: Will Tahm Kench get any buffs or changes reverted in the near future?
The pro's pick Tahm so he definitely will not get buffed (since it seems Riot balances only around the pro's). But I agree with you... he needs changes.
: Braum at 45% WR
Riot seems to only balance around the pro's. Since the pro's pick Braum sometimes he won't get buffed :[ Ryze was the lowest win rate champion in the game last season (45% win rate) and he was nerfed even lower because the pro's picked him.
l MrD l (NA)
: Im sick of this damage and mobility >_>
No matter how many posts of people upset by the current state of mobility & damage they continue to increase mobility and burst. And release new champions like Akali... Riot isn't listening at all.
Riftn00b (EUNE)
: I fail to see what trade-offs Jax has now
Spear of Shojin must be removed. It unbalances many balanced champions.
: Why everyone is ragequitting even in ranked now?
People rage quit because comebacks are next to impossible with the current state of league. Being at a permanent disadvantage due to being down like 2 infernal drakes just ruins the game.
: Why can't Riot move to a fully transparent MMR ranked system?
I am normally not one to complain about matchmaking. But a group of us (bronze, silver, gold) frequently get matched vs Diamonds and recently vs. a Grandmaster who got 2 pentakills. Matchmaking needs fixing.
Rioter Comments
ArezuAfar (EUNE)
: Akali can find true balance
The champion needs to be reworked (again) by somebody that is not CertainlyT
: Annie Should NOT Get Mobility.
Mobility creep... Burst creep... Overloaded kits... S9...
: Just delete Akali and get it over with
Akali has the most broken annoying kit out of any champion ever designed. And that's saying a lot with Yasuio, Yuumi, Pyke, and Zoe out there.
5050BS (NA)
: Once every 20 or so games you get one where everyone is the same Rank
I am gold and my brother is silver. We queued vs 3 diamonds and 2 plats. No idea what is happening with matchmaking.
Anatera (NA)
: It's very funny to see Sylas solo kill basically everybody because of his overloaded sustain
Rioter Comments
: Evelynn required a nerf so they nerfed Q cdr by 10% now they say she needs a buff and guess what...
League needs more burst. Fights take so long I go read a book and come back and I'm only half dead. Game definitely needs more damage. League also needs more champions made by CertainlyT. Akali rework is such a great example.
puśsý (NA)
: For the upcoming preseason, please...
Agreed. Fix mobility creep. Fix burst creep.
Rioter Comments
: It depends on if you have a skin/ward shard you want or are hoping for. Its almost always worth it to get to the orange essence required first, then start rerolling. ___________ Also, it depends on the rarity of the skin shard. Its almost always worth rerolling anything below epic, but common you get the most value out of rerolling, for obvious reasons. In the end, its up to you and how efficiently you want to manage your shards/orange essence. #*Rerolling rare skins has no impact on the results of a reroll*
Does rerolling 3 low value shards give you 1 low value shard... or is it random? Similarly does rerolling 3 high value shards give you 1 high value shard... or random?
Rioter Comments
: When is Xayah getting nerfed?
: Is it just me or is the quality of the game going downhill hard
Champion design/balance is terrible. So much burst and mobility. Players seem very toxic too. Many griefers and AFKers (did they increase the threshold to punish players recently?).
: Riot why dont you
Game needs more dashes. And more burst damage. And we need CertainlyT to make more champions.
: You know Mobility is getting out of control when Riot has to give Annie an MS steriod.
Enough with the mobility creep. The burst and mobility is ruining this game.
HàrrowR (EUW)
: > [{quoted}](name=Zullar,realm=NA,application-id=3ErqAdtq,discussion-id=xyenN0lR,comment-id=002500000000,timestamp=2019-08-29T17:21:26.592+0000) > > The math in this game is just in the wrong direction. Damage and defense items should have diminishing returns... not increasing returns as they currently do. > > The other thing that is backwards is how damage vs. health changes as you level. For the sake of argument lets say > At Lv1 i takes like 10 seconds to kill a target > At Lv18 it takes like 2 seconds to kill a target > > At Lv1 you are mostly fighting 1v1 or 2v2 in which case you can expect to live 10 seconds (or 5 seconds if 2 people are attacking you). > At Lv18 you are mostly fighting 5v5's in which case you can expect to live like 0.4s as 5 people pile on you during CC > > It seems to me if you want fights to last the same ~5 seconds at Lv18 then health should scale more than damage so that as the game transitions from 1v1/2v2's to 5v5's the fights last the same amount of time. But the opposite is true and damage scales more than health... combined with the fact that 5 people are jumping on you makes you often die within CC. The game's math is backwards IMO. Honestly RIOT should just buff up hp/armor/mr per level of every champion in the game while nerfing all damage items slightly. I really think it would be a more enjoyable experience where you can actually go back and forth when fighting and not just being the one that fires first and wins. Especially now with so much CDR in the game, basically infinite mana and of course champions with no mana, prolonged fights wouldn't be a problem really, you'd still have a constant stream of DPS so it wouldn't really end in stalemate. But it's all wishful thinking, they'll never lower the damage.
