: Can I just autoban=top laner's pick so that if I get autofilled I can bait the dodge?
I see your point. What if your autoban bans a champion someone on your team wanted to play? To that I have two responses: 1. Most people ban a champion they don't like playing against in their lane. This makes this incidence (while still possible) less likely. 2. If you're worried about banning an allied champion's pick then just don't use the feature. You reduce the likelihood of this happening in your games by some some percentage x where 0 < x < 20 versus someone who does.
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: Ok... so make baron be less worth to pick at all? This sort of change would only be "positive" if teams are actually trying to contest it and they have taken heavy poke while doing so. This would also be a gigantic middle finger to teams that engage and use everything just to have the other team take baron and be all "LUL NICE TRY NERDS!" and then proceed to have a huge advantage over the ensuing fight. I have no idea where in the world is "baron buff is shorter and gives less gold but you get this random mana+HP restore once" is somehow going to make it "roughly the same in power". It won't. Baron isn't a thread in any sense of the word so cool, you restore whatever poke the enemy landed on you. If anything it'll just make people take less risks and only take baron when they have a guaranteed push with it while nobody on the enemy team is near to even attempt to contest it.
The reason making it a shorter duration doesn't affect it's strength much is because the team taking it wouldn't need to back right after since a lot of their health and mana is restored.
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: Morde sitting at 70% ban rate, 13% pick rate, and 56% WR even with 0 expereince on him
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Pika Fox (NA)
: Recommended is created for newer players to get a foothold on a champion and what items are good and work, as well as what is tailored to help the new player experience. And by new, i mean actually new; players who never played a moba before and are level 1 new.
Let's say that's the case that it's strictly tailored to that level 1, just started, never played a moba before player. Wouldn't a better solution be to give new level 1 accounts their own special starting item menu with these "easy to use" items? And then when they've played a few bot games and leveled up past level 20 or something they can get the starting item menu everyone else gets. It seems a little backward to tailor everyone's starting item screen to an extremely small playerbase (level 1, completely new, that's maybe 1% of playesr) rather than to the other 99% that aren't level 1 and have played LoL before.
: It would be nice if Riot made the recommended items update dynamically, like on fan sites, by pulling stats on winrates + popularity of items on a given champion in a given role in a typical game, and then breaking them up into: Start {{item:1055}} {{item:1039}} {{item:3301}} {{item:2033}} etc. Early/Core (any items rush built almost universally) Popular (frequently built items with at least near average winrate) Niche (less often built items with high winrates) If there are no stats on items in a row, that row would simply be collapsed and not shown. Ie., if there are no high winrate and rare picks, the niche row would be hidden. If there are at least 6 items to sort into Popular and niche, it could attempt to keep the categories roughly even by adjusting how frequent something needs to be picked in order to be considered niche vs popular. For stats, 'typical games' would exclude outliers, like an afk on either team or an opponent going 0/10 by 10 minutes. That would prevent {{item:3041}} showing up in every mage's recommended items. Also there would need to be a minimum number of data points before something would be considered. A 100% winrate with only 2 games as {{champion:92}} {{item:3100}} would be eliminated as a fluke according to the low data sample. Here's a possible example of recommended items that could be generated from this: {{champion:98}} top Start {{item:1054}} {{item:2140}} Early/Core: {{item:3068}} {{item:3047}} Popular: {{item:3075}} {{item:3748}} {{item:3065}} {{item:3194}} {{item:3143}} {{item:3742}} {{item:3083}} Niche: {{item:3053}} {{item:3022}} {{item:3078}} {{item:3091}} {{item:3512}} {{item:3109}}
They don't even need to pull from 3rd party sites since those 3rd party sites are pulling all their information from Riot's own API lol. It's a matter of them either not aware these sections are constantly outdated or more likely it's low on the priority list.
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: Frankly it's not needed. The data is a million places online. And in the client itself already. Just look it up prior to champ select.
