: Possible, but even pros don't surrender Pro-level games, and i've seen many a pro game actually be won be a massive teamfight win when they're some 5k gold behind. Most average joes don't have this kind of patience or drive however, and its easier for them to end and look for a different game where they make the enemy team surrender at 15 by getting the first kill.
*cough cough* SKT 2017 against EDG, 10k behind and smash a fight
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Sciela (NA)
: Best anti-tank champs?
If you're an adc player, tank killing is easy: any champ with high attack speed that can build BotRK and other on hit items: Vayne, Kog'Maw, Varus even Ashe is pretty good once you get IE and BotRK plus some crit. If you're looking for mid laners: Cassiopeia is very good, Vel'koz one you get the True Damage on ult, not really many others I can think of. Junglers: People with true damage are good (Camille, Master Yi etc), Trundle, not really very many others Top Lane: Again, anyone with true damage or Conqueror cause it's busted (Camille, Fiora + Conqueror builders), Gangplank is ok once you get LW and like Youmuus, Urgot is good for executing and his legs are %max hp phys dmg so he's alright once you get cleaver. I'm sure there are others but those are the front of mind ones
aezens (EUW)
: How much would you want to reduce the final range then? Her true tether range is below Kled´s initial range already (about 650-675 units if caitlyn´s aa range on the wiki is correct). https://imgur.com/a/zDAnBdz Or do you suggest to increase the initial range and leave the trigger range untouched?
Not by terribly much. If it were to be implemented I would never want it to be a huge change. Just something minor to 'spice it up'
Rioter Comments
aezens (EUW)
: What I want to say is leblanc/karma etc can tether every ~10 sec (without cdr) while morgana has to wait about 1.5 min if you fail. That´s quite a difference in terms of balancing. But if you really want to compare them in my opinion dash>movementspeed>slow/cc resistance (because it´s situational and not always needed). In some cases it might be different but for the majority i think this order is legit. 20% slow (keep in mind the calculation uses base not total movementspeed) is kinda meh especially because morgana has very low ms values. And hitting root is the optimal scenario true but the Binding is hard to land and mostly rely on your enemy to fuck up. There are alot of situations where you want to cast your ultimate first to ensure your Q hits because if not you loose alot of dps. Fun fact: eventhough the wiki says otherwise Soul Shackles has the lowest tether range of those 3. You can test this in practice mode.
Well if you're saying that Morgana's tether is still balanced (and I would agree with you) I don't think it would hurt to still implement the change but as for compensation increase the initial tether radius
: Kled, Morg, and Karma's tethers are balanced. LeBlanc's IS NOT.
And honestly I can agree with you, however I still wish for this to be implemented to all tethers but considering that Karma and Morgana's are quite balanced, give some compensation for the change such as a slight boost to the initial radius. But just fix LeBlanc Please
aezens (EUW)
: Just want to point out here {{champion:25}} Soul Shackles is: 1.) an Ultimate ability and 2.) has 3 seconds delay Not really a fair comparison.
But Morgana has a 3 second root (max rank) her tether slows the target[s] and she can become immune to crowd control allowing her to hold the tether easily like Karma with her movespeed bonus and slows on Q and LeBlanc's Distortion[s]
: What is happening to League is what happened to Street Fighter, lowering the Skill Gap....
Faker's play in Worlds 2013 against Ryu compared to 'Kassadin insane outplay'
: Doesn’t Kled have two dashes too? Plus he’s melee, meaning that he wants to be in your face to get his tether off in the first place, he’s not going to use it to kite like the others. and his tether gets to deal arguably the most damage in exchange for actually getting it off. Since {{champion:43}} {{champion:25}} and {{champion:7}} are squishy, and rely on keeping enemies passed arms length lowering their tether range would mean they would each need a compensation buff. Otherwise, the tethers they do have would be absolutely useless (minus maybe LB since it’s range is SO huge). This in turn would probably (knowing Riot) cause at least of the following buffs. * more damage if the tether actually does get through * Better CC * HUGE defensive buffs * More effective ways to stick into a target. * Lower cooldowns And I doubt you or anyone would want that.
Exactly, the point is Kled has a dash (two if he hits someone) meaning the reducing tether radius is compensated for. Also, remember that those tethers are not always for kiting or even at all. Probably 80-90% of a LeBlanc's tethers will be to cc you and keep you in range. I see your point when it comes to Morgana and Karma though. Also there is one change that you haven't mentioned which I would implement as a compensation buff for Morgana and Karma and that is a slight initial range buff but still have the ending radius smaller than the current version.
