Comentários de Rioters
Raiyza (NA)
: Another Hot Take: Runes Reforged is one of the problems with League.
Extraordinarily true. Riot may deny it, but damage has skyrocketed since they got introduced, making the game less strategic and more about abusive combos and fast picks.
: I've been playing this game for 6 years and the game has 100% gotten worse, I only started reading the boards like a week ago because I wanted to join the community and inspire change.
Good luck with that. The community is mostly horrible, they shoot down genuine, well-thought out criticism and riot never listens anyway. They're also more active on reddit than here, you're essentially shouting into the void on the official boards.
Heroboy10 (EUNE)
: [GAMEPLAY] totally wrong synergies status
I had this earlier with Demons, i had 6 and later 7, but it always kept dropping me to 3 at the start of each round.
: Urgot itembuilds feel lackluster
Maw of Malmortius is an excellent on him assuming the the enemy has at least 1 AP threat. Having too many items that provide AD and defensive stats would be bad, as all bruisers would pick it. I'm personally not a fan of of Frozen Mallet on him though. The one thing that feels bad is that Sterak's Gage can't be purchased by him. It's an unfortunate by product of him being a ranged champion in a traditionally melee archetype.
Comentários de Rioters
Madra (NA)
: You know the rework is going to be cancer when CertainlyTumor makes it.
afmghost (NA)
: > [{quoted}](name=Frontline Fury,realm=EUW,application-id=3ErqAdtq,discussion-id=TWPqvs0i,comment-id=,timestamp=2018-07-16T17:22:02.543+0000) > > I know you strive for innovation but do you EVER stop for even a quarter second to consider wether this is suitable for a COMPETITIVE VIDEO GAME? > > Because nothing about Akali's rework implies it's being made for a multiplayer game. It looks like it's made for a singleplayer game against AI opponents that are designed to be beaten like nothing. > > At least TRY to give your champions counterplay. Riot is all about changing their game. They could have everything perfectly balanced and fair, and they would still change it because doing so "woukd keep the game fresh." That said, they need to realize that stale bread is much better than fresh shit.
SEKAI (OCE)
: Outside of Zoe's W, There's still {{champion:142}}'s E, especially on-release. On release, it did okay damage, granted 2 separate CCs in transition where one is a slow and the second a stun up to 2 seconds, granted damage amplification of the next hit taken by the affected target to a max of DOUBLE damage, E was able to pass through terrains and gain extra range because fuck you, and even if the Zoe player missed it entirely Zoe would still be rewarded with a trap that would linger and stick onto a sucker with its insane hitbox or else it could still very much temporarily deny at least 1 entire jungle path because reasons. Overloaded as shit, mate, and still is. EDIT: As mentioned by Count Lieberkuhn later, the E also had a partial reset upon a successful hit, too. And originally wasn't even specific about requiring champion hit (that came later before this aspect, eh, was entirely removed), but instead it was originally proc'ing from ALL target hit. Just let that sink in.
You forgot that it also had its cooldown reduced if it was a direct hit, because landing the most devastating CC in the game wasn't reward enough.
wobaji (NA)
: Zoe has to be the most busted concept I've ever seen...
Not only is Zoe's design busted, it's bland as hell. Her kit is supposed to be innovative and skill expressive, but the way pros use her is almost identical to how non-pros do; they fire bubbles ad infinitum until one of them hits, because it only takes one bubble landing to force a summoner, one-shot the unlucky victim, or force them to recall if not. This is literally the most boring thing to watch ever in LCS, MSI, etc. Thanks to the wall-extension mechanic it's a low-risk, high-reward spam fest until someone lands a hit. Very occasionally a pro will find a creative way to land a bubble, but 95% of the time it's just rinse and repeat the same action every time the bubble is up, because there's no real penalty for missing, but the cost for being hit by a bubble is enormous. What makes it worse is the wall extension mechanic means that the bubble can fly over a wall from fog of war, giving the player no opportunity to dodge it without flash, even with professional level mechanics.
