Ifneth (NA)
: Sounds like you have a problem with tilt. After a thousand games, you have to admit that the only common factor is you. Unless you want to talk about being ‘held back’ and stuff, if you want to climb, then recognizing the problem is step one. Looking at your op.gg, what I see is a pattern of very low death wins and very high death losses, suggesting that you give up and stop caring whether you die after a certain point of feeding or the team getting behind, but then get fed in other games and say, “See? I’m actually good!”. The real problem is that your ego is so invested in every game that you’re protecting it by saying that the problem _must_ be outside. This study of your past games is another way of keeping it away from a reality you can’t totally control. And that’s a fact. Only smurfs can even hope to win every game, while you’re on your main just trying to get better. Let me repeat myself. You’re trying to get better. Not climb—rank comes naturally as you improve. Get your mind off the LP and onto how you’re doing, and what you’ve done, in the game. That’s something you can actually invest yourself into, rather than individual games. Looking over your Karthus, I can also criticize your build. Karthus rushes Rod of Ages into Morellonomicon and Zhonya’s Hourglass. You’ve been building Tear and Lost Chapter. They’re tempting on a spell spammer, but remember that Karthus’ mana restore on Q should be enough to keep you sustained, especially with an early Catalyst and Rod. Also, don’t buy The Dark Seal unless you’re trying to recover a lane or need to snowball to win, and don’t upgrade it to Mejai’s until you’ve stacked it. It wastes gold that could be funding your core build and tilts you when you lose the stacks. So, just play the game for fun. Take a step back and roll with the losses. Much of the fun of League is in not giving up when things look kind of bad, and in trying your hardest anyway. It’s actually amazing when it works. Sure, surrender the 0/20 at 20 games, but understand that 5/10 at 20 is tough but winnable, especially when you’re playing a scaling monster like Karthus.
It's quite common to have low death rates on your wins and high death rates on losses in this last few metas. Riot is encouraging this snowball behavior in the game, therefore I don't see that as an argument that OP is tilting and it's a bad player because of that. Looking at your stats I can noticed the same pattern. Also just because he's playing a sub optimal build doesn't mean that's the reason he's losing. Most likely he's losing because he's playing his favorite champions instead of the flashy favorites Riot is shoving on our throats. That doesn't mean I don't agree with the fact that the player should aim to improve and he's the a factor on every one of those 1000 games, but to say that he's the only common denominator, that's wrong. Riot has been pushing their agenda and influencing too much on how games should be played, that takes away a lot of the hands of the player, and some of us have a lot more problems adapting to this.
Rαy (EUW)
: Agreed. Runes Reforged pretty much started killing this game and it won't ever reach its prime again if we don't get these resistances back. Removing them was horrendously game-breaking - it killed champion identities and removed strategy and skill expression completely, sucking out most of the fun League had.
'URr DUrr tEnK mETa!" - Every ADC and Assassin main That thinking that ruined LOL tbh.
: Is the plan just to slowly remove tahm from the game?
If they only balanced him around being a JG, everything would be solved. But nooo, he can't W buffs for some reason, and his AS have to be garbage at lvl 1.
: What in the flying fuck is wrong with the damage in this game???
You missplayed that by not having your Zhonyas complete before he reached lvl 6.
: I dont find that broken, What makes his E broken is hes not hindered by it. Shen has his W that blocks auto attacks, and can auto during it. What makes it really broken, is that 1.you are rewarded for autoing once, and then agro the creep way so that your E damage is increase, 2. You can perform every action without it affecting your E and Vise-versa 3. has a 25 Dmg reduction from area of effect abilities. 4. its on a 16/14/12/10/8 Cd while shen's is on a 18/16.5/15/13.5 /12 (however its pretty unfair to compare the abilites. but I feel like jaxes is really over loaded for a cd like that; Also the Dodge lasts longer on jax) 5. And after all that, there is a stun at the end. (also its not a channel and cant be interrupted) I find it completely overloaded. LIke why does he need the 25% dmg reduction and, why does it do more damage because of the creeps?
