GodCarry (NA)
: I truly believe I was wrongfully banned. Please tell me what you think.
Same thing happened to me pretty much exactly, I have 500 good games and 3 bad ones and then get banned for it... kinda sucks but its just how riot is with it. Even if you send like 1 slightly toxic message you're toxic, seriously curious how this system works cause I get honored almost every game and reported 3 in a row and then banned. Its an overactive system for sure though, probably cause riot is tired of people associating their game with toxicity.
: > [{quoted}](name=AirKingNeo,realm=NA,application-id=3ErqAdtq,discussion-id=yXnumpOY,comment-id=00010000000000000000,timestamp=2018-02-03T16:10:28.858+0000) > > That's not an argument. I'm asking you for actual proof Twitch is broken; something tangible. Let's start with, you're not asking ME. I'm not the person you quoted. 2nd.. Do you even _know_ what tangible means? It means you can TOUCH it, we are discussing an online game; NOTHING is tangible here except your own computer. https://www.youtube.com/watch?v=8Gv0H-vPoDc
> [{quoted}](name=SwiftKitten88,realm=NA,application-id=3ErqAdtq,discussion-id=yXnumpOY,comment-id=000100000000000000000001,timestamp=2018-02-03T16:26:17.478+0000) > > Let's start with, you're not asking ME. I'm not the person you quoted. > > 2nd.. Do you even _know_ what tangible means? > > It means you can TOUCH it, we are discussing an online game; NOTHING is tangible here except your own computer. > > > https://www.youtube.com/watch?v=8Gv0H-vPoDc 2nd meaning of tangible, "clear and definite, real", do you know what it means? at least click the show more after your single google search.
: Can We Have More MALE 'Magic-Born' Champions?
{{champion:50}} {{champion:4}} {{champion:157}} {{champion:26}}
Necrozard (EUW)
: Fast and complete analysis, PROJECT Trailer ( 3 champions discovered )
https://imgur.com/a/qLcI6 Heres a imgur post with all the faces that I can see in the picture, I'm not sure how everyone missed the hooded one which flashes right in the middle of jhin's, and I'm not 100% on the other one. I'm 100% theres at least 4 skins, possibly up to six, Im guessing five though.
: Any Reason to do this to Leona?
Because everything on pbe is final, and theres no way they just haven't gotten to it yet.
: > if you don't know what Rhaast is relying on the person playing using chat or pings isn't really gonna convey any useful information But knowing that Kayn is still in the game, by Rhaast not appearing in his stead, says just as much. He may look different, but you have not been given any factual information that acknowledges this is a different champion. Kayn's abilities are the same as Rhaasts, it's only the effects that are different. You'll know to avoid the linear skillshot regardless, or to watch for him appearing through walls. Other than how Kayn builds, you don't really play any differently versus the two. It's Kayn/Rhaast who is playing differently, preferring different targets/
Could be fixed simply with a chat message saying "Rhaast has corrupted Kayn", and there would be no problem for new players. It would also let team know immediately when he transforms.
Rioter Comments
Meteora (NA)
: New emotes are going to be a disaster waiting to happen.
Now I can spam laughing teemo instead of enemy missing, Im happy with this change.
Oto (EUNE)
: Unpopular opinion: Enchanters need a class update
Unpopular opinion: the sky is blue
: D5 0 LP player who has 35 kills 115 deaths over his last 15 games ends up on my team
Pretty sure this is an account that like an older brother boosts up and lets his little brother play on, cause 8 days prior he was playing in the same elo to pretty good success, on champs like riven and yas, and they have been diamond for a long time, and even climbed out of plat 3 earlier that month... + the name means "16 year old burden" so...
: That's riot for you.. You can look at the boards and riot will clearly ignore intentional trollers constantly destroy games if they don't talk during the game. I mean, we're also talking about a company that will allow players to make offensive names like Little G** Udyr and not force them to change their name.
Not sure if this is like "Little Gay Udyr" or "Little God Udyr", or something else entirely, cause neither one is like remotely offensive... wat...
: The thing is, when you get chained by Leblanc, you have a whole #1.5 seconds to assault her.
Few champions are able to get in range to damage her in far more time than 1.5 seconds. The fact of the matter is she can still just w into max range, throw chain, then w back, and depending on whether the enemy decides to run or go in move accordingly.
Geshultz (NA)
: Actually there is a counter to % true damage. It is sustain and shields that counter % true damage.
The issue with % true dmg is that it for the most part negates the item system and forces tanks to either ignore it as a source of dmg entirely, or to build something that they normally would not build specifically to counter the champion putting out the damage. While yes, sustain and shields do counter it, both are very difficult to build, and even when built for are normally either not things that tanks would want to build, or are fairly inefficient in terms of countering it. TLDR, the problem isn't that it "lacks counters" the issue is that it undermines the item system, and items can't counter it (In any meaningful way) while every other source of dmg or defense can be countered by items.
: also on things like vayne the counter is the fact that the champion is really weak and easy to kill in the first place so it doesn't matter if she has 100% health true damage if she can't use it. I mean it's not really a counter but vayne has to make trade off's for her %hp dmg. Then I haven't played Fiora but she is mellee and all mellee champs usually have something that looks op like Yasuo's stuff or Yi 1v5 potential.
The post has nothing to do with the implementation of it, its just about the mechanic as a concept and why it is flawed.
Rioter Comments
: > [{quoted}](name=Insides,realm=EUW,application-id=3ErqAdtq,discussion-id=YLy2xprH,comment-id=000300010000000000000000000000000002,timestamp=2017-06-26T11:54:52.608+0000) > > Rofl, silver myself on this account and the fact that you just said that makes me sick. I didnt even check your account and i dont care but , seriously ? Not all silvers are bad, and tbh , about 20% of silver are way better than the division they are in. Letting that aside, what, he's not a player of the same game ? He cant have an opinion ? my god, ape. Jesus,I wasn't saying silvers are bad silvers is average,I'm just saying that there are many players in silver elo so autofill isn't needed.. Also do you really think this is my main account? When was the last time i even played on this lol end of season 5?
