if you haven't played in a while, you should expect to be weaker than people at the same MMR who have been playing recently. Normals don't decay, but you got worse by not playing.
Ætheist (NA)
: Yasuo could be actual garbage and he'd probably STILL be one of the most banned champions.
> [{quoted}](name=Ætheist,realm=NA,application-id=3ErqAdtq,discussion-id=ffBqOsEP,comment-id=0000,timestamp=2018-10-05T20:01:51.038+0000) > > Yasuo could be actual garbage and he'd probably STILL be one of the most banned champions. Which serves the point that people don't like playing with him in the game. Which supports the arguments to gutter him until he gets reworked. Even if he's the most fun champion in the game to play AS, if he's awful to play against, there's a problem.
: > [{quoted}](name=ValyrianBlade,realm=NA,application-id=yrc23zHg,discussion-id=NpboTta8,comment-id=0006000100000000,timestamp=2018-10-05T15:45:22.199+0000) > > I'm much better with my index finger than any other - I assume most people are the same... > > So 2, 3, 4, T (mapped from 7) for item actives. I use T for my most frequent active item. Most of my fat fingers are moving back from T to R or 4 to R. My fingers are pretty fat, but even they don't fat finger the button BELOW the push. A properly aligned keyboard is slanted in such a way that that is super difficult. Side to side, ya. But below? Virtually never.
> [{quoted}](name=Eleshakai,realm=NA,application-id=yrc23zHg,discussion-id=NpboTta8,comment-id=00060001000000000000,timestamp=2018-10-05T15:48:28.330+0000) > > My fingers are pretty fat, but even they don't fat finger the button BELOW the push. A properly aligned keyboard is slanted in such a way that that is super difficult. Side to side, ya. But below? Virtually never. Fat finger is probably the wrong term then. It's moreso moving my finger/hand too far. It's the downwards motion from the 2-3-4 row to the q-w-e-r-t row and going past, or the moving of my index from r to t and somehow ending up on f in the process. I can accept that the problem is uniquely mine though.
Chermorg (NA)
: > [{quoted}](name=Busty Demoness,realm=NA,application-id=yrc23zHg,discussion-id=nT7ZLWQI,comment-id=00000001,timestamp=2018-10-04T16:39:48.774+0000) > > Excuse me... > > But after making [this statement](https://www.riotgames.com/en/who-we-are/our-first-steps-forward), how in the living fuck do you think A BLATANTLY SEXIST PRACTICE is doing better? I presume you're also going to fight for all gender bathrooms and for them to do away with traditional professional dress because it's too sexist to wear a tie? Using the guise of sexism to fight against what is a **very good initiative to try and help disadvantaged women get into the industry** is the exact reason the phrase "fragile masculinity" exists.
> [{quoted}](name=Chermorg,realm=NA,application-id=yrc23zHg,discussion-id=nT7ZLWQI,comment-id=000000010000,timestamp=2018-10-04T16:43:16.689+0000) > > I presume you're also going to fight for all gender bathrooms and for them to do away with traditional professional dress because it's too sexist to wear a tie? > > Using the guise of sexism to fight against what is a **very good initiative to try and help disadvantaged women get into the industry** is the exact reason the phrase "fragile masculinity" exists. Can you please explain to me how exactly women are disadvantaged here? Because as far as I can tell, the argument is always that there are fewer of them in the field. That's not a disadvantage, that's self-selection. How is any male "advantaged" because other males have been successful in that field before? Because as far as I can see, there's often explicit help for women (or other minorities) to help them "break in" to a very popular field, in some countries laws to ensure a minimum number are hired, etc... Those are all clear advantages, i.e. disadvantages to males. Like, I don't think there's any evidence to suggest that hiring managers associate a male applicant with successes of other males and thereby find their resume more attractive. Why isn't it possible that males are just more inclined to work harder for success in that field (or to naturally be more successful) OR that there's simply a gigantically larger base of males trying in the first place to get in. Like, if 5% of game developers are female, but 97% of prior interested in the field are male, females are actually drastically over represented in the field, not the other way around (and those are made up numbers, I have no idea what the stats are and don't intend to claim this is the case). No one seems to have a problem with males being way more populated in Garbage removal jobs, sewer cleaning, heavy physical labor, etc... (I.e. undesirable jobs). No one seems to have a problem with women being over represented in nursing, HR, teaching (primary/secondary), etc... (all desirable indoor jobs with good salaries and benefits). But any desirable indoor job with good Salary and benefits that males have high representation in - somehow it's gender discrimination causing it. I just don't get the argument.
Aptest (EUW)
: PSA: if i get auto filled, the game is now officially my leisurely practice time. Welcome to (my) casual land, team mate.
> [{quoted}](name=Aptest,realm=EUW,application-id=yrc23zHg,discussion-id=8IaEKZEJ,comment-id=0000,timestamp=2018-10-05T06:22:59.975+0000) > > PSA: > > if i get auto filled, the game is now officially my leisurely practice time. > Welcome to (my) casual land, team mate. Can you at least ask for a role swap then? Can't count the number of times I get an ally in a role I'd be happy to play, never says anything, feeds in game, then says he's filled. At least ask for your main role if you know you're going to suck. Or at least tell us you got filled so we can offer.
