Hayaishi (NA)
: Time for more "grounded" debuff Riot.
List of Champions that need grounded effect on their abilities: {{champion:89}} [E] {{champion:82}} [E] {{champion:112}} [W] {{champion:34}} [R] {{champion:30}} [W] {{champion:240}} [Q] {{champion:111}} [Q] {{champion:412}} [R] {{champion:6}} [E] {{champion:45}} [W] *Inside the cage {{champion:110}} [E] {{champion:83}} [E]
: A Response to Doublelift on a Constantly Evolving Game
Hi Ghostcrawler, I get what you're saying, but can you direct league away from short teamfights by reducing damage creep? I believe the community and the pro scene would benefit from having more strategic fights rather than this heavy mechanical combat we have now. Please do consider this, point this out on a meeting or something, discuss with the players, do a round table with pros or whatever. Just consider giving more room to breath and think on your game, the philosophy of "more damage, more fun" is flawed. If only I could let you peek into my mind and show you how I think league can be so much more fun and balance.
Riyotous (NA)
: Riot, the way you do things really confuses me.
I remember running full M.Pen runes with Leona support to get my ADC 3 kills early game, every single game. Then building Sunfire and Thornmail to shut down the enemy carry late game. I was the only one doing that and had almost 70% winrate with Leona, now I just have one single build and one single Rune set I can use. Thank you rito.
: Is League even fun anymore? The current Meta and general state of the game is downright awful
I believe LoL need to change 3 concepts to solve it's problems not only now but also in a long run. 1º - Melee and Ranged items need to be properly separated, it's impossible to balance an item for a champ that need to burn his gap closer, flank the enemy, take 5 hits and 2 cc to get in melee to start getting some worth out of the item, compare to a ranged champion that can use it 3 times per second without any punishment. 2º - Items tiers need to be more expensive, more powerful, but always have a component that have a weaker version of the final active. (Similar to: Hexdrinker >> Maw) 3º - They don't need to promote snowball and early game meta to avoid the game to drag on, they could simply revert the turret nerf and damage creep, and just add better objectives or better ways for the objectives to close the game. That way we get our 40 min game without any boring drag.
: The fighter/bruiser/diver meta is coming and so i go.
What the fck you guys talking about? Fighter's meta is the best meta we can have and the closest to balance this game can ever be. Fighters have really easy to read and exploit weakness, everyone can beat a fed Jax, Xin, Irelia or even a freaking Riven. But going against a fed ADC or Rengar is a nightmare, there's nothing you can exploit once those guys pop off.
Rioter Comments
: NEW CHAMPION - OH $H!T
#I main Pyke now! _-Former Tahm/Leona/Thresh main._
: If Malzahar was reworked by the guy that made Yasuo
You forgot to add a second passive, op champions need 2 passives bro. Lucky for you, I got you cover! Malz second Passive: >After AA an enemy champion 3 times, his 4th hit will stun, silence and knock up(adding this part here just to make sure your opponents don't counter you by building tenacity) the enemy plus gain more range depending how many AP you build.
Akaash (NA)
: People who think League is dying have never played a dying game.
I've played WoW, Ragnarok, Fantasy Earth Zero, 9Dragons, Tibia, Wakfu, Tree of Savior... And I watch they die one by one. Sure you can still play some of them, but thay are just shells of what they used to be. That's the fate of LoL, it's too big to completely die, but it's becoming a shell of its former self, and will lost a majority of it's player soon, becoming a game that sorta is there but who cares. TL;DR: LoL is dying, face it white knight, the thing is that it won't vanish completely in one big sweep, but slowly but surely it will decay and wither.
Zardo (NA)
: Hey I think I know why you have a hard time balancing azir
Or just make him a mid game battle mage, he can keep his fun stuff while falling of late game. AKA: Take his AS hypercarry scaling. My suggestion is to make he AS locked like Jhin, and make his Soldiers AA anyone nearby in a set delay, and Azir can AA a enemy champion to mark them making his soldiers prioritize said champion. Building AS would reduce the cooldown between his soldiers AA, more AS equals less downtime for his soldiers.
Rioter Comments
ThePikol (EUNE)
: Sorcery was supposed to be primary mages tree. What mage will use Nimbus Cloak?
