Gigalift (NA)
: (AZ) Ping issues for nearly 3 months now
Leaving a comment to verify, a couple months back i was getting a consistent 64 ping, now its hovering in the 80s. I thought it was fixed yesterday, but logged in today and noticed its back to 80 again... I really hope Cox is just having service issues and they aren't intentionally throttling customers, but I get the feeling thats the case..
Meddler (NA)
: Quick Gameplay Thoughts: October 5
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=zpaM5Ki1,comment-id=,timestamp=2018-10-05T16:14:59.940+0000) > * Kai'Sa nerf - One direction is giving her clearer weaknesses. Another is making her upgrades a bit harder to unlock, given the original intent wasn't that she'd unlock all 3 this reliably. please please please don't touch her evolve spikes! Her current problem is that she is too safe early for all the power she gets, and I don't think taking power out of her lategame is the right way to hit her. Just make her early game weaker and keep her threat as a lategame monster. Make her Q cost more mana, increase the cooldown on her E and ultimate in early levels, maybe lower her armor or health a little.
Rioter Comments
: Ranked 5s queue returns during scheduled windows
Im glad you guys even brought ranked 5s back at all(im still mad as fuck about soloqueue, hope you guys change your minds), but why the restricted times?
: NA Backbone ISP Maintenance - Ping Increase and possible DC's in the South/Southwest US
Off topic(I think, this has been around for a lot longer than your maintenance rounds), a couple months ago I went from 67 ping to 73, its not major but I can definitely feel the difference(not nearly as big of a difference as 30 ping to 60 but still), also when I ping DIRECTLY to your server im closer to 60 ping that 67. Any reason behind this ~20 ping discrepancy between a direct ping and live?
: It’s not a feature that’s currently planned to be added, but we do recognize that this is a feature that’s requested quite often. What we’re committing to is to conduct research on it to understand more of why players want an offline/invisible mode and what activity they expect to take while in that state. We usually conduct research via in-person player labs, surveys, and collecting data from players around the world. So, we are not going to say “yes” or “no” to the request at the moment, but we’re committed to learning more about it so the best decision that would affect all players globally can be made.
> [{quoted}](name=CapnBranFlakes,realm=NA,application-id=2E4zVIwd,discussion-id=gOohi2F5,comment-id=0002,timestamp=2016-06-15T16:53:53.643+0000) > > It’s not a feature that’s currently planned to be added, but we do recognize that this is a feature that’s requested quite often. What we’re committing to is to conduct research on it to understand more of why players want to play soloqueue and what activity they expect to take while in that state. We usually conduct research via in-person player labs, surveys, and collecting data from players around the world. So, we are not going to say “yes” or “no” to the request at the moment, but we’re committed to learning more about it so the best decision that would affect all players globally can be made.
: Why just for Diamond and above? Are you just letting them get help and completely ignoring the lower tiers?
> [{quoted}](name=QTPie448,realm=NA,application-id=3ErqAdtq,discussion-id=VTgJjZAE,comment-id=0001,timestamp=2016-06-02T17:23:05.095+0000) > > Why just for Diamond and above? Are you just letting them get help and completely ignoring the lower tiers? dynamic queue isn't why you're in bronze dude
: Dynamic queue and the future of League
All of this bullshit could easily be fixed if you just brought back the old ranked system, SO MANY GAMES HAVE TRIED DYNAMIC QUEUE AND REALIZED THAT IT FUCKING SUCKS. Why is it so hard for you to just accept that Dynamic queue is fucking awful and bring back the old solo/duoqueue with the old pick system? W/E im fucking done with this game, way less fun to play. I'm just going to go play overwatch like half the community is going to be doing in a couple of months. I hope ruining your game was worth the $$$, I guess the longevity of your game doesn't actually matter to you.