I'd love to see that. But we'll probably just be stuck with... https://www.youtube.com/watch?v=8Hva7fEXl1Y
HàrrowR (EUW)
: > So giving up 1 item for an ADC you lose a HUGE amount of DPS for only a tiny amount of tankyness. This tends to push damage dealers to full damage. > No, no you don't really, at least not with ADCs and that's my whole point and the beauty of it is that it's easily testable in the Practice Tool. Load it up, pick Tristana Try these builds 1. {{item:3006}} {{item:3031}} {{item:3087}} {{item:3094}} {{item:3036}} {{item:3508}} (realistically you'd get GA or BT last item but i just want to prove my point 2. {{item:3006}} {{item:3031}} {{item:3046}} {{item:3094}} {{item:3026}} {{item:3080}} Pick the Overheal rune + Legend Bloodline, end result should be something like this, you'll do 25%-30% less damage,in turn you get 1150 Bonus shielding from PD+BT+Overheal + 45 Armor + Revive and 35% lifesteal. If you ADD it all up, you're literally twice as tanky and you have incredible sustain and you have a revive. If you ask me i'd give up 30% damage for a 100% increase in surviveability any time, i just can't wrap my head around why people skip on items like BT and GA Hell literally as we speak i'm watching Tyler1 ending the game with Tristana with a score of 25/5 His build against a heavy AP team : {{item:3006}} {{item:3094}} {{item:3031}} {{item:3156}} {{item:3080}} {{item:3036}} + he has the Nullifying Orb rune that gives an AP shield. The amount of times he survived at literally 30 HP just to heal back up to full and win the team fight was ridiculous. He literally 1v1d a lvl 16 Kassadin. I mean i've tried going full damage again and i just can't play the game without PD+BT+Overheal at the very least, you spend half the team fight cowering only to walk in cautiously and get flashed on and instagibbed, meanwhile with my standard build i see assassins flashing on me just, blowing everything and dying just to get me to 40% hp or worst case scenario pop my GA. More surviveability also means more time to deal damage and you'll always end up at the same overall damage, i've never lost a game with a full build ADC cause i LACKED damage, it's always someone getting caught or getting deleted before i can do anything
The math in this game is just in the wrong direction. Damage and defense items should have diminishing returns... not increasing returns as they currently do. The other thing that is backwards is how damage vs. health changes as you level. For the sake of argument lets say At Lv1 i takes like 10 seconds to kill a target At Lv18 it takes like 2 seconds to kill a target At Lv1 you are mostly fighting 1v1 or 2v2 in which case you can expect to live 10 seconds (or 5 seconds if 2 people are attacking you). At Lv18 you are mostly fighting 5v5's in which case you can expect to live like 0.4s as 5 people pile on you during CC It seems to me if you want fights to last the same ~5 seconds at Lv18 then health should scale more than damage so that as the game transitions from 1v1/2v2's to 5v5's the fights last the same amount of time. But the opposite is true and damage scales more than health... combined with the fact that 5 people are jumping on you makes you often die within CC. The game's math is backwards IMO.
Rioter Comments
Rioter Comments
Lugg (NA)
: Riot, let's talk about CC in the game
Riot loves CC so much they give AOE CC stuns to champs like Akali. Along with 14 dashes and smoke screen.
: Coming back after a year and a half break. What should I expect
HàrrowR (EUW)
: People complain about damage but rarely build more than one or two defensive items.
Defensive items don't help enough and aren't worth building. Ever! A tanky jungler? {{champion:20}} {{champion:154}} {{champion:33}} ? The pro's just pick{{champion:59}} {{champion:246}} and burst people instead. In all seriousness though I think part of the issue is the way damage & defensive compounds mathematically. for ADC: Attack Speed x Damage x Crit Chance x Crit Multiplier x Armor Pen all compound. for Tankyness: Health x Armor/MR compound So giving up 1 item for an ADC you lose a HUGE amount of DPS for only a tiny amount of tankyness. This tends to push damage dealers to full damage. If the math was different where your 1st tanky item gave you the most effective health... and then each incremental item decreased in value... and offensive items had diminishing returns in the same way... then you'd see players more often try and find a middle ground with a mix of offensive and defensive items.
