: Get rid of Mage's Cap (Rod of Mages??)...
Agreed. There is nothing more cancerous than Summoners double casting.
: When can we talk about Kindred's passive and how Senna's overshadows hers?
If you gave Kindred Senna's passive, you'd end up Kindred being either a solo laner or severely underpowered. Also the only similarity between the two is that they... well, stack, that's all. For comparison: Senna gets +1 AD with every stack and she needs 20 stacks to activate further buffs at the cost of not being able to gain AD through levels. Kindred has two main sources of stacking: jungle creep and champions. Kindred's boosts are more potent, generally enhancing her abilities. Every 4 stacks she gains extra range, which also includes ability range. There is also a strategic/mind game aspect of Kindred's passive, because it can confuse the enemy, hence why it is visible who Kindred is targetting. Kindred is mechanically and strategically a complicated jungler, so the comparison bleeds out.
: Senna's Damage Passive
Bring her damage more in line with what? As far as I know her damage is still lower than: Electrocute Zyra doing an all in Electrocute Bard doing the Q + AA combo AP Sona Dark Harvest Lux doing an all in and poke Nautilus all in Leona all in Vel'koz full combo etc. At teamfights she will be more likely to use Runaan's hurricane to proc that effect on multiple targets. I don't know what your problems are with Senna, especially that every ADC in the game outduels and outsustains her. She is also Sona level of squishy.
TehNACHO (NA)
: What's up with Miss Fortune?
She was, is and will always be a solid pick for ADC. She doesn't have a particularly weak state in the game, her R is awesome at nuking the enemy team and she has multiple viable builds. She is also extremely fast and bit hard to catch.
Theorex (NA)
: It took me the whole season to get honor level 5 this year, where as the seasons before I would normally get it at latest around August to September. But I literally just got my Honor 5 like a week and a half ago.
Last season I was already at Honor 5 with all 3 checkpoints, but now I'm only at Honor 4 Checkpoint 3. It definitely goes slower for some reason.
Hayah (NA)
: Why do supports control like 60% of the warding? / Support
There are quite a few reasons for this: If everyone has access to wards, then there is basically little to no strategical value of their placement and you can light up the map like a christmas tree. This will spawn various of gameplay issues like e.g tracking junglers will be extremely easy. Not to mention the lack of vision allows strategical moves, like doing the drake when it isn't warded and nobody is paying attention. The fog of war should always have huge strategical impact. If you could see everything, because all 5 of you had sightstone, then the game can easily become readable for both of teams and that's just boring. You will never be punished for doing mistakes like overextending, because you will be more likely to spot the incoming gank in time. Another huge reason is ward hopping. They didn't wanted to get rid of the mechanic, but they wanted this mechanic to actually cost, because when Sightstone was present, there was technically no cost for pulling it off and allowed more opportunities to pull it off. You might not remember when {{champion:64}} was extremely oppressive due to this.
: I feel reducing the number of champion cards in the shop was a mistake.
I don't think that it's a big problem and it depends on the build again. In the previous set rerolling early game was a waste of money, because everyone rushed for Tier 4s and 5s. In the current set you should actually think about what to build, when to level and when to reroll. Basically if e.g there is no competition for Vladimir and Taliyah and you want mage build, you should be rerolling more early game. If your build involves champions, which e.g Mystic, then you should go for levels.
: Senna is an ADC, they released her under the guise of "she's a support with some ADC potential" which is bullshit. She's 100% ADC. Just because she has an ability that helps someone else doesn't make her very real ADC kit any less of an ADC kit. Just like pyke is very much so an assassin, just because they said he can be used as a support doesn't make him any less of an assassin. If you want to check her damage type go to your champions screen in the client and click on her, there's a little bar that shows an axe and a fireball, they have the gauge about 75% into the axe side, so she's an AD prime champ.
Literally every ADC outdamages her in all stage of the game. ADC has high DPS. Senna is the antithesis of DPS.
: 20 bans per team idea.
I think it is safe to say now already, that you can increase it to 20 bans / team, bans themselves are pointless at least in Solo Q. If you are any competent you will probably play well regardless of the matchup. Bans are just the source of lot of toxicity and griefing and they don't solve anything in Solo Q, because you don't know your opponent. It would be a good thing, but people generally misuse the system and ban champions your teammates would play, ban new champions in normal draft so nobody can pick them up. Really it is the only reason why it isn't worth to pick up champs with high banrate, because you will never get to play them. Not to mention the hysterias, when one person wants everyone to ban his counters, and if you don't, he will be toxic, and if you do, then he can still get matchups he will suffer in, so there is no good outcome. Bans are just placebo boy, because they don't solve anything in Solo Q. It might actually hinders learning to play against certain champions and with certain champions. The best would be to just remove this whole system, because at least I can't make any real use of it.
: @Riot - Lux and vision
Her E provides vision already. You can basically use that spell as a free ward from time to time.
: Why of all the units to keep you kept glacial?