Meddler (NA)
: Zed: We've pulled the ult nerf from patch 6.11 after a lot of debate on the team as to how hard the Q changes will or won't hit Zed. Still sitting on it as an option for a later patch, we want to assess what impact those other changes have first though. Azir: One of the issues we're looking to address with the reduced duration on Azir's ult is how hard it shuts down melee, fighters in particular who can't just disengage from the fight for a while. 5/6/7 seconds is a really long time to wait in a team fight for it to go down, meaning Azir's presence makes it really hard to play many melee champions usefully unless they've got really high slipperiness (leave fight then return), a way to cross his wall (blink or flanking ability) or really long fight times (tanky, or great with a tanky build). The other issue is just the raw power of the ability, as both a strong AOE knockback and a persistent wall. The knockback generates a lot of interesting plays/counterplays. We concluded as a result that, given we felt we needed to take power out of the ability, it was better to hit the persistent wall, which tied in well with the above concerns on effect on melee champs. In terms of overall power both Zed and Azir are too strong. Azir's particularly out of line when played by a really experienced Azir player (experienced players should perform much better, there's still a limit though). I suspect we'll have to hit both of them again at some point in the next few patches, that's a personal guess though rather than currently planned work. Wwe'll see how these changes go first.
> [{quoted}](name=Meddler,realm=NA,application-id=3ErqAdtq,discussion-id=sunrErEo,comment-id=000d,timestamp=2016-05-26T03:43:38.894+0000) > > Zed: We've pulled the ult nerf from patch 6.11 after a lot of debate on the team as to how hard the Q changes will or won't hit Zed. Still sitting on it as an option for a later patch, we want to assess what impact those other changes have first though. > > Azir: One of the issues we're looking to address with the reduced duration on Azir's ult is how hard it shuts down melee, fighters in particular who can't just disengage from the fight for a while. 5/6/7 seconds is a really long time to wait in a team fight for it to go down, meaning Azir's presence makes it really hard to play many melee champions usefully unless they've got really high slipperiness (leave fight then return), a way to cross his wall (blink or flanking ability) or really long fight times (tanky, or great with a tanky build). The other issue is just the raw power of the ability, as both a strong AOE knockback and a persistent wall. The knockback generates a lot of interesting plays/counterplays. We concluded as a result that, given we felt we needed to take power out of the ability, it was better to hit the persistent wall, which tied in well with the above concerns on effect on melee champs. > > In terms of overall power both Zed and Azir are too strong. Azir's particularly out of line when played by a really experienced Azir player (experienced players should perform much better, there's still a limit though). I suspect we'll have to hit both of them again at some point in the next few patches, that's a personal guess though rather than currently planned work. Wwe'll see how these changes go first. have you considered reverting Zed's kit back to what it was before patch 5.9? No reactivation cooldown, faster W with shorter range, and tone down the Q damage to what you have on the PBE now. I think the "old" Zed would be a lot easier to balance around numbers instead of the current iteration of Zed.I also would personally prefer playing an assassin that does significantly less damage but feels very fluid to play.
: It’s your turn to Ask Riot
When is soloqueue coming back?
Meddler (NA)
: 6.9 balance hotfix going out soon
While you're at it revert the QSS nerf and the jungle timers, shit makes the game way less fun.
: General Changes to Objectives for Mid-season
Can you guys please fuck off with making the game "more competitive" for all rankings? All you're doing is dumbing your game down for the highest level to please the masses of people who want to pretend that they're good at this game. This change does not make the game more competitive, if anything it does the opposite. Warding objectives and keeping tabs on the enemy jungler will now be pointless, I'll be able to tell where they should be off of the timer alone. I All this does is give premades another advantage over solo players at all elos. Can I spam ping and maybe have my team group up around their blue buff? Yes, but it will be a lot sloppier than their 5 man waltzing through our jungle without warding anything. Honestly this game is turning to shit because of all of the changes you guys have been pumping out, and you're too stubborn to admit it. You should be ashamed of ruining the game that so many people fell in love with.