Comentários de Rioters
Comentários de Rioters
: I'm taking a break from LoL until stuff gets fixed
This man speaks a lot of sense. If Riot wants to keep a player base by the end of this season, they need to listen to said playerbase. Almost everyone wants less damage, and most importantly less bullshit. When I die nowadays, in most cases my first thought is 'well that was bullshit'. Before, if I died it would be 'fuck I messed up' or 'damn, he played that much better than I expected'. Essentially, dying now is more often the result of some sort of abusive effect of runes or overtuned items as opposed to me playing poorly or my opponent playing well.
: Sadly stats don't matter. A champion having a toxic kit that allows them to 1 shot justifies nothing off its wIn rate or pick rate. It's oppressive and very unfun to play against.
Just like Yasuo and most of his other designs...
xGunna1 (EUW)
: yasuo since release has the highest ban rates
That's more because he has the most toxic gameplay patterns of any champion in existence, and is truly frustrating to fight. Yasuo's core gameplay design is at the expense of fun for his opponents, which makes losing to one that much more annoying. Also he's snowbally as fuck, but so are many champions. I lose to many champions, but losing to a Yasuo is the only thing that tilts me.
Sahn Uzal (EUW)
: I really wish Kleptomancy didn't Drop gold bags.
I feel ya man. I'm more excited for a gold bag than I am for a skill elixir and thats... not ok. Also, in LCS 2 weeks back one of the NA top laners was playing GP (I forget who), and on each of his first 3 parrrlays he got a gold bag. Luck swings both ways, and it feels shit at both ends of the spectrum. Kleptomancy needs to have a less luck-based system.
GigglesO (NA)
: Riot, can you let us test a gamemode where there is just a 20% debuff to all damage?
I was thinking of posting something similar with the exact same number (20%), which might be a bit extreme but I think it's what the game needs. People think it'll make the game duller, but it will probably make it more exciting. People will have to work for kills, and since they've got a bigger window for survival it will encourage people to play more aggressively. That being said, tanks would need to be tuned in some way, because even now they take a lot to bring down even from a farmed ADC, so tank stats would need addressing.
: > [{quoted}](name=Count Lieberkuhn,realm=EUW,application-id=3ErqAdtq,discussion-id=pGcfi67O,comment-id=00010000,timestamp=2018-02-08T14:14:27.880+0000) > > I found I get it quicker than before, at least on Bard. However he's always had excellent synergy with spellthief's edge and can proc it easily. I dislike the change, but for a different reason. i'm a braum main, its a bit of a struggle when most of it is off the minions
Yeah, I guess it is a lot more limited on relic shield. It's probably another reason for the surge in AP carry supports, they can get their vision up quicker.
: I meant HotS as in simplified. League used to be really strategy based, rather than one-shot based. HotS doesn't have items, and has only one team XP bar. I also said that HotS DOES do it much better, do you read?
You never said about HotS doing it better, only doing it first. I do read. Also I mentioned how HotS doesn't have items, which is a big part of why it's better balanced. I wasn't trying to start an argument, and I think we're both agreeing here, you just misunderstood what I said. Why be so hostile?
Nymzo (NA)
: This, many people on the boards only blame one particular class for what is going on right now (mostly Adcs). The fact is: it's the existence of many bad thing that is the reason why the game seems so bad right now. And unfortunately, Riot is taking their sweet time to fix all of these problems. Ardent took months, now Ornn and a failed attempt at stopwatch and later, ap items.
Exactly, introducing big new changes is only going to make identifying and fixing the roots of the issues that much more difficult. It's almost like distraction tactics at this point, they're throwing so much new stuff at us that they're maybe hoping we ignore the problems, or at least find new problems to focus on?
Flippy34 (EUNE)
: I bet you weren't around in season 2 or 3.
I was, and I can confirm season 3 in particular was incredibly good and healthy for the game, outside of the black cleaver misstep.
Hannes (EUNE)
: > [{quoted}](name=Krytoric,realm=NA,application-id=3ErqAdtq,discussion-id=PdlgywNx,comment-id=,timestamp=2018-02-07T13:38:39.345+0000) > > They should buff towers and start nerfing literally every aspect of the game. That's just how i see it, feel free to disagree. > I really agree to this statement, nerf everything take it slow or hell even bring in players to test the items out. That would make it so normal people not just pros can have an impact on how the game is played. You have/had 60 million players if 1% of those people testet that would make that would be 60000 players you don't need to play and that are prob having fun while testing and can give actually good feedback, and best of all this is that you don't need to pay them! But idk that's just my opinion.