I disagree with you, if he wasn't able to AA you during his E, a Jax player would need to think about when and how to use it. He would have to time it in order to negate maybe a Trinity proc, an AA reset, or an AA buffer. Now he just needs to jump on you whenever is off cooldown. If you're playing an AA reliant champion, your only option is to run, you cannot even wait his E to go out and sidestep the stun, because chances are he's going to kill you before that. What I'm saying here is that, if he couldn't AA while channeling his E, he would be easier to balance. You mentioned Shen, but his skill have requirements that Shen is balanced around, the W is cast around his Passive, so you can't walk wherever you want with it, that means your enemies can choose to move away from your W and you can either stay on you W to avoid damage or chase and lose the W.
: How long is Jax gonna be allowed to be this opressive?
The fact that Jax can Auto you with E on is the most broken sht ever in my opinion.
: So if I'm plat 1 with really high MMR I should get matched with Plat 4s in stead of D4s?
I believe you'll be matched with a bunch of Plat1 and Plat2. So you're saying if I'm a D4 I have to carry your P1 ass out of your division??
: The rank that you see is not a good way to make games because it doesn't represent a player's skill. Rank tracks two numbers, a player's mmr which is a representation of their current skill and a division which is a representation of past achievement. In order to make even games, matchmaking needs to use a measurement of skill and a player's division doesn't do that. The division is correlated with skill and is usually very close to a player's skill but it is not the same as a player's skill. That is what mmr is for.
I'm not suggesting something to replace the current match making, I am suggesting an additional filter to it. It would still try to even the MMR of both teams, it just wouldn't go out if your division to get players.
Pandeonor (EUW)
: > [{quoted}](name=WiegrafOfValor,realm=NA,application-id=3ErqAdtq,discussion-id=5ZPNOXFA,comment-id=,timestamp=2018-09-20T07:26:23.906+0000) > Example: If I'm Plat 4, my team should consist only of players from Plat 4 to Plat 1. The plat1 player would have to play with YOU(!!) plat4? Ah.... not at all. ;) _~~[I can throw a whole planet through the hole in your logic.]~~_
I'm just suggesting another filter on top of all the other filters. The game would try to even out the mmr the way it's now, it just wouldn't get players from another division. If you were plat you would know that sometimes you get Gold players on your team. Let me explain to you: You prefer to have Plat 4 on your Plat 1 Team, or do you prefer to have Gold1 players on your team as it is currently? Your logic that have holes..
Shåwn (NA)
: Look at this 2013 video of Scarra on Zed , 9-1-1 with 317 farm at 28 mins, lvl 18 vs lvl 14 vayne
Prove of damage creep??? I believe the live balance team is allergic to that.
Rioter Comments
Rioter Comments
: What do you know, Ahri back up to highest playrate AND winrate midlane in Plat+
Meddler (NA)
: Quick Gameplay Thoughts: September 12
@Meddler, I find the fact that LOL do not have a decent custom game mode tool after years being the most popular MOBA out there, baffling. In the future can we have a way to create custom games where we can make alterations on Items, Champions, Maps, Gold, Minions and Towers? Or is this off the table forever for Riot? I think your company can benefit a lot from community input, especially since the whole MOBA thing started as Community Modding of a RTS Game. [Edit] I would even pay for a tool like that, and I'm not talking about having access to game files or code here, Blizzard have a custom game option without giving the players access to game files. I think even if were paid feature to create custom games, it would be very popular. As long, of course, it would be free to be play by everyone without the tool.
: I'm still praying for a season 2-5 private server with old runes/masteries. Cause this new shit reeks of CoD generation... and how GC fucked up WoW.
: I can't even imagine that item on Morde lmao Why not just go a normal AP magic pen item on him? He scales better off it anyways
Because then it just becomes an AP assassin + Mage item. No one wants to see LB with 3 M.Pen items.
PhRoXz0n (NA)
: Speaking to the AP fighter itemisation, Solcrushed and I are looking at something as a slow burn project to address this itemisation hole.