That's true, the information is indeed available in various places. But I have two main objections to this. 1. Suboptimal user experience To access this information on a 3rd party site I have to tab out of league, open my browser, locate the tab I have the 3rd party website opened on (assuming it's already opened), navigate through ads and a poorly designed UI to find the general site search bar and type in my current champion's name, wade through more ads and a poor search functionality to get to the champion page, and once there ignore yet more ads and a cluttered UI to find the information I'm looking for. Is this workable? Of course. Many people do exactly this. It's just far from ideal. 2. This exact information is already stored on the user's computer and is being loaded into RAM before every game. It's just kind of absurd that I have to communicate with a 3rd party server thousands of miles away, at great inefficiency, to access basic gameplay information that already exists on my computer. Something about that seems off to me but it could be a personal thing.
: So... Zilean R would... Revive enemies while killing them? Urgot R would... save allies while fully healing them? I just wanna see the interactions now.
: Funny idea. Sounds really cool. If only someone actually read these suggestions.
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Míellá (NA)
: Well You can do that in game right now! Once you level up, you can hover over the little arrows over your abilities. It will say what gets better/ what upgrades.
Yeah I mentioned that in my opening post actually. But as someone who likes to play new champions in ARAM and norms, it would be very convenient for me to be able to see what the next level stats would be at the start of the game when not much is going on and I'm not doing much anyway.
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TheShinx (NA)
: > Do the gameplay people at Riot even slightly try to envision how their ideas will play out before releasing things? I'm sincerely asking. If you ask that question you should know the answer by now. It's a hard FUCK NO they don't. I don't think anyone at riot outside the Ticket support system actually gives a flying shit about what goes into the game be it making aram's insanely stupid to play or having to constantly nerf champions after they are released or reworked. For once I would like riot to actually sit down and THINK about what they are doing and not look at the game and think... "This champ is bad, REWORK TO OP STATUS FOR EVERYONE!!!" Sorry but riot's lack of common sense in design makes me wonder what happened to the times of old where champs kits were not overloaded and things like backtrack in aram's making blitz and any other melee champ incredibly over bearing since they can now, WALK THROUGH WALLS AGAIN (I already hated this last time it was put into the game since it makes it impossible to kill a yi running to your back line) and now they can just say fuck you to your engage.... Like COME ON RIOT. Time to put the coffee on and smell the roast. Y'all need to stop being clowns and actually show the players you give a shit about play-ability of your game.
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Siyar96 (EUW)
: I really miss the old Runes. Instead of throwing this concept, I would prefer something between these options. Maybe the old system determined to much for a pre-game factor, but it was way easier and more valuable. Now, I don't even know the exact usefulness of runes, while the old system was good for comparing alternative rune pages to each other. Now, I don't even know what might be good or bad.
I agree the runes feel very opaque when gauging their power against one another.
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: It's alot easier to understand if you look at it the other way: +1 Point of Armor = +1% Effective Heath If you tell someone with 80Armor and 1000HP his opponents needs 1800 Physical Damage to kill him, that's quite easy to understand - don't you think?
I agree that is a much better way to conceive of it and I kind of like it now. Thanks for sharing.
: The way resistances work in LoL and many other games makes each point of armor/MR/etc. reduce your damage taken by the same percentage that the previous point did. If each point of armor granted a flat percentage point increase, each point of armor/MR/etc. would have a greater effect than the previous point did. To see what would happen, let's look at your example numbers: if you bought four Spirit Visages, you'd be immune to magic damage. That is why resistances work the way they do.
This particular case could be easily resolved by coding the 25% mr damage reduction as a unique passive. And that's of course not the only way. You have to keep in mind that transposing to a different armor/mr system means the logic of the old system doesn't necessarily apply in all cases, like the one you pointed out. Similar effects can be achieved in an additive % based damage reduction system, just not in the same way as the current system.
Vreivai (NA)
: If you changed it to work like this it would drastically change how MR and armor work. I haven't done the math on it, but at first glance it appears that it would create a much larger difference than there is now in the effective health of non-tanks and tanks, and would create a far less smooth power curve for tank items.
> If you changed it to work like this it would drastically change how MR and armor work. Yes, the current implementation grants a diminishing return on stacked armor, and this is no doubt to prevent players from reaching 100% physical/magic damage reduction which is a bit too dramatic of a gameplay element for a game like League (maybe DoTA allows something like this.) But there are other ways to enforce a hard damage reduction limit, such as through unique passives, or by the 6 item limit itself, allowing no defense item to grant more than (100 - 1) / 6 % damage reduction of either type. > and would create a far less smooth power curve for tank items. The power curve isn't smooth to begin with by the nature of the item system. The power you get from an item is only granted after you buy it and it exists in your inventory. Armor/mr items as they exist now do not grant a smooth curve, their power comes in discrete spikes. So this is something that would not change.