The game has much more CC options than the previous one, both soft and hard CC. Glacial was toxic in the previous set, because at least 3 glacial units had a built in stun already. Current Glacials work through proccing the effect as much as they can, it is less toxic now imho. Olaf has a lot of strategical counters though, it's just people prefer to race for Olaf instead of going for his counters. Even if you can't burst him down with e.g Veigar, you can do other stuffs: - Taliyah can knock him away, giving time for your team to kill him - Cloud gives dodge chance - Yasuo can jump and jump from target to target, so he is less likely that he is going to be locked down - Janna can knock him away - Soraka can prevent his ult from activation - Malphite knock up is extremely potent - Kha'zix can do the same as Yasuo with more damage - Predator & Glacial is actually a pretty hard counter to Olaf, because Glacial WW and e.g Ezreal can lock down Olaf long enough to proc the Predator effect All in all you actually have a lot of build options. Some builds e.g Woodland & Druid is only good from early to mid game and it is extremely hard to pull off lategame. And somebody mentioned light: Light is a rather lategame oriented build, because Light builds are pretty inefficient until you get Yorick, who is the powerhouse of the build.
Porglit (NA)
: Now that there's no wild...
We don't have Wild anymore, but we have Olaf. Personally I like that assassins in this patch more. They can be fitted into more team compositions instead of going full assassins to make them oppressively good, because that was the only way in the previous patch.
: Something Interesting I've Found Out From Playing on Smurf
There are some reasons why you got such results. First and foremost: Senna is out. Generally such champions like Senna will encourage other players to play Support. This tendency is going to die down within a week or so. Second, and I think this is the most important to note. Support is still the least popular just not by that far. Mid is still the most popular role, however Top, Jungle's and ADC's popularity kind of died down: - Top Lane is much more matchup dependent and Jungler reliant than ever, furthermore it has the least impact on the game, therefore people started abandoning it. This will probably change in the preseason, because Riot is increasing their impact - Jungle has undergone a lot of changes, which made junglers abandon the jungler role and pick other roles e.g Support, because they can't keep up with the changes and each change is highly unfavourable for certain junglers - When people started picking Mid lane mages as Support and Pyke was introduced, ADCs started playing other lanes, because many of them couldn't bear the heavy rain of pokes from e.g Lux. What you said was true, but you are still more likely to get the Support role. Support will forever remain the least popular role simply because you can't earn much money through Support. Only those picks are going to work which can operate on Support budget, which isn't true for many champions. This will be even more prevalent in the next season.
Rokuroú (EUW)
: Senna is a bit nuts
Such topics always highlight the strengths and never the weaknesses. I played with Senna ADCs, mids and tops and if the enemy laner is just a bit competent, then she will be shut down. She will never be a good ADC, because she doesn't have reliable burst nor DPS. She is doing mini burst at best. Also, she is probably the only "ADC", whose AA isn't near immediate therefore she is the most vulnerable to AA cancels. She renders herself immobile for a short time, when she is attacking someone, so you can just walk out her AA range and her AA gets cancelled. The only other champion I know, who is that vulnerable to AA cancels is {{champion:34}} .
: Can someone tell me why Kai'Sa is still the best adc in the game over a year later?
There are slight problems with reasoning. First, why do you think that a champion is OP, who has overall sub 50% winrate, but on the other hand mains have higher than 50% winrate with him/her? It just tells that they invested a lot of time into her and they are good with her. The same thing can be said about a lot of other champions. As for Kai'sa, the reason she is a good pick, because she is a AP/AD hybrid carry, who can flex between roles depending on what the team needs more. Therefore she is a good for solo queue and pro play as well. Due to her mobile nature she is less team reliant and can do things on her own. I don't think these qualities make a champion immediately OP, just popular. She has high damage for sure, but she basically trades all utility for this. She has lower range than most marksmen, which make her more vulnerable to be focused down, simply because she can't keep safe distance. That being said: just because a champion, who was supposed to deal damage to begin with, deal relatively high damage doesn't mean she is that OP. Also her W is a terrible poking tool. It has high cooldown and to reach full damage you need to have 4 procs already. It is mostly used for finishing off and to catch people with it and R. As for Ezzy. Please don't compare him to Kai'sa, because they are nothing alike. Kai'sa is penalised for going for AP, because it shifts power from her auto attacks to her passive and abilities. If she can't upgrade her Q, which need AD, then she won't be able to dish out much damage with it. Hybrid Ezreal was overperforming due to the interaction between Manamune and Luden's Echo. Luden's Echo basically gave him a lot of AD through extra mana. Same for Manamune + Archangel Ezreal. It needed time to stack that's for sure, but the two boosted each other, basically giving Ezreal a lot of AP and AD. Ezreal is probably the most flexible champion, because his item arsenal is huge. His core is idd a Tear and a Sheen item, but he can build a lot of mage, assassin, ADC items as well. Such champion is usually balanced more than usual, because he could quickly spiral out of control.
koshkyra (NA)
: Riot is sacrificing the identity of the support role to make it more “fun” and appealing.
Damage Support is actually a role guys. They protect others by putting damage pressure on the enemy and making yourself more valuable target, therefore drawing attention to you from your teammates. They usually go for full damage with barely any kill potential or they can secure kills as well.
: again with the fucking dodging. quit complaining about team comp and play the fucking game. dodging is not only **not** a viable strategy like most players claim but it is completely disrespectful to the other 9 players. even if there is a "troll pick" there are still 8 other players and if you dodge you're only doing the trolls job for them. there is a reason why you are penalized for dodging and to be honest the penalties need to be harsher. it is because the penalties are so light that players would rather dodge because they'd rather take the -3 LP and 5 minute dodging timer than losing -30 LP in a lost game because of a troll. dodging will never be condoned or encourage by riot. so just stop asking for free dodges. it will never, ever, happen.