While you at it, can you give us a AD item with Magic pen. It's a niche, but will be very appreciated by champions like: {{champion:82}} {{champion:19}} {{champion:42}} {{champion:89}} {{champion:35}} {{champion:83}} {{champion:77}} {{champion:106}} {{champion:96}}
Meddler (NA)
: Quick Gameplay Thoughts: August 29
Please stop trying to make TK support work, make him a great jungler instead. Buff his AS for early clears and let him eat buffs.
: There is no possible way to do this. You have to understand that worlds is their main source of income during the year considering so many people tune in across the world. On top of that, they play on the same patches we do, I don't know if 8.17 or 8.18 is the worlds patch, but the ones before it cannot be super heavy on changes at this point. Or we run into a Najin White Shield situation where the team got gutted going into worlds. They already did major changes to the bot lane which gutted Griffen, but that's fine it was early enough to adapt.
Dude, I'm just asking them to give us information on what they are going to do on preseason. A major post, or a video telling key changes they are aiming to do, with details, no vague bullshit they always do.
: We talked about this a bit, and there's another post coming on Friday, but during preseason we're going to be splitting stats out from rune paths, and allowing you to select which ones you want. It won't be quite as extensible as it was in the past (like 25 different selections for each type of rune), but the system will support selecting offense AND defense, in likely varying amounts. This will get us back to a world where people that want to spec heavy into offense can do so, those who want to spec heavy into defense can do so, or those that want a mix can also achieve that. I'd be super super cautious of us looking at overall lethality beyond what we did on 8.16 given the risk of setting ourselves up for a really slow/boring meta moving into World's, and think that preseason will move us a fair way into what you and many others are looking for. We're fleshing out a post to go out on Friday that will get into a bit more of the details, but wanted to touch on it here in the meantime.
Can Riot give us anything more solid before pre-season? I don't want to get my hopes high to just get +2 Armor at lvl 1 and all ADCs and Assassin's get +10AD per lvl as a compensation buff because you might get Armor on your runes. I want numbers, data, even if it is subjective to change. Just so we can see where you're heading with this. All I want to say is, don't leave us in the dark. Riot is having a lot of sht on Reddit due to World's budget cut, this meta sucks, damage creep is high. The last thing you want is leaving your audience boiling these problems in their minds for months without any information to give them the slightest sign of hope.
kargish (EUW)
: Hashinshin made a pretty good point
Also is pretty stupid how items that synergize with themselves, creating an exponential power creep when stacked together. Example: {{item:3091}} 40% AS and 42 on hit magic damage Pretty meh, right?... it's an Ok item but nothing game-breaking. Now if you get this bad boy here: {{item:3124}} 25% AS, 5+10% AD on hit, 5+10% AP on hit, % AD and AP increase So Guinsoo gains more power because Wits gives AS and Wits have more power because Guinsoo gives a lot more damage and more AS. _________________ Then we go back to what Hashinshin said if you have {{item:3091}} {{item:3124}} your third item has to be {{item:3153}}, you have no saying in that unless you don't want to have an optimal build. Because {{item:3153}} gives AS that increase the effectiveness of Guinsoo and Wits, gains more effectiveness because of Wits and Guinsoo's AS, as well as giving a third on-hit on top of those you already have. This creates a ripple, either you go full balls one hit build with no room for anything, or you don't go on-hit at all. This is stupid and lame design, why would you want to do that in your game?
: shaco #1 jungler. 58% winrate late game
: If you have to flat out forbid sections of characters from building an item design, to prevent an item from being too strong and unbalancing things, you need to do more work on it and it's probably a bad design. It would not be good holistic game design, especially as this is supposed to be a kind of strategy game and you are supposed to choose which items are the ones that would work best for you in that game to help you win. Imagine you are getting choked by CC, like you are getting wrecked by Malzahar. He doesn't even need to be beating you, he could just be ulting you so the jungler walks up and freely kills you. So you want to get something to play back, right? You want to use your options to create some counter-play against the plays your opponents have chosen. Oh, but someone decided that Merc Scimitar is an ADC item, and that because QS is such a strong effect only they are allowed to get it. So not only are you not buying it, you don't even get to make a choice about it. The problem is the overall ideas, the direction that Riot has decided to go in. That for certain ideas that they allow to go through. Riot looks to neglect to take into consideration their, seemingly forgetting what champions exist, and then neglect to act in a timely manner when the effects those ideas, effects they should have considered inevitably occur.