Thats a shitty excuse for being so clearly condescending in the way you say that, but sure even if thats what you did mean, that doesnt take away from his argument at all, its just you saying "well how would you know?" which is still a complete nonargument.
: The guy,is silver 5 I really doubt autofill is needed at silver elo.
Talk about petty man, "hes silver so therefore his opinion is invalid" how about you come up with a real argument instead of just trying to sidestep and act like you're more correct. Tired of people with this "holier than thou" attitude, get over yourself, you're unranked and finished bronze in season 5. If you're gonna act like he's somehow a bad player, at least be a higher rank than him and have some form of an opinion instead of just being scummy and rude and completely derailing an argument.
: Why is it that every other champion 'pet' can proc Thunder Lord's Decree and SpellThief, but not Shaco's Boxes? Why is it that Riot gives every champion a free item that includes the functionality to counter Shaco's Boxes? (and Teemo's Shrooms?) rather than changing those abilities to have more counterplay - like say, a delay upon springing (like Jhin's Flowers) and a music SFX that clues you in about Boxes being nearby? (A poison spore DoT cloud for Teemo's Shrooms, rather than applying the DoT directly?) Why is it that Riot thinks stumbling into CC is what is balanced and fair about Shaco, but his blink-invis and Backstab is the problem? You know, it's almost like {{champion:35}} and {{champion:17}} were designed at a point in time where CounterPlay™ and Clarity™ where alien concepts at Riot HQ... >"While counterplay is a type of meaningful choice, it’s so important to League of Legends as a competitive multiplayer game that we consider it a pillar of our design values. A fight loses its excitement if the first punch wins – it's what you can do after that adds depth and complexity. **We try to prevent hard counters and abilities with no room for reaction, as no game should be over without a real show of skill.**" > >"Clarity means we want distinct, transparent mechanics in everything we design. **When the outcome of a game hinges on a player’s ability to quickly assess the situation, information needs to be clear and accessible.** This doesn't mean we tell players the best play to make, but we should make sure they have the right info to make calls as best they can." > > --- [Ryan "Morello" Scott, Dev Blog: The Design Values of League of Legends](http://na.leagueoflegends.com/en/news/game-updates/features/dev-blog-design-values-league-legends)
Wait jhin flowers can be sweeped just as easily as teemo shrooms or shaco boxes... Also, sweeper may be "free", but losing out on being able to provide any vision for yourself or your teammates just to clear a Shaco's boxes or Teemo's shrooms is normally not gonna be a good trade off.
: {{champion:23}} {{champion:34}} {{champion:268}} {{champion:51}} {{champion:105}} {{champion:43}} {{champion:134}} {{champion:119}} would all like a word with you
Tryndamere early is so op dude, Anivia early game is so strong that she has to have a free ga to survive lanephase, Azir's early and late are both so strong he wins only 40% of games hes in. This is a bad post, Karmas late is mediocre at best, Fizz is a melee midlaner who has easily punished early, and Drav and Cait are just fotm champs rn and happen to be decent both early and late.
: How to Report people who are a danger to players.
Oelyk (NA)
: Flaming does not help you win games.
I mean, yeah actual flaming is bad, but when you're telling your top they should back because they already died 2 times to Fiora, and they ignore you and die anyways, I don't think thats flame. Apparently Im just toxic tho /shrug.
: Upcoming Kindred changes, looking for feedback!
Overall, these changes look really fun and interesting, I definitely support whatever direction you decide to take this. My only real issue with this so far, would probably be her build changing so much. Kindred fit a really nice niche fun build path of the attack speed jungler, if theres anything I'd like to see different with the changes its keeping her build more close to how it is now.
Decrit (EUW)
: Because else you have to drop full keys only once in a while, in this way you can have them more sparsely in time. Basically it has aa progression feel. If you get in average 5 keys at month for how you play and your fifth key is the second piece you know that next month you complete the key. It does not leave you wondering when the hell you will get another key too much.
They mean that when you have 3 key fragments, why do you have to manually put them together.
: Vayne Q crit has higher ad ratio than Talon's PQW
Not counting the auto attack involved in proc'ing talon's passive which would raise it to 400% bonus ad + 100% total ad, and the fact that talon q can do 150% dmg in close range raising your original to 450% bonus ad, also ignores the flat 250-590 dmg, alongside the fact that criticals are not guaranteed unless you go for a specific build that lowers your attack damage from what it could possibly be which talon does not need to do. In other words, yeah I get the point, but still ignoring a ton of factors.
: but the logic is sound. Urgot shouldn't be buffed because he's a lane bully who scales decently into lategame. This is the same reason Cassi was reworked. If a character is previously overpowered (Urgot) and the thing that made them overpowered hasn't really been fixed, just nerfed (also Urgot) you can't just buff the character and expect them not to be overpowered again (See: Sona's Crescendo change, which took her from virtually unseen in ranked to pick/ban in the course of a single patch). Sona's changes were immediately followed by multiple nerfs. I'd rather see a character like Urgot just get reworked than have them waste time trying to balance him with numbers, since they've already tried and basically the only way he works is as he was before, which was overbearing. tl;dr: just because a character is weak doesn't mean their kit can't be busted, and buffs to a busted kit will always make that champ busted again
Thats not the logic at all, you miss the point of all of my posts and the original post. The point the original post states is "Kassadin was op at one point, so therefore he should never be buffed". This logic makes no sense, because despite the fact a character can be entirely weak and out of the meta, if this logic was followed, they would still not get buffed. My first post literally says "as long as they are buffed in different ways from what brought them to that state, then us repeating the past is just bs." None of my post had anything to do with urgot or reworks, read before you post please?
