: Riot's design choices aid in making this game even more toxic than it already is.
It's hard to give people advice in almost *any* online game without them getting salty...
: I've never understood Mundo's champion design
The only thing he has differentiating himself substantially from similar champions is the fact that he's the only tank/juggernaut with sufficiently threatening poke.
Naalith (NA)
: Mage changes are confirmed to be a result (in part, at least) of mage dominance in pro play. Really?
They have consistently nerfed mana/mana regen and surrounding items whenever mages are able to get functionally infinite mana too easily. There's nothing unusual about this, and as an immobile mage main, I'm excited to maybe actually have some lane interaction in my life now.
: Something that has always bugged me about Cleanse.
Suppression was created as an exception to tenacity and cleanse in the first place, for cases where an ability needed to be at a static duration and/or was too integral to a champion's kit to let it be countered in champ select.
Kythers (NA)
: What's wrong with pineapple on pizza?
Food is food, and it really doesn't matter what you get on your pizza so long as you like it. But to add to the arguments going on, if a good pizza place offers pineapple as a topping, it's because they know how to prepare it.
MrHaZeYo (NA)
: Do you think.
Not all champions, and not 9 of each, but a small bump in tankiness might be warranted.
Chimecho (NA)
: cuz... i play immobile mages Q~Q
I've had no trouble with her as Vel'Koz so far. Haven't gotten any other matchups against her yet though.
Junebuck (NA)
: > [{quoted}](name=Shatter the Sun,realm=NA,application-id=3ErqAdtq,discussion-id=JeNqAnU2,comment-id=0004,timestamp=2017-12-01T15:50:58.283+0000) > > I dont mind league being a casual game. It is a GAME after all and one that is brought down constantly by people always quoting the pros for every situation. Just cause dopa build X item on X champion in X lane doesnt mean its viable in every situation or even good. > > On the RNG note. It makes the game more interesting and stops you from following set plans and guide lines to playing lanes. It forces you to adapt and change based on the situation which in turn requires skill as well. If someone gets a pot of iron from klepto when fighting you and you both are low and you notice and flash out because you realized you werent gonna win that fight, takes skill. > > This whole game is a RNG fest. From the matchmaking to the ingame mechanics. The fact you are now saying something shows you just need to ADAPT to it. Team based games always have a large degree of RNG due to players alone. As a freelance statistician, I disagree with you and I believe there is a problem with RNG in League of Legends. Riot now tends to the biggest eSport in the world. It is a game that can be played casually with or without RNG, but competitive League is what has allowed this game to grow and what often makes it so captivating to watch as well as play. So what could go wrong with RNG? Consider the economic principle of marginal analysis, which in this context can mean that the smaller some sort of margin between two teams, the more that little things matter to an outcome between the two teams. Say two pro teams, hypothetically, are equal in skill, or are at least equal by a certain point in the game, and a teamfight will swing the advantage. A close teamfight could be won with a certain random proc, like Zoe picking up a support's Redemption. People will later be able to see that RNG won that fight, and skill did not matter for the losing team in the end. I believe it would cause community disillusionment towards competitive League. That's why RNG is bad. It does not even have to do with matchmaking or skill because essentially nobody except the very top 0.001% have decent overall skill. But when you inject RNG in competitive context, what happens to the 99% that are watching? Are they incentivized to increase their skill when they know BS like that can happen? I'm certainly not incentivized to grind in Hearthstone because of all the RNG. I'm implying that there might be a ripple effect down the ladder, no matter how random matchmaking is. I think that Runes Reforged is actually a good thing that Riot implemented to make the game more accessible (less expensive) to new players, but I think they should remove RNG procs.
If Zoe picked up the support's redemption during a fight, nothing RNG happened. The support used their own redemption, dropped a bubble, and their team let Zoe get to it.
F4keS4lt (EUNE)
: Why I love Illaois design and kit
And she's got this satisfying *weight* to everything she does. She makes it feel good to hit things.
: But it's not! If she wants to hit you with it, she always has to get within the 800 range around herself. Sure, her jump kinda extends that, but the jump is equally obvious, and adding in more than just the projectile animation to react to.
She also lacks sustain and an escape compared to Nidalee. There's not much similar other than "has a strong line skillshot that scales with range".
: I miss the League where games weren't decided in 5 minutes.
For me, the most common thing deciding games early is players being dumb, which is neither new nor something I can expect Riot to fix.
: Would you play an MMORPG based around Runeterra's lore?