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: Wasn't Clash suppose to provide that? I thought they said Clash was going to make it possible for you to scout out your opponents before game day.
I think I remember something like that. I'm not personally that interested in Clash though. I didn't like the inherent waiting aspect of it, which tbf probably does add to the LCS emulation for what it's worth.
Saezio (EUNE)
: OOOh, I just got what you meant. Yeah that would be a nice BM touch but never gonna happen :/
I mean it wouldn't be hard to implement, it's just a matter of if it's something Riot thinks would add value to the solo q experience.
Saezio (EUNE)
: It's already visible via op.gg app etc. Everyone would just turn it on. Would wreck the LP balance even more. Edit: I am an idiot and confused CS with LS
You can't op.gg an opponent in champ select...
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Naalith (NA)
: Make her dive to the ground head first, spinning on her hat like a top, and still manage to snipe the enemy with precision accuracy during the display. Now that would be exciting.
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: Never heard of a solo queue in the current time of day where 5 people can queue up together and play as a team. Solo queue simulation you have individual minds making their own instinctive actions with limited communication based on their emotional state. Flex queue simulation you're willingly cooperating with people and mindsets beyond your own to reach a goal no matter the opponent. Even the mere difference between "I ban this" versus "Should we ban this" is a marginal difference. Nonetheless, I proved you wrong. You're just refusing to say face.
"A blind tournament would feel **more like** solo queue"
: Prove you wrong? Okay...your title > **A blind tournament would feel more like ~~solo~~ FLEX queue: Prove me wrong**
That misses the point. Even if a blind tournament felt more like flex queue, that would still be closer to solo queue.
: not everything that can be tp'd to be killed. (I.e. azir soldier, J4 flag, cait trap)
That's a fair point and I think if teleport was changed like this, the balance team would have to ask themselves if all of these things can still be teleported to. For instance it might be better balance-wise if only things that can be targeted by the enemy are teleportable. That would eliminate the obvious abuse (especially in pro play) of pretty much guaranteed channels through untargetable champion objects.
: Because it's stupidly easy to just kill the minion/ward you're teleporting to in that instance?
What does it matter if you can't teleport directly on top of the baron if you can teleport to mid or top with half the channel time and arrive at the same time?
wolf jade (EUNE)
: ya! of course. lets make someone take tp when you can never use it to get in to team fights baron fights or really. ANYTHING. nice
wolf jade (EUNE)
: are you telling me you think it will be interesting/balanced/interactive if killing minion (1 aoto late game) and or ward cancaled it is gonna be balanced/FUN?! is this a troll post?
> [{quoted}](name=wolf jade,realm=EUNE,application-id=3ErqAdtq,discussion-id=BpihPxKQ,comment-id=0000,timestamp=2019-01-01T12:16:43.008+0000) > > are you telling me you think it will be interesting/balanced/interactive if killing minion (1 aoto late game) and or ward cancaled If the channel and cooldown times are reduced to compensate then yes I think it would be. You're looking at one possibility in a game and discounting it based on that when it only makes up a small percent of the total possibilities. I would agree that if this was implemented then it would be foolish in most circumstances to try to teleport to a melee or caster minion that's right next to an enemy champion late game. That would be just asking for it to get cancelled. But of course there are many more options that you have left out in your comment. A person can teleport to a minion some ways off from any enemies where there's less danger of it being cancelled. Same possibility with a nearby stealth ward. A person can still safely teleport on a super minion that's near a bunch of enemies. A person can still teleport to a control ward pretty safely if the channel time is reduced and there aren't too many enemies that can afford to auto it. A person can still teleport to a minion in the middle of a team fight late game if your team can pressure them enough to keep them from targeting it. And of course teleporting to a turret would remain relevant at all points in the game. And all of these examples are just for the late game scenario you brought up where minions can be oneshot. There is still the entire early and mid game where minions don't get one shot and many other possibilities exist for those scenarios as well.
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i cant move wtf

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