People say the same thing about making items melee only and ranged only, yet they are the most balanced items in the game. Your argument holds no water.
Meddler (NA)
: Quick Gameplay Thoughts: August 17
Due to pro play, Tham will always be a problematic support, why don't shift him to be a better Jungle where he's more healthy and easy to balance? If W worked on buffs and he had a little more base AS and MS he would be a top tier for sure. Even if you nerf his support potential or even take away the ability to eat allies all together. Thoughts please,
: Riot, please reconsider these Tahm Kench nerfs.
Sadly as it is TK sup will always be a mess, they should just focus on making him a better jungler. I play him jungle a lot, he's really good at it, just not as good as meta junglers, that can be changed by allowing him to devour buffs and increasing his Q dmg to monsters.
Antenora (EUW)
: > [{quoted}](name=WiegrafOfValor,realm=NA,application-id=3ErqAdtq,discussion-id=P4eh9Or5,comment-id=000e00020000,timestamp=2018-08-03T22:02:36.171+0000) > > I play Leona for years, and those changes are terrible. > ** I don't see the same treatment when comes to buff ADCs and Assassins.** Yes they do. 8.15 - Infinity Edge lost 10 AD and 5% crit damage conversion for 200g price decrease. 8.15 - Mercurial Scimitar lost 15 AD for a 200g price decrease. 8.15 - Statikk Shiv lost 5% crit for a 100g price decrease. 8.15 - Stormrazor lost 10 AD and 5% AS for a 400g price decrease.
but they weren't aiming for Tank nerfs.. they were suppose to buff them. Tell me one time that they buffed an ADC or Assassin and nerfed several parts of their kits at the same time.
: I'm personally pretty confident that it's a buff, given that the w cd buff ends up being pretty meaty late game given that the resists linger for 3 seconds. That being said, we were talking about yesterday and agreed that it can definitely be read as a nerf (and it might be) so we figured we'd tease it out and get player feedback and iterate if need be. Right now we're instead likely just going to do W cd from 14 >>> 14-10 seconds, and reverting the rest of the changes
I play Leona for years, and those changes are terrible. It really makes me want to quit this game for good. If the goal is to buff Tanks, I don't know why you have to nerf something every time you give something. I don't see the same treatment when comes to buff ADCs and Assassins. Fizz just flat out got buffed in every aspect of his combo with no significant nerfs to other parts of his kit, why Leona and Tham have to be nerfed so hard to get 4 sec CD buff and 3% max hp dmg buff respectively. Simply not worth it. Do not go through with this. Suggestion: Give Leona's E a anti-dash or grounding mechanic, give her +5 base armor. DONE (Leona will create more picks with her E being more reliable, 5 armor will make her more aggressive in lane.) Make Tahm able to eat buffs, give him +20~50 base HP, give him 0.1 base AS buff. DONE (Tahm with AS buff and able to eat buffs will make him a great Jungler, base HP buff will help him on lane phase.)
: I'm personally pretty confident that it's a buff, given that the w cd buff ends up being pretty meaty late game given that the resists linger for 3 seconds. That being said, we were talking about yesterday and agreed that it can definitely be read as a nerf (and it might be) so we figured we'd tease it out and get player feedback and iterate if need be. Right now we're instead likely just going to do W cd from 14 >>> 14-10 seconds, and reverting the rest of the changes
I play Leona for years, and those changes are terrible. It really makes me want to quit this game for good. If the goal is to buff Tanks, I don't know why you have to nerf something every time you give something. I don't see the same treatment when comes to buff ADCs and Assassins. Fizz just flat out got buffed in every aspect of his combo with no significant nerfs to other parts of his kit, why Leona and Tham have to be nerfed so hard to get 4 sec CD buff and 3% max hp dmg buff respectively. Simply not worth it. Do not go through with this.