{{champion:126}} {{champion:120}} The mages of fck you! Riot doesn't have to make sense.
: Can you guys stop giving AD all the good stuff?
The only one happy with this: {{champion:120}} : Yis!
: how dare you tempt me with this thing i love
We should tempt you with JoJo's references then.
: Because you are paying for a passive that only gives you 1 crit, with a follow up behind it. However that follow up also has no crit. This leaves you with some increased stats, but less follow up because of the loss of crits. Unless you buy it with full crit so you can make use of the secondary passive, completely wasting the entirety of the first passive and leaving multiple other items better such as guinsoo if you wanted to get extra stats.
The item still gives AD and AS, what else a Marksmen want from an item? I would hardly call that "sacrifice follow up damage". They aren't sacrificing sht, they will be only gaining a free Critical Strike.
: so, one note to make. they said something about support item changes, including support itemization to better support other types of champions than marksmen. they wanted to make more item equivalents to {{item:3504}} that were specialized on supporting fighters and mages, so a support can actively chose to focus on supporting other carry arechetypes. your marksman sucks donkey dicks, and your mage/fighter is an animal at their champion, outplaying opponents left and right? the support is supposed to be able to adapt their itemization to play around the other guys instead. this itemization should also be applicabale in mage/support, and fighter/support duo lanes, which would bring us one step closer to bot lane diversity. maybe this is a second sweep of changes that is still to come. its still pretty early on in the preseason patch even on the pbe. they also announced a new domination keystone that wasnt released yet either. we might only have half of the picture so far, so in this case im giving them the benefit of the doubt.
I don't think that any support item will make laning against a Marksmen as a Melee champion NOT a living hell. If you play as a Melee into a Marksmen and an Enchanter, you'll be lucky to get to lvl 2 before they both get their lvl 6 .
Zerenza (NA)
: As someone said above, basically the champions Abusing this item or who are most likely too are as follows. Rengar: An assassin, who needs Front-Loaded Damage, though probably shouldn't have Duskblade+StormRazor. Jhin: An ADC who can't build attack speed and rely's heavily on his Forth Shot chunking people down. Quinn: She's pretty much an Assassin, let's be real here. Now if Tristana, Ashe, Sivir or Caitlynn end up abusing this item and still bursting people, that's when riot's going to step in and say "Nope, can't have that." so they have a Contingency plan but i imagine they'll have to make Duskblade and Stormrazor unstackable.
Still doesn't answer why even add an item like that, and if this item was made for assassins, just make it **Melee Only** {{champion:84}} {{champion:245}} {{champion:28}} {{champion:114}} {{champion:105}} {{champion:39}} {{champion:24}} {{champion:38}} {{champion:55}} {{champion:141}} {{champion:121}} {{champion:64}} {{champion:11}} {{champion:56}} {{champion:80}} {{champion:107}} {{champion:35}} {{champion:91}} {{champion:157}} {{champion:238}} They are all Melee champions, and those Marksmen/Assassin hybrids can do their job very well without using Assassin items.
: After having played with it on the PBE i can say, you're missing the mark on these changes specifically by frontloading damage. That's the exact problem people have with adcs now, that's the problem you set out to solve, and when that frontloaded damage is guaranteed then you're only exacerbating the problem. The up front burst may be the same as it was before, but it only sometimes applied, and by guaranteeing it you've boosted their effectivness by guaranteeing reliability. You need adcs to be weak to sudden all ins but they can still obliterate any squishy assassin who dares get near them with this. You're changing adc builds without exposing the weakness of the class that has been covered up for a long time. If ADCs get to keep their up front burst then the entire point of why these changes were necessary in the first place has been missed. ADCs have been too reliable, and this item makes them more reliable.
https://media.giphy.com/media/1Z02vuppxP1Pa/giphy.gif
needHymn (NA)
: Dude if that's you, then you have a medical emergency amount of jaundice, you should pee and pee fast. Also that posture is terrible for the neck. Also you look like a fish. Like an actual fish. Might want to have that looked at as well.
kile147 (NA)
: To be fair, the ones who are planning on using it aren't really designed for DPS. Quinn is totally an assassin ADC hybrid, and Jhin can't really do DPS like other marksmen. From the sound of it if Caitlyn starts using this with {{item:3147}} {{item:3087}} to burst from 1300 range with a headshot (480+(350% AD) Damage at lvl 18) then they will probably nerf some combination of those items.