Riot are bad at listening to the playerbase and accepting criticism/feedback, but the idea is good in theory. Riot should just reduce damage by like... 20% across the board, and then go through and nerf tank items to match. I bet you we'll have a much more fun game which aren't burst fests.
: If this game wants to become more like Heroes of the Storm, then so be it. I'll gladly switch to HotS in that case. Might as well play the original casual style MOBA than the knock off of it that League is becoming, rather than its own game like it used to be.
Except Heroes of the Storm has its damage values in check. Granted, with no items or runes it's a MUCH easier job to balance the game, but the end result is that damage isn't excessive, and fights don't turn into burst-fests. League needs to revert its damage numbers to have a similar tempo of fights.
Brutal DMG (EUNE)
: SO bad from you, i mean even if anyone suddenly decides to listen to you there is one little problem: THE GAME WILL LITERALLY BECOME: WHO PICKS RENGAR WINS, don't get me wrong, i love playing rengo, is such such such a great champion with such an interesting history and all his aspects, but the revert (lets be honest) is broken. He has the record of the fastest one shot ever (0.001 seconds). If they buff the towers to not be able to towerdive anymore but rengar will be because it's rengar. I am not that good at explaining myself but i hope you understand what i mean, right? Pick rengar or ban rengar, or lose the game, that is what league will become with his overbuffs currently on pbe.
Then this is a problem with Rengar's design. Champions should be balanced around the game, not the other way around.
: i personally hate the new ward thing, it takes me longer to get wards which has become my biggest issue with it other than losing my old actives
I found I get it quicker than before, at least on Bard. However he's always had excellent synergy with spellthief's edge and can proc it easily. I dislike the change, but for a different reason.
: > [{quoted}](name=Count Lieberkuhn,realm=EUW,application-id=3ErqAdtq,discussion-id=pGcfi67O,comment-id=,timestamp=2018-02-08T02:14:00.759+0000) > Let's look at the removal of sightstone for example. As a Bard main who for a long time has enjoyed a heavy AP build on him with the intent of transitioning to a secondary AP carry in the lategame, I initially found this change to be good - it helped accelerate my build massively! No more buying sightstone or upgrading to frost queen's claim necessary. However, it quickly became apparent that AP midlaners can do the exact same thing as my Bard, except they'll be ACTUAL carries. AP supports have been made obsolete by this one change, because the big gate that stopped this happening before has now gone. Combined with the new runes, this has completely thrown the balance of botlane even further off. Not sure if I understand this complaint. Are you saying you see a lot of midlaners poaching {{item:3098}} ? That *has* been a recurring problem and if it's coming up again they should slap it down again. But regardless of build, no midlaner is going to have Bard's E or ult, at most they might have a stun that approximates the value of his Q, so they're not really doing "the exact same thing as Bard" even if they do manage to complete a sightstone quest. Having a sightstone does not make you a support. Sightstone was always a tax on supports that distracted from their actual support abilities and kits, not what the role was about, and that was clear even before champs like {{champion:412}} {{champion:432}} {{champion:201}} {{champion:223}} {{champion:497}} pushed it even further. Support champions improve trades, turn around fights and save lives, and sightstone never had anything to do with that. Bard has too much of his kit devoted to utility to be a good choice for transitioning to a secondary AP carry in the lategame, anyway. He only has one damage ability and he can't even reset it like Zilean. Try Zyra, Annie, or Vel'koz? Or if you want a bit more of a supportive early game kit but still have some late game damage potential, Lux, Morgana, Karma, or Lulu could also work.
I'm not complaining that midlaners are taking frostfang, the issue here is that sightstone itself cost 800 gold and took up a vital inventory slot in addition to your gold generation item. The consolidation of sightstone into the gold generation item at no additional cost means that it is now feasible to take AP carries in a support role. This wasn't effective before because either they would have to delay their damage items and limit their total damage output by getting a sightstone, or skip sightstone completely (really bad). This is no longer the case. Essentially, sightstone was the gate that was stopping AP carries from being played effectively as oppressive poke supports, due to falling off hard thanks to 'support tax' as you put it. This tax was necessary to the balance of the game. As it stands now, there's no good reason to take pokey supports (that is, poke champions designed specifically as a support), as an AP carry can probably do their job better now. Tank supports are not affected so much by this change, but can consider it a buff. I'm aware of Bard's limitations, but you'd be surprised at how damaging he was (keep in mind his passive counts as spell damage, has AP scaling and triggers arcane comet, ludens, etc). I play Bard because I enjoy him and will continue to do so, but sightstone's removal has made him more or less obsolete. Heals (especially Bard's) aren't good enough to offset the amount of reliable poke damage champions like Xerath are offering in a support role.