: They are nerfing Runes now (Thank god)! Electrocute Damage :: 50-220 (+50%bAD)(+30%AP) >>> 30-180 (+40%bAD)(+25%AP) Cooldown :: 50-25 >>> 25-20 Cheap Shot Damage :: 15-40 >>> 8-40 Sudden Impact Lethality Bonus :: 10 >>> 7 Magic Penetration Bonus :: 8 >>> 6 Celerity Bonus Movement Speed converted to Attack Damage :: 9.6% >>> 6% Bonus Movement Speed converted to Ability Power :: 16% >>> 10% Scorch Damage :: 20-60 >>> 10-30 Cooldown :: 20 >>> 10 "I do believe that runes should be brought back in some form for defensive, attack, etc stats as well as having the masteries." Riot Maple Nectar: "maybe more info on that soontm"
That's not a good nerf, they are just shifting power, slightly reducing burst, there was no need to reduce the cooldowns.
: I touched on it on another post, but we're doing some short term work to siphon out some damage from runes. One of the directions we're currently testing with Electrocute is decreasing both the damage and the cd (get the proc more frequently, but with reduced payout). We're not going quite to TL levels, but that's a rough model we're shooting for. Just going to go ahead and drop the current list in here for you guys to discuss. This will also be on the PBE tomorrow. Electrocute Damage :: 50-220 (+50%bAD)(+30%AP) >>> 30-180 (+40%bAD)(+25%AP) Cooldown :: 50-25 >>> 25-20 Cheap Shot Damage :: 15-40 >>> 8-40 Sudden Impact Lethality Bonus :: 10 >>> 7 Magic Penetration Bonus :: 8 >>> 6 Celerity Bonus Movement Speed converted to Attack Damage :: 9.6% >>> 6% Bonus Movement Speed converted to Ability Power :: 16% >>> 10% Scorch Damage :: 20-60 >>> 10-30 Cooldown :: 20 >>> 10 Notably, there's some runes like Aery and Comet not included in this list which are cited pretty frequently, they likely also need more work in terms of gameplay that isn't just simply some number shifts (we're still talking about them though)
I don't think you guys know what we want. There's no need to buff the CD of runes, just nerf the damage and leave the cooldown as it is. The way you are changing it, won't nerf damage overall, just slightly reduce burst. Sure it helps, and it's better than nothing, but we want damage nerfed for good.
Neamean (NA)
: Which three champ would you want to have an adventure together?
{{champion:201}} {{champion:89}} {{champion:240}} All three got separate from their group due to a cataclysm. Force to stick together, developing a somewhat friendship along the way. Leo - Kinda party leader, voice of reason. Thick skull and stubborn. Braum - Cheerful companion, optimistic and charismatic. Kled - Odd ball, head on, unexpected soft hearted some times.
: 40-50 is a bit much 35-45 should be default going to 50 is fine but i dont want it to be the "norm"
15 min - Laning phase 15 min - Mid/Objective phase 15 min - Late/Siege phase 45 min is Ideal. 35 min is standard for games where one tem have a huge advantage, so it can speed up the game and have a shorter late game phase.
: “The game isn’t fun”
I believe by the number of downvotes you're getting we can conclude.. #YOUR OPINION IS SHT AND YOU DO NOT REPRESENT MOST OF THE BOARD, NEIGHTER MOST OF THE PLAYERS, IT IS YOU THAT THINK THE GAME IS FUN, AND YOU ARE PART OF THE MINORITY. Please stop posting shit like this.