HàrrowR (EUW)
: > [{quoted}](name=KABLUMP,realm=NA,application-id=3ErqAdtq,discussion-id=66owk6rE,comment-id=000200000000,timestamp=2019-08-28T15:39:48.228+0000) > > i always love how people who complain about assassins being overpowered never ever seem to build any armor (1 for 1 armor vs lethality is a cancellation effect, assassins don't build conq, and can't take a beating from tanks. usually the tank can't catch them either. so it winds up as a pointless engagement only leading to deaths in low elo or ambush ganks because frankly tanks can't kill assassins and assassins can't kill tanks 1v1 without mind numbing levels of tunnel vision and negligence about the rest of the match Oh man don't say that here, https://boards.na.leagueoflegends.com/en/c/gameplay-balance/xyenN0lR-people-complain-about-damage-but-rarely-build-more-than-one-or-two-defensive-items This is my post, 14 up votes 31 down votes, you can see for yourself the reasoning of the boards members, if you can't tank 5 people for half a minute with 2 defensive items then its not even worth buying obviously. And it doesn't even have to be armor ADCs can get {{item:3046}} {{item:3080}} {{item:3026}} + Overheal rune, thats literally 1150 bonus HP + 45 armor + revive + Lifesteal that can heal for lets say an extra 300-500 hp per fight Mages have {{item:3157}} {{item:3102}} {{item:3151}} {{item:3116}} {{item:3040}} {{item:3027}} {{item:3165}} You have supports that can make your whole team invulnerable {{champion:44}} or heal everyone {{champion:40}} {{champion:16}} or revive people {{champion:26}} yet people spam {{champion:555}} {{champion:63}} and then complain about the damage. If needed i'll go resolve second as an ADC for the extra surviveability. The damage is really high in the game, but people not picking real supports and not building any defensive items is what contributes to this problem a lot
I tested the full build burst vs target dummy (which has 100MR). 3250 damage at 0min of gathering storm and 0 infernals 4250 damage at 50min of gathering storm and 3 infernals Lets look at an ADC with 1800HP. If he builds merc boots and maw and phantom dancer he has about 110MR and 1800+600HP shield +350 hp shield. That's 2750 HP... he still gets 1shot with 3 defensive items. And in-game I've 1shot people with 4 ~defensive items. I remember a TF that had Merc treads, trinity force for 250HP, wits end, and maw. Still 100%-0%. I think I had some infernal drags that game if I remember right. See why your post about defensive items gets downvoted?
KABLUMP (NA)
: proof of results? Or is this just some salt towards assassin players because you don't know how to itemize defensively
I think I had one game with 37 kills and 2 deaths. Overall sitting at 70% win rate across 71 games. I kill most people before the CC ends. Even if they build 2 or 3 defensive items. When they complain in all chat about lack of counterplay I just say "S9".
Rioter Comments
: Out of the recent(last 1-2 years) releases or reworks
Everything they've done in the last 2 years is garbage. So much burst and mobility. It's ruining the game.
Rioter Comments
: The new ADC better be immobile or at least not Kai'sa
You think they would make any champion in 2019 without at least 3 dashes?
Rioter Comments
Stratixx (NA)
: Tahm Kench support winrate
The pro's play Tahm so he'll get nerfed into oblivion. Same with Rzye and Galio and...
: I just notice jinx pick rate and winrate numbers, where is her nerf for real ?
The pro's don't play Jinx so if anything she will be buffed. The balance team seems to primarily balance around pro play.
: I think the real problem is that they went and built this whole thing expecting to monetize it. They likely put a lot of time a resources into this because of those expectations. The actual features are cool and interesting, but they needed to talk to the fanbase about this before creating eternals. They would've quickly learned that 1) We would love to see this and 2) Monetizing it would be very polarizing. I'm still not sure why they haven't introduced paid voiceover packs. I've seen people asking for it for YEARS and many people would gladly pay money for them. I think they need to send out more feelers on big things like this so they don't blow up in their face
I work at a big corporation. Specific features had to justify themselves before they are approved (investment cost vs. payback). For example we would make a pitch (internally within the company) saying "Give me 5 developers for 2 years at a cost of 2M and our customers will pay X amount extra for that feature we develop and therefor our return on investment will be Y". Riot probably had a similar internal discussion. But they've sunk maybe 1-2M developing Eternals assuming they can make money directly back on the feature... but community is not happy. So now what? The problem comes when some features expected, but also take time to develop. Think power door locks on a car. Auto manufacturers do not charge extra for this like they used to... its expected. Unsure if achievements fall into the "expected to be free" category or not. Seems like that's where the breakdown is. The argument could be made that achievements indirectly make money by drawing people to the game who purchase RP for other things. But this is harder to quantify compared to a direct sale of a feature.