: > [{quoted}](name=ValyrianBlade,realm=NA,application-id=yrc23zHg,discussion-id=NpboTta8,comment-id=00060001,timestamp=2018-10-05T15:39:33.306+0000) > > Agree with this. Much more likely to fat finger F. Also much more likely to panic press F. Also easier to press F quickly. > I'm much more likely to need those things for my OTHER summoner spell. E.g. panic hit heal. Easy fast access to smite and ignite. No penalty for fat fingering ignite or exhaust. > > D takes a moment more to use, and you should be taking a moment to think about your flash. I'm much more likely to fat finger d when pushing 's' to attack off than I am to fat finger f when pushing... uh... no, there's nothing I'd fat finger that'd lead to f except maybe d.
> [{quoted}](name=Eleshakai,realm=NA,application-id=yrc23zHg,discussion-id=NpboTta8,comment-id=000600010000,timestamp=2018-10-05T15:41:45.492+0000) > > I'm much more likely to fat finger d when pushing 's' to attack off than I am to fat finger f when pushing... uh... no, there's nothing I'd fat finger that'd lead to f except maybe d. I'm much better with my index finger than any other - I assume most people are the same... So 2, 3, 4, T (mapped from 7) for item actives. I use T for my most frequent active item. Most of my fat fingers are moving back from T to R or 4 to R. To be fair, I forget that most players use active items on 1 (which I don't get at all, are you that dexterous with your pinky, moving from Q which is often your core spammed ability??). Maybe that's why most active's go unused though...
: Durrrr F is for flash! Because im in kindergarten! God i hate that stupid fucking arguement. F is for flash... yeah well im an adult. I dont associate the first letter with the word and make sure they match up. Were not learning our fucking ABCs here. Get that kid shit outta here. I put flash on D. Fuck you get over it.
> [{quoted}](name=Telephone Booth,realm=NA,application-id=yrc23zHg,discussion-id=NpboTta8,comment-id=0006,timestamp=2018-10-05T01:44:38.313+0000) > > Durrrr F is for flash! Because im in kindergarten! God i hate that stupid fucking arguement. F is for flash... yeah well im an adult. I dont associate the first letter with the word and make sure they match up. Were not learning our fucking ABCs here. Get that kid shit outta here. I put flash on D. Fuck you get over it. Agree with this. Much more likely to fat finger F. Also much more likely to panic press F. Also easier to press F quickly. I'm much more likely to need those things for my OTHER summoner spell. E.g. panic hit heal. Easy fast access to smite and ignite. No penalty for fat fingering ignite or exhaust. D takes a moment more to use, and you should be taking a moment to think about your flash.
Tegash (NA)
: Congratulations, you know how to apply concepts in a vacuum! But alas, in a real game there is no such thing as perfect conditions. Good try though! In most games there are other damage sources in addition to Ignite (such as the famous Electrocute most assassins take in the midlane) that will immediately undo Heal _and still kill the player anyway._ It doesn't matter if Heal _theoretically_ is more effective than Barrier, because _in practice_ it is not. You can use Heal against Ignite all of _once_ during the laning phase, because Ignite is up 30 seconds sooner than it. If you survive the level 3 all-in, you will die when the opponent hits 6. And will Heal save you when they buy Draktharr or Luden's and chunk you for 30% health per ability cast? Doubtful.
> [{quoted}](name=Tegash,realm=NA,application-id=3ErqAdtq,discussion-id=piuaFE6k,comment-id=00000001000200000000000000000000,timestamp=2018-10-05T11:56:02.895+0000) > > Congratulations, you know how to apply concepts in a vacuum! But alas, in a real game there is no such thing as perfect conditions. Good try though! > > In most games there are other damage sources in addition to Ignite (such as the famous Electrocute most assassins take in the midlane) that will immediately undo Heal _and still kill the player anyway._ > > It doesn't matter if Heal _theoretically_ is more effective than Barrier, because _in practice_ it is not. You can use Heal against Ignite all of _once_ during the laning phase, because Ignite is up 30 seconds sooner than it. If you survive the level 3 all-in, you will die when the opponent hits 6. And will Heal save you when they buy Draktharr or Luden's and chunk you for 30% health per ability cast? Doubtful. You're the one that considered barrier in a vacuum against ignite when saying it only covered 2 ticks of damage, as if the duration was all that mattered and completely ignored that the total value of the shield was bigger than ignite's damage. Learn to fight fair. Either focus in a vacuum and accept when you're proven wrong in your vacuum, or focus in the real game and accept when you're proven wrong there. In either case, your strict argument (that barrier is weaker than ignite and it's only counter) has been proven wrong in every case.
Tegash (NA)
: Oh, I totally agree with that assessment, which is why I listed Barrier as Ignite's _only counter._
> [{quoted}](name=Tegash,realm=NA,application-id=3ErqAdtq,discussion-id=piuaFE6k,comment-id=0000000100000000,timestamp=2018-10-04T23:36:16.427+0000) > > Oh, I totally agree with that assessment, which is why I listed Barrier as Ignite's _only counter._ And barrier has a shorter cooldown than ignite... Ignite is making a play. That should be encouraged. Barrier gets a shorter cooldown and is denying a play. If ignite is op, barrier is too. Just because barrier only lasts long enough to cover 2 ticks doesn't mean it isn't able to block the abilities and auto attacks that came in as well. If you thought you didn't need barrier and were mistaken, that's sort of your own fault for using it after all their burst went down... I've been denied by barrier way too many times (by decent players actually blocking my burst, not just my ignite) to agree with this thread. I think ignite is definitely strong (in solo queue it's definitely the strongest after flash, yet we constantly see tp nerfs) but it's not out of line compared to barrier. Nerf them together if at all.