: He doesn't need any buffs at all, bottom line He needs a rework
My post is stating the fact that by the original post's logic, because urgot was previously overpowered, he should never be buffed for risk of him dominating the meta, whether that is before rework or after. This post had nothing whatsoever to do with urgot's balance state aside from comparing him to Kassadin, in the way that both at a time were very strong, and got nerfed to the point they are not currently very viable.
: Why does he need a buff? He fulfills a niche role and he has a 52% winrate right now
yeah .35% pickrate, no changes necessary.
Eedat (NA)
: For the love of God and all that is holy
By that logic, lets never ever buff urgot. Just because a champ was busted in the past doesn't mean anything to the future. As long as they are buffed in different ways from what brought them to that state, then us "repeating the past" is just bs.
: Which supports that would go Knight's Vow would not take Bond of Stone? Its basically standard on tank supports. It already is and will continue to be standard outside of hard engage ones like Alistar, who _might_ take Courage of the Colossus. You can't do math if you don't think its near 40% without armor/MR. .88 x .88 x .96. x .85 comes out to ~37%, which can be described as 'nearly 40%' which is exactly what I said. Once you add in MR, that adds 23% additional reduction, bringing it to ~52% total reduction. This is even higher with armor. If you don't have your PD procced, OH WELL. That's still ~45%+ damage reduction. Higher if they bought any MR itemization. _______ You're ignoring the fact that when Divers are decent, this will likely be a go-to thing that once again invalidates the use of Divers. Also implying a support that buys Knight's Vow won't be near the bound champion the majority of the time. Also implying that tanky supports won't utilize both Bond of Stone or Knight's Vow as a standard if they aren't hard engage-oriented. Also implying that ADCs get instantly blown up without a single auto attack going off unless someone is insanely fed or he/she is insanely out of position. Also implying that PD specifically isn't what makes Yasuo untouchable to a lot of top laners who normally shit on him completely.
"Your post says nothing about **BOS** **OR** MR, without **BOTH** of which, yes it is 33%, and that is not close to 40%." What part of this did I say that with BOS it was not close to 40%? Oh, none of it, just like your original post does not mention either BOS or MR. I can do math just fine, but can you read? You're ignoring the fact that this can only work on one character at a time, and they have to be hit by you first, so champions that utilize stealth bursts, like if talon ults into someone and gets off combo before they auto him, this effect will not apply in the slightest. Assassins tend to avoid going in when an ADC has an alistar right there. Ignoring the fact that there are other supports that are not tanky or melee, and those are currently showing a lot in the meta, like Janna, Zyra, or Nami. A large amount of champions instantly blow up ADCs before they are able to get an auto off on them, because if they do try for an auto, they can't run from the burst and avoid skills. An example would be Zed ult. Whenever Zed ults me, I start trying to dodge the shuriken when it comes out, and if I did go for an auto I would be unable to avoid them. Yasuo is an entirely different beast from ADCs, he has a lot more defensive options. He has a passive shield that allows him to win a lot of trades, and doesn't always have to worry about dodging skillshots because of windwall, and also has a large amount of mobility to get from one threat to another quickly, most ADCs don't have these luxuries. Also, you entirely ignore the fact that this has SO many technicalities, such as the fact if they kill the support first Knight's Vow and BOS are gone, PD can only work on a single person at a time, Death's Dance deals the damage "reduced" over the next three seconds so you have to lifesteal all 15% of the damage the enemies deal to you, and penetration items are a big thing in league. You're jumping to conclusions calling this op, lots of things look good on paper but are bad in practice, and even on paper this seems pretty niche and easy to play around.
: Of course you pick the three ADCs that have anything but traditional ADC design. lol Death's Dance reduces the damage you take by 15% and deals it to you over the next 3 seconds. By its very nature its damage reduction **with a cost. ** The problem with PD is that it makes divers ineffective. This is going to be highlighted when their class update rolls around. PD itself isn't purchased atm because divers are not strong, and Runaan's Hurricane is grossly cost-effective (Nearly 30% more) compared to other Zeal items. Death's Dance isn't purchased because its only complimented by high reductions. Tanks can't make use of it, but champions like Graves can, and Knight's Vow pushes ADCs closer to the point where they can use it effectively. Knight's Vow's reduced effects are if a ranged champion purchases it, from the sounds of it. Otherwise the item would never get used. Its pretty clear what the intent of the item is. ADC+tank support. ___________ My statistics are not a lie, you just don't know how the game works or math for that matter, apparently. .88 (PD) x .88 (KV) x .96 (BoS) x .85 (DD) x .77 ( base MR; it'll be lower than armor in most applicable cases) That comes out to ~52% total magic damage reduction. If you calculate it with armor by the point these items could be bought without having an inefficient power-ramp via itemization, physical damage reduction would be much higher due to scaling armor. _________ TL;DR Learn math before you make a bad argument accusing someone of using incorrect math.
Your post says nothing about BOS or MR, without both of which, yes it is 33%, and that is not close to 40%, no less 52%. So 52% less damage. Of which some can only be from one person at a time. And some is dealt to your support. And some is dealt to you over 3 seconds. And some can be reduced by magic pen items. And your support has to be melee and there with you. And both you and your support have to have the appropriate items and masteries. Yes, if you ignore every single possible thing that can go wrong with this, the fact that both characters have to build around it, You have to lifesteal 15% of the damage the enemy does, and that the enemy can easily play around it, it is 52% damage reduction.
Deycide (NA)
: You know you played support well when...
I think this kind of goes both ways, like it feels really good when the enemy support asks to duo with you after a game. Even if you just want to play solo, its the kind of thing that just boosts my ego like all hell.