> [{quoted}](name=Inkling Commando,realm=NA,application-id=3ErqAdtq,discussion-id=U466eQmJ,comment-id=0000,timestamp=2019-11-11T19:26:50.832+0000) > > again with the fucking dodging. quit complaining about team comp and play the fucking game. dodging is not only **not** a viable strategy like most players claim but it is completely disrespectful to the other 9 players. even if there is a "troll pick" there are still 8 other players and if you dodge you're only doing the trolls job for them. there is a reason why you are penalized for dodging and to be honest the penalties need to be harsher. it is because the penalties are so light that players would rather dodge because they'd rather take the -3 LP and 5 minute dodging timer than losing -30 LP in a lost game because of a troll. dodging will never be condoned or encourage by riot. so just stop asking for free dodges. it will never, ever, happen. Maybe play the game properly, don't trollpick in Ranked if you don't want others to dodge? Even losing 30LP worth dodging, because losing MMR is worse and you can gain that much LP back. And you are contradicting yourself. You consider dodgers disrespectful to 9 players, but don't you think that it's disrespectful for 4 others in your team and for your enemy, if you don't try your best in Ranked? I mean, people literally play for that reason, because they want a good match, not a clownfiesta. It IS disrespectful for the enemy team as well, when you sabotage your own team, don't want to FF, there is 0 chance of coming back, and you are holding off 9 others? Not even the enemy team enjoys such games.
: I.. already don't like facing Senna
Seeing Senna complaints just make me think that people just don't even try to counter champions. Her weaknesses are quite clear: - extremely sluggish -> therefore she is easy to catch - AA makes her immobile -> therefore she is easy to catch - squishy Her counters include (not complete list): {{champion:53}} {{champion:412}} {{champion:497}} {{champion:143}} {{champion:267}} {{champion:12}} {{champion:89}} {{champion:555}} She isn't the first support, who can dish out more damage than the ADC. Right guys? {{champion:143}} {{champion:432}} {{champion:37}} {{champion:267}} {{champion:99}}
: How to play ezreal without kelpto next season?
Since he is ability reliant champion, he will go for the new Conqueror. Electrocute Ezreal is also a thing, but that needs a lot of skill to pull off. And no, Ezzy wasn't nerfed because of Klepto. He was nerfed due to how extremely safe his early game is and how good he scales into lategame.
: It seems more like a duelist item... it confuses me a little bit cos this item just give too much things: -ad -15% lifesteal is a lot -atk speed if 1v1 but decaying if too close. -Lethality I dont like this item...it doesn't seem an assassin item but more a duelist/harasser type. A lol of assassin rely more on abilities, so the atk speed is not needed, but the lifesteal means that if an assassin is jungling he can just go back in jung and come back to gank you over and over. The idea of an oppressive top/jung item is very fixed in my mind...i'm just thinking about Fiora/quinn/jayce/darius with this...they just refill hp and u keep being bullied forever.... It seems really too much, hope thet change it a bit. Harassment should be punishable in some sort, but that lifesteal...i think its the biggest problem here and should be removed.
> [{quoted}](name=RebeccaUCuber,realm=EUW,application-id=3ErqAdtq,discussion-id=gipFRkn5,comment-id=0004,timestamp=2019-11-11T10:42:13.649+0000) > > It seems more like a duelist item... it confuses me a little bit cos this item just give too much things: > -ad > -15% lifesteal is a lot > -atk speed if 1v1 but decaying if too close. > -Lethality > > I dont like this item...it doesn't seem an assassin item but more a duelist/harasser type. > A lol of assassin rely more on abilities, so the atk speed is not needed, but the lifesteal means that if an assassin is jungling he can just go back in jung and come back to gank you over and over. > The idea of an oppressive top/jung item is very fixed in my mind...i'm just thinking about Fiora/quinn/jayce/darius with this...they just refill hp and u keep being bullied forever.... > > > It seems really too much, hope thet change it a bit. Harassment should be punishable in some sort, but that lifesteal...i think its the biggest problem here and should be removed. {{champion:56}} {{champion:35}}
: Is Glacial missing a unit in its class?
I guess it was intentional that certain traits can't be unlocked without either Spatula items or without Lux. Maybe they want to encourage people to go for more classes instead of one, because in set 1 the tendency was to go for pure builds, which was hard to balance/RNG factor was bigger. And maybe to increase the competition for Lux, because Lux by herself isn't a strong unit, her Avatar trait makes her a must get usually.
: How does new TFT feel like
Woodland Druid is a pretty bad build, which is only good early game and starts falling off quickly at midgame. It's basically like Pirate was, it is good to get started with, but if you are unable to switch from it, you are doomed to lose. At least so far I haven't seen a Woodland Druid build get into the best 4.
: Can Preseason introduce the removal of Mage supports bot lane?
The supports you mentioned apart from Brand were never really close to that relevant, only Jhin an Ashe enabled them to do their thing. Also Brand is no longer a viable pick as Support, because his CC is unreliable and his damage without Rylai and Liandry isn't really reliable as well. Xerath is too mana hungry for the support role. Veigar can't really stack. Swain is eh, he doesn't have much damage as support. Enchanters were and still better than mages. It is excruciatingly difficult to play a mage against e.g. Janna.