: Ahri R CDR Nerf. its not all bad
Pretty sure ultimate Hunter is multiplicative and not additive. So you get 15% CDR on the reduced cd, not the bass. I.e. a 100 second cooldown with 40% CDR plus 15% ultimate Hunter gets 60 seconds less 15%, or 51 seconds. NOT 55% CDR on 100 seconds for 45 second cooldown as you're implying. Although I agree with the point that the nerf isn't terrible. It DOES hurt though. It gives all the assassins that do well against Ahri Windows to kill her when their ult is back up and hers is still down (assuming she uses hers to escape their first one). She already had the same cooldown as them, so now hers is 20sec longer. E.g. Ahri can Dodge fizz fish with ult, but he'll have another ready 20sec before she can escape again (meanwhile he can troll pole every charm)..
: Unpopular Opinion --> You can't cross compare AD vs AP resistances, so stop it already.
They have the same number of items =\= equal. I can argue that hexdrinker is busted (with or without referencing seekers). I can argue qss/mercurial is busted (with or without referencing banshees). You're arguing the mere existence of an inferior ap itemization option makes them equal? How in the world does that work. Hexdrinker virtually ensures an AD champion cannot be bursted by a mage in a 1v1, making him near unkillable, without sacrificing what his build needs (raw ad). Seekers only provides some armor (can easily still be killed through it) and doesn't provide what a mage wants early (Mana and CDR). Likewise, removing cc at will is much better than absorbing the first spell to hit you. Obviously choice >>>> automatic. And at the end of the day - you can't compare armor to MR because the damage is different - I agree. A single MR item is often enough for a tank against magic damage dealers, while 4-5 armor items still isn't enough against AD. Yet that maw gives more MR than zhonya's gives armor. So yes, they're not comparable. Armor is weaker than MR, and yet the ad itemization option gives more defense, the better build path (i.e. considerably better partial item), and more survivability in the passive. The only reason they can't be compared is because it's so uneven...
Pika Fox (NA)
: Has nothing to do with ad itemization or ADCs being "too strong". ADCs have always won almost every 1v1 lane match up mid since the creation of LoL. They were played mid first as a result. This is still true today, and the only reason they arent put mid, a lane they can easily win 1v1 matchups in, is because AP champs scale better with levels, and are more useful in ganking side lanes. Even if they lose 1v1, theyre more useful because the game isnt about 1v1s.
> [{quoted}](name=Pika Fox,realm=NA,application-id=3ErqAdtq,discussion-id=lkLZMQ1O,comment-id=0012000100000001,timestamp=2018-10-03T18:26:53.562+0000) > > Has nothing to do with ad itemization or ADCs being "too strong". ADCs have always won almost every 1v1 lane match up mid since the creation of LoL. They were played mid first as a result. > > This is still true today, and the only reason they arent put mid, a lane they can easily win 1v1 matchups in, is because AP champs scale better with levels, and are more useful in ganking side lanes. > > Even if they lose 1v1, theyre more useful because the game isnt about 1v1s. I've laned against enough ADCs mid (players who think ADCs are op) and I can tell you for sure, if they don't rush hexdrinker they do not win the 1v1 at all. They get priority at levels 1-2, maybe up to level 5 depending on the champion. After that they get dumpstered. Unless they buy hexdrinker. Hence itemization for AD mids OP comment. Hexdrinker >>>>>>>> seekers. I can't type enough greater than signs to get that point across accurately.
: There used to be a lot more AD mids. Mages either forced them out or cried until Riot nerfed them. ._. Riven, GP, Lucian, Ashe, Corki, Fiora, Panth, and Wu used to all see play midlane but mages forced them out or complained until they were nerfed. Your facts are also skewed.
> [{quoted}](name=OtterlyLost,realm=NA,application-id=3ErqAdtq,discussion-id=lkLZMQ1O,comment-id=00120000,timestamp=2018-10-03T12:10:59.889+0000) > > There used to be a lot more AD mids. Mages either forced them out or cried until Riot nerfed them. ._. > > Riven, GP, Lucian, Ashe, Corki, Fiora, Panth, and Wu used to all see play midlane but mages forced them out or complained until they were nerfed. Your facts are also skewed. I can't speak to stuff like Ashe mid from season 1. I guess things change a bit sometimes. League was evolving much more rapidly at that time. I mean, we're talking about seasons where Korea DIDN'T win world's. The first two seasons, teams won world's because they made a meta. Copying from above: Just because an ad champion is played mid, doesn't make them an AD Mid. ADCs are bot, they may end up mid, but that's just a symptom of AD itemization for mid lane being way too strong. Talon, yasuo, Zed - these are the Champions designed as AD mids. Irelia is going there a lot now, but her rework was for top still. J4 is jungle/top, likewise for wukong. The list goes on. The Champions DESIGNED to go mid with AD are insanely popular there, and generally do well (despite often resulting in full AD comps). My point stands.
