Rioter Comments
: I don't know why you call forcing a comp the smart play in this situation? The concept of this game is really easy and yet people don't get it: you work with what you get. For example I just played a game were 4 people went demons and 2 went gunslinger/blademaster. So I went for sorcerer (could have been assasin or something else that no one was going but game gave me sorc) and won the thing because people buy each other out. I was able to easy grab 3 tier3 2 cost units and stomp them. (I must say I bought 4 Dravens so none of the 2 got a tier2 and I sat on 2 Brands) It is pretty simple to counter when multiple people force a certain comp you take what you get that no one else is going for while buying high tier units that the others need for their comps and you have a free win. If the game gives you stuff that others are forcing you sell it all and build a new comp unless you got so much of it that there is no point in doing that.
> [{quoted}](name=Last Dance,realm=EUW,application-id=RaE1aOE7,discussion-id=OwMsE1ME,comment-id=0001,timestamp=2019-07-29T06:56:20.278+0000) > > I don't know why you call forcing a comp the smart play in this situation? The concept of this game is really easy and yet people don't get it: you work with what you get. For example I just played a game were 4 people went demons and 2 went gunslinger/blademaster. So I went for sorcerer (could have been assasin or something else that no one was going but game gave me sorc) and won the thing because people buy each other out. I was able to easy grab 3 tier3 2 cost units and stomp them. (I must say I bought 4 Dravens so none of the 2 got a tier2 and I sat on 2 Brands) It is pretty simple to counter when multiple people force a certain comp you take what you get that no one else is going for while buying high tier units that the others need for their comps and you have a free win. If the game gives you stuff that others are forcing you sell it all and build a new comp unless you got so much of it that there is no point in doing that. Man not one person that has responded to this post has understood what I'm saying. Your saying you went a different comp to counter, and this is what I'm hoping is rewarded more. Its to easy for 4 people to successfully go the same comp.
Toadwart (NA)
: > [{quoted}](name=peacepagoda,realm=NA,application-id=RaE1aOE7,discussion-id=OwMsE1ME,comment-id=,timestamp=2019-07-29T03:30:30.848+0000) > > Id like to see more things that reward smart play, over rng. > 4 lvl 2 pykes, 4 level 2 Kennen, 3-4 elemental teams, 3-4 gunslinger comps. Its just to easy...... That isnt possible, btw. because they auto-combine. The best you can do is (2) 2 star and a 1 Star
They are spread across different teams.
Rioter Comments
: > [{quoted}](name=RavenMagus,realm=NA,application-id=RaE1aOE7,discussion-id=3dbzFwwr,comment-id=0007,timestamp=2019-07-20T19:12:17.077+0000) > > I think the carousel is fine mostly because it allows people who disconnect during loading to still have a chance at the game instead of auto losing the first three minion waves. > > I mean, yeah, there's very little thought that goes into it - you're basically only looking to pick up a Recurve Bow if you can - but it still allows a disconnect to have something available there. This right here from a different comment is a great point why just giving 2 starting gold isn't a great solution despite all 3 of you saying _**Just lock it 4head**_ . It's a point that I didn't think of, and is why I say it would take more planning and balancing than just slapping a decision down.
> [{quoted}](name=RalinAura,realm=NA,application-id=RaE1aOE7,discussion-id=3dbzFwwr,comment-id=00020003,timestamp=2019-07-20T20:48:12.214+0000) > > This right here from a different comment is a great point why just giving 2 starting gold isn't a great solution despite all 3 of you saying _**Just lock it 4head**_ . It's a point that I didn't think of, and is why I say it would take more planning and balancing than just slapping a decision down. its a good thought, but consider the fact that if you still haven't connected by pve round 2, your gonna lose anyways, so making carosel first to give people more time to connect potentially only saves them a round if that, and even then you shouldn't design the game with disconnects in mind, just give me more time in the loading screen, like 30 seconds, same time your gaining right now with carosel.
