: Preseason: Rise of the Elements on PBE!
What is riot's opinion on combat smites? combat smites initially came into the game in s4-5 where junglers were soooo much weaker individually in terms of gold/xp/damage as they are right now, and outside of a slight dmg nerf on red smite, combat smites havent been touched for 4-5 years right now it feels like extra tools for a role thats already the most influential in the game, blue smite makes ganks too effortless and almost guaranteed (such as a lee sin blue smiting to be able to just walk into range to press r and guarantee a q hit), and red smite just makes junglers the strongest 1v1 roles in the game, for a role that is already the most influential in the early game to be the strongest 1v1 role for the majority of the game is actually disgusting and super oppressive outside of jungle i hope proc damage like ludens and duskblade gets removed and base stats get added to items to reduce initial burst but not reduce overall dmg
Meddler (NA)
: Quick Gameplay Thoughts: August 30
its about time jungle and support were toned down, how is it that the supportive roles have more agency for 90% of the game than laners? how does this make any logical sense, jungle especially has always started with the most agency and the most impact of any role in the game, so why in s6 did riot decide to also increase their scaling when they were already a top 2 role in the game and probably top1 in competitive riotaugust said something unbelievable to me, he said junglers needed more gold "so they can interact with the item system, because thats how players have fun", i cannot fathom how riot came to the conclusion that fun in the game comes from interacting with the item system but that doesnt even mention how making a role that starts off the strongest in the game and then gets to scale just makes them incredibly oppressive and overpowered, junglers are bringing 2-3x more dmg to a gank on average since s4, this is one of the main reasons it has becomes so ridiculously easy to towerdive 2v1 despite how ridiculously strong you have made towers over the same time period, the time to kill with jg+laner is just at an insane level that we've never seen before s6 im just so tired of jg being the main deciding factor of the game state in the early game and then scaling alongside sololaners to also be mid-lategame carries, how did riot justify giving junglers so much scaling power without taking anything else away? combat smites, increased gold efficieny on jg items, increased gold+XP on jg camps, and more camps to farm also, theres also more access to global gold because of assist and bounty changes, all of these are straight buffs that jg has gotten since s4, with not a single element nerfed in 6 years, straight buffs to a role that was already at the time regarded as 1 of - if not THE most powerful role in the game, how is this justified, riot has not addressed this once
Meddler (NA)
: Quick Gameplay Thoughts: August 2
When does jungle stop being a roaming midlane assassin that gets to spend 90% of the game in fog of war?
Meddler (NA)
: Quick Gameplay Thoughts: June 28
when is jungle being able to 1 rotation kill solo laners 1v1 going to be addressed????? how did the power level of the jungle role pre s6 give riot the idea that junglers needed MORE power?? i would really love to hear the thought process, because right now all i see is a silver jungle main becoming the head of balance and jungle becoming disgustingly broken right after
Meddler (NA)
: We'll probably be talking preseason stuff in a couple of months at a guess? Item work like that might be part of preseason, won't be the biggest focus though.
please for the love of God, PLEASE say you guys are working on jungle, nobody is happy with the current jungle, not junglers and not laners, a role that has 1000x the early impact of any other role should be well and truly getting **heavily** outscaled come mid-late and lategame
Meddler (NA)
: We've got some changes in testing, aimed at making his skill floor friendlier in large part. Hoping to have something in for 9.12, depends on how playtesting goes though, first version showed promise but has issues, working on a second version now.
whats the problem with having a few champions that are just not good at lower skill levels? why is that seen as such a problem, he's balanced right now in pro and high elo, why does every single champion need to be viable in low elo, if low elo players want to play such a champion, they know they need to be highly proficient with it, i dont see why these champions need changes, you sacrifice high elo and competitive for the chance of making him a bit better in low elo, yet the majority of the times that doesnt even eventuate
Meddler (NA)
: Quick Gameplay Thoughts: May 24
nerfffffffffff jungleeeeeeeeeeeeeeeeeeeeeeee
Meddler (NA)
: Quick Gameplay Thoughts: May 17
zed was buffed because it was well accepted that he was weak, afterwards his banrate rises, as is expected for this type of champion, and he is subsequently nerfed to an even weaker position than he was pre-buffs based purely on his ban rate (according to the graph his winrate put him below the cluster of champions that even still neded further buffs, but his banrate alone was such an outlier that he was still nerfed) Do you think this is a positive way to deal with a highly played and highly mained champion, to keep them weak just because they are more popular and people perceive them to be more annoying even though statistically it is not a champion that can hard carry when fed for example like a jax, vayne, riven, vlad etc, even when fed he loses 1v1 to a large array of champions and his teamfighting requires a high level of proficiency just to be decent the main wincondition of the champion in the current state is purely to catch an adc or another squishy alone without their teammates while zed is not in vision, he is a champion loaded with counterplay compared to other assassins and even other bruisers yet he gets nerfed while much much stronger champions dont
Meddler (NA)
: Quick Gameplay Thoughts: May 17
when are jungle issues going to be addressed, camp respawn timers need to be lowered for a healthy game experience
Meddler (NA)
: Quick Gameplay Thoughts: May 9
WHATS HAPPENING WITH JUNGLEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE HELLO? are camp spawn timers really going to stay like this forever? is riot even talking about it at all?
: > [{quoted}](name=Avar,realm=OCE,application-id=A7LBtoKc,discussion-id=82cE8haV,comment-id=0027,timestamp=2019-04-26T18:07:33.309+0000) > > junglers have way too much influence over laners for how well they are scaling, is this really ever going to be addressed, if you simply lowered the respawn timers (which pretty much all competitive and high tier junglers want anyway), they would be punished so much more for failing consecutive ganks and chain camping a single lane, whereas now they are free to make laners lives miserable with absolutely no drawback, bring back skill into the jungle role, let good junglers take over the game and bad junglers fall 4 levels behind again as they should for playing bad, stop babying your playerbase, this is such a point of frustration for so long since camp respawn timers were push so far towards the "clear and have 1 min to do whatever" state that its been in for 2years now yeah, nerf jungle more, its not like i m already a second support at lvls
jungler is leveling higher than it ever has consistently barring the atrocity that was s6 and for the duration of s8 when respawn timers were increased, you are objectively stronger as a solo carry barring those 2 periods of time than any other time of leagues history, "coincidentally" those were the 2 most hated seasons of league ever
: Early 9.10 Patch Discussion
junglers have way too much influence over laners for how well they are scaling, is this really ever going to be addressed, if you simply lowered the respawn timers (which pretty much all competitive and high tier junglers want anyway), they would be punished so much more for failing consecutive ganks and chain camping a single lane, whereas now they are free to make laners lives miserable with absolutely no drawback, bring back skill into the jungle role, let good junglers take over the game and bad junglers fall 4 levels behind again as they should for playing bad, stop babying your playerbase, this is such a point of frustration for so long since camp respawn timers were push so far towards the "clear and have 1 min to do whatever" state that its been in for 2years now
: Post MSI Gameplay Improvements
how about making it so the roaming pve role cant walk into my lane and press redsmite on me and force me out of my own lane because i can never win a 1v1 anymore **against a roaming, ganking pve role**, im fighting pvp for every shred of my resources, a pve roaming role shouldnt be 1v1ing me as easily as they are
: Post MSI Gameplay Improvements
camp spawn timers?

Avar

Level 66 (OCE)
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