Comentários de Rioters
: > [{quoted}](name=Anime Fizz,realm=NA,application-id=3ErqAdtq,discussion-id=1JdOkibh,comment-id=00030000,timestamp=2020-01-25T15:58:17.110+0000) > > Ppl said the exact same shit with aphelios. > > You know why? Because both champs dont have tons of mobility and stealth. > > Thats literally it, boards HATE those to the point they'll call a 48% wr riven/yasuo overpowered and a 57% wr sett and aphelios itself "the best made champs so balanced". Except Yasuo is overpowered. His low win % comes from a majority iron/bronze playerbase buying his skins and playing him yet because their macro or game skill is so bad can't win and skew the WRs.........
if that was true he wouldn't have a 47% winrate diamond+
: I wonder when people will understand that being owned by Tencent does not mean being managed by Tencent. Tencent owns many properties. They do not deal in the day-to-day affair of their properties because they would go fucking insane if they did. They own the business, it makes them money. They use that money to buy more businesses and make more money. They don't install themselves as the CEO of Riot Games and start telling the peons how to design the game. The direction of the game is because of the instant gratification age we are in at the moment, not because of China. Social media, the internet in general, and all of that have made us demand fast and exciting right now, and given people less patience.
while tancent doesn't decide the balance/design of chamoions etc. does however decite the main direction of the company. If tancent wants riot to make another game, a series. Wants league to appeal to chinese people and youngsters, then riot will make the effort to do that
: > [{quoted}](name=rawiazam1,realm=EUNE,application-id=3ErqAdtq,discussion-id=0AuRtGb5,comment-id=00030000,timestamp=2020-01-24T17:04:22.756+0000) > > you can't really blame them since they're owned by a chinese company Blame, no. But see... if it's made for another audience and doesn't appeal to me... why should I stick around? It's not made for me. If the game stops having universal appeal, then it needs to be prepared for it to not have as wide an audience. If they're planning to cater super hard to just a handful of groups, then why should anyone outside those groups care about the product?
>why should I stick around? It's not made for me you shouldn't, i didn't say you should and noone is forcing you to stay
rawiazam1 (EUNE)
: oh please, before lecturing me about learning the numbers know the definition of the word you're arguing on. from google: used to refer to a point at which the level of profits or benefits gained is less than the amount of money or energy invested. from Britannica: conomic law stating that if one input in the production of a commodity is increased while all other inputs are held fixed, a point will eventually be reached at which additions of the input yield progressively smaller, or diminishing, increases in output. And guess what's the "output" of defense? #EFFECTIVE HP / damage reduction here's a graph that shows it in the most obvious way: https://i.imgur.com/hT5EnfYl.jpg if you don't have a real argument or you can't see the most obvious example in the graph then you're either willfully ignorant or too stupid to understand the graph, either way i'm not interesting in continuing the argument
that's correct, and that's an example of deminishing returns, stacking the same stat doesn't boost the effective health by the same multiplier relative to the amount stacked(gold spent)
: I'm reasonably certain they're not basing any of their choices around balance anymore... it's all about what make for flashy plays and impresses the fortnite kids and/or china. The game might be healthier with a less frantic all-in burstfest of a playstyle, but that's what the people who play it want. they wanna faceroll across their keys, see their anime champ (for it is almost always an anime champ) fly across the screen and instagib at least one person in a half second so they can say "lol outplayed". The days of league having varied strats is kinda.... gone.
>impresses the fortnite kids and/or china you can't really blame them since they're owned by a chinese company
: > [{quoted}](name=rawiazam1,realm=EUNE,application-id=3ErqAdtq,discussion-id=AEYmzHA7,comment-id=00000000000000000000000000000000000000000000,timestamp=2020-01-23T14:02:20.889+0000) > > as i stated before, deminishing returns in terms of your effective hp, first 100 armor doubles your effective hp, increasing the time to be killed by 100%. the next 100 armor increases your effective hp by 50%. increasing the time to be kileld by 50%, the next 100 armor 33% the next 25%. > here you go deminishing returns Buying HP is a smaller EHP return the more you purchase as well. Does it have diminishing returns? NO. Learn the actual numbers youre dealing with, not the useless coefficients that dont actually do anything. They are a representation.