Rioter Comments
Rioter Comments
CytheGuy (NA)
: RIOT GAMES, 1 gold =/= 1 item
> [{quoted}](name=CytheGuy,realm=NA,application-id=RaE1aOE7,discussion-id=IjMucYOF,comment-id=,timestamp=2019-07-17T16:44:06.823+0000) > > This logic is actually a joke Ya, makes you wonder if they actually play their own game.
Rioter Comments
: Riot please listen to the item RNG community criticism ....
: because he does not have a role, he is not an assassin like his friends nor a tank like sej/cho/mega gnar. i would rather have those guys over pyke in any strategy that does not involve pirates/6 assassins
Umm he is a assassin, and regarded as the best one next to kali. He aoe stuns practically 2 times a round unitimized, 2-4 with items.
Rioter Comments
Orodruin (NA)
: Why am I in 7th or 8th place and paried against the number one player 3 Times in one round?
I agree, loosing many games with easily 2-3rd strongest build, due to facing top player 2-3x in 4 rounds. Much rather have it be random, but can't face the same player in a row, or twice in 4-5 rounds. If you get to top 4-5 this changes to just random + can't find the same guy in a row, but you could every other match. And of course top 3 it just becomes random.
: NERF GLACIALS
Glacial is so unfun to play against, I've suggested instead of a 2 second stun, put on a 30-50% slow of attack and move speed.
: the item is fine. The only items that need nerfing are Guinsoo, RFC, and PD. Spear is broken because abilties dont have cooldowns limiting how often a champion can spam them. 100% guarenteed Cooldowns will be implemented and the spear of Shojin problem will no longer be a problem.
> [{quoted}](name=PhearBunny,realm=NA,application-id=RaE1aOE7,discussion-id=M9mZYBnj,comment-id=0004,timestamp=2019-07-11T10:10:10.582+0000) > > the item is fine. > The only items that need nerfing are Guinsoo, RFC, and PD. > > Spear is broken because abilties dont have cooldowns limiting how often a champion can spam them. > 100% guarenteed Cooldowns will be implemented and the spear of Shojin problem will no longer be a problem. Its much easier to balance the spear instead of programming 50 abilities to have a variety of cooldowns with changing times based on level of champions.
: Item Stacking Should Be REMOVED in TFT.
> [{quoted}](name=Diviné Scâr,realm=EUW,application-id=RaE1aOE7,discussion-id=F8Nb1dIn,comment-id=,timestamp=2019-07-08T16:55:43.941+0000) > > Okey this is my honest feedback and probably lots of people think this way ( only if you are not a pyke abuser ) > Item stacking should not be a thing in this game mode. Like stacking 3 lockets that scale with ap, stacking 2 shojin is dumb as f. > Those items are the most stacked ones I see in my games, but I still see other items being stacked together and it's legit stupid. I think only 2 items should be able to be stacked on a champ, would help some of this stupid OP stuff we see and just nerfing some of the really powerful ones so that they are more in line with the majority of underpowered items
AIQ (NA)
: ***
> [{quoted}](name=AIQ,realm=NA,application-id=RaE1aOE7,discussion-id=eZmEP3Aa,comment-id=00010000,timestamp=2019-07-08T21:11:51.291+0000) > > So Nid is by far the most power T1 unit, that scales extremely well even with out items. Additionally she heals herself and allies. > > Nerfing her AD will make her much more manageable without losing he other many strengths. She is initially ranged so stacking her mana is easier to transform. > > Shyvana on the other hand has to be in melee range (All others, gnar/elise/swain/nid are ranged) and her mana cost is the same as the others. While Elise and nid do become melee after wards and Shyvana becomes ranged, the hard part is transforming not fighting post transformation. > > Reducing Shyvanas mana cost is better since increasing her AD would break her when she ults. > > Shyvana is a 3 cost unit and there are much less of her in the pool she should not be equal to Nid. A 2 star nid should not be beating a 2 star Shyvana. Nids very strong to start, but a lvl 2 nid falls off pretty quick mid game.