Rioter Comments
Tomoe Gozen (EUNE)
: The Assassin controversy - an open question for the community
To be honest, the only way assassins would feel good for both sides is if the game stop being so burst oriented. Champions should be able to survive multiples spell rotations, and get away alive easily if not misplayed or totally outplayed by the enemy. Then the Assassin's job would be killing low HP targets and squishy targets to create opportunities for your team to go for objectives, since they would have numbers advantage. That way assassins could have a lot of damage increase based on % missing health, AKA executes. That way everyone would enjoy the interaction, and you couldn't blame the assassin for being "busted" because you choose to stay with low HP while the enemy had an Assassin. But that is impossible the way the game is now, so I don't think it will exist a healthy interaction between assassins and the rest of the champions. Either assassins will be able to kill targets with one rotation and then they will be viable competitive, but playing anything remotely squishy will be unfun as fck, OR they won't be able to kill targets with one rotation and other damage dealers will outclass them, because Marksmen can DPS safely at range and with a support to protect/buff them, Bruisers can out-survive them while dishing the same amount of damage without having to worry about CD.
: Xayah doesn't have a dash, she has a jump that lets her move at her normal movement speed while being untargetable.
I was talking about her R. You clearly don't play Leona. If you hit your E on a Xayah and she ults, she can drag you half your lane towards her tower then snare you. That shouldn't be how you're rewarded for hitting a skillshot.
: Tell me your 3 most played champions and I will tell you your personality and greatest fear.
Meddler (NA)
: Quick Gameplay Thoughts: July 27
#Meddler, can we have more utility on Tank items and Runes? I see no reason for runes such as Grasp and Aftershock to deal damage, and I really don't understand why the runes aimed for Tanks lack several tools that can help Tanks do their job in a healthy way. Take for example some ideas that can be use as Runes or Item concepts: * **[Item Concept]:** ACTIVE: Instantly unleash a shockwave, pulling all nearby enemies in 200 units towards the user. > The idea behind this item is to have a tool to protect your backline from mobile assassins or/and divers. Most of the times, even if you are Tanky enough to hold the enemy team, they can ignore you easily and unless you have a kit that can make the enemy focus you, such as having a taunt, there isn't much you can do. This item could change that. * **[Rune Concept]:** Taking damage drops shards that can be picked up by your allies that will restore their HP based on your maximum health, also once the user dies, a massive shard is dropped and the allied that pick it up restore X health based on your max HP, and gains X AR and X MR based on your stats for a short period of time. > This rune would help when you have to engage on a teamfight to create a opportunity, burning the enemy team CDs, costing your own life. That rune would make it so that the enemy team gets punished for focusing the tank. Which should be a good play by the Tank player, but more often then not it ends just being a waste since we have such short CDs nowadays. * **[Rune Concept]:** Gains passive Physical shield based on bonus AR, It regens after X seconds out of combat. When broken grants X Tenacity until the end of it's cooldown. Cooldown: 60 seconds. > This rune is made so it lessen the effect of a heavy poke laning opponent, that can set the Tank champion behind and create a frustrating laning phase. By making the tank have to wait for it's shield to regens before going into lane, creates room for the opponent to gain leads if poking right, without making the life of the Tank player miserable. Lategame can be useful for engaging and making use of the Tenacity to position yourself and create plays.
Meddler (NA)
: Quick Gameplay Thoughts: July 27
Meddler, we all noticed that almost every time the balancing team tries to put Tanks in line they cause Tank items or Runes to be abused by non-Tanks and create a "Tank Meta" in which damage dealers rush a Tank item to abuse the extra tankiness, which promps the balancing team to nerf Tanks, then nerfing the item/rune and leaving Tanks worse than they were before. Therefore, shouldn't you guys change how Tank items work? ______________________________ #What if instead of {{item:3075}} giving 80 AR, it gave 50 AR + (40% Base AR)? That way Tanks would benefit more from Tank items, making it less effective on squishy champions, also would make Tank items stronger lategame since it would gain additional resistances with levels. That way you could have Runes that boost base resistances, and that would make Tanks items more useful, could compete with second wind and conditioning. I would appreciate your feedback on that, and if your team could at least try it on your internal server just so you can see it's possibility as a balancing tool. _________________________________ Some values you can try it on: {{item:3742}} 40 AR + (30% Base AR) {{item:3193}} 20 AR + (30% Base AR) | 20 MR + (30% Base MR) {{item:3143}} 40 AR + (40% Base AR) {{item:3068}} 20 AR + (80% Base AR) {{item:3075}} 50 AR + (40% Base AR)
Meddler (NA)
: Quick Gameplay Thoughts: July 27
As a {{champion:89}} main for years can I ask you to buff her utility instead of her numbers? It's awful to hit your skillshot (E) and get dragged away by enemy dashes, specially since ADCs have a lot of it. {{champion:51}} {{champion:42}} {{champion:81}} {{champion:104}} {{champion:145}} {{champion:429}} {{champion:203}} {{champion:236}} {{champion:18}} {{champion:67}} {{champion:498}} Can you make her E have the same effect as {{champion:78}} W or cause "grounding" as {{champion:69}} W?