: I'm sad that TFT was the reason why Twisted Treeline is going away
I played TT and I'm among those, who think that mode was horrid. The game was designed for 5v5, a lot champions followed that principle. Due to this principle, it could never be balanced, because in 3v3 champions who are otherwise not really overloaded in the classic 5v5 can quickly become super oppressive in TT. Prime example is Kayn. Kayn isn't that oppressive in Summoner's Rift, because the map is bigger, but in TT he was a must pick in Jungle. Not to mention Supports were close to irrelevant there, because simply you played 1 Top 1 Jungle or 1 Bot, otherwise you are at disadvantage if the enemy runs this setup. TFT isn't the reason nobody liked TT, that's just finding a scapegoat. TT was never really good and was never really popular, no matter how hard Riot tried to balance it, it's just unbalanceable and because people didn't really play it nor did they were bothered by its existence, so Riot left it in, but LoL just got expanded when TFT was introduced and I can imagine the game could get even bigger, so they retire a gamemode which was from days long gone by to save resources.
Cloud273 (NA)
: Buffing tanks directly is the best way to fix them
Sorry tank players, but as long as certain AP Tank builds still exist that are actually viable, I see no real reason to push them into the game more. Nobody likes playing against AP {{champion:54}} {{champion:57}} {{champion:111}} , because they are extremely toxic.
: Yeah it kinda sucks. WHY THE FUCK ARE WE CHANGING CRIT AGAIN!!!!!! WHYYYYY? I guess support items too but that is kinda needed. I really wanted this preseason to be huge and fix the problem with items but instead riot is just removing unpopular ones while leaving toxic items like {{item:3147}} and {{item:3146}} in the game. Assassin items make sense since they really needed more options since duskblade into ghost or ghost into duskblade. Similar thing to support. I'm starting to think this preseason isn't that big. League needs more items not less.
> [{quoted}](name=boricCentaur1,realm=NA,application-id=3ErqAdtq,discussion-id=oQefoXoH,comment-id=0000,timestamp=2019-11-06T00:57:36.277+0000) > > Yeah it kinda sucks. WHY THE FUCK ARE WE CHANGING CRIT AGAIN!!!!!! WHYYYYY? I guess support items too but that is kinda needed. > > I really wanted this preseason to be huge and fix the problem with items but instead riot is just removing unpopular ones while leaving toxic items like {{item:3147}} and {{item:3146}} in the game. > > Assassin items make sense since they really needed more options since duskblade into ghost or ghost into duskblade. Similar thing to support. > > I'm starting to think this preseason isn't that big. > > League needs more items not less. How did they change crit? The only thing I know of is that they finally made Stormrazor into a crit item, so it no longer feels wasted gold.
: Is it fair that if someone AFKs, everybody that is on the Losing team loses LP?
> [{quoted}](name= LeBrõnze James,realm=NA,application-id=3ErqAdtq,discussion-id=tLLVFIYF,comment-id=,timestamp=2019-11-03T21:14:03.140+0000) > Now somebody said that this is abusable, they can simply duo with someone and afk purposefully. > I said no. Riot can put a system in place where if someone duos with someone who afk'd....they BOTH lose the same amount of LP. Here's an example, why this would backfire hard: a team of 5 players decide to play Ranked Flex. They are winning the game, but suddenly one of them gets disconnected (not on purpose). He is hit with the leaver thing, but apparently it's going to hit everyone. Team wins the match regardless, but everyone loses the same amount of LP, so in the end nobody won anything. The issue here is that the system won't be able to distinguish if one member of the premade did it on purpose and punishing others for the transgression of one is less fair than playing a 4v5. It isn't fair, it occurs sometimes, but due to the abusible nature of this whole thing, I'd say it is better to stay this way. It isn't that rampant anyway, more accurately it is relatively uncommon. It's one of the toughest pills to swallow in Online games. Ranked suspensions would be a better solution.
: All "True" should be deleted
I can agree with that on certain champions True Damage is just unnecessary, but True Damage dealing champions deal overall less damage than either pure AP and AD champions. {{champion:67}} autoattacks don't deal that much damage, her damage comes from the W stacks {{champion:161}} is a combo mage; his spells don't deal that much damage compared to others, and he needs to pull off that combo as many times as he can, compared to {{champion:63}} who usually need to pull off one combo to kill squishies later on. Velkoz trades some of his damage for the fact that he doesn't need to buy magic pen. True Damage was meant to be able to damage those, who stack a lot of Resistance. Also there is no such thing as True Invisibility. There is Camouflage and Invisibility. The difference between the two is that camouflaged units get revealed if they are in the line of sight of others, therefore unit revealing abilities can break the camouflage. Invisibility on the other can only be broken by True Sight, which is an effect a lot more champions have than invisible. Also a lot items can break it.
Speeedy (NA)
: The problem is they nerfed fleet so we have to go biscuits in order to gain the sustain. That was a fine move fleet was too strong in my opinion. I don't want them to overbuff gathering storm I just want to be able have a viable choice to pick 1. boots&biscuits or 2. gathering storm.
> [{quoted}](name=Speeedy,realm=NA,application-id=3ErqAdtq,discussion-id=TLLmq3MZ,comment-id=0000000000000000,timestamp=2019-11-04T22:09:26.027+0000) > > The problem is they nerfed fleet so we have to go biscuits in order to gain the sustain. That was a fine move fleet was too strong in my opinion. I don't want them to overbuff gathering storm I just want to be able have a viable choice to pick 1. boots&biscuits or 2. gathering storm. Fleet footwork is still good on those, who can use the energised shots on champion. However you must remember that Gathering Storm gives Adaptive Stats, therefore it isn't exclusively for ADCs, but mages as well. Mages most times take Gathering Storm, because Scorch falls off extremely from mid game. Therefore I don't really have a problem with ADCs going for inspiration. They don't benefit much from other trees at all, because Inspiration actually helps them getting items, and ADCs scale with items.
