Meddler (NA)
: Quick Gameplay Thoughts: October 25
Hi, always a nice thing to see your posts ! Glad to hear you're looking to tune jungle a bit, I've been playing Tryndamere jungle for years, and current meta is awful to play as an OTP Tryndamere jungle ! Have a nice day <3 ~Kyunsei
: Preseason 2020 Gameplay: Rise of the Elements
Any reason you did not randomize dragons spawn between the two summoner rift pit ? with indicators of when a dragon is gonna spawn on whichever pit ? EDIT : SORRY if I wrote this twice, I thing I typed it twice, stood up all night to watch the 10th years live, kinda wasted, sorry again.
Meddler (NA)
: Quick Gameplay Thoughts: August 9
When will we have first intel about current tested changes for Pre-season 10 ? Thanks for doing those posts, these are the saviors between community and Riot games dev team.
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Thilmer (EUW)
: Anybody else excited for Fiddlesticks rework?
Excited for nothing until Matchmaking rework.
: The Good, The Bad, and the League: 6/13 - 6/26
Game Stuff: Matchmaking isn't working as intended since patch 8.10.
Meddler (NA)
: Quick Gameplay Thoughts: June 28
What about Tryndamere being able to hit twice with his Spinning Slash if you flash backward ? What this intended changes ?
: VFX Updates for Amumu, Lulu, Tryndamere and Ziggs
Tryndamere OTP here, Sad you didn't remove the noise Tryndamere do when he got at least 1 point in his fury bar, it's annoying and usless. Otherwise I like the changes.
Kyunsei (EUW)
: This post is meant for me to express my disgust.
Int. Me. Need break. Won't. Keep playing. New champ select, new life, new story. Same. Same. Sade Sad.
Kyunsei (EUW)
: This post is meant for me to express my disgust.
Dodge. Someone. Dodged, avoided. Back. Queue. Again. Sadness, hatred, strength. Hardstuck Diamond. Bad. Good. Weirdness. Reset Queue. No autofill wanted. Waiting. Found a Lobby Hope, despair. Typing...
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: VFX Updates for Amumu, Lulu, Tryndamere and Ziggs
I actually do play a freaking lot of Tryndamere games, and there's 1 thing I was suprised to not see changed, it's the Audio from your passive, this small "bzzz" that goes on as soon as you have at least 1 point in your fury bar, it's annoying and useless, and I lowered my VFX assignment in my setting exclusively for that sound. Could you please just remove it ? Visuals effect are now clear enough to know I have fury ... You always have fury anyways, what's the point of having audio for 1 fury ? It doesn't tell you anything.
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Reav3 (NA)
: I want to take a minute to answer this from my perspective. First of all our intentions of doing less VGUs and more New Champs was actually based on caring for the playerbase as well as from player feedback we have gotten over the years as we have done New Champs and VGUs. Let me go into a bit more detail though. First when I said less VGUs I didnt mean we would stop doing them, I just meant we would slow down. Expect to still see plenty of VGUs in the future, just not as many as we have been doing last year. The reason why I feel that his is coming from a caring place is this. There are many players that share your perspective, that they want their main updated, and changed. But you have to understand there are also many other players that love their Champion, and find it very frustrating when they are updated even if many other players think the update makes them way better. We have to care about these players as well, and whenever we do VGUs we also cause a lot of disruption and frustration from players over their Champion being changed. New Champions generally don't cause this player pain. Last year we actually saw a lot higher player frustration over change, partly due to how many old Champions we were updating and changing, with many older players feeling alienated by the changes. At this point, after Morde, many of the Champions we would consider for a VGU have much higher players bases then the Champions we were doing VGUs on in the past. This isn't to say there isn't value in doing them, but if we were doing them at the rate we were doing them last year, on Champions with bigger player bases, then that is many more players that would feel frustrated or alienated by the changes, even if many other players like them. This isn't to say we want to stop doing them as we feel there is value in the game feeling modern and up to date, which means we value updating the things that are getting old and dated. The Champions on the list just aren't as dated as some of the ones we did over the last couple years, and as a result the value in updating them isn't as high, and also has a higher disruption and player pain cost since the Champions have bigger player bases.