oh please, before lecturing me about learning the numbers know the definition of the word you're arguing on. from google: used to refer to a point at which the level of profits or benefits gained is less than the amount of money or energy invested. from Britannica: conomic law stating that if one input in the production of a commodity is increased while all other inputs are held fixed, a point will eventually be reached at which additions of the input yield progressively smaller, or diminishing, increases in output. And guess what's the "output" of defense? #EFFECTIVE HP / damage reduction here's a graph that shows it in the most obvious way: https://i.imgur.com/hT5EnfYl.jpg if you don't have a real argument or you can't see the most obvious example in the graph then you're either willfully ignorant or too stupid to understand the graph, either way i'm not interesting in continuing the argument
: > [{quoted}](name=rawiazam1,realm=EUNE,application-id=3ErqAdtq,discussion-id=AEYmzHA7,comment-id=000000000000000000000000000000000000,timestamp=2020-01-22T23:36:15.692+0000) > > there's deminishing returns of effective health increase in relation to gold spent. > > > > let's say you have 2000 hp and 300 armor, your effective health is 6000.. Each point of armor costs about 20 gold, if you buy 100 pure armor, your effective health raises to 8000, which costs about 2000gold and gain a 33% increase. If you buy another 100, then you had a 25% increase for the same price. > > And in this situation it's better to buy health, which costs 2.6 per point, so spending 2000 gold you get 770 health, raising your effective hp to 8300, making it a better choice No there's not...there are point where health is more effective than armor, and there are point where armor is more effective than health. Those thresholds scale against each other because armor and health scale off of each other. For you to make that argument, you have to admit that health itself has diminishing returns, as armor gains more value the more health you have. You gain 100% of your health for every 100 armor. That never changes. Ever. If you have 2000 hp, 100 armor will give 2000 EHP vs physical. Another 100 armor will give another 2000 EHP vs physical. It is a flat cost for a flat gain. There is only the question of whether you should buy armor or HP to scale your total EHP more efficiently at any given point.
as i stated before, deminishing returns in terms of your effective hp, first 100 armor doubles your effective hp, increasing the time to be killed by 100%. the next 100 armor increases your effective hp by 50%. increasing the time to be kileld by 50%, the next 100 armor 33% the next 25%. here you go deminishing returns
: There are no diminishing returns on armor/mr. Each point gives exactly 1% of your HP in effective health. No matter what, if you buy 100 armor, you are getting another 100% of your HP in health vs physical damage, whether youre at 0 armor or 10000 armor. You aren't buying % damage reduction, you're buying effective health. Saying there are diminishing returns on resists is like saying there are diminishing returns on AP, since each purchase is a lower % increase to your damage than the last. THATS HOW STACKING THINGS ALWAYS WORKS.
there's deminishing returns of effective health increase in relation to gold spent. let's say you have 2000 hp and 300 armor, your effective health is 6000.. Each point of armor costs about 20 gold, if you buy 100 pure armor, your effective health raises to 8000, which costs about 2000gold and gain a 33% increase. If you buy another 100, then you had a 25% increase for the same price. And in this situation it's better to buy health, which costs 2.6 per point, so spending 2000 gold you get 770 health, raising your effective hp to 8300, making it a better choice
2gudaiya (NA)
: frozen heart isn't popular because it requires an HP pool to be purchased and kits that people can't run away from. the other armor items come with HP. it's utility doesn't matter because other options can make that utility personal to your character being attacked or your character attacking. why rely on the opponent fighting around you so that your frozen heart is useful, when instead you can just force them to fight on you with randuins and deadmans. oh right, there's also shit like {{champion:114}} and {{champion:122}} around with the true dmg goodies so HP is at a premium. need to have HP to counter true dmg and the frozen heart just has none.
yeah, good luck stacking hp against fiora's true damage
Comentários de Rioters
: > [{quoted}](name=rawiazam1,realm=EUNE,application-id=yrc23zHg,discussion-id=4KQII3AL,comment-id=0000,timestamp=2020-01-21T23:57:05.771+0000) > > ya boi here dropped from plat to silver 2, so i think that this is normal What’s the point? If all plat become silver, gold to bronze etc, i’m just playing the same elo as gold last season but now its under the name of bronze. Making it ridiculous to climb. I understand half a tier or maybe even a tier but this is just discouraging to play.
> [{quoted}](name=ItsNarstyy,realm=NA,application-id=yrc23zHg,discussion-id=4KQII3AL,comment-id=00000000,timestamp=2020-01-22T00:02:11.176+0000) > > What’s the point? If all plat become silver, gold to bronze etc, i’m just playing the same elo as gold last season but now its under the name of bronze. Making it ridiculous to climb. > > I understand half a tier or maybe even a tier but this is just discouraging to play. it's to make you play the game more. riot's whole ranked scheme is revovlved around squeezing every last bit of play hour from you. They think that if you just got your "deserved" rank you'll just stop playing, that's why you have stuff like MMR(which makes 0 sense if u think about it)
: New rank, server transfer issue?