Speeedy (NA)
: I agree but when the rune is not taken by the best late game scaling class because games don't go long enough. There is a bit of a problem with the rune. In Worlds group and playoff it has been taken 2 games by {{champion:145}} or {{champion:498}} the rest are boots/biscuits. The 2 games I found are G2 vs Griffin (group) and TL vs AHQ(group) both times they took it they won. The G2 game only lasted sub 30 minutes so you never really got the full power from the rune they got 14AD. The TL game it lasted 30:57 and by the time you get to enjoy the rune the game is already over. The problem is since games are decided pre 30 minutes and this is really a 30 min+ rune it needs more of an impact in the early game. There is not a good reason to take it over biscuits which give you so much lane sustain. ADC need a different option for runes since we have pretty much Precision tree/Inspiration otherwise you are putting yourself at a disadvantage. Edit: Worlds marksman {{champion:96}}1 game took inspiration {{champion:51}} 1 game took gathering storm (lost) {{champion:222}} 2 game took inspiration {{champion:18}} 2 game took inspiration {{champion:119}} 2 game took inspiration {{champion:67}} 2 game took inspiration and Domination (1 each) {{champion:236}} 4 games took inspiration 3 games and 1 game took gathering storm(lost) {{champion:110}} 8 games took inspiration all games {{champion:498}} 33 games took inspiration 32 games and 1 game took gathering storm (won) {{champion:145}} 49 games took inspiration 48 games and 1 game took gathering storm (won)
> [{quoted}](name=Speeedy,realm=NA,application-id=3ErqAdtq,discussion-id=TLLmq3MZ,comment-id=00000000,timestamp=2019-11-04T21:36:31.358+0000) > > I agree but when the rune is not taken by the best late game scaling class because games don't go long enough. There is a bit of a problem with the rune. In Worlds group and playoff it has been taken 2 games by {{champion:145}} or {{champion:498}} the rest are boots/biscuits. The 2 games I found are G2 vs Griffin (group) and TL vs AHQ(group) both times they took it they won. The G2 game only lasted sub 30 minutes so you never really got the full power from the rune they got 14AD. The TL game it lasted 30:57 and by the time you get to enjoy the rune the game is already over. > > The problem is since games are decided pre 30 minutes and this is really a 30 min+ rune it needs more of an impact in the early game. There is not a good reason to take it over biscuits which give you so much lane sustain. ADC need a different option for runes since we have pretty much Precision tree/Inspiration otherwise you are putting yourself at a disadvantage. The similarity between the two is that they don't take Fleet Footwork, or well, Fleet Footwork isn't good on them. ADCs need a lot of lane sustain and I still remember when Fleet Footwork + Gathering Storm was the general ADC setup. The problem is: Gathering Storm can easily become a must pick and I don't think Riot intends to bring back those times, when ADCs always had to pick it if they wanted to do anything.
Speeedy (NA)
: gathering storm power shift for preseason
I don't really support the idea of free adaptive buffs that early because Absolute Focus also exists. Furthermore Gathering Storm was supposed to be a lategame tiebreaker, because after you reached full build, the only way you can get extra stats is through runes and Gathering Storm gives free infinitely scaling buff. Afaik a lot of ADCs take this rune, who can always make use of the free AD. Caitlyn, Jhin and others usually prefer these before free boots. Other ADCs either need the first item ASAP or they just don't have better option, the Sorcery tree isn't really good for most ADCs, especially for those, who rely on on-hit effects.
huhndog (NA)
: > [{quoted}](name=Light of Madness,realm=NA,application-id=3ErqAdtq,discussion-id=IJgrioLW,comment-id=0010,timestamp=2019-11-04T17:45:35.995+0000) > > {{item:3364}} {{item:2055}} + brains = Shaco countered Except you dont have unlimited control wards and lens w/ no cooldown the entire game. The only item that would work (oracle's elixir) is no longer in the game, so thats not an acceptable excuse.
> [{quoted}](name=huhndog,realm=NA,application-id=3ErqAdtq,discussion-id=IJgrioLW,comment-id=00100000,timestamp=2019-11-04T17:56:42.713+0000) > > Except you dont have unlimited control wards and lens w/ no cooldown the entire game. The only item that would work (oracle's elixir) is no longer in the game, so thats not an acceptable excuse. Increasing the number of Control Wards one person can have back to 3 would definitely help.
: Why is it a terrible idea to remove autofill? You like it when you instantly lose the game because you have an autofill jungle vs a jungle main and waste 20+ minutes of your time and lose lp?
> [{quoted}](name=LightswornLance,realm=NA,application-id=3ErqAdtq,discussion-id=RY1zg5XE,comment-id=000500000000,timestamp=2019-11-02T17:30:05.755+0000) > > Why is it a terrible idea to remove autofill? You like it when you instantly lose the game because you have an autofill jungle vs a jungle main and waste 20+ minutes of your time and lose lp? Well... it was meant to make matchmaking faster. Autofills can dodge as well, if they really can't play on that specific lane. E.g I'm a bot (ADC and Support main), but I can play jungle decentish. It's just that I don't really like playing in that role too much.
: Placed Bronze, Gold games....