> [{quoted}](name=Reav3,realm=NA,application-id=6kFXY1kR,discussion-id=MAU53ybw,comment-id=0002,timestamp=2019-04-23T20:26:02.307+0000) > > I want to take a minute to answer this from my perspective. First of all our intentions of doing less VGUs and more New Champs was actually based on caring for the playerbase as well as from player feedback we have gotten over the years as we have done New Champs and VGUs. Let me go into a bit more detail though. > > First when I said less VGUs I didnt mean we would stop doing them, I just meant we would slow down. Expect to still see plenty of VGUs in the future, just not as many as we have been doing last year. > > The reason why I feel that his is coming from a caring place is this. There are many players that share your perspective, that they want their main updated, and changed. But you have to understand there are also many other players that love their Champion, and find it very frustrating when they are updated even if many other players think the update makes them way better. We have to care about these players as well, and whenever we do VGUs we also cause a lot of disruption and frustration from players over their Champion being changed. New Champions generally don't cause this player pain. Last year we actually saw a lot higher player frustration over change, partly due to how many old Champions we were updating and changing, with many older players feeling alienated by the changes. > > At this point, after Morde, many of the Champions we would consider for a VGU have much higher players bases then the Champions we were doing VGUs on in the past. This isn't to say there isn't value in doing them, but if we were doing them at the rate we were doing them last year, on Champions with bigger player bases, then that is many more players that would feel frustrated or alienated by the changes, even if many other players like them. > > This isn't to say we want to stop doing them as we feel there is value in the game feeling modern and up to date, which means we value updating the things that are getting old and dated. The Champions on the list just aren't as dated as some of the ones we did over the last couple years, and as a result the value in updating them isn't as high, and also has a higher disruption and player pain cost since the Champions have bigger player bases. I logged in to repply to this. I'm a very hardcore fan of Tryndamere, he has become a way of life for me. Don't get me wrong there, I think he's outdated and most likely cancerous for the game. But that's the champion I love, and the day he get changed to be a basic teamfight bruiser will probably be the second most saddest day of my life, the first one being the day I learned the death of a very precious person in my life. So for this I say, thanks for your consideration for the people who love your game, the people who love your characters and growned with them, the people that were and still are inspired by what you made. Sincerely, Kyunsei
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: Post MSI Gameplay Improvements
What kind of crab changes do you see would "fix" the issues of jungler being reliant to their laner early on ? Here a few points I've noted from playing a lot of jungle : - Crab can be really quickly taken by CC user, skewing CC user above non-CC user. - Crab restore an ABSURD amount of mana early on, taking crab restore your mana-pool to full early on. - Not taking at least 1 of the both early crab is basically doom for a jungler, as Crab restore your health and mana in high quantity, which will enable you to gank or take camp easier, if you can't secure one, you won't even be able to clear your camp with most jungler.
Keyru (NA)
: It sounds like you had some rough games there. Looking at the match too, you did super well to help carry your team to victory and definitely deserved the win. Many players have already said this in comments but what I do want to mention here is that many players use third-party sites to psych themselves out before a game even begins. Visual rankings are *NOT* 1 to 1 to MMR, which is what matchmaking looks at when creating a team. The system is never actually against you. It works to try to match you with and against players so that you have as close as a 50/50 chance of winning every game, including promos. Looking at the stats for the game (might be a little off since some have played games since then), the match was fair and even on both sides. The system actually matched that game with your team having a higher % to win. I want to share this because matchmaking is always a frequent inquiry we get in support where players feel it is unfair but the system works as it is intended to.
> [{quoted}](name=Keyru,realm=NA,application-id=3ErqAdtq,discussion-id=bcQt4yeV,comment-id=0012,timestamp=2019-03-26T18:03:06.887+0000) > > It sounds like you had some rough games there. Looking at the match too, you did super well to help carry your team to victory and definitely deserved the win. > > Many players have already said this in comments but what I do want to mention here is that many players use third-party sites to psych themselves out before a game even begins. Visual rankings are *NOT* 1 to 1 to MMR, which is what matchmaking looks at when creating a team. The system is never actually against you. It works to try to match you with and against players so that you have as close as a 50/50 chance of winning every game, including promos. > > Looking at the stats for the game (might be a little off since some have played games since then), the match was fair and even on both sides. The system actually matched that game with your team having a higher % to win. > > I want to share this because matchmaking is always a frequent inquiry we get in support where players feel it is unfair but the system works as it is intended to. This is so not true. There's nothing else to say, tested, re-tested and re-re-re tested, promo are harder game, there's nothing to argue here.