Comentários de Rioters
100mg (NA)
: Don't play if it makes you play this way. Also I looked up your op.gg, you are gold. I agree with a lot of the points you made but there are ways to climb and get better. I only have fun when I'm winning & climbing so I'm guessing most people are the same. My point is there are probably a lot of things you are doing wrong that you could fix that would make your experience better.
Rank doesn't matter when it comes to deciding what is and isn't fun. He's exaggerating a lot of the issues here, but they ARE issues which need addressing, and are very detrimental to the fun and variety of the game.
Comentários de Rioters
: How many of us on the boards actually LIKE the high damage in the game right now?
Hi all, thanks for your input and votes. I'm not sure if Riot will notice or care, but if at least one Rioter noticed this and saw that approximately 76.5% of players (at time of writing) believe that the game is too fast and damaging. It's a small sample size to be sure, but it may well be similar to the results of a much larger sample and Riot should be aware of this.
: > [{quoted}](name=SEKAI,realm=OCE,application-id=3ErqAdtq,discussion-id=H04AAM3t,comment-id=000100010000000000000000000000000000,timestamp=2017-11-30T12:06:09.483+0000) > > There is a difference between capitalisation and counterplay. One is passive, the other is active. > > When you have to use Blitzcrank, a champ widely known to have very little actual counterplay as an argument to support your stance on what you think counterplay is, you know you'd fucked up. > > Blitzcrank's hook has no counterplay besides the general convention of hiding behind minions , given that most strong CC spells do not go past minions in the first place, and it's extremely fast and give no signal besides that 1 frame of executing animation to provide any meaningful and actual counterplay to the player. If Blitz has any counterplay options, it doesn't exist in his Q, but the fact his power budget is so hilarious loaded into his Q the rest of his kit is VERY meh. But still, it doesn't mean Blitzcrank qualifies as a champ with well balanced counterplay options. > > For a Blitzcrank to fail his hook, the only surely way for that to happen is as if he misses it himself, because every other "counterplay" is often just a crap-shoot, a gamble at best. If this Blitz is good, he will land almost his every Q, because this spell does not by definition have a counterplay built into it. You don't just say something is another thing because it's convenient for you to do so, it doesn't work like that. > > Similarly, Zoe has this problem, because if think it qualifies for "counterplay" to have it for the opponent just waiting passively until the player themselves fuck over their own ass due to their own incompetency, in order to capitalise on them; what happens when they are good? Instead of dodging the question with BS, let's just say what it is, it doesn't have an actual counterplay. > > A counterplay is someone for example their spell is telegraphed, their are weak early, they have 0 escapes, they are resource hugs, their CD is very long etc etc etc, that you can actively **PLAY** AGAINST them. Waiting for them to fuck their own ass is not """counterplay""". > > Similarly, counterpicking is NOT counterplaying. the counter play to blitz Q's is to bait the Q's (often counter plays involve baiting strong abilities before going ham)... none the less it's clear that you will not see reason in what is being told to you so i regress. enjoy your day gl and hf on the field
No, he's right. Blitz's Q doesn't really have a whole lot of counterplay besides hiding behind minions or moving erratically, at which point it becomes kind of down to the blitz's skill. Note that walking weirdly means he can catch you up assuming he's moving in a straight line, making his window for failure smaller the more you do it. Blitz is however balanced, because the rest of his kit is mediocre, and unless he's full AP and you're squishy or low hp already, he's no threat to you alone - he needs an ally. If he misses his Q, then he's useless for the next 15 seconds or so. That's what he means by being easy to capitalise upon if he misses, despite having low counterplay. Meanwhile, if Zoe misses, she has a very low cd nuke she can still use, and will still probably land if she's skilled if you're walking in range to attack her.