: I can't disagree with any of that. Edit: OP that is. IDK what this other guy's talking about with Shyvana and Nidalee.
> [{quoted}](name=Metal Janna,realm=NA,application-id=RaE1aOE7,discussion-id=eZmEP3Aa,comment-id=0001,timestamp=2019-07-08T19:10:51.291+0000) > > I can't disagree with any of that. > Edit: OP that is. IDK what this other guy's talking about with Shyvana and Nidalee. Cool, hopefully some of this gets some love.
Rioter Comments
Rioter Comments
: Blademasters is SEVERELY underpowered
> [{quoted}](name=TooEzJukedBaited,realm=NA,application-id=RaE1aOE7,discussion-id=co62ioxn,comment-id=,timestamp=2019-07-07T03:34:23.446+0000) > > Don't get me wrong, the bonus from Blademasters is great! But trying to build to get that bonus will make you lose every time. Fiora is extremely underpowered. Gangplank is very weak. The stronger Blademasters you don't get until late game and by that time you are lacking so much health one loss and you'll lose. > I've even tried to use other comps like Nobles early game and then selling to replace them with Blademasters, but that also leaves me at a disadvantage as some early game champions are very hard to get late game. > > So you're basically left with trying to build a temporary team of Nobles (or whatever you want for early game) while also trying to build a team of blademasters on your bench which kills your economy. > > The PBE shows a lot of changes to items and Demons, but nothing about Blademasters.... I really hope Riot does something about this! > > TL;DR anyone who likes Blademasters is at a HUGE disadvantage. Your right on all accounts, plus they are easily CC where as rangers or gunslingers or even mages can pew pew from the back and get off their ulties or bonus damage, blade masters are focused fired and then CCed.
Azraex (NA)
: Imagine if every round, instead of having 5 champions available in your shop, you had 0-5 champions available. So it would be possible to get 0 champions in your shop every round, and be incapable of buying any. Imagine if every round, a coin was flipped to decide if you get any gold or XP. One person gets gold and XP every round, while someone else never receives any. Imagine if you had to flip a coin to decide if you get to pick a champion from the carousel. Players who lose the coin flip are moved into a nearby cage where they get to watch the other players make champion selections. No matter how you cut it, this item RNG is ridiculous and needs to stop. All players should have the same number of items available to them. Period.
> [{quoted}](name=Azraex,realm=NA,application-id=RaE1aOE7,discussion-id=Zvhx1YOx,comment-id=000c,timestamp=2019-07-01T17:32:17.335+0000) > > Imagine if every round, instead of having 5 champions available in your shop, you had 0-5 champions available. So it would be possible to get 0 champions in your shop every round, and be incapable of buying any. > > Imagine if every round, a coin was flipped to decide if you get any gold or XP. One person gets gold and XP every round, while someone else never receives any. > > Imagine if you had to flip a coin to decide if you get to pick a champion from the carousel. Players who lose the coin flip are moved into a nearby cage where they get to watch the other players make champion selections. > > No matter how you cut it, this item RNG is ridiculous and needs to stop. All players should have the same number of items available to them. Period. Dear god no....
Jaxi (NA)
: The issue with this doesn't change the fact that multiple people could be wanting the same champ. 6 champs for you is also 6 champs for the enemy. You can still get unlucky and they can steal you champs from you, but now it's even more of a chance since they'd have a bigger pool size too. Doesn't change the issue, only makes it sharper.