: Patch 6.7 notes
Limiting what division people can queue with WILL NOT solve anything for higher elos. The issue isn't the ranking of who is queueing up, its the fact that 5 man premades are matching up against Challenger soloqueue players constantly. It isn't as bad here in d4, but one in ~15 games for me has a 4 or 5 man premade that is easy to tell just by their map movements and the CLAN TAGS THAT THEY HAVE. Its harder when they don't have the same club tag, but its pretty obvious who is queued up when they roam like a pack and pick off people that don't have the luxury of voice chat with their teammates :)
: New Champ Select Update
> [{quoted}](name=Riot Socrates,realm=NA,application-id=Ag8jgd8Q,discussion-id=6WuZKauE,comment-id=,timestamp=2016-03-22T18:04:52.023+0000) > > Hey all, > > It’s been two months since we launched the new champ select and dynamic queue. The team has been heads-down addressing issues and we realized it’s past time to update where we are and where we still need to go. > > The number of people playing in premades is the highest we’ve seen in League’s history and 98.6% of the time, premades of 4 or 5 teammates are being matched against a premade of the same size (most of the 1.4% with more divergent premade sizes come from very high and very low MMR ranges). Teams made of solos and duos are matched against a premade 4 or premade 5 only 0.21% of the time, and players queueing solo get teamed up with 4 man premades 3% of the time. > > Match quality (defined by the average MMR difference between players on one team vs. the opposing team) has improved slightly, giving us closer, fairer games across all tiers of ranked play. > > With the introduction of new champ select and dynamic queue to ranked, as players get the roles they want (with some exceptions we’ll talk about below), we’ve seen the frequency at which ranked players encounter language serious enough to result in a chat restriction has dropped by nearly 40%. > > Overall, we interpret these numbers to suggest a higher (and more positive) degree of engagement with dynamic queue, but we still have a lot of work to do on a number of fronts. > > At the launch of new champion select, dodge rates almost doubled from the old queue because of the new lock-in requirement. We’ve added new sounds and made a few other usability improvements to help correct this. We’re also still pursuing a tricky bug that makes the client not pop to front when it’s your turn as well. The dodge rate is now slightly lower than the previous champ select (even when we include players who dodge by failing to lock in), but there’s still room for improvement. > > There are some remaining critical issues with matchmaking. High-skill players above Diamond tier have seen unacceptable queue times lasting as long as an hour. We launched a high-MMR queue time update on March 4. As a result, average queue times for most high MMR players are down to 5 minutes, but some at the highest levels still have much longer waits. That’s still not good enough and fixing it is one of our highest priorities. > > When we first launched new champion select, players were getting their primary role about 70% of the time. As selection behavior changed, this number dropped. We expected players would try and game the system, but we may have underestimated the impact on matchmaking, and there are some particularly bad position combos that result in getting secondary position too frequently. Improving and properly calibrating role selection is also high priority for us. > > We’ve also been working to fix a lot of critical issues while adding some much needed functionality, such as being able to open your champion grid at any time and not revealing pick intent to opponents when it’s your turn. > > A few days after we launched dynamic queue we said we would re-release solo queue within weeks, which we haven’t. The main reason is we've prioritized improving matchmaking and position select first and foremost. It's also clear we underestimated the amount of iterative work necessary to bring dynamic queue up to our standards, and we should have communicated that earlier. That said, as we continue our work, we're concerned about the impact solo queue will have on matchmaking as a whole, and we’re assessing how to best proceed. Once we've fixed match times and position selection, we’ll have a better update on other queues. > > Until then, thanks for helping make the new queue and the new season start off so successfully! GLHF, and we’ll see you on the Rift. > > Riot Socrates You morons can fuck right off. the only reason solo queue hasn't been released yet is because you know nobody in their right mind would pick your shitty new queue over solo queue.just release solo queue already and admit that dynamic queue was just a stupid idea.
Meddler (NA)
: Usual disclaimer: Win rates, pick rates and ban rates are useful information, but we don't believe they should drive balance decisions. They should certainly be part of the conversation though, particularly when broken down into more applicable stats (e.g. win rate for experienced players over sufficient patches to generate a large sample size). With that out of the way we do think Zed's too strong at present. The things we're currently looking at as problems to address are his damage early and insufficient windows when W is down for his opponents to play around. Possible solutions there right now look like lower Q damage below rank 5 (55-235 instead of 75-235?) and higher W CD below rank 5 (22-14 instead of 18-14?).