Pika Fox (NA)
: Theres an ass load of AD mids that are viable. Most ADCs can function mid, and do better mid than bot. Issue is they have little to no gank power. Talon, yas and the like were designed to either function well mid, or in yas' case do well against ranged matchups.
> [{quoted}](name=Pika Fox,realm=NA,application-id=3ErqAdtq,discussion-id=lkLZMQ1O,comment-id=00120001,timestamp=2018-10-03T14:24:52.500+0000) > > Theres an ass load of AD mids that are viable. Most ADCs can function mid, and do better mid than bot. Issue is they have little to no gank power. > > Talon, yas and the like were designed to either function well mid, or in yas' case do well against ranged matchups. Just because an ad champion is played mid, doesn't make them an AD Mid. ADCs are bot, they may end up mid, but that's just a symptom of AD itemization for mid lane being way too strong. Talon, yasuo, Zed - these are the Champions designed as AD mids. Irelia is going there a lot now, but her rework was for top still. J4 is jungle/top, likewise for wukong. The list goes on. The Champions DESIGNED to go mid with AD are insanely popular there, and generally do well (despite often resulting in full AD comps). My point stands.
: > [{quoted}](name=ValyrianBlade,realm=NA,application-id=3ErqAdtq,discussion-id=HVqwAbFs,comment-id=0002,timestamp=2018-10-03T07:23:58.596+0000) > > Sej, azir, lulu, and rek'sai are all due to pro play. > > Shyvanna is just an auto attacker... Stat checks aren't good. > > Syndra is a worse example of unhealthy than anyone in the lower group (miss all skill shots, press r to kill). > > Also - Ahri gets complained about a lot because people who don't play her think Ahri players must be bad since she's a "sex symbol" and they just be "weebs" and not true "gamers". In reality, Ahri is probably one of the healthiest champion designs in league. While her numbers can end up too strong, she never needs to be guttered because of this. > > I make this argument on EVERY Ahri hate thread I post on, and in 4 years have never seen a half decent argument against it. Ahri burns a long cooldown (flash or ult) BEFORE going for her all in. She can burn that cooldown, have her charm dodged, and be missing a big part of her kit for a long time window. That's HEALTHY. That has counterplay, that gives Windows of opportunity for her opponents as her only real mobility is on a long cooldown (her q ms isn't anywhere close to dashes), etc... It's much better than say, syndra fishing for w-e stuns, and not committing to anything (i.e. using her r cooldown) until she hits it. Fizz is likewise healthy from his ult perspective (although he gets a busted e to compensate - what does Ahri get?). > > If you're getting hit by charm in Lane without her using flash or R, you're playing wrong. It's probably the second hardest cc to land in the game after anivia (who gets a wall and a slow to help land hers). Morgana gets a wonky hit box, lux gets to pass through one Minion, most other cc skillshots are faster. wow surprise ahri main writes a 4 paragraph post defending the disgusting state she's been in ever since her rework, when she was barely even a footnote. but ill take the bait. consistently high pickrate mid, while having a 51% or higher winrate for 3 years straight. none of her skills are over the top strong alone. but together they put her over the top. hence why she's ALWAYS a top tier mid EVERY SEASON. gut her so some other mids get a fucking chance to shine how about that
> [{quoted}](name=LeMemeBoy,realm=NA,application-id=3ErqAdtq,discussion-id=HVqwAbFs,comment-id=00020001,timestamp=2018-10-03T07:47:54.211+0000) > > wow surprise ahri main writes a 4 paragraph post defending the disgusting state she's been in ever since her rework, when she was barely even a footnote. but ill take the bait. consistently high pickrate mid, while having a 51% or higher winrate for 3 years straight. none of her skills are over the top strong alone. but together they put her over the top. hence why she's ALWAYS a top tier mid EVERY SEASON. gut her so some other mids get a fucking chance to shine how about that And random underserved Ahri hate. As I clearly said, she can be too strong numerically, but her kit is healthy. She's also a generalist. She's a good early pick. She'll always have a balanced win rate of over 51%, if it was lower she'd be too weak. She brings stuff to every team comp (most Champions are significantly weaker in a lot of comps). You can tell when she's strong/weak by how often Challenger players go to her, not by her win rate in solo queue.
saltran (EUW)
: >Syndra is a worse example of unhealthy than anyone in the lower group (miss all skill shots, press r to kill). You know that she needs to be really feed to fail all skillshots and still kill with just ultimate right?
As I mentioned later in the post, she doesn't need to commit her ultimate until after she hits her stun in Lane. So it's pretty easy to get fed when she has a kill on a button as soon as she manages to hit a skillshot. More importantly though, I didn't say she 100-0's with R. Just that she kills with it. You can't tell me you haven't seen loads of syndra's miss q-w-e, but their mobile Ally jumped onto the enemy and chunked them, so syndra just (maybe Flash -) R's to guarantee finish the kill. Also didn't say she's OP. Just commenting on her play style being more unhealthy.