It always places you one rank lower than you placed in the previous season, unless you haven't played ranked in the previous season, because in that case you start from Bronze. It was meant to make people actually play for the rank instead of doing promos and stop playing, because they placed the same as in the previous season. Because there are ranked rewards and we know there are smurfs, this has to be done, because it forces the smurf players to actually spend time on their account.
: In which cases are Hextechs items other than Protobelt worth it?
Gunblade is good on everyone, who has hybrid scaling with AD and AP. E.g {{champion:10}} {{champion:84}} {{champion:55}} {{champion:145}} {{champion:110}} {{champion:96}} Glp is good on those champions, whose skillshot is easily dodgeable. With Glacial Augment it is even more efficient. E.g who might consider picking it: {{champion:25}} {{champion:143}} {{champion:103}} {{champion:45}} {{champion:63}} Glp is actually a pretty good item, people just don't take it much, because Luden's offer more damage. I would say on higher elo, if you want to hit that Morgana Q much more frequently, then you should buy GLP. Most people say that if you can't hit your Q, then you are bad, but I would say the better the players are, the less likely you will hit it, because it is extremely sluggish and easy to move out from it.
: Ranked Bans PLEASE
It would be a huge step forward if they introduced Overwatch's Ranked punishment system, where players can also get punished by playing sub-optimally. This means that e.g you take Lee Sin to mid, and you int hard with him, then the system treats your case harsher, because you picked something really below optimal for midlane, something which wasn't even supposed to be taken there and you caused others to lose. Of course in Overwatch you are only suspended from ranked, and depending on how you behave in the future, this can result in permanent ranked suspension. Making masteries as a requirement for Ranked is a bit bullshit, because you can get e.g Lv7 Mastery in Blind Pick as well. We all know those Lv7 Katarina, Yasuo, Zed etc. mains, who despite put a lot of time into their champ, they are just horrible with them. Overall the problem aren't those players, who just have a bad day and end up losing the lane. The real issue are those players, who intentionally play bad, take something really sub-optimal and so on. I played with Thresh jungle yesterday, and with Lee Sin mid today. I get it that it might work in Draft and Blind pick, where there are a lot of inexperienced midlaners and junglers, but seriously, in Ranked this won't be the case in most matches. At least for now it's a relief that they take ranked reports more serious than others. At least I managed to get some people punished, whom I reported. It might sound nasty, but here are some tips how you can increase your chances, that the report will result in action against that player: - write something into the report, justify each points, provide examples - don't engage into any kind of negative conversation with those players, it will make your claims less justified - if somebody decides to troll, or feed just let them do it; if you don't say a word or anything offensive and you just play the game like you would, it increases your chances - regardless of the happenings, try your best, it will make the report much more believeable Overall, just don't let them win by bringing the bad out of you. Let them do a clown fiesta and then just simply put a detailed report on them. It might not have the immediate effect, but sure it is satisfying when the client gives you a message, that they have taken action against player(s) you reported.
: Is Thresh A Tank?
He falls into the support category of Catchers, which are usually not so tanky support, with a lot of playmake potential. Their role is generally to lock down players who are out of position so your team can capitalize on them. They usually offer peel for the ADC, because their presence poses immense threat. However Catchers aren't exclusively support champions, because e.g {{champion:202}} is also considered as a Catcher, and while he really can play like as an off-ADC support, it is kinda rare (maybe in season 10, with AD support items).
musixxal (EUW)
: I have a very very simple litmus test for testing the knowledge of players. {{champion:40}} is she good or nah? if they tell me she doesn't deal damage then they know nothing and shouldn't be listened to.
> [{quoted}](name=musixxal,realm=EUW,application-id=3ErqAdtq,discussion-id=zcZGJdxd,comment-id=0000,timestamp=2019-10-31T09:28:01.003+0000) > > I have a very very simple litmus test for testing the knowledge of players. > {{champion:40}} > is she good or nah? > if they tell me she doesn't deal damage then they know nothing and shouldn't be listened to. She is still one of the most painful lane bully enchanters in the game. Her damage isn't that high, but oh boy, she can poke frequently.
KazKaz (OCE)
: URF isn't bad this time around, it's the community
Yesterday I was playing with a really tryhard Katarina, who went like 30/1 in those two games I played her with. She was boasting about her skills, but from all of the 10 players, she was the only one, who took the game that serious. URF is just like this. There are always no life, no fun players, who just go for showing off. I overall enjoy this gamemode, because I can do things otherwise I couldn't, but I really do pity those, who play meta things in this gamemode, because they are just wasting time there.
: There is legit no champ in the game who can outduel a lategame Yi with a duelling build, apart from Tryndamere/Jax/Vayne or a Yas who managed to initiate with QR. Not even Rammus and Shen. But that's all he's good for, his win condition is to force people to come to him to defend (and fight a losing duel against the god of duelling), otherwise he really doesn't do anything in an actual 5 man deathball.
> [{quoted}](name=Need Gold 4 Tent,realm=NA,application-id=3ErqAdtq,discussion-id=HUFYLkNz,comment-id=00060001,timestamp=2019-10-31T08:44:45.997+0000) > > There is legit no champ in the game who can outduel a lategame Yi with a duelling build, apart from Tryndamere/Jax/Vayne or a Yas who managed to initiate with QR. Not even Rammus and Shen. But that's all he's good for, his win condition is to force people to come to him to defend (and fight a losing duel against the god of duelling), otherwise he really doesn't do anything in an actual 5 man deathball. Lategame Yi is a monster, so I meant early-mid game. Lategame Yi needs to be one shotted.