Still doesn't make sense to add a item like that. ____________________________________ Effects I think they should give to items aimed to ADCs: * Damage ramp up per AA on the same target, in rapid succession.(Ranged Only - So Yi, Shiv, or Jax doen't abuse it) * An active that marks a target and for the next x seconds it converts part of your AA damage to true dmg.(Ranged Only - So Yi, Shiv, or Jax doen't abuse it) * An active that gives you more range on your AA but reduce your AS for x seconds. (Ranged Only - So Yi, Shiv, or Jax doen't abuse it) ___________________________________-- Effects Riot gives to items aimed to ADCs: * Tons of damage. * Tons of damage on the first AA. * Tons of damage in AoE.
Rioter Comments
: Because there are ADCs who rely on front loading damage at the expense of follow up damage. The problem with adc's right now isn't front loaded damage, its the combination of being able to get that front loaded damage without sacrificing follow up damage.
Tell me how exactly this new item will make them "sacrifice follow up damage", again?
: Intent is niche on some ADCs and some assassins. It's tunable towards ADCs via pushing the gold value into the second passive or amplifying repeatability of first passive, tunable towards Assassins via pushing gold into AD or simply making it cheaper. We're expecting at least one outlier user from both classes initially (Jhin, Rengar, and I guess Quinn is both right now?), but believe that they can be balanced. We do have a nuclear option if they can't, though - locking out Duskblade procs from working on crits (or otherwise preventing you from using both at once).
Why give frontload damage to Marksmen, if the whole problem is that they are doing frontload damage to begin with? Isn't their job to do constant DPS? Have you guys consider making Critical Strike actually work just like {{item:3122}} Passive? I think it would fit way better the ADC play-style if the damage were applied over time instead of instantly.
: i keep seeing threads about "the adc changes" but still don't know what those changes are
HarrowR (EUNE)
: PSA: Practice tool is not to be used as evidence of a champ being OP.
I think although you have a valid point, Practice Tool still a reliable official tool to test some math of the game, therefore, the data collected there can be valuable IF the person collecting and sharing the data account for many of the limitations of said tool. I don't think that Practice Tool data is useless just because it doesn't have aspects of PVP on it, if you test a build and your Q does 1k damage to a minion or monster, if you use that value to speculate on how it would affect champions based on their resistances according to their most used builds, I don't see why should we dis-consider this data.
Meddler (NA)
: Nothing else currently planned for Leona, though as with every champ we'll see post midseason changes. Bot lane farming position (currently just ADCS) IMO has the most diversity problems, given it's effectively single class controlled, leading to high similarity in what output you can get from it and therefore restricting team comps a lot.
Can we make her E cancel dashes or apply grounded to the target? It's frustrating to hit a skillshot just to be dragged out of position by a Tristana, Vayne, Lucian, Ezreal for example. I don't feel outplayed because I was the one that hit my skillshot, they just dashed out of a root because of a code spaghetti.
: How the hell hasn't Jhin's rageblade bug interaction been fixed or at least bloody disabled yet?
Giliorius (EUW)
: The biggest issue with the 2019 ranked format
My problem are duos, let's say I'm a D1 support and my friend is a D2 ADC, but I never play ADC and he never plays support. What will hold us for duo queueing for the opposite roles (Me as ADC and him as Support) and them just swapping roles every game, meaning will be essentially been boosting our off roles by being two Diamond players playing against a bunch of silver and gold?
Bloodgam (EUW)
: TSM vs Evil Geniuses | 2014 NA LCS . Worth watching esport match
First gank 4:25, Second gank 5:00.. My games nowadays, First gank 2:45, Second 3:15, Third 4:10.. That's when you know something is not right.
: Counterpoint: Instead of getting louder, the villain should hear Garen as if he's whispering in their ear.