I'd 100% be interested in playing one, especially made by Riot. I'm a lot less certain that they'd make one, though. First of all, they're still working on sorting out their lore. Second of all, put simply, and massively understated, making an MMORPG is hard.
: > [{quoted}](name=ULTRAF0RCE,realm=NA,application-id=3ErqAdtq,discussion-id=2foYXEYq,comment-id=000a000100010000,timestamp=2017-11-15T20:14:08.166+0000) > > This preseason isn't as crazy as preseason 5 where there was a lot of balancing problems involving the jungle. Lmao, this is the worst preseason *by far*.
It's got some *extremely* stiff competition in Feral Flare and that one time they made Dr. Mundo the best champion in the game by accident.
: > [{quoted}](name=Wheatloaf,realm=NA,application-id=ZGEFLEUQ,discussion-id=WaEzfGeH,comment-id=000800000000,timestamp=2017-11-12T21:43:45.257+0000) > > I made my post addressing the faulty logic in the arguments used on the topic, so I didn't really address your point but I do agree with it. Sometimes, there are good reasons someone might flame. Having someone in your game that is either obviously not at your skill level or obviously not interested in playing the game seriously sucks. You have every right to get mad in that case. I don't agree with vocalizing it in the particular manner some do, but I agree with them being upset. I don't think we should tolerate flaming, however "justified" you may consider it, though, because even in those cases it's at best unproductive. Gotchu. Yeah man, its obviously not good in any scenario. Maybe 'good reasons' isn't the right way to say it, but 'understandable', I'm sure thats what you meant. The best way is to give constructive advice, but lately its so toxic that you just get an instant fuck you back. To put it in a nutshell, when I started this game I went my promos and was placed silver 2. I got the FUCK flamed out of me in silver 2, like it was insane. They could all tell I had no fucking idea what I was actually doing. They knew I didn't belong- but I didn't know that at the time. Now I know. Riot put me there and I got flamed all the way from silver 2 down to bronze. Is it my fault I was put where I didn't belong? No. Is it riot's fault? Absolutely. They placed me into a toxic scenario and I ruined tons of games for people and deserved not to get banned- but certainly demoted. You know what? It would've made my game experience MUCH better as well. Flame happens for a reason. Fix those reasons and it will greatly dull down. Try to censor the flame itself and you'll just lose gamers to other games. I guarantee it. As long as you censor the flame you will not solve the actual problem. Take that as gospel.
Definitely. But leaving the flame to itself while you go after the root issue isn't ideal either; I much prefer them going after it from both angles, especially because flaming isn't something we'll get rid of entirely unless a shift in the mindset of society far beyond the scope of League happens.
: > [{quoted}](name=Wheatloaf,realm=NA,application-id=ZGEFLEUQ,discussion-id=WaEzfGeH,comment-id=0008,timestamp=2017-11-12T16:02:50.025+0000) > > Internet Logic: > Why should I stop being mean to people when they can stop being hurt by it? > > They're not even technically wrong, it's just not a particularly strong argument, especially when the other side can say the same thing: > Why do we even have to deal with you being mean when you can just not? > > The entire argument, at least on any internet forum I've seen it on, is basically each side saying "Why should I put work into interacting with people?" Personally, I'm on the side of Player Behavior, because the people flaming and such are the instigators in this situation. By their own logic of "you don't have to be hurt by what others say and do", there's no reason for them to flame in the first place- they can just not be bothered by what their team is doing. If they stop themselves there, there's no room for anyone to be a sensitive bitch about what they say in the first place. In fact, if you think about it that way, the flamers are the ones being overly sensitive. > > TL;DR People trying to justify flaming and saying it shouldn't be ban-worthy are essentially applying the Devil's Proof to human relations, and it isn't any less a fallacy. Flame is often the result of something. In my experience its usually feeding, though its often also when someone makes a bad play and then starts blaming. Which is why jungles often get flamed. What I'm getting at is, why did the person get flamed. If it was their play, well call it even I guess. If its not legit- well thats not cool. I find often lately that we're focusing on the flame, instead of the root issue. A player feeds 0/6 in 10 minutes, making the game really hard for the rest of his team- I don't think anyone should be surprised when he gets flamed. Hes causing all of his teammates to have a much greater chance of losing the game. Granted flame helps nothing- but we shouldn't be shocked it happens. We certainly can't stop it by just trying to snuff it. We have to stop the problem at the source. Boosting is just as toxic as a bad player. If someone is going 30/0 10 games in a row they should be jumped into a higher elo. They ruin games just like a feeder does. We need to be sure we're exploring all sides.