: > The thing is: mechanically complex champions are easier to balance That's a straight up false statement. Let me bring some facts: {{champion:84}} {{champion:266}} **took years (YEARS!!!!!!!!) worth of iterative changes, mini reworks, and several mechanics removal to gain some semblance of balance.** To this day, on those champions the gap between high diamond+ players and everybody else remains immense. Even now, they're still a problem and a point of frustration for players, and more changes are to come. Those two are just an example, but of the most recent champions i listed above, many others fall in this same sad history. When {{champion:62}} happened to be overpowered for a couple of weeks due to on-auto damage item stacking, **ONE SINGLE NERF was enough to put him in line and he stopped being a problem since that.** So yeah, can't really condone such statement. > Also those one dimensional champions you really like Random assumptions about me. I don't like one-dimensional champions, I think they should be reworked to modern standards. You're completely biased and reason by extremes, like any design that isn't Senna-level of overloaded, must be Garen-level of stat check. **There is a SUPER WIDE GAP IN BETWEEN that we should aim for. Or are we just pretenting that 70% of the roster doesn't exist**, and that I hum am a big garen fan coz he easy n simple senna bad cuz she complicated. {{champion:238}} to me is an example of an extremely mechanically complex champion which doesn't happen to be overloaded. {{champion:516}} is recent, quite straight forward, but far from being one dimensional.
> [{quoted}](name=GelsominoKiller,realm=EUW,application-id=3ErqAdtq,discussion-id=se9Fzn6m,comment-id=00120001,timestamp=2019-10-30T18:45:30.450+0000) > > That's a straight up false statement. Let me bring some facts: {{champion:84}} {{champion:266}} **took years (YEARS!!!!!!!!) worth of iterative changes, mini reworks, and several mechanics removal to gain some semblance of balance.** To this day, on those champions the gap between high diamond+ players and everybody else remains immense. Even now, they're still a problem and a point of frustration for players, and more changes are to come. Those two are just an example, but of the most recent champions i listed above, many others fall in this same sad history. > > When {{champion:62}} happened to be overpowered for a couple of weeks due to on-auto damage item stacking, **ONE SINGLE NERF was enough to put him in line and he stopped being a problem since that.** > > So yeah, can't really condone such statement. > > Random assumptions about me. I don't like one-dimensional champions, I think they should be reworked to modern standards. > You're completely biased and reason by extremes, like any design that isn't Senna-level of overloaded, must be Garen-level of stat check. **There is a SUPER WIDE GAP IN BETWEEN that we should aim for. Or are we just pretenting that 70% of the roster doesn't exist**, and that I hum am a big garen fan coz he easy n simple senna bad cuz she complicated. > > {{champion:238}} to me is an example of an extremely mechanically complex champion which doesn't happen to be overloaded. > {{champion:516}} is recent, quite straight forward, but far from being one dimensional. Good work needs time. Certain of their mechanics were indeed over the top, but you reason with extremes as well. There is literally zero problem that certain champions have gap between different elos, it comes with the fact that due to their complexity they are harder to play. I can only think of the Irelia rework, which was extremely busted, but that was due to a lot of factors, one among the many was the Conqueror. Aatrox was just never that broken. Neither was Akali that broken. You do realize that when a champion has many mechanics, they also trade efficiency on that specific mechanics? Because Senna seems like not being able to deal that amount of damage and dish out the same amount of healing. Also by your reasoning Sona is overloaded as well, because her Q empowers allied champion AA and pokes, W heals and shields and E grants speed. And dude, Zed might not be overloaded for you, but he is considered overloaded by quite many players for all the things he can do as an assassin. There is a reason mages loathe him.
: Senna's kit is revealed. Doesn't power creep worry you too?
The thing is: mechanically complex champions are easier to balance, you just don't notice it, because you are not the one doing it. Sure, they can get overloaded sometimes, but it's easier to pull power from specific mechanics of a champion, then do raw statistical changes without ruining the champion altogether. You are flaming Riot's approach to new champions, but the thing is that if the game remained at the state of one dimensional champions like {{champion:1}} {{champion:86}} {{champion:36}} {{champion:23}} {{champion:11}} etc., then the game would have died out because they are not entertaining at all and can't be balanced at all. Also those one dimensional champions you really like are extremely hard to balance, because they can only do limited things. Like you see what happened when they buffed Garen. Garen is just a one dimensional champion, who is easy to play, but I believe nobody really supposed to play him after Gold rank. He can only do one thing and if balance breaks him, he can do the same thing way too good, which will result in him being extremely oppressive. Sure you don't like that they have less weaknesses than those adored one dimensional champions, but apart from you, nobody really likes when the game is decided at the draft and everyone likes to have impact on the game.
: Senna Design Team be Like.....
She basically looks like Ana from Overwatch, because they way they can flex between damage and healing looks the same. Senna just has more utility. The concept of support ADC is actually a pretty nice thing. They are trying to make the whole class more attractive for others, because let's be honest, Pyke was meant to be an answer to the mages invading botlane. Pyke's ult only need some nerfs and he is fine. Also you should just be more happy to see things like Senna on bot, rather than {{champion:99}} {{champion:143}} {{champion:63}} {{champion:45}} which have little to do in the support role.