: > [{quoted}](name=FreezeDragon105,realm=NA,application-id=3ErqAdtq,discussion-id=NXtqB2Qq,comment-id=0006000000000000,timestamp=2016-10-09T00:59:53.927+0000) > > Skillshots can miss often, because you cannot aim them perfectly. For example, in csgo people don't get headshots 100% of the time, because they cant aim directly on the persons head. Secondly, people can move, so a skillshot with travel time can be dodged if you do not predict it. skillshots in league never miss there is rng you have no control over in csgo. Even if you shot directly at a hole in the wall over and over, depending on the gun, you will always hit a different spot. Or at least that's how it worked last I played. > You are clearly bending the definition of "missed" to fit your idea of "skillshots never miss". What I'm saying is THE PLAYER, the HUMAN EQUATION, the reason that the game EVEN EXISTS, is missing. Making mistakes, such as MISSING, is human, therefore things can be balanced around the concept of, "this person will not be able to do something perfectly 100% of the time". Your human tendencies are irrelevant. If you cannot balance the game with perfect play then your game is inbalanced at all levels. Not to suggest that a game is better if it is balanced around top level play or even when it is balanced period > If champion A is flat out harder, and when played perfectly gets the exact same results, then there is no reason whatsoever to play champion A over champion B. correct, in the vacuum you've presented there is no reason to do so nor is there a necessity to pick either one over the other as long as you get results > Building an item in order to survive something, is literally the exact definition of counter play, it's doing something in order to avoid the enemy player reaching their goal, in which this case is killing you. The fact that you built armor is a result of your own decision, it is not directly tied to champion A being in the match whatsoever, as you can do it without champion A in the match, or you can choose to not do it WITH champion A in the match. counterbuilding is not counterplay, counterplay is a part of the thing being countered. Counterplay is a thing that exists outside of the game and even when other things change. Balance around counterbuilding and your game will be shit just like all the others that made this mistake > If difficulty was not a part of balance, then the game would literally be equivalent to rock paper scissors. If the game had no difficulty, then there would be no skill involved in winning, and games would be decided purely by champion picks, which is clearly not true because lanes are not won or lost 100% of the time, simply because of champion picks. rock paper scissors is closer to balanced, its simply not fun. Rockrockrock would be more balanced, staring contest even better. > All matches are won on the back of mistakes, whether it is you making few mistakes, or them making many, matches are won off of human error. This is the reason scripts are used, to compensate for human errors. Often times matchups or balance do help decide games, but overall the player is how you win. This is why people who abuse extremely overpowered champions can stay in bronze or silver, because they lack the skill and make too many mistakes in order to win. > > The entire game is decided off of how well you play, skill is the most important factor that wins games, because every single decision your champion makes, is your decision. which is it, skill or mistakes.
In CSGO, guns such as the scout when scoped have near perfect accuracy. Human beings miss. The game is meant to be played by human beings, not by robots. I don't get how you are missing this. The best players in the world are still incredibly far from perfect play. "If champion a is harder than champion b that doesn't mean that champion a needs to be stronger." Then I don't understand how its a "vacuum" according to your mentality, one is simply harder and can make mistakes, but it should yield ABSOLUTELY NOTHING better than the other champion, despite the fact that in order to play it you have to play 100% perfectly and make 0 mistakes. This point is literally dogshit like what the fuck are you even trying to say man. "Counterbuilding is not Counterplay" yes, it is by the definition of counterplay, yes it is. You can't just change the meaning of words on the spot and act like thats a coherent argument. Do you want the game to be fun, or to be balanced, or do you want both. Like I'm sorry, but you don't address anything aside from saying that rock paper scissors is more fun, but you don't like it? Your ideal, balanced, version of league of legends, is one where no champion has any power over the others, and perfect play is expected all of the time. Skill = The ability to pull off difficult techniques without making many mistakes. Here, I'm just not sure if you actually just can't think of anything to say, or don't understand the basic connection between skill and mistakes. If you don't even get the basic idea that skill correlates to the amount of mistakes you make, then you should not make threads talking about game balance. Also, here is a little video from this very year, showing how the highest level of play in the world, is not anywhere near to perfect. https://www.youtube.com/watch?v=dSn9N6zKjG4
: > [{quoted}](name=FreezeDragon105,realm=NA,application-id=3ErqAdtq,discussion-id=NXtqB2Qq,comment-id=00060000,timestamp=2016-10-09T00:15:00.530+0000) > > Skillshots can miss. Therefore a weakness compared to something that is not a skillshot. A skillshot is not a weakness. A skillshot does not miss, it goes exactly where you aim at each and every time without fail. There is no skillshot that I can recall that actually doesn't do this. Note that things like gangplank's ult are ground targeted and used to have some sort of randomness to it but regardless its technically not a skillshot and always does exactly what its supposed to do when it isn't bugged. > IE Ryze q is flat out worse than Annie q without the rest of the kits, because it can be missed. false, ryze's Q does not ever miss and therefore is not weaker because of it. It will always go where you aim it. A skillshot is not a weakness designwise. Additionally it can be fired preemptively. If champion A has an ability that will strike from 550 range that will absolutely kill the target in precisely .0000001 seconds if they aren't already dead and champions B and C both have an ability that will absolutely kill champion A with a range of 550 and a .0001 traveltime and champion B has a targeted ability while champion C has a skillshot champion B will absolutely die with perfect play champion C will absolutely survive with perfect play that you are unable to play like a machine does not make champion C any weaker. Skillshots are not weaknesses, they are alternatives that must be balanced differently than targeted abilities. > If skill didn't dictate in game power, there would be no difference between player's ranks, and there would be no winning or losing. skill does not dictate in game power. This refers to champions. If champion A is harder to play than champion B that doesn't mean that champion A needs to be stronger. In fact the difficulty and power have nothing to do with one another. At best, champion A should get something "cooler" but never anything that tips balance in their favor > Building items such as armor to counter a champion that does attack damage is the definition of counterplay, playing in order to counter the opponents abilities. False, building items is not counterplay. The fact that you can only survive an attack from champion A by building 100 armor does not mean that you have countered champion