> [{quoted}](name=Meddler,realm=NA,application-id=3ErqAdtq,discussion-id=OsFkRcjW,comment-id=0016,timestamp=2016-03-19T20:08:56.583+0000) > > Usual disclaimer: Win rates, pick rates and ban rates are useful information, but we don't believe they should drive balance decisions. They should certainly be part of the conversation though, particularly when broken down into more applicable stats (e.g. win rate for experienced players over sufficient patches to generate a large sample size). > > With that out of the way we do think Zed's too strong at present. The things we're currently looking at as problems to address are his damage early and insufficient windows when W is down for his opponents to play around. Possible solutions there right now look like lower Q damage below rank 5 (55-235 instead of 75-235?) and higher W CD below rank 5 (22-14 instead of 18-14?). god fucking damn it you guys do this EVERY SINGLE TIME. Zed was in a balanced state, he was sitting at a 49-51% winrate, then you guys randomly make his W Q combo way clunkier, and give his W more range. This makes him a safer pick, but makes him less fun to play. You later give him more damage on ult, to compensate for making it extremely clunky because of the change where you couldn't instantly swap back. Now, you've removed his extra damage on ult in favor of a situational item that zed doesn't even always build, and you're nerfing his damage again? How about giving him back his utility and making him less clunky by fixing his W and removing that stupid timer where you can't instantly swap back on his ult?
Rioter Comments
: Ready, set, play: Party Rewards are back!
Riot can you make it bonus EXP for lower level accounts as well so we have a reason to bring new friends in too?
Lyte (NA)
: Let’s talk about dynamic queues and ranked play
> [{quoted}](name=Lyte,realm=NA,application-id=A7LBtoKc,discussion-id=XvqbAgrF,comment-id=,timestamp=2016-01-16T05:48:06.262+0000) > * **When we polled players who were playing in dynamic queues the specific question**: “I like that you are allowed to queue with any number of people to play ranked”, about 55% of players agreed, 20% were neutral, and 25% disagreed. We’re not saying this to sway opinions either way--it tells us the system is both polarizing, and broadly desired. We’ll check in on this statistic again next week. The issue with this people who don't feel like playing against fully stacked teams won't be even queueing up for dynamic queue, so you won't be able to get a good poll unless you poll players playing ALL game modes.
: Challenger Ahri Storms Back into Snowdown
> [{quoted}](name=WizardCrab,realm=NA,application-id=cIfEodbz,discussion-id=uQERzEsh,comment-id=,timestamp=2015-12-17T07:03:09.417+0000) > > Hey everyone, > > I wanted to explain why we put Challenger Ahri back into the Store for the duration of Snowdown. > > I know there are going to be a number of you who think this is awesome, a number of you whom this frustrates, and likely a larger group that is just kind of confused. I can’t speak to each group separately so I can’t directly address those emotions, but I can talk to why Challenger Ahri is back now. > > There is a very small likelihood that you can end up with Challenger Ahri as an option in your individual Your Snowdown Shop. But if the skin is not currently available in the store and you try to buy it, you get a big fat error. We don’t want that. And we‘re pretty sure you wouldn’t want it either. > > That’s why we feel the best thing to do is to re-include Challenger Ahri in Snowdown. That means she’ll be available for the duration, and will be included in the Snowstorm sale for 50% off on 12/17. We’ll also extend that sale for 24 hours through 12/18 because this is such short notice. And she’ll still be available when the season starts in January with a day at 50% off because we’ve promised that as well. Going forward, you should expect Challenger Ahri (and future Challenger skins) to only make appearances for particular esports-related occasions. > > Thanks for your understanding, and enjoy the rest of Snowdown. > > _Note: You will be unable to purchase any skin - including Challenger Ahri - from Your Snowdown Shop if the skin is currently discounted in the store. Since Snowstorm sales each last one day, this generally means that if you come back the next day, the skin will be purchasable in your personal shop again. > _ With this logic, shouldn't Championship riven be available for purchase too? It's unfair to put this skin up and not put the riven one up.
: AT&T Peering Coming Online!
Curious:when will Cox peering be fixed?
Shangdi (NA)
: 130+ Ping (Up from 30) Verizon Fios in Texas
Using Cox communications from Arizona, ping is up from 60 to 80, constantly spikes to 120 :\ sometimes I get lucky and one of my games manages to be down to 60.
: I have cox and my ping is fairly stable over all. If i have any issues with league its because my net as a whole is going bonkers not just its interaction with league.