: > [{quoted}](name=Smyrage,realm=EUNE,application-id=3ErqAdtq,discussion-id=FQLvigHE,comment-id=0000,timestamp=2019-10-29T20:17:12.385+0000) > > While I agree with most things you said, but he is a balance nightmare as well. How so? He may be adaptable, but optimization is still done at the champ select screen with runes, so it's not like he's 2 champs in 1 at full effectiveness. I just like the variety in approaches he offers. And his moveset doesn't feel like total garbage to play against since much of his threat is fairly telegraphed and offers counteplay, unlike most point and click autoattack garbage champs or stealth spam 2 shot champs.
> [{quoted}](name=Crescent Dusk,realm=NA,application-id=3ErqAdtq,discussion-id=FQLvigHE,comment-id=00000000,timestamp=2019-10-29T22:47:48.083+0000) > > How so? He may be adaptable, but optimization is still done at the champ select screen with runes, so it's not like he's 2 champs in 1 at full effectiveness. > > I just like the variety in approaches he offers. And his moveset doesn't feel like total garbage to play against since much of his threat is fairly telegraphed and offers counteplay, unlike most point and click autoattack garbage champs or stealth spam 2 shot champs. The problem isn't really his overall balance, but the balance between Rhaast and Shadow Assassin Kayn is really fragile. One buff to one can easily render the other inferior. There were times Shadow Assassin Kayn was so bad, that picking it was considered trolling. Also sometimes you just don't have a pick between the two, because the transformation depends on what kind of champions you damaged most times, for which, e.g the enemy is full of ranged, then you either remain in normal Kayn form for a while, rendering you basically useless for another x minutes, or you pick Shadow Assassin Kayn. Also I would only pick Kayn, if I'm not picking first, because first picking Kayn can lead to drafting problems. Not knowing most of the enemy draft beforehand can be problematic and if your team e.g doesn't have frontline and you can't afford to go Rhaast, then you might make the game difficult for everyone. What Kayn will pick from the two is usually decided at the beginning of the game. Furthermore another note: Rhaast can't use electrocute effectively. He is a skirmisher, which means he excels at longer combats from his innate self-healing. Rhaast plays more or less the same as Aatrox, because I saw people doing pentas with Rhaast, his teamfight is awesome. Rhaast also doesn't build a lot of damage, so electrocute will fall off on him. It might be just me, but I think from playing a lot of him, he just can't utilize Electrocute at all, even Shadow Assassin Kayn is better off with Dark Harvest.
: Kayn is a pretty good champion concept.
While I agree with most things you said, but he is a balance nightmare as well.
Naalith (NA)
: Great, another interesting new champion that's gonna be deleted due to pro play
Come on guys. Don't whine about her E. {{champion:432}} {{champion:223}} can also gank botlane as support.
: PBE's Support Items Update
You can roam to mid as well.
Jaspers (EUW)
: I think it will be the same as the last few champs we've had. Unique ideas and mechanics, simple yet rewarding gameplay BUT there will be this certain thing that makes them OP or obnoxious to face and potentially pick ban in pro. Sad really. I like the idea of Sylas for example, personality of the character aside, but feel his base kit had far too much in it, as the idea of his gameplay is to steal the right ult to compliment his base kit. At the moment his Base kit is enough to take most champs on without an ult.
> [{quoted}](name=Jaspers,realm=EUW,application-id=3ErqAdtq,discussion-id=5xApmeXc,comment-id=0000,timestamp=2019-10-29T11:05:03.255+0000) > > I think it will be the same as the last few champs we've had. Unique ideas and mechanics, simple yet rewarding gameplay BUT there will be this certain thing that makes them OP or obnoxious to face and potentially pick ban in pro. > > Sad really. I like the idea of Sylas for example, personality of the character aside, but feel his base kit had far too much in it, as the idea of his gameplay is to steal the right ult to compliment his base kit. At the moment his Base kit is enough to take most champs on without an ult. It was meant to make Sylas functional, if the enemy draft fucks him up. Most enemy ultimates are tied to some passive effect, which he doesn't inherit in most cases. Some ultimates are just useless on him. I don't really have problem with his base kit though.
: Master Yi has 80% true damage? It's a no tank meta.
You probably mistook the True Damage Done with the True Damage Done to Champions stat. The former means ALL TRUE DAMAGE DONE, which translates to creep and object damage as well. So I can be perfectly sure it's not 80%. As for the topic: Seju isn't a solo q champion to begin with, because she is team reliant. Yi isn't good against all tanks, because I know from experience that Rammus and Shen can fuck him up, but he just counters Seju. Yi is basically toast if he gets hit by a CC, which followed up by burst.
: How to Increase Aatrox's Skill Floor Without Making him OP in High-End Play
Just some reminder what made the Aatrox rework OP: it wasn't his Q and damage, because he is a juggernaut afterall. There are some problems with his kit, which makes him a bit tough to balance: - built in lifesteal - passive healing - the first two Q have decent range - his W is good for initiation - E is a sort of good mobility tool The healing is self-explanatory. Before the nerfs he was impossible to remove from toplane. Even if you won trades, he just healed back. The problem starts with the fact that he is a juggernaut, but he has tools a juggernaut weren't supposed to have: fight initiation with W and mobility on his E. Juggernauts are inherently immobile, but Aatrox is E, even though it is a small dash, is actually really good at repositioning. As for his W, other juggernauts can't really lock down the opponent to fight. Sure they can attempt to catch them if they get close, but Aatrox' kit allows for. Shortly, he has more than a juggernaut should have: poke on his Q, lock down on his W and mobility on his E and R. Anyway they should make World Ender grant him Revive, because it was integral part of Aatrox.
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