Meddler (NA)
: Quick Gameplay Thoughts: March 20
Hi, I see we started to have small kit rework lately (Teemo, Urgot, Blitrzcrank) I think those are really needed, as many champs are being outclassed by new shiny kit, which aren't bad, but eclipses older champions. I was wondering if you plan on updating most of the older roster in this way, I can see this for Rammus, Amumu, Malphite, Dr. Mundo, Tryndamere and many others as a serious option outside of a full relaunch, which for some of them isn't at least visualy needed. Anyways, awesome works, Peace out, Kyunsei
Meddler (NA)
: Quick Gameplay Thoughts: March 13
@Meddler Any follow-up thoughts on Tryndamere buff ? It seems to me his most optimum build path is still including 3 crit items, which make last round of buff only early/mid game oriented. A part of the Tryndamere community thinks increasing his AutoAttack range would help him a lot.
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Meddler (NA)
: Quick Gameplay Thoughts: February 13
Any concern about Tryndamere ? I guess you have to wait to see where he lands after the _**.Conqueror.**_ changes in 9.4 to make a statment though, but still asking.
Meddler (NA)
: Quick Gameplay Thoughts: January 25
@Meddler I've heard you're currently looking to change Conqueror to be less minion-interactive base, are you looking for Jungler to pick up the rune as well ? (Rek'sai, Warwick, Master Yi, etc...)
Jamaree (NA)
: You do know that because of how numbers work, you would end up with a 50% win rate with any properly made matchmaking system right?
> [{quoted}](name=Jamaree,realm=NA,application-id=3ErqAdtq,discussion-id=BVc00kIL,comment-id=0001,timestamp=2018-12-11T20:29:20.119+0000) > > You do know that because of how numbers work, you would end up with a 50% win rate with any properly made matchmaking system right? I totally agree, but there's different ways to reach that. I would end up fighting opponent too strong for me. But that clearly wasn't it this game, I might have been better at some point, my pick might have been wrong, but there's one thing I can assure you about this game, no one could have won this, not even the best player in the world. This was matchmade for our team to lose.
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Meddler (NA)
: Quick Gameplay Thoughts: December 5
Have you considered fusing Infinty edge and Stormrazor ? Stromrazor (3000 golds) 60 AD UNIQUE PASSIVE : Your first attack crit and grant AS for a short periode of time UNIQUE PASSIVE : Double your crit chance UNIQUE PASSIVE : When your first passive crit chance reach 200% crit damage ratio, additionnal crit chance enables the empowered attack to do a true damage conversion based on your crit.
: Preseason Dev Update Number 3!
Any plan on starting minions spawn earlier ?
Comentários de Rioters
: Post ITT and I'll tell you what I think about you based on your rank and main
Meddler (NA)
: Quick Gameplay Thoughts: October 17
I'm sorry to ask once and more again. Do you have any insight about Tryndamere state ? I'm pretty sure he ended up weaker since a while (patch 8.11)
mikeov (EUNE)
: Intermediate Coop vs AI could always start on either blue or red side. Starting only on blue side was a bug.
> [{quoted}](name=mikeov,realm=EUNE,application-id=3ErqAdtq,discussion-id=v82HELEA,comment-id=0002000b000000000000,timestamp=2018-10-11T18:52:15.560+0000) > > Intermediate Coop vs AI could always start on either blue or red side. Starting only on blue side was a bug. I only do Beginner, and it starts red side now. At least for the 2 game I made.
: We didn't see this on any of our internal playtests, and it only started happening once the patch was live so we're trying to figure out what happened.
> [{quoted}](name=Riot MapleNectar,realm=NA,application-id=3ErqAdtq,discussion-id=v82HELEA,comment-id=0002000b0000,timestamp=2018-10-11T18:17:22.773+0000) > > We didn't see this on any of our internal playtests, and it only started happening once the patch was live so we're trying to figure out what happened. What about Coop VS AI that starts red side instead of blue side since this patch ?
Meddler (NA)
: Quick Gameplay Thoughts: October 5
Still no plan on changing/buffing Tryndamere ?