Or every time he gets near an unwarded brush a clone of Garen should run towards the vilain shouting JUSTICE! but just like LB clone it's just an illusion and won't deal damage. But at least will be fun as hell and may get some flashes.
GigglesO (NA)
: > [{quoted}](name=YumaS2Astral,realm=NA,application-id=3ErqAdtq,discussion-id=i8XwTEAo,comment-id=000000000000,timestamp=2018-04-22T22:18:08.385+0000) > > This makes them seem overpowered, when in reality they are just the only ones who will not die to a fart in this game I don't think that this is realized enough. Players don't realize that the only time tanks are popular and the only time we have a "tank meta" is when assassins are super strong. Its a huge reason why we have the issues we do. Players called tanks op because they didn't die in a burst, and could kill them if they over committed to killing the tank... However, once you play an immobile tank you realize that the enemy could have just not wasted his resources on you, or even just left the fight after he hit you. Its pretty demoralizing.
Actually it's when ADCs are strong that Tanks becomes more abundant. When Assassins are strong, you see a increase in pickrate of Enchanters.
: When you're Shen, and you ult in to help your teammate win a losing fight
: > [{quoted}](name=xToxicOsirisx,realm=NA,application-id=3ErqAdtq,discussion-id=wME0KE3y,comment-id=0001,timestamp=2018-04-21T23:43:39.564+0000) > > Calling it now, they're actually going to nerf adcs, but not gut them, so you still won't be happy. Mid season season 8 Hey we know youve been wanting adc nerfs here they are! Infinity edge now costs 50 more gold Thats it folks!
I think will be more like: New cheap AS item like zeal for Marksmen to rush in lane, knowing Riot for 6 years, the item will come out broken af and if the enemy ADC get it before yours you lost the lane, and if your ADC don't build it he's trolling and lost you the game. (Ardent Censor 2.0) ADCs that don't scale with AS or can't use the new item effectively will have a drop of 10% on their winrate, then will be massively buffed in the next patch to be on par with the new item users, then the item will be nerfed and those ADCs that got the compensation buff will be the new S tier meta. Infinity Edge will be buffed and have it's cost increased. Essence Reaver will be buffed and has it cost *decreased. Making ADCs that use mana heavily become meta, and adding the icying on the shtcake of salty Mage players that need 3 mana items to stay afloat now. ADCs will have -5 base AD nerf, but will get a compensation buff of +2 AD per lvl. They will manage to buff or create an item for another class that give everything an ADC wants, then it will get abused by Marksmen, but instead of slapping a good ol' "Melee Only" on it, they will nerf it to the point that will be considered trolling buying this item on anyone, but, a Marksmen.
Saianna (EUNE)
: Nice sarcasm, but that's what sustained damage is. Crit damage makes ADC deal sustain burst damage, cause each of their crits feel like mininuke. So yea.. Either remove crit alltogether (which reduces any "depth" of building, or flat reduce damage by at least 30% <-- that's +/- how much damage ADCs gained from powercreep ADC itemization reworks across all those years. Btw, if you think that those guys in balance team are better just cause they get money for it then oh boy you know little :P They are SUPPOSED to be better, but most of the cases they take few spread sheets of data, look at them and then make some brainstorm or get command from upper ladder what has to happen and then they do it. That's why the changes are so detached from the what the game actually needs.
lol it wasn't sarcasm, if you look at my posts and replies you see that I share your vision.
Saianna (EUNE)
: I see the issue here. You have no idea what "sustained damage" means. You hadn't had any experience with old ADCs who weren't able to to dish even half the damage they can do now. > That sounds like you just want ADC's to be the weakest class in terms of damaging capability. ADCs having SUSTAINED damage would need attacks, quite a few actually, to kill. In other words their power lied in QUANTITY of attacks, not QUALITY (as that's work for burst). Also ADCs SHOULD NOT be able to 1v1 an assassin. ADCs not in a fucking ever win against equally skilled/fed assassin. That's why they have supports. To support. And to get ADCs back to what they are supposed to be you'd have to nerf items like stattik, then reduce overall raw damage by 30% and remove all the "have it all" items that ADCs can use, then buff supports to fill in at least half the gap and make them almost mandatory (fixes all botlane mages). Obviously tanks need to have their burst removed too, while their CC potential should be buffed.