SEKAI (OCE)
: > [{quoted}](name=ExaggeratedToast,realm=NA,application-id=3ErqAdtq,discussion-id=H04AAM3t,comment-id=000100010000000000000000,timestamp=2017-11-30T11:06:59.924+0000) > > The things listed are counterplays though, every Zoe that has landed E is going to follow up with Q. the offered counter play is to make sure you dont get hit by Q or bait the E and counter the aggression, i posted a list of Zoe's weaknesses for reference This is why I said bad play should not be considered a legitimate balance element. Because * It's not Zoe's problem as a champ if the player plays over-aggressively and decides to over-commit just because they landed a EQ combo. * It's not Zoe's problem as a champ if the player misses her E and still decides to use Q. * It's not Zoe's problem as a champion if they can't land the Q or E, because there are plenty of experienced players who will. you get the idea. Most of CertainlyT's champ has this same problem, the ""counterplay"" is often just waiting for the player to outplay themselves with their own bad-ness. That is not counterplay.
100% this. I've been saying for years about Yasuo (and to a lesser degree other CertainlyT champs) that if you beat them, it's because they fucked up, not because you played well. Even if you do play really well, the overloaded kits provide virtually no chance to claim a kill for yourself without help, unless they fuck up. A well-played CertainlyT champion provides virtually no avenues for victory against them.
MysterQ (NA)
: Con: It has low damage, and requires a "hard" skillshot to followup.
When I first played Zoe, I assumed that her E didn't do damage as it was already such a powerful CC. Then I killed someone with it. A skill this powerful doesn't need to do damage on its own as well. Also the double damage proc can come from anything, not just Zoe herself, so even the 'hard skillshot' con doesn't really count.
SEKAI (OCE)
: > [{quoted}](name=ZoeIsMyBae,realm=NA,application-id=3ErqAdtq,discussion-id=xmlEJyZX,comment-id=000e0001,timestamp=2017-11-27T06:27:06.331+0000) > > Basically the most hated designer because he's not afraid to go out there with kit designs.. yeah some of them are annoying like yasuo. But let's focus on the fact the he's coming up with new ideas rather than the usual 3 hit passive or auto attack reset with Max hp damage This is long, but I need this much to cover and fully explain my stance all in 1 swoop. Bear with me. I can come up with a similar idea where a champion has 3 flashes, too (here I use 3 flashes as a metaphor that refers to all overloading that this guy does with his champs; like seriously, for example in the case of Zoe, their newest creation, does her E really need to also have damage amplification that doubles the damage taken for asleep targets, having soft reset mechanics when you hit E, to be an AoE trap if you miss, AND having range extension when hitting walls, all at the same fucking time, on top of already being a very good CC spell at the base given it already stuns people for 2 seconds? What is that E meant to be, an ultimate?). Just because it's not done by other designers because they typically have some idea about managing the power budget, doesn't mean the champion with 3 flashes I just came up with is "coming up with new ideas". He's a guy who can somehow consistently make mistakes in the most ridiculous way that nobody else would be allowed to attempt even a fraction of what CertainlyT is doing without simply getting sacked or shoved somewhere, and somehow people actually praise and cheer him on for keep making bigger and bigger and often the very same mistakes that others already know to avoid for many various and obvious reasons; how fucked up is that? It is not "not afraid to go out there with kit designs", he's just a bad designer (for this game) with no semblance of balance nor restraint in their design, in a game where balance is crucial given its competitive nature; I use this analogy often, just because I take selfies with a loaded pistol to my head, whereas nobody else is doing it for obvious reason, it doesn't somehow make my actions ingenious on that basis. It's not even like CertainlyT makes up more creative contributions overall, all of his champs is just 1 gimmick surrounded by a kit that would compliment that gimmick, usually the kit also supports outside of the gimmick that shouldn't go very far, which is exactly the same as all the other champions. The only difference is that CertainlyT's kits often support VASTLY outside of the central gimmick of the champion, or worse having the gimmick to be "do fucking everything", making their designs often doing FAR more than what's considered normal; again, having 0 restraint and respect to the overall of the game does NOT make you anymore creative or integral, but it will show that you just don't give a shit. You know when you're in a group project of any sort, and there will always be this one guy who's just doing their own thing with 0 complying with what the group is actually doing and the bits they've done is always hilariously out of sync with the group and always need to be seriously fixed before it can actually be used? CertainlyT is literally that guy, who can only interpret the notion of creativity and innovation via being vastly different to others for the sake of it and that they just can't hold themselves back from showing just how different and ingenious he is, **in the world full of sheeps!!11!!!** And that's all there is to it, the guy's a fucking showoff. There are ways in which one can think outside of the box without beating people with it, Ivern was a good example (only only took 1 fix to put him in line, and he continues to be one of THE most instantly recognisable champs in the game). CertainlyT just doesn't get it and has to use the most obnoxious ways to desperately try and claim that he's different and more creative and blah blah than others. That's not someone who should keep cheering them on for making the same shitty mistakes again and again, we should be telling them in the face that they should actually communicate with the team and operate within the balance of the fucking game he's a part of. What kind of designer is even actually praised for breaking their own game and not respecting their own rules and balance, because we obviously don't endorse this kind of fuckery.......... unless you're called CertainlyT, in which case we praise you for making stupid mistakes, WHAT CREATIVITY AND THINKING OUTSIDE OF THE BOX! Yeah okay. Also, 3 hit passive was there because of class updates, it has very little to do with other designers and their design.