> [{quoted}](name=Jaxi,realm=NA,application-id=RaE1aOE7,discussion-id=br6VLEbM,comment-id=00000001,timestamp=2019-07-01T15:16:58.209+0000) > > The issue with this doesn't change the fact that multiple people could be wanting the same champ. 6 champs for you is also 6 champs for the enemy. You can still get unlucky and they can steal you champs from you, but now it's even more of a chance since they'd have a bigger pool size too. Doesn't change the issue, only makes it sharper. Thats an interesting point you bring up. But the math while not my strongest area is still an improvement. If anything, it will lower people getting 3 star units, but decrease the time people are going from 1 star to 2 star, smoothing out spikes that you see when some guy gets a few early good 3's and gets into RNGsus. The effect this will have on the overall feel of the game is one in which everyone is moving towards their goals and experimentations of comps and the outcome of battles will be more determined by placement of your champs and comp design +items. More games will be lost by less margins, people will have more fun since they will feel that less time they just lost to someone who luckily spiked hard early and in the long run people will have more fun. The overall game length may change by a few minutes, but people will less stomped at the beginning.
: Card rolling pool-size needs to be incresed in order to incorporate the full roaster of champion.
> [{quoted}](name=Elemental Theory,realm=NA,application-id=RaE1aOE7,discussion-id=oxl6f8RL,comment-id=,timestamp=2019-06-29T10:05:22.345+0000) > > Good day to all. > > Dear Riot Games, > Five card pool-size is having a hard time providing a neutral/balanced rolling environment, players are either having a hard time getting upgrades/synergies for their team composition because they cannot draw the specific card, or having a stomp game that is irrelevant to their decision because they got tier two/three unit with a successful origin/class synergy in a much shorter round. > > Considering the game design for both spectrum, players playing for fun, players playing for winning, neither of them is having a healthy game time on the pool size of five. > It's a rigid matter of number. Size of five cannot provide a neutral spread because of how many unique champions are there. If one player is getting more than three round of unique champions, meaning none of them can form a higher tier unit or an origin/class synergy, it means the rolling isn't healthy in a definite degree. > > Notice TFT is still in the early stage of development, meaning the total count of champion/item is really really small compared to the full roast of League of Legend. If Riot Games is deciding to produce this game mode to full capacity, the uneven rolling phenomenon will become even more severe, players will easily getting none of the upgrade/synergy across multiple levels. Five is just not enough to provide a decent chance to every unit. I made a suggestion to bump the champion buying pool from 5-6 to lower rng by 20% and increase strategy and tactics. https://boards.na.leagueoflegends.com/en/c/teamfight-tactics/br6VLEbM-increase-re-roll-pool-from-5-to-6-increasing-skill-and-lowering-rng-by-20
: Nerf Pyke
Ya hes definately to strong, especially for a assassin. Id say make his stun .75/1.25/1.75 and make it take 30% long to charge, it just goes off to fast atm.
Rioter Comments
Rioter Comments
: I honestly don't understand your question here. The overall point doesn't change at all: you get what you get. You have the choice between your 5, you have the choice to reroll at any time to try a different 5, and you most importantly have the choice of what to do during this entire time on a macro level - if you're getting a load of knights, go knights. If you're getting a load of nothing, but all that nothing is ranking up well, there's nothing that says you can't sell it when you find something and just run with an army of upgraded units that don't necessarily fit together. You're wanting it to be a game where you build the way you want, but that's not how it's designed. It's a game where you build from what you can get. The strategy is to simply do the best with what you get, consistently, until you can finally get to the point that you can accomplish what you want. Most of the time if you can simply keep up with consistency, you'll outlast like 6 of the people in your game long before you manage to get to it being about building *your* way.