I made my post addressing the faulty logic in the arguments used on the topic, so I didn't really address your point but I do agree with it. Sometimes, there are good reasons someone might flame. Having someone in your game that is either obviously not at your skill level or obviously not interested in playing the game seriously sucks. You have every right to get mad in that case. I don't agree with vocalizing it in the particular manner some do, but I agree with them being upset. I don't think we should tolerate flaming, however "justified" you may consider it, though, because even in those cases it's at best unproductive.
: Be nice.
Internet Logic: Why should I stop being mean to people when they can stop being hurt by it? They're not even technically wrong, it's just not a particularly strong argument, especially when the other side can say the same thing: Why do we even have to deal with you being mean when you can just not? The entire argument, at least on any internet forum I've seen it on, is basically each side saying "Why should I put work into interacting with people?" Personally, I'm on the side of Player Behavior, because the people flaming and such are the instigators in this situation. By their own logic of "you don't have to be hurt by what others say and do", there's no reason for them to flame in the first place- they can just not be bothered by what their team is doing. If they stop themselves there, there's no room for anyone to be a sensitive bitch about what they say in the first place. In fact, if you think about it that way, the flamers are the ones being overly sensitive. TL;DR People trying to justify flaming and saying it shouldn't be ban-worthy are essentially applying the Devil's Proof to human relations, and it isn't any less a fallacy.
: i dont understand how anyone can complain about adc's
: accurate summoner icon
That mug is filled with tears of champions who *wish* I had killed them.
: Yeah. When I see people flash under the enemy tower to trade their life for their opponents I cry a little on the inside, since often it'd be better to realise you've forced them to back and you can now grab an xp advantage, instead of going relatively even by trading kills.
Forcing my opponent to miss waves makes me feel warm and toasty inside.
: Why isn't there a Animation for Legends never die, like the previous songs for worlds ?
People seem to be forgetting Worlds Collide got one of the most hype videos (in my opinion) of any of the Worlds songs-- but got it for the finals. https://youtu.be/8Dlyp6wkM6c With any luck, we can expect something similar this year.
Lost R (NA)
: Surrender at 0
The current meta is pretty snowbally, but giving up early doesn't really help that fact. Too many people only like winning when they're winning for the entire game.
Heartmix (NA)
: Who does azir counter tho? Ori/syndra= Skill matchup. Zed= shits on azir, ahri=shits on azir post 6, veigar= Shits on azir, if azir is in range to q you, he is in range of your stun/q/R. xerath=outranges azir, outpokes azir. Annie=skill matchup (favors azir imho). I cant really think of a mid laner that has 0 options vs azir.
Karthus? But Karthus losing a lane matchup isn't exactly surprising.
MagÊ (EUW)
: as a mage main, my wishes: Nerf {{item:3165}} , ap should be reduced to at least 80 if not 70 {{item:3102}} {{item:3157}} remove cdr, increase ap to 100 and tweak the price to adjust the items {{item:3089}} better build path {{item:3116}} buffed while making it healthier {{item:3285}} 3200 gold for this? you must be doing jokes riot, reduce the price to 3000 {{item:3812}} spellvamp would be appreciated the reason spellvamp was a problem is because you could get it during laning phase, making vladimir too broken and other manaless mages like kennen if you make a 3600 gold item that gives sustain to mages, i think it would be balanceable
Spell Vamp isn't necessarily the answer, but it could be interesting to give mages *some* way of sustaining. As things stand, especially late-game, trading as a mage is strictly bad. Of course, many mages have the range and damage to take entirely one-sided trades, but I think it's worth a look regardless.
: This is honestly the type of approach I wish you took on Sona, Annie, Leona...quite a few of the "small" reworks, honestly. I spam the boards constantly about reworking simpler champs in ways that help them keep up with the game. Things like this and the Warwick VGU are *exactly* what I'm talking about. People seem so afraid of change, especially when they see "skill shots" involved, but they don't realize that that variance allows for greater reward in ways that weren't possible. This rework was a job well done. Only downside is that there's not more of this type of work for other champs.
It's not even that this fixed all of Xin's problems; it just worked wonders for his state despite being relatively low-budget work. I'm actually interested in seeing the champ in my games for the first time in... ever, really.
: Since they took away Charm's damage amp and being very critical to her kit, I'm not surprised.
I was playing when they added the damage amp, I was playing when they took it away. I've never particularly thought of charm as the most iconic thing she has. My first thought when watching Rakan and Eve charm people isn't going to be "oh look, that thing only Ahri used to have," or "oh look, that CC that's so common it's on 3 whole champions". My first thought is going to be "oh look, that person's fucked". Maybe that's my fault for not being an Ahri main, but that's my 2 cents as someone that plays *against* Ahri.