Full agreement here. Also a general theme of his champions is because they have massive kits, they have a lot more answers to a given situation than other champions. While this is often misconstrued as outplaying an opponent, the truth is that it's only an outplay if your opponent has an equal amount of options to come out on top of a situation. If they don't, then your 'outplay' was nothing more than having access to a solution your opponent did not have. This is the root cause of the frustration of playing against his champions when you are playing one that follows the established rules of the game. Innovative designs that change gameplay dynamics without simply giving a champion more solutions for victory - just _different_ solutions - would include Ivern, Bard and Aurelion Sol. Aurelion Sol is particularly interesting because he forces his opponents to play his game of positioning, but if his opponent positions better than they will beat him. Good positioning is something available to literally every champion in the game, so this is innovation that is completely fair.
Comentários de Rioters
: rengar leap crits and shreds your armor that doesnt sound broken at all
Doesn't shred, just penetrates for one hit. Its just an idea anyway, and currently he gets that ALL THE TIME with lethality items.
Comentários de Rioters
: I think that some of his designs cross that line, but generalizing like you do above is taking it too far.
: you don't play in high elo, do you? yasuo isn't the most banned champ but it's lulu xypherous champs are all cancerous except riven riven is the only non-generalist champ he made lulu ori renekton fizz heimer(who came back now) nautilus are all cancerous champs picked 24/7 in all match ups certainlyt champions cannot work everytime, yasuo into a melee bruiser is no bueno if the dude knows how to play (which is the case in high elo) thresh delays are the worst thing into long range sup+adc, kalista is the only champ he made that can work everywhere everytime if anything i need to thanks certainlyt for removing mordekaiser from solo lane, as someone who plays this game from season 1 and remember what solo lane morde was when viable i consider owning him something big
I don't, but my opinion is still valid. I know Xyph champs are strong as hell though. I personally only enjoy playing as Nautilius of his champions, but don't lately as he's overpicked. I also remember solo lane Morde, I was playing since closed beta and have seen all of the bullshit throughout League's history. Most frustrating things come and go, but champions like Yasuo and Kalista seem to exist solely to piss me off. The only champion of his that I like the design of is Thresh, but that's after years of nerfs to make him fun and fair.
: Why waste so much hate on one designer and ban all their designs when you could be using your bans more productively for champions that are problems?
I have more than enough hate to go around, and CertainlyT is the most deserving of it. It's not about being efficient, it's about sending a message. Also, I'd rather lose to someone strong but feels fair (like Orianna), than someone weak who is just massively frustrating. The key difference is that CertainlyT's designs are not fun to play against. He is the enemy of fun. One person has fun, but the 5 on the opposing team generally do not.
: i asked to ban those garbage design of xypherous but no one knew who was xypherous
Xypherous has some great designs, it's just Riven who's a pain in the arse. Much like most of CertainlyT's champions, she would be a good design in a different game, but annoying as hell in this one. Motherfucker killed heart of gold though.