: A lot of rioters prefer to write up their thoughts on bigger topics into [dev corner](https://boards.na.leagueoflegends.com/en/c/developer-corner) threads rather than responding to specific posts. This helps us get comments to a bigger audience (if a rioter arrives late to the party on a thread, very few players get to see their response), and also means we can translate the thread so we can reach players around the world as well. I’m a big fan of [Meddler’s quick gameplay thoughts](https://boards.na.leagueoflegends.com/en/c/developer-corner/iQfa47rE-quick-gameplay-thoughts-july-20), which he tries to do 2-3 times a week. He usually sticks around to answer questions for a bit afterwards. Often we’ll prefer to wait until we have something meaningful to say, but if you feel like there’s an important topic being ignored, let us know. [Maple Nectar just posted a longer deep dive on snowballing and game length](https://boards.na.leagueoflegends.com/en/c/developer-corner/gnOFYO6O-touching-base-on-mid-season-marksman-and-snowballing) over in dev corner as well, I’m not sure if it answers your specific concerns, but hopefully shares a bit more detail.
With all honesty, Calad. The problem is that they don't address most players concerns on those threads and I've been trying to make the same question on Meddler's Quick Gameplay Thoughts for months now and he keeps ignoring. What I want to say is, when rioters got to cherry pick their threads, and what comments they will answer, that isn't communicating with the community anymore, not in a meaningful way, anyways. They need to be able to dive in and deal with the questions they don't want to answer, because those are the ones we want to know more. "Will damage creep be truly address, or is high damage, 2 secs, one shot fights the direction they really want the game to go?" "Can we have more tools to deal with mobility (grounded effect more abundant or items that counters mobility), or at least can mobility be toned down?" "The game length is one of the major factors for player's discontent, no one seems to be asking for short games, why riot keeps pushing this agenda? Why can't they make best of 1 or best of 3 games on LCS instead of lowering the game lenght to fit their schedule?" "Turret's Defensive and Offensive capabilities are in a sorry state for so long, players are demanding answes from riot, why not buff towers and give back our laning phase?" Those are the questions players have been asking again and again, and Riot keeps avoiding.
saltran (EUW)
: -Gnar has 46.7% winrate with also low pickrate (3.7%) https://lolalytics.com/ranked/worldwide/platinum/plus/champions/ -The Boards: OMG RANGED TOPLANER BUSTED
The post is about Top laners that make you hate your life, laning against a ranged top laner as a melee is infuriating even if you end up winning.
: The top lane meta is to make your enemy laner hate life more than you yourself do.
That's not hard, just pick one of those: {{champion:150}} {{champion:126}} {{champion:17}} _________________________________ #Usually bought together: {{item:3022}}, {{item:3047}}, Being a disgrace to your mother.
: If I tell you to fuck off my lane, and I spam danger ping my lane
Your mentality is completely wrong. The objectives, gold and pressure you could have gained by helping him gank worth way more than the tantrum you are throwing. 2 champions against 1 is always an advantage, even if you are losing lane. If you know how to play, you can actually use the fact that you are losing lane to bait your enemy and get an easy kill. You called your Jungler a moron, but you'd also look like a moron if you did a trust fall and the other person let you fall. That's exactly what you are doing. Good luck climbing with this mentality.
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.
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WiegrafOfValor

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