: why is it that sejuani in the jungle gets gutted twice, pre-rework and post rework
Sej, azir, lulu, and rek'sai are all due to pro play. Shyvanna is just an auto attacker... Stat checks aren't good. Syndra is a worse example of unhealthy than anyone in the lower group (miss all skill shots, press r to kill). Also - Ahri gets complained about a lot because people who don't play her think Ahri players must be bad since she's a "sex symbol" and they just be "weebs" and not true "gamers". In reality, Ahri is probably one of the healthiest champion designs in league. While her numbers can end up too strong, she never needs to be guttered because of this. I make this argument on EVERY Ahri hate thread I post on, and in 4 years have never seen a half decent argument against it. Ahri burns a long cooldown (flash or ult) BEFORE going for her all in. She can burn that cooldown, have her charm dodged, and be missing a big part of her kit for a long time window. That's HEALTHY. That has counterplay, that gives Windows of opportunity for her opponents as her only real mobility is on a long cooldown (her q ms isn't anywhere close to dashes), etc... It's much better than say, syndra fishing for w-e stuns, and not committing to anything (i.e. using her r cooldown) until she hits it. Fizz is likewise healthy from his ult perspective (although he gets a busted e to compensate - what does Ahri get?). If you're getting hit by charm in Lane without her using flash or R, you're playing wrong. It's probably the second hardest cc to land in the game after anivia (who gets a wall and a slow to help land hers). Morgana gets a wonky hit box, lux gets to pass through one Minion, most other cc skillshots are faster.
: 7/10 top tier champions for mid lane are AP champs...
You're going by some website's tier list, not by win rate or raw stats. However those stats probably don't make the picture different. The bigger point though? How many AD mids are there compared to ap mids? Aren't there like 4 in total? And 3 of them make the top 10????? That means only 7 of the 40+ ap mids make it there? Ten times the opportunity and only double the result is really not a good rate. Should have been more like 1 AD and 9 AP in the top 10 if they were all balanced evenly. Then add to that - AP mids SHOULD ALWAYS be better in solo queue. Your generic teams are not picking for an AD mid. You're not necessarily getting an AP jungle or damage dealing ap top or support or ADC. AD mids will often get full AD team comps and SHOULD be punished for that - but they're really not. Instead they're rewarded by those games' loss rates lowering their stats and allowing them to be buffed too much. The complaint isn't necessarily that AD mids win too many games (since tanks deal with them well), it's that AD mids get too much of an advantage in Lane phase, where despite being melee they bully almost all AP Champions, can all roam well, cannot be followed on roams, can do more tower damage due to being AD, and once they get a small lead snowball really hard since even if they get outplayed and miss their combo, they just hit a couple auto attacks for the kill. Jungle has also only recently gotten those AP Champions towards the top, and that's probably also a symptom of AD mids being picked a lot (AD mid is op, ap jungle damage let's them not be all AD, team wins easily due to OP mid).
: The issue with silver matchmaking and mmr, and the placement of new players, a plea to RIOT for S9
Have to say, I see this idea a lot and REALLY hate it. I can't disagree with it more. First, it's insanely unfair to new players. For 8 seasons players have started in low Silver. Why suddenly should they start lower? Second, I don't agree with the comment that new to ranked players are worse than players that climbed out of bronze. You have to be pretty bad to get into bronze in the first place. People who practice in normal draft and come to ranked ready, are often deserving of high silver, gold, or maybe better. Low Silver players just NOTICE and REMEMBER the new to ranked players that hard feed. They don't notice, or they notice and don't remember, the new to ranked players on their teams that do fine / soft carry. I placed silver 1 in my first ever season of ranked. Eventually fell to silver 3, then climbed to Gold 5 (total games played about 70 that season). I don't think it would have been remotely fair to me to have started in bronze instead. While I don't think the average new to ranked player is as good as I was at the time, I also recognize that I went 8-2 in placements and got silver 1, not 5-5 for silver 4 as the average player would. I could support an idea to prevent players from starting out in ranked during the first 2 weeks of a new season or the last 2 weeks of a season, as there's already high rank activity at those times. I don't think new to ranked players should play at those times, unless they want their games to be a lottery draw anyways. I wouldn't support lowering the starting point though, at least not without hard data showing that the average low Silver player has gotten considerably better than the average new to ranked player (e.g. better cs and fewer deaths per minute compared to past seasons).
: Ahri nerfs on PBE
I'm an Ahri main that somehow always manages to miss when she's OP versus when I have time to play. (I.e. now and the one other time she was op this season, I was on extended breaks from League - when I had time to play a lot, she was average). Anyways, I opened this thread scared that when I'd get the chance to come back, Ahri would be really weak. In contrast, I'm actually happy with this. It's a good spot to nerf her. It doesn't hurt her already weak late game (if you're going to argue with that fact, please go look up her win rate by game length first) (ult cooldown at rank 3 stays unchanged), while it also doesn't destroy her early game (i.e. overall damage - she doesn't do enough damage to threaten most opponents, so a damage nerf would just make her hopeless). It does hurt a fair bit - especially in what are already her weakest matchups (against assassins with shorter ultimate cooldowns than her) as it greatly increases the proportion of time she's without her ultimate while they have theirs (assuming she uses hers in response to theirs the first time). I think most players will find that good, giving them a window of opportunity to kill her. It will probably lead to Ahri players hard feeding a lot more often though (as already, Ahri will typically feed a fair bit if she gets put behind these Champions, as they all have the tools to engage on her, and can build CDR faster if they get ahead). Much preferred over any nerf to her damage though. Maybe reverting the e buff would be better, but that also indirectly helps her damage, as it was often better to rank e a couple times before w to get a long enough charm duration for your team to follow up on / finish the kill.