: What's the tradeoff for Qiyana's low ultimate cooldown on such a high utility spell?
The super powerful high damage high utility ult is the price you pay in S9 for having no mobility or invisibility... oh wait... nm
Rαy (EUW)
: Riot giving Annie more Damage/Mobility shows they are still clueless about League's biggest Problem
I can't believe they are adding more mobility creep. Don't they see that many players are upset about the current state of mobility & burst. They continue to make decisions moving the game in the wrong direction IMO.
Meddler (NA)
: Quick Gameplay Thoughts: August 23
Thanks for making these ~weekly posts.
Rioter Comments
: Galio is the Perfect Example of Modern League
Last season even though Ryze was the lowest win rate champion in the game (45%) he was nerfed due to pro play. I completely agree the pro-play + regular player balance does not work. If the goal is to add diversity to the pro champion picks then force in on them. For example in a best of 7 series 1st game 10 bans 2nd game 10 more bans (plus original 10) for 20 total bans 3rd game 10 more bans (plus original 20) for 30 total bans 4th game 10 more bans (plus original 30) for 40 total bans 5th game 10 more bans (plus original 40) for 50 total bans 6th game 10 more bans (plus original 50) for 60 total bans 7th game 10 more bans (plus original 60) for 70 total bans You'd get to see a lot more diversity. Maybe by the 7th game Teemo gets picked?! Maybe all ADC's get banned and a double melee bot lane is picked. Who knows. But most importantly the balance team could focus on regular players.
: It's better than old Akali Point and click delete with 3 dashes.
The new Akali has 4 dashes. Plus they can be used to escape (whereas the old Akali could only use her dash to engage). If you're a jungle you can barely even consider ganking her because of her smoke screen and 4 dashes. Plus her crazy high damage and the risk of countergank. The champ is a horrible design.
: Which ADC is the best at fighting 1v1's?
I like {{champion:21}} Auto Q auto is usually enough to kill squishies once you have items. Plus her ult hurts in teamfights.
: Let's talk about Akali
Akali needs a rework. Her kit is broken. The new design is terrible. Pro's 1st pick her blind... that should tell you something. Until a proper rework (NOT by CertainlyT) they should nerf her.
HàrrowR (EUW)
: People complain about damage but rarely build more than one or two defensive items.
I build full damage every time every game. The last time I built a defensive item was the training tutorial. If I have less kills than assists I'm doing something wrong.
Bazerka (NA)
: Curious if you had any thoughts around how we could design a system to account for things like how often a player communicates etc. Sounds like a lot of the factors that make up "balance" as you describe it is more around the people playing the game that you have to play with rather than the game itself?
What metrics does Riot use to determine how "snowbally" the game is? Can you share your data? -How often do people surrender @ 15 -How often do people surrender @ 20 -How often a player goes wild with their K/D/A and gets like 15 kills with 2 deaths. -What the typical spread of razed turrets is (i.e. does one team kill 11 turrets while the other team only kills 0 or 1) I bet if you looked at those metrics you'd see that league is currently very snowbally compared to where it was. Additionally look at champ design. 5 years ago lets say you had a really fed 10 kill Morgana. Well... you could play safe and try and avoid her binding, maybe even buy a Banshees, and do your best to avoid getting bound by the really fed Morgana. If you got bound it was your fault and you paid the price. S9 if you have a really fed Akali/Qiyana/Any new Riot champion that has 12 dashes, 3 shields, 4 invisibilities, 7 stuns, 2 heals... you cannot avoid them. If you are anywhere on the same screen as them they can engage on you and kill you regardless of what you do. There's no counterplay. This makes the game feel terrible. The mobility and burst has really started to ruin league. Most new champs feel toxic with all their mobility and overloaded annoying kits. -Zoe -Yuumi -Qiyana -Akali rework Look at Kha'Zix. He has 1 leap that resets on kill. If he jumps in and assassinates he can jump out. But if he fails to secure the kill he's stuck in the middle of the enemy team and dies. Seems like a fair design. Now compare to Akali...
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Zullar

Level 173 (NA)
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