ya boi here dropped from plat to silver 2, so i think that this is normal
Comentários de Rioters
Albatrous99 (EUNE)
: Cant get into a lobby
Comentários de Rioters
duvey (NA)
: Tanks are the reason League is bad.
just git gud. tanks aren't in the best spot in the game since ages( exculding some obvious deviants)
: I'll take things that never happened for 500 Alex......So you "fucking destroyed" him but wasn't strong enough to match him in side lanes when he tried to split push.....You're 100% lying, you lost your ass off both games
it's like playing football against messi/ronaldo. you'll feel like a king if you managed to win him once out of 10 times
FSRER (EUNE)
: Toplane (except if you are a meta slave) is **not **fun Jungle is extremely **not **fun Midlane (except if you are a meta slave) is **not **fun Botlane(except if you are a meta slave) is **not **fun Anyone else notices a pattern over here or is it just me?
i don't know man, i nee nothin
mark6028 (EUW)
: > [{quoted}](name=Super Sandmanne,realm=NA,application-id=3ErqAdtq,discussion-id=E50IZ8JU,comment-id=0001,timestamp=2019-12-22T18:41:06.719+0000) > > It's perplexing that they went down this path at all, since I'm fairly certain most players would agree that jungle xp should have gone up since last season, not the other way around. I'm not saying that we should bring back devourer farming jungle meta, but would it be so terrible if farming the jungle gave as much xp as farming a lane? Why should PvE give the same reward as PvP? LOL Junglers man. Do less get the same reward, you wish.
because if u pve all game long, you'll insta lose a game against a jungler who is compitent enough to gank lanes and take objectives
: I honestly think Riot should just remove it or give an option before to turn it on. It's basically useless in lower ranks (the wait time isn't super long) and just fucks everyone over. In higher ranks I can see the need, but it should just be something you can turn on and off. I would gladly remove it for like 1-2 min higher que times.
no. if you played ranked when the system was first introduced(there was no autofill) you'd have to wait 15-20 minutes(sometimes more) to get in champ select in silver elo. I for once am very happy for autofill
: I just want to point out that Darius is a good Turret pusher because his passive armor pen works on Turrets, Yorick is just one of the best (if not the best). Also Dar can't break Wall or kill Ghouls easy so that's always nice. (Not that any of your points are wrong of course, I just wanted to comment).
>Yorick is just one of the best (if not the best) {{champion:75}} {{champion:75}} {{champion:75}} {{champion:75}} {{champion:75}} {{champion:75}} {{champion:75}} {{champion:75}} {{champion:75}} {{champion:75}} {{champion:75}} {{champion:75}} {{champion:75}} {{champion:75}} {{champion:75}} #woof
: If anything I think it'd need to be a fighter. Quinn was the last time we tried to have a close quarters ADC, and she mainly plays like an Assassin nowadays. The struggle comes from needing to give them survival tools for playing dangerously with a close range Chakram, (Be it sustain, CC, sheilds) and also a way to put yourself into situations where you can use Chakram effectively (Mobility, Speed boosts, targetted dashes). I think Aphelios's chakrams work because they're not the champion as a whole, but an aspect of a champion whose weaknesses put a price to Chakram's potenial high DPS. Building a champion's whose entire function is based around that kinda Attack timers via catching them back, means you need to give that champion ways to enable their optimal damage, as opposed to Aphelios, who has no ways to enable that optimal damage outside of maybe his Root, or getting a major ult where your Chakram becomes more ranged burst than DPS. It'd be difficult for sure, not impossible, but I'm just kinda scared of making another Kallista against Melee champions. Maybe it's the opposite end of the spectrum, where the chakram is still based on attack timers based on catching them, but you mean to stay farther back and use your abilities to manipulate the in air Chakram when you throw it.
>If anything I think it'd need to be a fighter. Quinn was the last time we tried to have a close quarters ADC, and she mainly plays like an Assassin nowadays. The struggle comes from needing to give them survival tools for playing dangerously with a close range Chakram, (Be it sustain, CC, sheilds) and also a way to put yourself into situations where you can use Chakram effectively (Mobility, Speed boosts, targetted dashes). see, that's the design philosiphy that everyone is frustraded about. No, you don't have to give him tools to combat his weaknes. him having it is good and healthy for the game. furthermore, the concept rewards players who get clsoe by giving them a higher attack speed. And such thing would make a mechanically ahrd champion bacause you would need to know when to get close and personal and when to fight from afar. And that's a good design. not every new champion has to come out without any weakness. not every close range adc needs to have 1000 dashes in order to "disengage" and not every assasin needs to have 2000 dashes to combat the adc's 1000 dashes
: It s working for us now
it's not working for me {{sticker:cass-cry}}
Comentários de Rioters
: Literally can't change runes in champ select...