AD Yuumi (NA)
: Nami and Ahri are incredibly powerful in their respective roles at all MMR's. Makes sense to nerf them. We will be hitting Jhin's HoB synergy this patch. Currently there's a bug where about 80% of the time Jhin gets HoB's AS bonus applied on his first attack (this makes him THE FAST when he crits with stormrazor). All other champions in the game don't get the AS until AFTER their first attack. We'll be fixing Jhin to be in line with the rest of the roster (only gets AS on attacks 2 and 3).
> [{quoted}](name=Riot jinxylord,realm=NA,application-id=3ErqAdtq,discussion-id=ZOs3fuE5,comment-id=0005,timestamp=2018-10-03T18:35:46.422+0000) > > Nami and Ahri are incredibly powerful in their respective roles at all MMR's. Makes sense to nerf them. > > We will be hitting Jhin's HoB synergy this patch. Currently there's a bug where about 80% of the time Jhin gets HoB's AS bonus applied on his first attack (this makes him THE FAST when he crits with stormrazor). All other champions in the game don't get the AS until AFTER their first attack. We'll be fixing Jhin to be in line with the rest of the roster (only gets AS on attacks 2 and 3). That's actually quite not what I felt in game. I played quite a bit of HOB with Tryndamere, and the bonus AS always seemed to get going from the get go, AKA first auto on a champions goes fast, so do 2nd and 3rd.
: It's removed :). We believe that the bounty system changes that will be taking minion gold into account will resolve the problem. It also gives us a pretty easy lever to tune if need be
> [{quoted}](name=Riot MapleNectar,realm=NA,application-id=A7LBtoKc,discussion-id=aIUyiwdc,comment-id=000c0000,timestamp=2018-09-28T17:33:38.055+0000) > > It's removed :). We believe that the bounty system changes that will be taking minion gold into account will resolve the problem. It also gives us a pretty easy lever to tune if need be Thanks 1000x time !
Meddler (NA)
: Quick Gameplay Thoughts: September 14
Regarding Tryndamere{{champion:23}} , have you guys decided if you want to nerf him further or let him be for now on ?
: i want the odyssey augment system as the rune system.
> [{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=A2Jutc7X,comment-id=,timestamp=2018-09-13T06:21:14.927+0000) > > i know this will never be possible, due to the sheer amount of work this would take to make all these passives for 150 champions, and** it would probably impossible to balance due to the complexity of having 15 unique passive modifiers for every single champion.** > That's actually quite the opposite, currently when they change 1 rune, they change it for everyone, so some rune become broken on some champion and weak on others. With a system like the augment, if an augment become too strong, just nerf it, it will only impact 1 champion.
: Preseason Development Update 1
Still planned to remove gold penalty for having the most CS while having Machete or Talisman ?
Meddler (NA)
: Quick Gameplay Thoughts: August 29
Anything about the machete/talisman gold reduction removal for pre-season ? (the -10 golds when you have the most CS in your team)
Reav3 (NA)
: We generally don't blacklist champs from getting skins just for being in consideration, we only really do that if we actually have something in development (Which can happen long before we announce a VGU officially in a roadmap)
> [{quoted}](name=Reav3,realm=NA,application-id=6kFXY1kR,discussion-id=0YgbTFIJ,comment-id=00040011000000000000,timestamp=2018-08-24T21:06:45.451+0000) > > We generally don't blacklist champs from getting skins just for being in consideration, we only really do that if we actually have something in development (Which can happen long before we announce a VGU officially in a roadmap) Does it mean Tryndamere VGU has started ? He used to have a skin every year, but surprisingly, not this year.
Meddler (NA)
: We won't be buffing him in 8.17 at least. Going to let him sit for a bit longer, then reassess, at the least he's not urgently in need of a buff, possible we shouldn't do one in general, not confident enough either way right now.
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=635MVdLk,comment-id=00210000,timestamp=2018-08-24T17:20:59.143+0000) > > We won't be buffing him in 8.17 at least. Going to let him sit for a bit longer, then reassess, at the least he's not urgently in need of a buff, possible we shouldn't do one in general, not confident enough either way right now. As usual, thanks a lot for answering, I really appreciate it ! All good, we'll wait. But he definitely need one, or more precisely, he need new things in his kit.
Meddler (NA)
: Quick Gameplay Thoughts: August 24
Any news about Tryndamere, is he still planned for buff in 8.17 ?
Meddler (NA)
: Quick Gameplay Thoughts: August 22
Any hint on tonight Tryndamere buffs ?
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Kyunsei

Nível 235 (EUW)
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