You are the only person in this board that gets this game, no one else will notice that, but I do. I wish you were head of the balancing team. So sad that players know more of the game than ppl paid to do that.
Rioter Comments
Stacona (NA)
: The League of Legends definition for a marksman is a ranged basic attacker, meaning they ALL use attack speed, dumbass.
Oh the white knights, never fail. Using such good arguments as well like "dumbass". Why don't you just stop jerking the live design team and realize that some ADCs scale better with AS than others, if you get a Ezreal, MF, or Draven per example they much prefer raw AD than AS. But it's ok, you think the game is perfect and the live balance team is a gift of heavens, I don't think anyone will change your mind. I'm not even going to try it.
Velgam (NA)
: no they inflated the issues, so it is no longer a champion being an issue but an entire class...did you not read what was said?
Forget it bro, they are white knights. For them this game were made by God itself replicating paradise on earth through a moba game. They probably jerk off to a picture of GC every night. No point of you trying to show them the truth.
: Details on the upcoming changes to Marksmen (ADCs)
What I get from this: New cheap AS item like zeal for Marksmen to rush in lane, knowing Riot for 6 years, the item will come out broken af and if the enemy ADC get it before yours you lost the lane, and if your ADC don't build it he's trolling and lost you the game. (Ardent Censor 2.0) ADCs that don't scale with AS or can't use the new item effectively will have a drop of 10% on their winrate, then will be massively buffed in the next patch to be on par with the new item users, then the item will be nerfed and those ADCs that got the compensation buff will be the new S tier meta. Infinity Edge will be buffed and have it's cost increased. Essence Reaver will be buffed and has it cost *decreased. Making ADCs that use mana heavily become meta, and adding the icying on the shtcake of salty Mage players that need 3 mana items to stay afloat now. ADCs will have -5 base AD nerf, but will get a compensation buff of +2 AD per lvl. They will manage to buff or create an item for another class that give everything an ADC wants, then it will get abused by Marksmen, but instead of slapping a good ol' "Melee Only" on it, they will nerf it to the point that will be considered trolling buying this item on anyone, but, a Marksmen. -------------- #Not feeling guys, I guess we'll have to wait and see, but to be honest I don't think they will fix anything.
: Season 5 was pretty ok until the juggernaut update though. Also 2013 was season 3.
: Always and only money, from which only mediocrity can be created. Riot has become just another soulless corporation now.
: These Bot Lane changes better be good if you're making us wait till Mid-Season for them.
Elohaven (NA)
: I honestly miss Faker
I'm actually glad he's not playing in this meta, my heart broke when I saw him crying. He's a really amazing player, and their team was focus on him as the carry. But Riot made it so midlaners can't carry anymore, so his carry potential went downhill, and their team lost their core strategy, having to rely on their adc and faker having to pick utility champions to support his ADC. We saw him trying a lot with those Galio picks, but at the end of the day, that's not his play style. I'm happy that he don't have to go through that again.
: Has Riot Lost Touch With Their Community?
Yes, but not out of incompetence. It was deliberated, they just got overtake by a Chinese company and now their focus is on making money, not making a good game.
A Nunu (NA)
: Another LoL Youtuber/Streamer starting to hate LoL as a whole and makes a video to try and change it
: Sadly, there are still folks saying we're in a tank meta, and genuinly seem to believe so. I would link ya a recent *spicy* thread on the topic but it got deleted :(
Every ADC main says we are on a Tank meta, mostly they are bitchin' about Darius... which is a Juggernaught.
Rioter Comments
: Tips for Jhin?
Never goes in, Jhin excels at kiting. Let them come to you, just get you distance and keep orb walking away from them. Sometimes is better to poke with one or two shots, reload and them go all in with 4 shots. your last shot deals a lot, so make sure you can surprise your enemies and finish them off with your 4th shot. Don't be the Jhin that goes all in on a full hp enemy, them loses the fight because you ran out of shots on the middle of the fight. For you that are starting, do the following: 2 shots on the carry, walk back, place some traps, reload, 1 - 2 - Toss a trap on their face and the grenade at the same time - 3 - 4.. if they survive and flash away, try to hit your poke to combo into a stun, but even if you miss, start your R and snipe them off.