Sahn Uzal (EUW)
: http://leagueoflegends.wikia.com/wiki/Bradford_%27CertainlyT%27_Wenban He did not design zed tho :^)
He was still involved in it. That page doesn't seem to be listing his partial jobs like Warwick or Morde remakes.
Comentários de Rioters
Fishlord (NA)
: When was the last time riot released something that was worthwhile? Xayah and Rakan are literally one of the worst releases so far. What happened to champions with cool kits like {{champion:238}} who when you ult someone their heart explodes. And then we have generic sh!tter champs like Xayah. Oh, auto attack. all she does. her whole kit is complete crappa lappa. and then Rakan, the annoying little autistic 12 year old who just dashes 2 times and taunts like rammus. We need more champions with diversity, pls riot.
There is so much wrong with this comment. Zed's kit is cool now that it's a bit fairer to play against, but Xayah is one of the more interesting ADCs. And yes, she is auto-attack based because that's what ADCs do. They excel at auto-attacking. But her true kit revolves around prepping her E for big damage, and the zoning that comes with it. She's shit at chasing, but tough to engage on safely. She's not top tier, but she's fun and different. Rakan is a support that's fun to play, feeling like Lee Sin if he was designed as a support. He probably has the most outplay potential of any support in the game, and a very high skill ceiling. You just come off as a Zed main edgelord in this comment.
Comentários de Rioters
Comentários de Rioters
Borfin (NA)
: > [{quoted}](name=Count Lieberkuhn,realm=EUW,application-id=mNBeEEkI,discussion-id=JEgGatck,comment-id=00000000,timestamp=2015-10-31T15:02:03.223+0000) > > I'm just waiting for my overwatch beta key now. No other MOBAs grab me in the same way league did back in the day. I'm really hoping it plays out more uniquely than a TF2 clone with some extra mechanics. It looks really cool. I'm gun shy about Blizzard's other recent releases though. Diablo 3 remains fun for me - for an hour or to to burn every now and then.
> [{quoted}](name=Rijda,realm=NA,application-id=mNBeEEkI,discussion-id=JEgGatck,comment-id=000000000000,timestamp=2015-10-31T15:05:23.606+0000) > > I'm really hoping it plays out more uniquely than a TF2 clone with some extra mechanics. It looks really cool. I'm gun shy about Blizzard's other recent releases though. > > Diablo 3 remains fun for me - for an hour or to to burn every now and then. I think the MOBA-esque angle with the ultimates and abilities is what makes it interesting to me, though it is still definitely a class-based shooter at its core. Heroes of the Storm is pretty good from Blizzard; less depth than League, but they've got a much stronger handle on balance and strategic diversity, especially regarding mobility.
: The thing that bugs me about League is that already at it's base level if you don't even change a thing about forcing Juggernaut, Mage or ADC specific patches to shift the meta...you still have a game with over 125 champions that is in need of constant neverending rebalancing. New Champions are never "ready to go" right out of the gate. They always need at least 3-4 patches worth of "fixes" to either make them viable or to bring them back in line from being OP. Meanwhile champions that have been around since the beginning are sitting around for months and months and months of never being touched and just being allowed to be unviable as Riot continues to tinker and tweek with incremental numbers like "Here's 500 pages of spreadsheets that have led us to believe that giving Jarvan exactly 5 armor is a good enough balance change to encourage people to pick him". And even with all these constant overly contrived tweeks and balances, they somehow still manage to get it wrong on the regular. Like when they need to reign in the power level of someone like Jinx instead of "nerfs" what we get is lower initial stats at the start of the game that get GREATER than they were before by level 18, so their idea of "nerfs" are actually net buffs. And all champions are not created equally as they'll spend 3 paragraphs justifying why they need to have certain compensation buffs to make up for whatever nerfs they want to do on a favorite champion of theirs, but some champions they'll just straight up nerf into oblivion and give you two sentences to say "We found this combination MIGHT be oppressive with upcoming jungle/mage changes so we're nerfing them into unviability now just to make sure". When you add in the fact that Riot completely flips the game on it's head literally 3-4 times a year (We've had a Jungle Re-Work Patch, A Mage Re-Work Patch, A Juggernaut Patch and now Pre-Season changes all happening in a single 12 month period) and you have the recipe for a completely unbalanced bloated impossible to maintain monster of a game. Which is probably by design to be honest. If the design team didn't specifically force unnecessary change just for the sake of change they'd get "bored" with the day to day routine work of just making the game balanced for all champions. They need to shake it up for their own benefit so that they get to keep tweeking with new and exciting mechanics, items, champion abilities and jungle creeps. It's like if your local computer repairman is tasked with fixing your computer but instead decides that what you really need is to run a MAC OS on your Windows Device because it would be hilarious to look at and then spends 6 months patching the damage he's caused.