A, it means that heavy armor is merely a symptom of champion A. If you attempt to balance a game strictly through how champions while creating champs that force you to build something to win, even if you manage to balance the game out it lacks counterplay. > Difficulty is a part of balance, because some things humans cannot do consistently. That is the entire basis on which people win games, how much more one team messes up compared to the other. Absolutely false. Difficulty is not a part of balance What humans can and cannot do consistently is not a part of balance That is not the basis on which people win all games Difficulty can be changed without changing balance. If azir became the easiest champ to play tomorrow it would not make him less balanced even if his winrate went up, even if it doubled. All that would mean is that the game was never balanced to begin with or the game is simply too hard for most people. Whether or not humans can do something consistently says more about the spaghetti code and game design than the game balance. You can't expect anything healthy out of relying on human failure to balance your game for you. Not all matches are won by waiting on others to make a mistake, oftentimes both teams are making mistakes and playing imbalanced champions that nobody can prove are actually OP. for all you know teemo is the strongest champ in the game and humans are simply too imperfect to abuse it. It doesn't matter though because the point is that this does not dictate who will win or lose the match. In the end it is decided strictly by who's nexus explodes first
Skillshots can miss often, because you cannot aim them perfectly. For example, in csgo people don't get headshots 100% of the time, because they cant aim directly on the persons head. Secondly, people can move, so a skillshot with travel time can be dodged if you do not predict it. You are clearly bending the definition of "missed" to fit your idea of "skillshots never miss". What I'm saying is THE PLAYER, the HUMAN EQUATION, the reason that the game EVEN EXISTS, is missing. Making mistakes, such as MISSING, is human, therefore things can be balanced around the concept of, "this person will not be able to do something perfectly 100% of the time". If champion A is flat out harder, and when played perfectly gets the exact same results, then there is no reason whatsoever to play champion A over champion B. Building an item in order to survive something, is literally the exact definition of counter play, it's doing something in order to avoid the enemy player reaching their goal, in which this case is killing you. The fact that you built armor is a result of your own decision, it is not directly tied to champion A being in the match whatsoever, as you can do it without champion A in the match, or you can choose to not do it WITH champion A in the match. If difficulty was not a part of balance, then the game would literally be equivalent to rock paper scissors. If the game had no difficulty, then there would be no skill involved in winning, and games would be decided purely by champion picks, which is clearly not true because lanes are not won or lost 100% of the time, simply because of champion picks. All matches are won on the back of mistakes, whether it is you making few mistakes, or them making many, matches are won off of human error. This is the reason scripts are used, to compensate for human errors. Often times matchups or balance do help decide games, but overall the player is how you win. This is why people who abuse extremely overpowered champions can stay in bronze or silver, because they lack the skill and make too many mistakes in order to win. The entire game is decided off of how well you play, skill is the most important factor that wins games, because every single decision your champion makes, is your decision.
Paroe (NA)
: > [{quoted}](name=FreezeDragon105,realm=NA,application-id=3ErqAdtq,discussion-id=O2Kpdrkn,comment-id=00040000000000000000000000000000,timestamp=2016-10-09T00:02:19.054+0000) > > I don't see how this is relevant to the application of multiple stacks of hunter's talisman It doesnt stack... In league of legends, debuffs to NOT stack unless they specifically state. With hunters talisman, you actually REFRESH the duration, not stack the effect. At most you get 100 health per 5 seconds, from raptors, which you get already with larger AoEs.
That is actually exactly what I said... why are you responding to me without reading a single post before this
: skillcaps are not a weakness skillshots are not a weakness skill is not a weakness skill floors are not a weakness skill does not dictate power building items is not counterplay picking champions is not counterplay There are 3 primary facets of balancing anything, power defense and utility. It is perfectly reasonable to have extreme power and defense on the same champ Just because a champ has "infinite dashes" does not mean they have infinite mobility. no, gating that champion's spellcasting will not make your life better
Skillshots can miss. Therefore a weakness compared to something that is not a skillshot. IE Ryze q is flat out worse than Annie q without the rest of the kits, because it can be missed. If skill didn't dictate in game power, there would be no difference between player's ranks, and there would be no winning or losing. Building items such as armor to counter a champion that does attack damage is the definition of counterplay, playing in order to counter the opponents abilities. Difficulty is a part of balance, because some things humans cannot do consistently. That is the entire basis on which people win games, how much more one team messes up compared to the other.
: It technically is and isn't a weakness, but it's something that can be nullified by being good at the champion (Not completely but a large portion of it).
The thing that I think you miss, is that even people like Faker or Apdo miss plenty of skillshots. Skillshots should be more rewarding than clickshots when landed, because they can be missed. That is my only point, that we are human, and make mistakes, and even the best player in the most difficult region still makes mistakes.
: So when someone masters a champion like Azir, they should just win 70-80% of their games by virtue of who they decided to main? Not every champion should have the same skill cap and floor, but when you have outrageous skill caps like Azir to where you can do basically anything if you're good enough on the champ it isn't healthy. They then dominate pro proplay and high ELO, and anyone that has any modicum of skill with that champ will hard carry lower ELO games. Being difficult to play is not a weakness, it is a reward for dedication.
The concept is, a champion with literally nothing to master, should win 50% of everything against itself. Azir has never, ever, been able to do "literally anything" no less now. What I'm saying is that if you have a skillshot, that skillshot should do more damage than a clickshot ability, because the skillshot can be missed. Like, in example, lets say a skillshot single target ability that would on average land 50% of the time, just in theory, that ability should either have half the cooldown, or double the damage, of an ability that is a single target clickshot of the same degree. Normally in games, it will not be this severe, because it will not miss 50% of the time. But in this scenario, if the clickshot ability did the same damage and had the same cooldown, the ability is flat out better with no exceptions. TLDR; We're human, not robots, difficult champions when pulled off perfectly should be more effective than an easy champion pulled off perfectly, simply off of the basis that mistakes can be made.