: I've been skeptical since Rakan's release that he needed a Charm in his kit, but yes, it does make sense for this new Eve. I just feel like giving these champions Charms is akin to giving a new champion J4's flag drag, Tahm Kench's consume, Aurelion Sol's ~~balls~~ star orbit, Kalista's spear stacking + rend, etc. It's great that they're working with design space they've left alone, but they've degraded Ahri's defining feature from "Charm" to "annoying mobility".
But "annoying mobility" is the first thing that comes to my mind when someone picks Ahri :x
koshkyra (NA)
: Has anyone else missed a cs because of minions randomly switching aggro
Sometimes they walk past my entire wave just to suicide to turret.
: 3 hit passives and this new spell paradigm? Give him a knockup and mobility as well and I'm sold! :^)
Actually, it's been a while since we got a multi-step ability a la Riven Q...
: It seems like Riot is slowly hinting at something very large involving the Void.
: It's less because Fiddle isn't flashy enough and more because his Q is absolutely cancerous in any laning situation.
He also relies heavily on poor vision control and decision-making.
: As a longtime player, i'm certain CC(especially slows) was the start of it all.
iirc, wasn't Irelia designed almost explicitly to kill Ashe?
AD Yuumi (NA)
: Zyra can be contentious so I want to preface this post with THIS IS ALL ENTIRELY MY PERSONAL OPINION AND DOES NOT NECESSARILY REFLECT THE OPINIONS OF OUR LIVE OR BALANCE TEAMS. First I'm not going to talk about Brand or V'K because I think, even if they're often played as support, we see a good number of them succeeding in mid as well. I think characters like them are merely a result of perception as opposed to actual lane to lane imbalances. We've seen similar things in the past with character like J4 (played in jungle for years even though he was winning more as a top laner) and Morg (played almost exclusively as support for a season, all while being a god-like midlaner) I think Zyra's case is special and comes down to asking the question "what is your kit actually good at?" Zyra to me has been a support since season 3 (when we gave them gold) because her kit isn't amazing at waveclearing and roaming for aggressive ganks (things midlaners love to do) and is much better at things like zoning opponents off the minion wave (which she can only do if she doesn't use her spells to waveclear), heavily punishing enemy engages, and following up on ally CC (things supports love to do). To me the problem with Zyra isn't in her kit or our balance strategies, it's in perception. We told players years ago "we're giving you a mid" but after a few months of Zyra and meta changes that wasn't what we were giving you. At that point she was potent as a support and we had to tune her for support. We could make Zyra a mid again, but IMO that's a DIFFERENT character at this point that would need some CHANGES (not just balance) to how her plants and E work . We'd need to realign her strengths. We recently did this with Malzahar and his voidlings, he's a mid again. It's possible to do that with Zyra, but right now she's a support and we balance her as one. We'd have to make the decision to change that. I personally caused some role confusion when I made Vi. [ If you watch Vi's spotlight](https://www.youtube.com/watch?v=vp3ZrRJz-ZY) you'll notice we told people she was a toplaner, but if you read her kit you'll quickly realize that what we actually released was a jungler. She could top for a while, but as we repeatedly nerfed her due to her power in jungle (the role her kit was actually suited for) she fell out of that position. Luckily, with Vi, there weren't a lot of people who got hurt by this shift. Hunting ADC's in top -----> hunting ADC's in jungle is not the worst transition. Carrying in mid ----> supporting a carry in bot feels a bit more painful. TLDR, I can feel your pain, but Zyra's kit is a support kit. IMO, if we want Zyra to mid, we'll need to change her kit a bit, but that might prove difficult given the reality of what plants are (temporary turrets that are way better when not used on the minion wave). **again this is all personal opinion and could be totally wrong**
Agreed on Vel'Koz. He feels good, win rate seems fine, does well into enough matchups. Artillery mages just haven't been relevant for a long time, and even then he's an odd flavor of the subclass.
: To all those who downvote the "New champs banned from ranked" threads
My stance on the issue (not necessarily correct, but it's what I think): The people playing new champs for the first time in ranked probably aren't going to try them in normals just b/c they're disabled in ranked for a week. The same thing will happen, just once they're enabled in ranked.
Meddler (NA)
: Quick Gameplay Thoughts: August 25
People have been talking a lot about AP itemization recently, but what are your thoughts on Deathcap specifically? Its cumbersome build path and hefty price tag have been keeping it hard to build, even as an end-game item (because of how long you end up sitting on just a Needlessly Large Rod).