: I’m not on the champion team, but you mentioned me by name, so I’ll answer. In a word, no, this rarely ever happens. To be able to collaborate with coworkers you have to be able to discuss an idea and disagree without it escalating to the kind of heated argument where someone walks out. We have too much to do to have time for that kind of drama. The way we like to operate is that someone owns a particular decision, such as the direction of a champion rework, and everyone agrees who that is. This person is not me, or anyone else in a leadership position, or else nothing would ever get done. The owner needs to be someone close to the peoblem who can focus on the problem. The owner listens to feedback and evaluates that feedback within the context of his or her goals for the project (which is really similar to how we handle feedback from players). Smart designers learn quickly to take that feedback seriously, but they also know that they can’t make every change requested or they will end up with a muddled design that probably doesn’t even meet their goals. It is rare you see more or less unanimous feedback on any feature, despite what you might read on forums sometimes. :) I use the framework of a “hill to die on” for when you are really convinced that someone is making a mistake. You have to make sure they understand how worried you are or how passionate you feel. But like the name suggests, everything can’t be a hill for you to die on. You only get a few of those, so you have to careful how you spend them. Otherwise, if you’ve given your feedback and a change was not made, then you need to disagree and commit. That is the only way to really get anything done and move forward. I get the feeling that what the question is getting at is whether developers ever get as upset as players do about specific changes, and if they storm out of a room (or threaten to) to make a point. Generally, no, because we need to turn around and be able to work together the very next day.
> [{quoted}](name=Ghostcrawler,realm=NA,application-id=yrc23zHg,discussion-id=PuXwyAcv,comment-id=0004,timestamp=2018-04-12T15:00:06.078+0000) > > I’m not on the champion team, but you mentioned me by name, so I’ll answer. > > In a word, no, this rarely ever happens. To be able to collaborate with coworkers you have to be able to discuss an idea and disagree without it escalating to the kind of heated argument where someone walks out. We have too much to do to have time for that kind of drama. > > The way we like to operate is that someone owns a particular decision, such as the direction of a champion rework, and everyone agrees who that is. This person is not me, or anyone else in a leadership position, or else nothing would ever get done. The owner needs to be someone close to the peoblem who can focus on the problem. The owner listens to feedback and evaluates that feedback within the context of his or her goals for the project (which is really similar to how we handle feedback from players). Smart designers learn quickly to take that feedback seriously, but they also know that they can’t make every change requested or they will end up with a muddled design that probably doesn’t even meet their goals. It is rare you see more or less unanimous feedback on any feature, despite what you might read on forums sometimes. :) > > I use the framework of a “hill to die on” for when you are really convinced that someone is making a mistake. You have to make sure they understand how worried you are or how passionate you feel. But like the name suggests, everything can’t be a hill for you to die on. You only get a few of those, so you have to careful how you spend them. > > Otherwise, if you’ve given your feedback and a change was not made, then you need to disagree and commit. That is the only way to really get anything done and move forward. > > I get the feeling that what the question is getting at is whether developers ever get as upset as players do about specific changes, and if they storm out of a room (or threaten to) to make a point. Generally, no, because we need to turn around and be able to work together the very next day. Although very mature, and expected of any professional. I think what OP really wanted to know is: Does the team responsible for the rework ever get attached to the champion, or feel any kind of passion for the design that may cause an argument (decent and with useful feedback) with another member of the team that may have a different vision on how that champion should be? Example: Lead on the rework of Mordekaiser says he should be a pseudo APC played mainly on bot lane, while some other design argue that he may be better of as a solo laner. I think that is what the OP wanted to know, if that thing happen when deciding about reworks.
GigglesO (NA)
: Unkillable monkey, because it took more than 4 seconds? Wow, were you even useful for those 4 seconds or did you just stand there getting cc'd and kite locked out of combat? My question maybe is did you even get to play for those 4 second?
Mostly nothing, sat there under cc for 2 out of the 4 seconds, gave him a tongue lash before popping my shield and flashing away. "TENKS OP, PLIS NIRF" - Every adc main on the boards
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WiegrafOfValor

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