: Some DoT's which are applied on damage/on-hit deals the first tick of damage immediately (this is what they did with red buff to make it more powerful with champions that have higher attack speed) Singed poison is of course only refreshed if you keep standing in the poison (extending the duration)
I don't see how this is relevant to the application of multiple stacks of hunter's talisman
: Skillcap isn't a weakness
Skillcap is a weakness, because this isn't 20XX and the whole way that you win games is you make mistakes. The harder the champion, the easier to make mistakes. Skillcap is a massive weakness because WE ARENT ROBOTS. Skillcaps are designed so that there is more risk, like when you miss something that is hard to land, you do 0 dmg, but when you hit it, you do more damage than average. Your entire post is just wrong, being difficult to play IS a weakness. TLDR; No human being plays perfectly. Skillshots are designed to be worth more if you land them, because they are worth nothing if they miss. Arguing a clickshot champ should be able to do as much dmg as a champ with skillshots is just stupid
: depending on how the math works it's either going to increase her sustain a bit or not at all. If it ticks for 5 hp a second (Starting the instant the enemy is damage) then she will be getting 20 hp a sec per jungle monster, as long as the coding is right.
No, it will give you 25 health per 5 seconds... hitting the monster again refreshes it, it doesn't apply multiples. If the game worked as stupidly as your post suggested, you would be taking 4x singed poison dmg from singed's changes...
majulito (NA)
: I disagree mages are meant to do several combos. They are meant to poke or burst with a few that do dps. They are bounded by raw ap and cdr. Also in many cases they are bounded by your ability to actually hit the target. Ap has gone down and cdr has gone up. This hurt alot of mages. Why would I opt for playing a champ thats meant to burst someone if it's going to take several rotations and theres no guarantee I will get the damage off. The answer is utility and cc but when it becomes so spamable it makes certain classes weaker (melee) and some items less valuable (swifties,mercs). Add on that ryliahs is common to a lot of mids because of its cc that works well with the cdr thats on everything. I agree however that dfg wasn't really fun to play with or against. But at its core it emphasized a part of what being a mage is, bursting someone down.
I agree, when I said combos I clearly understated the kinds of mages there are, but I meant poking and things as well. What I more so meant was that for most mages, a full rotation of spells is not supposed to 100 to 0 champs. However, I disagree that the mage role is meant to be bursting someone down. That has consistently been the assassin role. The champs that are designed to focus on killing one target have been shifted more towards the assassin role, whereas poking ap champions, and champions that do aoe damage or utility, have been shifted more towards the mage class. When dfg was around, it was always much stronger on fizz, katarina, kassadin, etc. Though, there are some champions that are in the mage class that focus on burst who I find have adapted to the removal of dfg fairly well. Veigar and Ahri for example. Ahri was never designed to be a burst mage, she was intended to be a kiting champion, and now is able to fit that role better. DFG was a crutch for veigar, who's kit itself struggled to work, but DFG closed that little gap, whereas now he can stand on his own as THE burst mage. Overall, DFG I find to be very unnecessary, and ruined the playstyle of lots of champions and shifted them into a more boring, one shot the adc and hope to live, playstyle. The meta itself shifting from this style isn't a bad thing, some people just really miss the way you could shift any champ into an assassin, which was very unfun and had little counterplay. Maybe DFG could make a resurgence, but if it did it would require a bit more counterplay, like {{item:3152}} and {{item:3147}} have now. The click to one shot style made it so hard for adcs to outplay, and I find that rather unhealthy.
: let me know when 1 ability > 1 auto attack. ATM its a pittance of a comparison, cait with her 2k autos. oh wait... one is relegated by attack speed... and one is gone for 8seconds... or ya know, you miss it outright.
Annie Q, 220 base damage at max rank with 80% ap ratio and a 4 second flat cooldown. assuming you have 600 ap, which is actually LOWER than highest winrate annie build has full build, 700 dmg on a 4 second cooldown and 625 range click shot, no need for the opponent to step on a trap, or for you to land a skillshot. vs. Caitlyn's auto late game, assuming she has 180 extra ad, which is standard build, lets bump that to 200 to be round and count masteries runes and drags. so 200 plus 91 from base, but just to keep that simple lets add that to 290. So if you step on a trap, she gets 190 extra, plus 70% ad ratio, so 393. Assuming she doesn't crit that would be around 680, and if she does then that would be up to 1500 something. Assuming that the player steps on a trap first of course. So 80% of the time, a highly situational auto attack that requires an opponent to get hit by a skill that is clearly marked on the ground, will do 1500 dmg, the rest of the time doing 680, and can only hit once. But 100% of the time, a non skillshot ability that doesn't require the opponent to step on your trap or anything, can do 700 or over. It depends on the scenario, but if you value consistency, or if the opponent is good enough to not step on traps, then annie is clearly better there. Another champ with fairly high damage would be veigar. So lets assume fully leveled full build veigar, with 120 extra ap, which honestly is pretty low, but lets just assume that much. With full highest winrate build, and the 120 ap, he gets somewhere around 800 ap. Now his q has 950 range and does 230 dmg, on a 5 second cooldown. Its 60% ap ratio bumps that damage up to around 700 something, now with this build's cdr, 30%, this cooldown goes down to around 3.85 seconds. So a 4 second cooldown spell, with at least 700 damage, that has 900 range is somehow worse than this unlikely scenario, that doesn't even have a full chance to kill them when it occurs? Both Annie and Veigar aren't even considered good right now, and they have better burst consistency and damage than caitlyn normally will.
: @ Riot whats the new equivalent
Mages are more so meant to have to do several combos, as they have more of a ranged advantage. And dfg was pure cancer, and if you disagree you don't remember what it was like then. It was an item that didn't fit a niche, it was good on some champions, but realistically you would just take it as a last item and say "eh why not, I mean now I can one shot their ad in an instant". It was never really a too well designed item, it just let people blow you up really quickly for no good reason. I agree that some mages are fairly underpowered now, but its undeniable that some, IE Anivia, thrive with current build paths. Also, Ludens is in the highest winrate item build for anivia right now, put that down to whatever you want, but its there. Basically though, standard mage build has changed so standard mages, like viktor syndra and lissandra, have fallen out of style. It's not a negative for the meta to have variety though imo.