: > [{quoted}](name=ValyrianBlade,realm=NA,application-id=yrc23zHg,discussion-id=Y91eZxXN,comment-id=000300000000000000010000000000000000,timestamp=2018-09-29T20:25:48.975+0000) > > Maybe I remember wrong (I'm off the continent right now without my laptop to check), but I think Plan Z also gives AP from the defensive items? And the reason for it being strong is the AD and AP both scale with Plan A and your Ultimate. > > With all of those stats, damage isn't a problem against Kayn - your allies all dying on you is. Which is why I theorized Eager to be a good 5th augment (to be fair, never tried Jinx with 5 augments, as I beat the 4 augment mission on her right when I unlocked my 5th augment slot - so your experience may be better). Plan Z grants +25 AD and +25 AP as bonus stats on any item with health, armor or resist; and that's all it does. In other words: Plan Z gives {{item:3026}} the same AD and AP bonus as {{item:3075}}. That's why I find it utterly underwhelming. It's a rather minor boost that only works with the above build due to the 2 core items having bonus HP (Liandry's and Cleaver). While it's something in theory, I find that I usually have little trouble dodging without the more consistent boosts. Perhaps that's a matter of mechanical practice and experience, but it's also proof that such a boost isn't necessary. And, you can often do more by simply slowing more targets and cutting off dashes with E (something most Jinx players wouldn't do).
> [{quoted}](name=Busty Kunoichi,realm=NA,application-id=yrc23zHg,discussion-id=Y91eZxXN,comment-id=0003000000000000000100000000000000000000,timestamp=2018-09-30T02:07:32.634+0000) > > Plan Z grants +25 AD and +25 AP as bonus stats on any item with health, armor or resist; and that's all it does. In other words: Plan Z gives {{item:3026}} the same AD and AP bonus as {{item:3075}}. That's why I find it utterly underwhelming. It's a rather minor boost that only works with the above build due to the 2 core items having bonus HP (Liandry's and Cleaver). > > While it's something in theory, I find that I usually have little trouble dodging without the more consistent boosts. Perhaps that's a matter of mechanical practice and experience, but it's also proof that such a boost isn't necessary. And, you can often do more by simply slowing more targets and cutting off dashes with E (something most Jinx players wouldn't do). That's the point though... plan A gives spell hits extra true damage (boosted by AD AND AP), and then Plan Z gives you a free 150 AD and 150 AP just for building a bit of armor or health in all 6 items. Tabi, Spear of Shojin, Cleaver, Liandries, Atma's, and whatever partial item you have (ruby crystal or whatever) is a legitimate build for Jinx that gives her some tankiness on top of 150 bonus AD and AP, on top of Plan A's burn and Liandries burn, and her base stats (she ends up with like 400 AD and 250 AP?). She just melts everything. Plan Z's tankiness is a nice bonus, but it's the AP that scales with plan A (and her ultimate and those augments, I think) that makes it really take the cake.
: is matchmaking stopping us from climbing and falling off the ladder
This may happen when you don't have enough games played yet - your MMR moves much faster than your rank. I know the feeling well, my first 4 seasons of ranked were the same. I'd get to my gold 5 promos, and have to beat players from gold 2 up to plat 3 in those games just to get INTO gold 5. Then I'd continue to play with people up to plat 3, when I myself was still in gold 5. Talk about frustrating. I'd win 1 lose 2 after getting gold 5 for a long time (and remember distinctly looking through my match history to confirm it was my allies losing in their plat 5 vs plat 5 matchups, while I was going even in a gold 5 v plat 3 matchup), but ranking didn't change as I'd gain 28 LP for a win and only lose 14LP for a loss. Until I'd eventually stop playing for the season because I couldn't stand losing 2/3rds of my games when I knew I deserved a higher rank than I was at (largely because everyone i was playing with was much higher ranked than me). However this season I put in more games, and finally got to play with fairly consistent skill levels, and was able to easily climb into platinum (peaking at plat 2 promos before falling to plat 4 I think...) since I was playing against players at the right ranking. Guess I just needed to get to a couple hundred games in the season...
: > [{quoted}](name=ValyrianBlade,realm=NA,application-id=yrc23zHg,discussion-id=Y91eZxXN,comment-id=0003000000000000000100000000,timestamp=2018-09-29T14:40:03.612+0000) > > I think you actually agree with me then... Sorry if I wasn't clear (I tried to say it a few times) but I meant Sona is strongest with 3+ augments excluding Jinx. > > Honestly think Jinx with 3 augments is stronger than anyone else with even 5. > > However on 4 augments I'd go plan A +plan Z, rather than splitter and run away. They scale well off each other, and plan Z makes you tanky and a lot safer. > On 5 I'd add eager, just to give all your allies speed to dodge crap while you solo carry. If they're all Jinx, then you can add whatever you feel like. Apparently you weren't clear the first time. That said, I find Plan Z underwhelming since you can easily include Death's Dance or Gunblade for defense (and +25 AD rather than a conversion means you gotta pick and choose the hybrid defense items). Additionally, Eager would still require multiple players with large CDR/reset power. And that doesn't actually help your ability to carry when the thing you need to do is damage (particularly against Kayn).