> [{quoted}](name=ChaosReyn,realm=NA,application-id=RaE1aOE7,discussion-id=Zvhx1YOx,comment-id=00030002000000000000,timestamp=2019-07-01T14:11:35.461+0000) > > I honestly don't understand your question here. The overall point doesn't change at all: you get what you get. You have the choice between your 5, you have the choice to reroll at any time to try a different 5, and you most importantly have the choice of what to do during this entire time on a macro level - if you're getting a load of knights, go knights. If you're getting a load of nothing, but all that nothing is ranking up well, there's nothing that says you can't sell it when you find something and just run with an army of upgraded units that don't necessarily fit together. > > You're wanting it to be a game where you build the way you want, but that's not how it's designed. It's a game where you build from what you can get. The strategy is to simply do the best with what you get, consistently, until you can finally get to the point that you can accomplish what you want. Most of the time if you can simply keep up with consistency, you'll outlast like 6 of the people in your game long before you manage to get to it being about building *your* way. The point I'm making is that yes rng is a part of the game, which is what your defending, but does there need to be as much. I was showing you that hypothetically riot could make the game super rng with no choices, but who wants that? Riot wants feedback from players. Your basically saying, no this is the way the game is supposed to be and you sight your examples, however the player base is saying they don't want that much rng, which is what riot wants to hear. so why defend the game design which is in the middle of being made and decided on. Do you want more rng? If so state that, don't defend the games design as its how its supposed to be when its open ended at this point.
: It's called TACTICS, not STRATEGY. You guys are playing the wrong game...this isn't a strategy game, it's more akin to a deck-building game. Deck building games are one part building, and two parts luck of what you can get at any point of the game. Yes, it's "random based", but that "random base" is kind of like playing Ascension - you buy the cards out of the middle, and you get what you get. I hope that helps you re-envision your goals here. This isn't as simple as "I'm building Wild/Shapeshifter/Sorcerer!" It's "what can I do with what I have available? I can upgrade Morde, so maybe I should go for knights. I can also put a Rageblade and PD on this Kassadin, so maybe I can push for Void or Sorcerer. If I can get a Karthus..."
> [{quoted}](name=ChaosReyn,realm=NA,application-id=RaE1aOE7,discussion-id=Zvhx1YOx,comment-id=000300020000,timestamp=2019-07-01T12:56:05.982+0000) > > It's called TACTICS, not STRATEGY. > > You guys are playing the wrong game...this isn't a strategy game, it's more akin to a deck-building game. Deck building games are one part building, and two parts luck of what you can get at any point of the game. > > Yes, it's "random based", but that "random base" is kind of like playing Ascension - you buy the cards out of the middle, and you get what you get. > > I hope that helps you re-envision your goals here. This isn't as simple as "I'm building Wild/Shapeshifter/Sorcerer!" It's "what can I do with what I have available? I can upgrade Morde, so maybe I should go for knights. I can also put a Rageblade and PD on this Kassadin, so maybe I can push for Void or Sorcerer. If I can get a Karthus..." Its still going to be luck the 1 item you get per round. would you prefer if they only gave you 3 champs to choose each round or 5? you want more rng, how about we get to choose 2 champs each round instead of 5. Is that more in line with tactics?
Acekill3r (EUW)
: I really like your idea on the re roll pool number, giving more options to players to make a good buy or to waste more gold would reward good plays even more so you could've feel less ring influencing you.
> [{quoted}](name=Acekill3r,realm=EUW,application-id=RaE1aOE7,discussion-id=br6VLEbM,comment-id=0000,timestamp=2019-07-01T10:04:52.268+0000) > > I really like your idea on the re roll pool number, giving more options to players to make a good buy or to waste more gold would reward good plays even more so you could've feel less ring influencing you. Ya it would make the game that more interesting.
Rioter Comments
Rioter Comments
JetRam (OCE)
: Mordekaiser has ridiculously low HP for a Mid-frontliner
> [{quoted}](name=JetRam,realm=OCE,application-id=RaE1aOE7,discussion-id=6TBGGeye,comment-id=,timestamp=2019-07-01T00:05:40.950+0000) > > For a champion that is required to position relatively forward where he needs to be able to soak a lot of damage, Morde is inexcusably squishy. > **Morde is one of the lowest HP champions in the game.** > > So darius/garen/mordekaiser are the three 1 cost knights. Lets compare HP > > Morde has 500/900/1800 **[35 armor]** > Garen has 600/1080/2160 ** [35 armor]** > Darius has 600/1080/2160 **[25 armor]** > > **Even champions with lower armor stats have more HP** > Warwick (30 armor) 600/1080/2160 > > Might I add, he is also quite essential for any phantom composition. Ya I thought this to today. He should have 50 armor, lol just look at him.