: the homeguard animation for the star guardians
It does on lulu whimsy, or at least star guardian lulu whimsy. I know thats intended.
Depárt (NA)
: If a script can react to something, a human can too. If you're going to tell me nobody has ever dodged something from the fog of war etc then you should really stay away from scripting conversations.
Human beings have reaction speed, if the very moment the ability appears they move out of the way, they aren't human or they are scripting. Once again, theres a difference between Amazing reactions, IE getting lucky and turning at the right time or predicting something, or just reacting pretty fast, and instant near 100% of the time moving the exact opposite way of the skill.
: your least favorite champion to play against in each lane
Top: {{champion:420}} Jungle: {{champion:76}} Mid: {{champion:99}} Adc: {{champion:81}} Support: {{champion:412}}
: Riot Doesn't Understand Yorick (or Monsters)
There is a massive difference between "ugly" and a model from several years ago when the game was not near as well funded as it is now. A "pretty" character can have an ugly model. IE, release annie or release ashe would be considered "pretty" characters, but had very ugly models. Calling a company "cowardly" for trying to appeal to large audiences and stay fairly family friendly, is just idiocracy. In case you haven't noticed as well, they have made a massive step recently, introducing swearing into their game. They are making massive steps towards being less pg, and this is frankly risking dropping the family audience, which may not be large, but is an audience. The fact that you criticize their artstyle on new Yorick for not showing brutal gore, but the spell is a wall of corpses. Its an art decision to have them look like that, I think it transcends "angering your Chinese Overlords". Even if they did do it purely to stand better in China, thats nothing wrong considering they are majorly owned by a chinese company. I doubt that the game would have nearly as large of an audience as they do now if they still had the same level of graphics as they did when yorick was released.
Jayhawk (OCE)
: > [{quoted}](name=FreezeDragon105,realm=NA,application-id=3ErqAdtq,discussion-id=2glUrVgA,comment-id=000500040000,timestamp=2016-08-05T00:09:21.654+0000) > Gnar is a different champion, who works very differently from yasuo, and they are realistically not comparable, but lets play along. Gnar's ultimate gives him displacement, it has more damage, it stuns for longer, it doesn't keep him suspended and weak to enemies, it can be used to disengage, it's a DIFFERENT ABILITY. The comment I was replying to suggested that Yasuo couldn't always activate his ultimate and had only one way of using it which was situational (His q) which was an important part of his balance. I merely used Gnar as an example of a champion whose R is gated to a certain situation and can't be used in another circumstance and then gave the list of champions with any ability to proc Yasuo's ultimate (I will grant some, like Anivia, are heavily, heavily conditional, but they do proc it) to show that his point that Yasuo players should point to this as an example of balance is pointless and wrong. Also, your point about Yasuo having far less solo power would be valid, if he couldn't proc it himself. But he can, he just also gets benefits from one of the 40+ other champions that can help him proc the ultimate if they happen to be on his team. And so I don't waste time with multiple comments, I just want to address a few things you said in a few different posts: 1: You listed a set of mages who have "On-Demand" cc. However, most of these CD's are approximately half the CD of Yas's windwall in the early game and also aren't an ability those champions max meaning you get your first one blocked by the windwall and then have one chance to hit him with your cc before he can block it again in several circumstances. Several of these abilities are also skillshots or AoE cc with a visual indicator before taking effect so if you stand near minions, you're an even harder target to hit as Yasuo. This also doesn't account for the fact that the windwall blocks from both sides and also starts from inside Yasuo's player model meaning he blocks abilities that are basically on top of him meaning there's a lot of room for error using that ability. 2: You discussed the fact that his reduced crit damage is to offset the fact that he can easily get to 100% crit chance with his passive. Again, it would be valid if that was the biggest issue, however, the most successful Yas build right now ignores that factor and just builds a set of bruiser items and bypasses the negatives of his kit while trading in on several of the strengths of the items that synergises with his abilities. And even if he did build IE/PD, you said those items are subpar, except for the fact that PD's passive is great for minimising incoming damage (Which synergises well with Windwall, fuck up the wall? Eh, auto them and take 12% less anyways) and any champion who wants to crit builds IE at some point because of how efficient it is. 3: You talked about how long it takes to charge up to his CC and listed it as 5 seconds. So if you're going to accuse me of comparing two different things, I'm going to put it back on you: His tornado doesn't take 5 seconds to charge up, there are a set of prequisites to using the cc, but the ability itself has a faster cast time and movement speed than several other skillshot CCs in the game. On top of that, there isn't a direct CD related to using the tornado apart from the fact that you just need to hit 2 q's (That'd be an interesting nerf, actually), if you can land 2 more q's, it comes up again and again has no notable cast time or windup. An example of an ability with a wind up or charge up would be Taric's Q, Jhin's W, Leona's R, Vel'Koz's E, Zyra's R and so on and so forth. There's a clear window where you can see exactly where it is aimed before it even triggers an effect, Yas's Q does not have that. To be fair, the biggest problem I have with Yasuo is that he feels overloaded with ability compared to several of the other champions. Even in winning matchups, it just doesn't feel fun to play against him throughout the game and I'm more happy that he's not doing well rather than enjoying the competitiveness of the game. Those aren't fixed by simple nerfs and number tweaks, they're kit overhaul changes, I concur, but I wouldn't be too opposed to that.