Statikin (OCE)
: VELKOZ SQUAD! Also how did that edgy asslord Kayn win. He deserves no such victory
Logged into the boards for the first time in a while just to join the fight. Nothing against pillow-man, but Vel'Koz is best.
: ya This some good shit
How I think my mental process will be playing new Urgot: - Fuck this - Fuck that - Fuck you - Fuck this thing in particular I've always wanted to be made of pure anger and hatred.
: I wonder how he will be to play against for immobile enemies. Watching urgot dance around you getting passive procs off will feel a lot like playing against fiora.
It'll probably be the usual immobile vs Juggernaut: "Dear god why did I take this fight GET IT OFF OF ME."
Brascus (NA)
: and urgot never truly dies because he lives here ' places hand on chest '
: When is he coming out also if we own urgot already is this a free upgrade or do we have to buy him again??{{champion:6}}
Anything and everything you have related to Urgot right now should stay with you; you'll just have the updated versions. Unless they're drastically changing how they handle Visual and Gameplay Updates, which I highly doubt they'd do without notice.
: This community seriously needs more patience.
But being passive-aggressive and/or just plain aggressive is necessary! How else are they supposed to understand exactly how stupid they are? :^) /s etc, etc
Nayqua (EUW)
: When Vel'Koz mains gather
It used to be really good, actually, before they changed how slow stacking and rylai's slow application worked. It's been a long time since then, though.
Meddler (NA)
: Quick Gameplay Thoughts: June 6
What about a rune that allowed your spells to grant vision, if certain conditions were met? Or one that somehow interacts with channels?
: It's a really shitty state of affairs when you have to thank me for not being an asshole. :\
It's an anonymous internet discussion board :/
: You're misinterpreting what a 'free dash' is. A free dash is an any-direction dash with zero hindrances or boxes to check. Lucian has a free dash because he can throw it in any direction. Reneketon has a free dash for the same reason. Ezreal has a free blink. etc. Mobility without and real drawback other than "The skill goes on CD". Conversely, Aurelion Sol might be able to "dash" across half the map but he's visible, has to build up a charge and any damage removes from him. Camille has to leap from a wall and if she's not aiming at a champion, the range is pretty damn short by comparison. Rakan is the last champ with a truly "free" dash (His W) but even then he has a pretty heafty delay due to the knock up.
"Free-target dash" is a bit more clear of a term, but thank you for clarifying what you meant without calling anyone an idiot in the process.
: Rito with the huge troll
They're trying to use mobility more smartly in kits. In Camille's case, they gave her an interesting mobility tool. They also gave her the kitchen sink, which was/is the problem. Rakan is our first super-mobile support, which is neat. Galio got specials mechanics on his movement (pullback and inability to cross walls with E, ally-only targeting with Ult) to keep it from being too ridiculous. They are working to manage mobility creep, but they're not doing it by refusing to touch it as a mechanic. That would 100% reduce mobility creep, but mobility is annoying for reasons beyond it being so plentiful, and it's important they address those, too.
Ralanr (NA)
: Galio isn't that mobile.
He's also got (imo) some fantastic conditions and nuances to his mobility to make it less overbearing.
Brascus (NA)
: Is that universal though? Considering there are high mobility champs that go mid {{champion:103}} {{champion:105}} {{champion:238}} {{champion:38}} or champs with pretty good disengage and zoning {{champion:69}} {{champion:99}} Also immobile champs in top lane are a thing too
There could be some team comps where it would work, like how Ziggs bot is good in very specific circumstances. Don't expect it to become the norm, though.
CppL (EUW)
: Not op.But with all that free cdr on items ,her ulti could use some cd nerf.Cause i saw ori players harassing enemy with her ulti.That shouldn't be happening.
Alright, I know there's a *lot* of cdr on items, but calling it free when you literally have to pay for it is a little much.
Sahn Uzal (EUW)
: {{champion:14}} mid intensifies.
Anyone that says tanks can't be played mid has been lying to you.
: Why is ori suddenly considered op, you guys called her balanced a month ago
Ori has historically been one of the best-designed champions. However, as more and more champions are reworked and released, her inherent problems have become more and more pronounced. She's like a not-as-bs Azir; He was *the best* in every situation, whereas Ori is just *good* in every situation. She's still far from the most problematic champion in the game, but I'd expect her to be viewed less and less favorably in the future.
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Wheatloaf

Level 108 (NA)
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