: @Riot: In-Depth Feedback on Teamfight Tactics
> [{quoted}](name=The Djinn,realm=NA,application-id=RaE1aOE7,discussion-id=OxtEwEVh,comment-id=,timestamp=2019-06-27T23:09:13.214+0000) > > First, I will say I'm enjoying the game for the most part. This critique is not a tear-down, but rather the places where I think the design struggles. > > **USER INTERFACE** > The UI looks solid across the board and works in most cases (items stacking up can be a bit weird sometimes), but there is some major room for improvement. > > * During the Carousal you cannot see your team or your items, making this a needless memory test. > * During the Carousal you cannot left-click on units to see their stats, making this a needless memory test. > * During the Carousal you do not see a countdown to your own movement, making this frustrating. Additionally, your unit repeatedly moving upon wall collision and lacking a very clear highlight indicator makes this (and navigation) worse. > * You cannot bring up a list of items, making this a needless memory test. > * You cannot see an item's build paths anywhere, meaning that you often have to *equip an item you don't actually want to equip* just to see how you can combine it with other items -- or have another needless memory test. > * You cannot see enemy synergies, making this a memory test. If my opponent has the Assassin and Ninja bonuses active I should be able to see that, especially as some larger units and health bars can obscure the back lines of units. > > **GAMEPLAY** > I'm going to avoid discussing specific unit balance here, because that's highly subject to change. > > * Champions come from a shared pool (or so I've been told), but this mechanic is not clearly conveyed ANYWHERE in-game. This is hugely problematic, as this is a mechanic that cannot be easily understood from playing the game, and leads to frustration with rerolls. > * It's a bit unfortunate that every Role/Origin has breakpoints rather than growth. I think the mandatory breakpoints serve to make RNG more punishing and builds more locked in, while opening up a few of those might increase flexibility. For example: if Rangers or Assassins or anything with a +3/+6 bonus gave you scaling between those breakpoints, it wouldn't end up as punishing to not manage to roll that Legendary Kayle. ***Example:*** If we picked Yordles as an example, it might start at 20% at 3 (again, some brekapoints are good, and having minimum buy-in feels appropriate), and then go 20/25/30/50. What that does is still STRONGLY encourage that breakpoint, but give you some mitigating tools if you're going for it and can't quite hit the breakpoint due to RNG. > * It's extremely frustrating the extent to which units are RNG. Given that items already are and that gold is used to increase your team size as well, the fact that luck is the difference between a Level 3 champion at by the second Player vs. Player fight or rerolling 30 times and *still* not getting that Darius you need is extremely unforgiving. > * The inability to see who your opponent will be means that a level of reactionary strategy is effectively removed from the game, which puts the game further into RNG territory. > * The RNG of items is severely problematic given their impact, especially early on. I've seen games where by the first Player vs. Player fight someone had 3 completed items and a level 2 Vayne (with Vayne-appropriate items) up against someone who -- through no fault of their own -- has just their starting item and mediocre champions. > * It's frustrating that the exact same match (with the same units in the same position and with the same items) can turn out *differently* due to RNG mechanics. *This makes it hard to tell how (or even if) you should re-position your team after any given fight, and that means that the perceivable impact of good build placement is significantly lessened*. In fact, the inability to really predict how your units will move raises an even bigger problem: *It is almost impossible to accurately strategize for your team's movement once the fight begins, which hurts the core concept of the game as one of strategic team construction*. Of course, I understand that this is kind of a common element in the genre, but I'd like to see in-fight RNG lessened a bit so that I