> [{quoted}](name=Busty Kunoichi,realm=NA,application-id=yrc23zHg,discussion-id=Y91eZxXN,comment-id=00030000000000000001000000000000,timestamp=2018-09-29T14:45:58.896+0000) > > Apparently you weren't clear the first time. > > That said, I find Plan Z underwhelming since you can easily include Death's Dance or Gunblade for defense (and +25 AD rather than a conversion means you gotta pick and choose the hybrid defense items). Additionally, Eager would still require multiple players with large CDR/reset power. And that doesn't actually help your ability to carry when the thing you need to do is damage (particularly against Kayn). Maybe I remember wrong (I'm off the continent right now without my laptop to check), but I think Plan Z also gives AP from the defensive items? And the reason for it being strong is the AD and AP both scale with Plan A and your Ultimate. With all of those stats, damage isn't a problem against Kayn - your allies all dying on you is. Which is why I theorized Eager to be a good 5th augment (to be fair, never tried Jinx with 5 augments, as I beat the 4 augment mission on her right when I unlocked my 5th augment slot - so your experience may be better).
: > [{quoted}](name=DarkSoul1994,realm=OCE,application-id=yrc23zHg,discussion-id=Y91eZxXN,comment-id=0004,timestamp=2018-09-29T14:36:15.293+0000) > > tbh 1 Malph (Relentless, Onslaught) and 3+ Yasuos (Tempest, Wandering) is most optimal. With a little luck, I beat Onslaught with 5 Jinx 2 Augs. The only reason you want a Malphite/Yasuo combo is for the clear given by the above aug combos.
> [{quoted}](name=Busty Kunoichi,realm=NA,application-id=yrc23zHg,discussion-id=Y91eZxXN,comment-id=00040000,timestamp=2018-09-29T14:37:34.661+0000) > > With a little luck, I beat Onslaught with 5 Jinx 2 Augs. > > The only reason you want a Malphite/Yasuo combo is for the clear given by the above aug combos. Glad to see this comment. I wanted to try 5 Jinx on that mission, after how easy 4 and 3 augment missions were. No team was ever willing to try it though. Ended up playing malphite and getting it on my second try with a few good ults in (each stage of) the kayn fight to get the 2 yasuo some 50+ tornado ults.
: > [{quoted}](name=ValyrianBlade,realm=NA,application-id=yrc23zHg,discussion-id=Y91eZxXN,comment-id=00030000000000000001,timestamp=2018-09-29T14:11:00.724+0000) > > I feel like Jinx is hands down the strongest with 3+ augments, a team of 5 literally making onslaught trivial if permitted 3+augments. Other than her: > > I think Sona is the strongest with more (4+) augments, while malphite+yasuo are the best with 3 or less (excluding Jinx). > > At two augments, Sona doesn't seem viable. Ziggs can go as a healer + ult bot, Jinx is great for map clearing - they're both viable for 2 augment attempts (but I'm not sure if a 5 man team of them is a good strategy), and malphite + 2 or more yasuo make the core of a good 2 augment team. Gotta disagree with 4+ augments. Due to Liandry's, Jinx shines on 3, 4 and 5 augments as well. On 3 augments, you simply add Plan A to the above combo (Comet + Arsenal). Plan A adds several seconds of true damage DOT with plenty of scaling for both bonus AD and AP. On 4 augments, you add Splitter + Runaway. Due to Liandry's and Jinx readily buying Cleaver, Her W becomes a nice fat spread nuke. And again, those now apply Liandry's on as little as a 3 second cooldown. On 5, simply add all of the above together. Jinx becomes insanely good at keeping the burn damage going and both her W and R (with those augs) apply Slow meaning the burn damage is increased. The biggest reason you take Comet + Arsenal over Splitter + Runaway is round 3, the long map that will often have a bunch of ora plants on the other end. In most cases, Jinx can simply sit on the starting end and fire Rockets to burn everything (after moving up a bit because apparently it's not quite global range). The only time Jinx can't sit back is when there's the perma cracks, which means she actually just rushes to the other end and does the same thing anyway.
> [{quoted}](name=Busty Kunoichi,realm=NA,application-id=yrc23zHg,discussion-id=Y91eZxXN,comment-id=000300000000000000010000,timestamp=2018-09-29T14:25:39.096+0000) > > Gotta disagree with 4+ augments. Due to Liandry's, Jinx shines on 3, 4 and 5 augments as well. > > On 3 augments, you simply add Plan A to the above combo (Comet + Arsenal). Plan A adds several seconds of true damage DOT with plenty of scaling for both bonus AD and AP. > > On 4 augments, you add Splitter + Runaway. Due to Liandry's and Jinx readily buying Cleaver, Her W becomes a nice fat spread nuke. And again, those now apply Liandry's on as little as a 3 second cooldown. > > On 5, simply add all of the above together. Jinx becomes insanely good at keeping the burn damage going and both her W and R (with those augs) apply Slow meaning the burn damage is increased. > > The biggest reason you take Comet + Arsenal over Splitter + Runaway is round 3, the long map that will often have a bunch of ora plants on the other end. In most cases, Jinx can simply sit on the starting end and fire Rockets to burn everything (after moving up a bit because apparently it's not quite global range). The only time Jinx can't sit back is when there's the perma cracks, which means she actually just rushes to the other end and does the same thing anyway. I think you actually agree with me then... Sorry if I wasn't clear (I tried to say it a few times) but I meant Sona is strongest with 3+ augments excluding Jinx. Honestly think Jinx with 3 augments is stronger than anyone else with even 5. However on 4 augments I'd go plan A +plan Z, rather than splitter and run away. They scale well off each other, and plan Z makes you tanky and a lot safer. On 5 I'd add eager, just to give all your allies speed to dodge crap while you solo carry. If they're all Jinx, then you can add whatever you feel like.