: >Champs that have been reworked for a while now and have failed for a majority of what they are suppose to be or what their rework was suppose to do are welcomed On that note, I'd like to nominate Shen. I have never been a big Shen player. I wish I were, because I think he's a total badass. The problem is that his ult, while super iconic, is just a nightmare for balance between solo queue and pro play. It *has* to change if Shen is every going to enjoy a healthy, balanced play rate at multiple tiers, imo. I'm open to being told why I'm super wrong about that, but that's my current opinion.
I've been thinking about this for quite a while now but just want people's thoughts on having two balances teams for pro play and solo queue respectively. If Shen, Galio, these kinds of champs are really hard to balances between the two, just create two versions. In one version they both are more orientated for coordinated play, and the other for solo playing. Not sure how good it would be but just an idea
: Is riot really earning more money than before, with this state of the game ?
If you think about it though, I'd be looking more towards players that are joining than players that are leaving. The only reason players who've been playing for a long time are quitting is because the game is becoming unbalanced as compared to Seasons 1-4/5. Players who are just joining have nothing to compare it to, so this state becomes 'the normal' and they enjoy or they don't enjoy it so much. As a result, Rito keeps getting people to buy stuff because there are still a significant amount of people playing the game. Also they just keep pumping out skins which I very much dislike because if you look at the quality of the 2016 project skins and the 2017/18 skins even though the particles may look smoother, you can tell a lot more effort was put into the 2016 skins than any of the others (excluding the legendary skins cause they're all good). But that's another topic
: Fun fact, depending on your interpretation this can be seen as false, as a number of older champions had 2 different skins on release, Yorick for example had both Undertaker and Pentakill available to purchase on release, meaning that he was just a few months shy of a 7 year wait for his first post launch skin: Archlight. But yeah as much as I can't stand playing the champion Rek does need a good skin.
> [{quoted}](name=Fondling Gems,realm=NA,application-id=yrc23zHg,discussion-id=HMfHjQEw,comment-id=0000,timestamp=2019-01-05T15:05:49.820+0000) > > Fun fact, depending on your interpretation this can be seen as false, as a number of older champions had 2 different skins on release, Yorick for example had both Undertaker and Pentakill available to purchase on release, meaning that he was just a few months shy of a 7 year wait for his first post launch skin: Archlight. > > But yeah as much as I can't stand playing the champion Rek does need a good skin. Have you completely forgotten about pool party rek'sai?
: when saying "I would say if this change is too be implemented maybe _**increase**_ Morgana and Karma's tether distances slightly to adjust for the change, but it would still make so much of a difference" you do mean decrease right? And yeh i totally agree with this. A champ like leblanc just has so much range on her tether that its impossible to get out of and if you flash she can just jump farther to you. Although i think morgana's is balanced because its her ult unlike how its a normal ability to other tether champs.
I meant 'increase' as: to compensate for the reducing radius have the starting radius a little bit bigger
Rioter Comments
: So removing critical hits completely is a common "easy fix", but it has a large number of potential downsides. * Removes the carry-style scaling, as you no longer have multiplicative stats. * Removes a lot of the fun "big numbers" highpoints of the carry feedback loop. * Removes a lot of the fun "big moment" animations that crits have. * ADCs become squishier for their potential damage output than fighters with equivalent AD, yet lack the burst of assassins, making them extremely vulnerable compared to what they bring to the table. * Early game weaknesses no longer scale into late-game strengths, making carries a detriment without a meaningful reward. * Carries cannot meaningfully threaten assassins in the time the assassin takes to close, resulting in assassins having a super easy time closing with a high reward, no sneaky approaches needed. There are more, but that's a brief rundown. I think the current direction Riot seems to be taking shows promise though.