Yasuo's solo power would be far nerfed if his duration to use q was shortened, because it would be much harder to use his ultimate and you would rely on a very small opportunity, or your teammates. 1. Different post, and I wasn't comparing them in a fight vs. yasuo, I was talking about how they have the power to use cc to escape jg ganks. It literally had NOTHING to do with windwall in the conversation, unless you count talking about how it can be used to escape a gank. 2. Yes his passive is made to offset his critical damage, and make it less powerful when he gets to 100%. Clearly either the items are subpar, or the reduced crit damage is too much if his most successful build includes no crit. Windwall definitely doesn't synergize with windwall, his passive does because the shield is effectively worth 12% more. Not every champion who builds crit builds IE, an example would be Jhin, who builds a rapidfire far before he would build an ie because the item isn't efficient enough. 3. I didn't list it as 5 seconds, I repeated the post that I was replying to who said it was 5 seconds, then clarified that it is between 8 and 2.6. It actually has a shorter cast time than some abilities, IE thresh hook, and has a longer one than others, ie ahri charm. The same can be said for it's speed. It is fairly average in terms of speed and cast time though. "There isn't a direct cooldown", the ability has a 4-1.33 second cooldown, so yes it does have a cooldown and it requires the 2 qs, which can be considered a 8-2.6 second cooldown in effect, so from one knock up to another, by technicality it does have a 12-4 second cooldown. "It comes up again and again has no notable cast time or windup." There is a casting bar on the ability, so it does have a cast time, and EVERY spell in league of legends with literally 0 exceptions comes up again, I don't know what you are trying to say. An ability with a wind up or cast time, yes those abilities work that way, though yasuo's works more similarly to Thresh's hook in effect, it is not necessary to see where they have aimed it because there is enough time that you can react to the fact that he is casting it, or that it is in travel, to move out of the way. He feels overloaded simply because of the fact that his abilities tend to have several effects, and it makes it feel like he gets things for free, like the double crit chance the knock up added to q despite the fact that it already has an effect and the fact that his e feels as if he can use it infinitely. You not enjoying playing vs. him doesn't mean that he should simply be reworked, I hate playing vs. Ezreal and Morgana, but I don't think they need some rework because it isn't fun for me, I just acknowledge the fact that that's my opinion, and I can play around them in order to have more fun with it. He doesn't need any kit overhaul changes realistically, he isn't op, and should be on the bottom of riot's radar in terms of things. TLDR 1. Not talking about vs. yasuo, comparing to yasuo. 2. Passive clearly made to offset double crit, if the items weren't subpar or his passive didn't nerf him too much his best build would have crit. 3. No I didn't say 5 seconds, I repeated someone else, then corrected them. The ability does have a cast time, or else there would be no casting bar. All abilites refresh in league, a lot of champions have skillshot stuns that aren't telegraphed Zyra E, Thresh Q, Blitz Q, Xerath E, Brand Q, etc. and that is because human beings can react and dodge it, or predict it. He just feels overloaded cause it appears to a newer player that he gets things for free, he doesn't need a rework, you just don't like playing vs. the champ.
Fowus (NA)
: im in bronze 3 so most people are bronze 5 wannabe yasuo players
Maybe you're in bronze three because you ban out your teammate's mains and force them onto other picks that they are less comfortable with? Just a possibility.
Jayhawk (OCE)
: > [{quoted}](name=jaycer97,realm=EUNE,application-id=3ErqAdtq,discussion-id=2glUrVgA,comment-id=0005,timestamp=2016-08-03T14:15:31.872+0000) > > Yasuo has so long time to cast 3rd q only because of his ultimate. Without q he can&#x27;t use ultimate, unlike other champs, who can straight press it without any problems. Its already hard to get your 3rd q while teamfighting outside the lane, then you have to decide when to cast it and you want to make duration shorter. Just because you don&#x27;t like playing against him, it doesn&#x27;t mean he has to be nerfed. Allow me to give a you a list of champions who can get Yas the ability to use his ult: {{champion:266}} {{champion:12}} {{champion:34}} {{champion:136}} {{champion:268}} {{champion:53}} {{champion:201}} {{champion:31}} {{champion:122}} {{champion:131}} {{champion:119}} {{champion:105}} {{champion:150}} {{champion:79}} {{champion:120}} {{champion:40}} {{champion:59}} {{champion:126}} {{champion:64}} {{champion:117}} {{champion:54}} {{champion:57}} {{champion:267}} {{champion:111}} {{champion:61}} {{champion:78}} {{champion:133}} {{champion:33}} {{champion:421}} {{champion:92}} {{champion:113}} {{champion:102}} {{champion:27}} {{champion:14}} {{champion:134}} {{champion:223}} {{champion:163}} {{champion:412}} {{champion:18}} {{champion:48}} {{champion:67}} {{champion:161}} {{champion:254}} {{champion:112}} {{champion:106}} {{champion:62}} {{champion:5}} {{champion:157}} {{champion:154}} {{champion:115}} {{champion:143}} So there's 45 possible champions in the game that can proc his ult on multiple people sometimes while only requiring him to be within some form of fighting range and creates and extended CC. And then there's Gnar, who can only use his ult when he is in Mega Gnar form, has to be in melee range to use it effectively and has to hit a wall with the ability to get the most useful effect out of it. Here's the difference, Gnar can't block incoming abilities, get a shield based on movement, have a situational repositioning tool on a <1 second cooldown and an ult that generates armour pen for free.
This forces Yasuo to rely on his teammates, which isn't bad, just makes him have far less solo power, and unless you build a comp around him he would be less useful. Gnar is a different champion, who works very differently from yasuo, and they are realistically not comparable, but lets play along. Gnar's ultimate gives him displacement, it has more damage, it stuns for longer, it doesn't keep him suspended and weak to enemies, it can be used to disengage, it's a DIFFERENT ABILITY. Gnar is a ranged champion, gnar gets free movespeed based on attacking enemies, has a far less situational repositioning tool that can cover double the distance and doesn't require a target, has long range poke for "FREE" with a way to lower the cooldown, percentage health damage, stun, doesn't require a comp built around him in order to effectively use his ult and can successfully use it alone. When you list things like this, you don't realize that they are different champions, with different kits, designed to do different things. You can't say "Yasuo is a better gnar" or "Gnar is a better yasuo", because they both thrive in different scenarios, some will be better in one, while another in a different one.
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W Flynn

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