Demon TJ (EUNE)
: Odyssey
Why devalue the accomplishments of those of us who did it already? I beat 2 augment mission before the broken ziggs strategy was even discovered (then fixed)... As for 3 augment: find 4 players willing to do it with you. Go with 5 Jinx with comet, Arsenal, and plan A. Build a CDR-centred AD build with liandries (something like essence reaver, deaths dance, liandries). Max r, then w, then e, and last q. You should all be shooting Ultimates across the map at various angles, and easily clear the map. Use w when R is on cd or for nearby emergencies. Otherwise use e to trap enemies on your ult damage lines, and to keep them from getting to you. With 5 of you, kayn melts to the damage. Use R on the path he's going to dash in, or at least aim for the destination. He'll die pretty fast, just spread out and use R repeatedly. Honestly trivial. Plan Z is usable instead of A. In this case start with Ninja tabi, glacial shroud, kindlegem, and 3 Ruby crystals. This time you're building CDR ad items with a defensive stat (black Cleaver, shojin spear, liandries, etc...). Nearly the same damage while you're a lot tankier to make mistakes more forgiving.
: > [{quoted}](name=WhiteUranium,realm=NA,application-id=yrc23zHg,discussion-id=Y91eZxXN,comment-id=000300000000,timestamp=2018-09-29T00:25:43.182+0000) > > Correct. Coupled with the fact that the AOE capabilities she has are kind of lackluster, in comparison to other characters, she just tneds to be a weaker pick. I think if they had instead made her Q automatically hit all targets in range (rather than having that ramping effect) for an augment, it would be less of an issue. However, I will say that her R with Cascade and Concerto (bounce through and 8-way respectively) does provide a LOT of AOE control.
> [{quoted}](name=Busty Kunoichi,realm=NA,application-id=yrc23zHg,discussion-id=Y91eZxXN,comment-id=0003000000000000,timestamp=2018-09-29T01:08:51.085+0000) > > I think if they had instead made her Q automatically hit all targets in range (rather than having that ramping effect) for an augment, it would be less of an issue. > > However, I will say that her R with Cascade and Concerto (bounce through and 8-way respectively) does provide a LOT of AOE control. I feel like Jinx is hands down the strongest with 3+ augments, a team of 5 literally making onslaught trivial if permitted 3+augments. Other than her: I think Sona is the strongest with more (4+) augments, while malphite+yasuo are the best with 3 or less (excluding Jinx). At two augments, Sona doesn't seem viable. Ziggs can go as a healer + ult bot, Jinx is great for map clearing - they're both viable for 2 augment attempts (but I'm not sure if a 5 man team of them is a good strategy), and malphite + 2 or more yasuo make the core of a good 2 augment team.
: the materials used for ranked have nothing to dow ith how strong/dense they are (I.E. Bronze/Silver)
I think the reason people want iron above bronze is that it just doesn't make sense to put a new division below bronze. For years the garbage players were trying to get out of bronze, and now instead they'll be trying to get INTO it. That's pretty illogical... It would make more sense to let those bronze 1-3 players get into a new tier and feel better, rather than make the bronze 4-5 players go into a lower tier and feel worse. Also, I'd imagine a good portion of league's audience is from RuneScape, where iron was better than bronze.
: So why was the Ziggs one nerfed, when doing the Ziggs/Sona is such a bottleneck for the mission line? It's literally harder to do that one at 5 augments than it is to do the one without Sona/Ziggs and 1 Jinx. I've already done that multiple times, but I still haven't completed the Sona/Ziggs ones, because the damage output is so low and the fucking timer on Kayn ends the mode if you don't kill him as quick as you've determined he should be killed. So do explain to me again why you nerfed the Ziggs strategy when this mission is already impossible enough?
Mix Sona in for cc. Build some ziggs on hit, with augments for his passive (get nashors and Lich bane). My problem was always that I was the only Sona (running ult augments). The ziggs on my team would die a lot, but that was fine. However as soon as I died, we lost. Finally got a team that built more damage on ziggs and didn't die so much (they could Dodge!) and managed the win. Btw Sona with ult build is very underrated in this mode. With rhythm and cadence, you're basically able to cycle q-aa-w-aa, and once you get CDR you can ult (in every direction, with subsequent ults firing off your struck targets) probably every 4 or fewer seconds. The resets are unreal.
Håppy (NA)
: 1 Week In to Odyssey
The ziggs strategy is just unfair to those of us that earned the icon with a normal strategy. As someone who beat 2 augment on an early day as malphite in a malphite- 2 yasuo - ziggs - Jinx team, it felt like a huge accomplishment at the time. Fast forward to the discovery of the ziggs strategy, and suddenly everyone else had the same icon. The icon is listed as ultimate tier, and the mission as insane. It should be a rare icon, as in sufficiently rare that when you see someone in game with that icon, you'd probably comment because it's impressive. Due to the ziggs strategy, that will never happen now.
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ValyrianBlade

Level 89 (NA)
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