> [{quoted}](name=BeatRushVII,realm=NA,application-id=mNBeEEkI,discussion-id=aPIvcEGe,comment-id=0000,timestamp=2015-10-02T01:20:42.941+0000) > > I have cox and my ping is fairly stable over all. If i have any issues with league its because my net as a whole is going bonkers not just its interaction with league. Playing from arizona, I'm supposed to be at a flat 60 but I'm at 80 instead and its spiking to 100 constantly.
Rioter Comments
: If you have Cox, Verizon, or AT&T internet, Riot is still is in process of partnering with them
1 month later and my ping has gotten worse instead of better... gj riot
Rioter Comments
: West Ping
Same, no idea whats going on.. Wish riot wouldn't be silent.
Geiko246 (NA)
: Insanely High Ping Spikes/Disconnecting Issues
> [{quoted}](name=Geiko246,realm=NA,application-id=osqw6G4M,discussion-id=aOO57on4,comment-id=,timestamp=2015-09-23T15:03:36.018+0000) > > I'm unsure of whether or not Riot has any intention of fixing this, but I would like to let them know that it's out there. > > It seems I'm not the only one experiencing new ping issues, which is why I've decided to speak out and help get this resolved. Here's my problem: > > Lately, I have been lagging to an extreme amount- so much that I need to stop playing for a while. I used to have ~30 ms after the server move (btw, thank you Riot!), but recently I have had an average of ~70 ping, which at first, I was okay with. Unfortunately, that 70 ms seems like a heaven now with spikes of 5200 occurring every 30 seconds or so. I have tried many different things to resolve this issue on my end, and now I would like to have Riot try everything on their end. > > I know that I am definitely not the only one annoyed by this. Riot, PLEASE FIX IT! > > **EDIT**: It seems some of you may have mistaken my message. Let me clarify, the server move (in my knowledge) has nothing to do with the ping spikes. I experienced a wonderful maximum of just 40 ms a few days after the server move. I meant that in the past few days or so, there have been some anomalies. from west coast, I was averaging 70 after the server move, now its up to 80 and constantly spikes to 100. This definitely has something to do with servers but I have no idea why.
: Telus Ping increase
> [{quoted}](name=Skullshady,realm=NA,application-id=osqw6G4M,discussion-id=cU1THZAZ,comment-id=,timestamp=2015-09-23T23:02:17.999+0000) > > Hello I live around Vancouver area and I use Telus as my Internet provider. I have around 60 ping up and down after the server move. Last night however, my ping increased to a steady 150 ping . This morning i woke up and everything is back to 60-65 again. But for the past hour I am getting a steady 110 ping . I am just wondering if anyone else is having the same problem as me. I'm in Arizona, I had ~65 ping before this patch, its up at ~85 now and it constantly spikes to 100.Using cox
: Its the sever change. Don't count on any help or support here.
> [{quoted}](name=MajorPain9,realm=NA,application-id=osqw6G4M,discussion-id=KbU49rdR,comment-id=0000,timestamp=2015-09-23T23:53:34.062+0000) > > Its the sever change. Don't count on any help or support here. no, it's not. My average ping before this patch was ~65. It's up to a constant 80 now and spikes to 100 all the time.
Rioter Comments
: Dude ya know Skt lost to EDG in the msi
Ya know EDG is slumping hard and barely made it to worlds right?
Tiza (NA)
: We have no plans to move the LCS next year. The LCS, as was mentioned above, is played on an offline client, so the Battle Arena will live on in sunny Los Angeles!
> [{quoted}](name=Tiza,realm=NA,application-id=9hBQwnEU,discussion-id=0yQUNUTi,comment-id=0002,timestamp=2015-08-12T08:02:10.864+0000) > > We have no plans to move the LCS next year. The LCS, as was mentioned above, is played on an offline client, so the Battle Arena will live on in sunny Los Angeles! YEAH AT LEAST THE PROS GET TO PLAY ON LAN LOL riot is obviously relocating the servers for money.since NA as a competitive region is more than fucked, why not just cut out their worlds slots too and give them to the highest bidder? I'm sure its worth it from a business standpoint, since thats what your company is devolving into.
Casamir (NA)
: I could not agree more, though my only request is for them all to be attractive Female pop-stars and 1 random guy. Wait Pop-star Twisted Fate Confirmed
: If Pentakill adds a new member, can it please, PLEASE be Thresh!?
that would be epic but we need an adc, imagine pentakill jinx O.O

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