> [{quoted}](name=Kraken B Trippin,realm=NA,application-id=mNBeEEkI,discussion-id=JEgGatck,comment-id=0002,timestamp=2015-10-31T15:01:44.030+0000) > > The thing that bugs me about League is that already at it's base level if you don't even change a thing about forcing Juggernaut, Mage or ADC specific patches to shift the meta...you still have a game with over 125 champions that is in need of constant neverending rebalancing. > > New Champions are never "ready to go" right out of the gate. They always need at least 3-4 patches worth of "fixes" to either make them viable or to bring them back in line from being OP. Meanwhile champions that have been around since the beginning are sitting around for months and months and months of never being touched and just being allowed to be unviable as Riot continues to tinker and tweek with incremental numbers like "Here's 500 pages of spreadsheets that have led us to believe that giving Jarvan exactly 5 armor is a good enough balance change to encourage people to pick him". > > And even with all these constant overly contrived tweeks and balances, they somehow still manage to get it wrong on the regular. Like when they need to reign in the power level of someone like Jinx instead of "nerfs" what we get is lower initial stats at the start of the game that get GREATER than they were before by level 18, so their idea of "nerfs" are actually net buffs. > > And all champions are not created equally as they'll spend 3 paragraphs justifying why they need to have certain compensation buffs to make up for whatever nerfs they want to do on a favorite champion of theirs, but some champions they'll just straight up nerf into oblivion and give you two sentences to say "We found this combination MIGHT be oppressive with upcoming jungle/mage changes so we're nerfing them into unviability now just to make sure". > > When you add in the fact that Riot completely flips the game on it's head literally 3-4 times a year (We've had a Jungle Re-Work Patch, A Mage Re-Work Patch, A Juggernaut Patch and now Pre-Season changes all happening in a single 12 month period) and you have the recipe for a completely unbalanced bloated impossible to maintain monster of a game. > > Which is probably by design to be honest. If the design team didn't specifically force unnecessary change just for the sake of change they'd get "bored" with the day to day routine work of just making the game balanced for all champions. They need to shake it up for their own benefit so that they get to keep tweeking with new and exciting mechanics, items, champion abilities and jungle creeps. > > It's like if your local computer repairman is tasked with fixing your computer but instead decides that what you really need is to run a MAC OS on your Windows Device because it would be hilarious to look at and then spends 6 months patching the damage he's caused. I can only hope that future MOBAs will learn from the mistakes made here. No game lasts forever, but although League is the most played game in the world, the changes made this year have harmed the game and put off players more than they've increased player interest. People like familiarity, and the game is such a mess with bigger-than-ever deltas between strong and weak champions that you can't play what you want anymore and expect to win. If feels like if you're not part of Riot's new world order (and the champs therein), then you will not win at the game.
: This is why I enjoy SMITE and Dota2 more this is just league of dashes, league of "balance" and League of Fiora.
> [{quoted}](name=Whitney Houston,realm=NA,application-id=mNBeEEkI,discussion-id=JEgGatck,comment-id=0000,timestamp=2015-10-31T14:56:40.479+0000) > > This is why I enjoy SMITE and Dota2 more > > this is just league of dashes, league of "balance" and League of Fiora. I'm just waiting for my overwatch beta key now. No other MOBAs grab me in the same way league did back in the day.
Borfin (NA)
: Let's just change the name to League of LCS Champions - The Brawl already
League's had its ups and downs for sure. Season 1 was best season, season 2 was ok but got stale due to lack of items, season 3 was great, season 4 was the start of the downfall (I miss the old vision wars with oracles) and season 5 briefly showed promise before they completely shit the bed in record time. Long story short, this game lost its magic a long time ago, and will never relive its former glory.
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Count Lieberkuhn

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