> [{quoted}](name=The Djinn,realm=NA,application-id=A8FQeEA8,discussion-id=um9dm4fe,comment-id=0003,timestamp=2018-05-08T14:33:28.612+0000) > > So removing critical hits completely is a common "easy fix", but it has a large number of potential downsides. > > * Removes the carry-style scaling, as you no longer have multiplicative stats. > * Removes a lot of the fun "big numbers" highpoints of the carry feedback loop. > * Removes a lot of the fun "big moment" animations that crits have. > * ADCs become squishier for their potential damage output than fighters with equivalent AD, yet lack the burst of assassins, making them extremely vulnerable compared to what they bring to the table. > * Early game weaknesses no longer scale into late-game strengths, making carries a detriment without a meaningful reward. > * Carries cannot meaningfully threaten assassins in the time the assassin takes to close, resulting in assassins having a super easy time closing with a high reward, no sneaky approaches needed. > > There are more, but that's a brief rundown. I think the current direction Riot seems to be taking shows promise though. However if you look at champs like Varus and Kalista who don't build terribly much crit and would prefer to go AS, all adcs just become like them: they build AS. They're weak early but strong late. They still do dmg and with supports who can back them up they won't die terribly easily. I mean I get your point by which assassins can kill them before they can kill assassins but thats whats wrong at this point I think. Because ADCs are the assassins not the assassins themselves. Also losing multiplicative stats yes I get that, but maybe there is some alternative that could be introduced potentially to fill the hole. Now I understand crit adds an element of random to teamfights with huge crits but removing crit puts more emphasis on positioning and skill because if an assassin jumps you, if your out of position and you can't outplay, you no longer still win cause you one shot with a huge crit. You die. Simple as that. Again, ADCs shouldn't have burst. ADCs should be a source of sustained damage whereas burst should be coming from mid lane and sometimes top lane (Camille, Irelia etc).
: Your solution sounds easy, but is It? Jhin for example. Yes, you can add just more damage to his 4th shot. But crit is way more involved for him. He gets a movementspeedbuff for crits, which would be removed by your suggestion. His AD scales with crit, rebalancing his AD growth would be hell. Replacing crit is way more complicated than just slapping some extra damage on them.
Very good point. But that's *just* Jhin. Yeah a rework would take a while but if crit was removed that's just one major rework needed. I know there are probably other champs who have some kind of interaction with crit (can't think off the top of my head). And extra dmg was a suggestion not a sole alternative
: It would just mean ADCs all get their crit damage converted to 100% reliable damage instead of RNG burst. Which riot intends to do.
However this means that they can't 1 shot you and there is room for outplay/counterplay as well as interference from other members of either team
: Removing crit makes ADCs more like assassins, as they will be building the same flat AD that assassins and fighters will. Additionally, this will make ADCs come online as early as those other classes, which is something Riot wants to change with the upcoming changes to ADC item costs
Good point. However w/o crit ADCs would do less burst damage even if they build flat ad. This means that potentially it wouldn't matter if they came online earlier because they can't 1 shot you even if they're fed (they could still easily kill you however)
: Since it wasn't mentioned yet: Simply removing crit as a mechanic from the game would as well require tons of reworks they would have to do at the same time. Crit nowadays is implemented in many kits of champions (mostly marksmen) or let's abilities scale. {{champion:22}} {{champion:51}} {{champion:41}} {{champion:104}} {{champion:202}} {{champion:203}} {{champion:236}} {{champion:21}} {{champion:133}} {{champion:35}} {{champion:23}} {{champion:498}} {{champion:114}} {{champion:157}} All these champs would need tweaks or even heavy reworks.
As I mentioned though at the start if you read it I did mention adding in a substitute for all the champs you have listed as way to compromise for the loss of crit and others
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Sancre (EUW)
: It is copyright territory, but that doesn't mean it can't be done, just it would have to be changed. Infinite stones and gauntlet are a no due to copyright, but we have something close to them, being the World Runes, so that could be adapted using them instead
I was thinking about it and yeah it would definitely be copyright but the World Runes could be a possibility. Thanks
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Rioter Comments
: Champion Concept: Mistree, the Forgotten Biologist
I feel as though being a forgotten biologist doesn't fit completely with her spells. I mean great idea but maybe if you changed the W into like a Lulu W whereby your ally gets 'buffed' and your enemy gets 'nerfed' and somehow tie that into something she discovered maybe like the sap that keeps Maokai from turning dark maybe she discovered how to harness that or something especially considering that during her life she may have visited the Blessed Isles??
: Let's explore an idea for tweaking Vayne
Would it potentially be useful is vayne had a skill shot for condemn with a wind up that could be short enough to allow her to output decent dps but also allow for some counterplay?? (If this has already been mentioned just know I haven't read all the coments XD)
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: My hextech skin shards just disappeared??
^ - Opened a honour capsule whilst I had Red Baron Corki and Shockblade Zed sitting in loot. Got Badger Teemo, ready to reroll and nope. Gone. With no trace. :( Rito please

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