22 days in and this bug still exists. shame
Saezio (EUNE)
: You do understand that if a single person in the enemy team is also in promos your entire conspiracy theory goes out the window right?
you do understand that i didn't claim anything and asked for the board's experience right?
gorgis1234 (EUNE)
: Lf clash team gold playing everywhere add me gorgis1234
Comentários de Rioters
SherllocK (EUNE)
: LOOKING FOR A CLASH TEAM, ADD: SherllocK
: LOOKING FOR A CLASH TEAM PLAT 4 EUNE MernameSkill2004
Comentários de Rioters
: The people who say ez are also the people who often got carried by their teammates.
well, if u get carried by your team it means that you won't need any effort to win therefore -> 3Z PZ learn to play k1d
: > [{quoted}](name=Śàrutòbïs Ńińjà,realm=NA,application-id=3ErqAdtq,discussion-id=XggwYbEk,comment-id=00050000,timestamp=2019-11-17T17:15:24.828+0000)To clarify when you say this, do you mean make the action of attaching have a cast time (or detaching)? Because if so, I feel like that would at least make her somewhat more manageable, while showing that she has clearer weaknesses. Not my intended meaning, although putting a very short dash preparation animation on it could work. What I meant was that *currently* Yuumi has a cooldown on her dash that starts when she *first* uses it, meaning that if the cooldown is up she can dash out of a target, use an ability, and dash back in immediately, or dash from target to target at a 0 second cooldown. My suggestion would be to remove the cooldown of the ability in exchange for a flat 2-second timer *between dashes of any kind*. Jump into a target? 2 seconds before you can jump to a new target. Jump out of a target? 2 seconds before you can jump back to any target.
i don't think that would work because it pushes the yuumi player to be attatched more not less because who would want to risk detaching if it has a cooldown. i believe a more appropirate mechanic would be to force yuumi to detach before changing tagets with a small cooldown(let's say 1.5 secs).
Comentários de Rioters
: Play mundo, mundo always king
: or better yet, on an auto attack :D that way as long as you attack move you cant even misclick it!
they will put it on thresh's wife. who senna killed
: My idea would be to have the lp lost decrease based on how long the player was afk. Let's say the guy afks just after remake/buys items, and the game ends at 15mins. Because the player was afk for a large percentage of the game, the remaining teammates don't lose as much lp. The afk player loses normal amount. They shouldn't be punished more then usual, life gets in the way sometimes. If a player afks 1-2mins before a loss, the lp lost by the remaining players is close what it would normally be. This would prevent last minute DC's being used to mitigate lp losses. Maybe still abusable idk
-> game ends -> "a summoner has disconnceted" -> "watafak, i just won. why did i lose lp" ######is a joke
: Is it fair that if someone AFKs, everybody that is on the Losing team loses LP?
i like how i made the EXACT SAME POST a year ago and god alot of slack for it. hypocrites and sheeps gonna hyprocrite and sheep
Doge2020 (NA)
: ***
senna's ad scaling from ehr passive superseeds kindred's
Comentários de Rioters
Meep Man (NA)
: They also nerfed Bot Lane EXP dude.
Ehhhh (EUW)
: PROJECT 2019 Jackpot Bag - 50 PP Contains 3 skin shards of the same tier (750 RP, 975 RP, 1350 RP, or 1820 RP) and 1050 Orange Essence Revel Grab Bag - 50PP Contains a 520 RP skin shard, 750 RP skin shard, 975 RP skin shard, 1350 RP skin shard, and 1820 RP skin shard Arcade 2019 Jackpot Bag - 50PP Contains 3 legacy skin shards (one guaranteed 975 RP or higher) and 1520 Orange Essence Exclusive Animated Emote - 25 PP Exclusive Ward Skin - 15 PP Exclusive Icon - 10 PP Event Icons from past 100 Prestige Point bundles - 5 PP Hextech Key - 3 PP 30 Orange Essence - 1 PP
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Smitey (EUNE)
: Stopwatch should be removed from the game. Change my mind.
Comentários de Rioters
: Misinterpreting a Riot quote: 45 upvotes
Comentários de Rioters
Razorex (EUW)
: I want Riot to see this.
welcome to my world buddy. i've been demoted to gold 2 15 times this season.
: > and there's literally no counterplay to him running at you hooking you from 1150 meters away Do you mean... Sidestepping? Cause if you're trying to outrun the projectile, I think you're doing it wrong
quite hard when the hitbox isn't clear and it does the little circle check which is bigger than the hitbox at the end of the ability
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rawiazam1

Nível 283 (EUNE)
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