more often feel like my own choices had a greater impact on my victory. > > Otherwise, combat is generally decent. It's fun to watch and gets very tense at times, and comebacks can be thrilling. While it's very frustrating to not really be able to pinpoint how you could have adjusted your team to win a fight that you lost (or sometimes to not know why you lost a fight as badly as you did), it still gets points for being visually appealing. > > Really, though, there's something of a dealbreaker here: **It is often impossible to look at a fight and know what you could have / should have done, and often a fight is just lost no matter what you do.** Neither of those is great in a game intending to have ranked. > > ---------------------------------------------- > > I think if ***Teamfight Tactics*** is going to find its legs as a competitive game, it needs to tone down the RNG slightly so that strategies can be more proactive. Having RNG in champions, carousal availability, items received, frequency of items received, opponents (at least unpredictable although not entirely random), *and* fight mechanics means that of the six main mechanics ***all six*** have moderate to severe RNG elements. It would be potentially valuable to see some of these mitigated (just a few -- RNG is definitely a part of this style of game, and shouldn't be removed or *overly* mitigated in too many of those mechanics), such as being able to see carousal availability in advance, getting to see the next Champion offering you'll get, being able to pick one of three of four items at breakpoints in the game (with reduced random items), the ability to over-pay to acquire a SPECIFIC champion, or similar. I think exploring mechanics like these could help bring the RNG elements of TFT in line to make it a bit more of a game of strategy and unit placement and a bit less like a game that feels like it's sometimes playing you. One suggestion I made that would fit into the rng issues, is increase the Buy Pool from 5-6, so everyone has more potential to get what they want, which makes it less rng, more fun, more consistent.
Rioter Comments
: You're right, but if you are able to get some mana and/or defensive items so they can make it to that point, their true strength comes out :D
I wish that were true, I'll keep my eye out, but I've faced some "good" shapeshift comps and still tore them apart eventually.
Rioter Comments
Rioter Comments
: Not until attack speed kassidin is nerfed *_* freezing him is only solution
> [{quoted}](name=CaptainAntiHeroz,realm=NA,application-id=RaE1aOE7,discussion-id=IVvP6AEa,comment-id=0000,timestamp=2019-06-27T16:02:53.950+0000) > > Not until attack speed kassidin is nerfed *_* freezing him is only solution A 50% attack and move speed debuff would solve that.
: So how exactly does one deal with or counter a glacial comp?
> [{quoted}](name=Pierce The Veal,realm=NA,application-id=RaE1aOE7,discussion-id=K1ZiV%%%,comment-id=,timestamp=2019-06-27T14:50:07.921+0000) > > It seems like once the glacial comps get rolling there’s actually no way to stop them. And if they get a frozen heart as well there’s actually no way to deal with them whatsoever. > > My intention isn’t to complain, but to learn if there is a way to deal with a glacial comp. And if not, I wonder when we might see glacial getting toned down? Its overpowered, needs a nerf.
nm1010 (NA)
: Shen plus strong backline, Kassadin/gnar, demons, the silence item on a carry, etc. Basically you want things that are far away from auto range and can stop sejuani from ulting through cc/mana burn.
> [{quoted}](name=nm1010,realm=NA,application-id=RaE1aOE7,discussion-id=K1ZiV%%%,comment-id=0000,timestamp=2019-06-27T15:00:36.361+0000) > > Shen plus strong backline, Kassadin/gnar, demons, the silence item on a carry, etc. Basically you want things that are far away from auto range and can stop sejuani from ulting through cc/mana burn. Snjuani's ulti can hit like a 3x4 amount of hexs. Just watched dogs stream and your suggestion wouldn't help here from what I saw.
: Held Hostage in a TFT game
Ya I've been stuck in game for like 25 mins, can't leave cant start a new one since it forces me to reconnect
Rioter Comments
Rioter Comments
Rioter Comments

peacepagoda

Level 37 (NA)
Lifetime Upvotes
Create a Discussion