Comentários de Rioters
V3N0MA (NA)
: Senna
Your ranking is determined by how many times you died, how many kills/assists you've gotten and the amount of CS farming you did. 6/0/9 is good, but what was your CS? For Senna, since she's an ADC, then your CS will need to be over 100, maybe over 125.
: Why is toxicity even bannable?
One they already have a voice chat, but only for parties. Secondly, toxic behavior is bannable because it's the same thing as player harassment or verbal abuse. Sure you could be bantering, but the other person may not know that. Players also like to try and get out of it by saying "it's not bannable" and "it's not verbal abuse" and such and such excuses to make it seem like it's okay, but it's not. In truth, it all shares a common purpose and that is to annoy other players and harass. Just saying anything rude and simple like "you're bad," anything just as bad or even worse is completely uncalled for. It's not okay and no one should be doing it in the first place. I like what Riot is doing with the system and it's the right way to go. Toxicity needs to be rooted of the gaming community and I applaud their efforts to do so.
: This again. This is how draft pick works. Its BAN > PICK, not PICK > BAN > PICK. It's never going to change. Ever.
> [{quoted}](name=GatekeeperTDS,realm=NA,application-id=3ErqAdtq,discussion-id=1Ls29Wl8,comment-id=0000,timestamp=2019-11-22T02:39:38.149+0000) > > This again. > > This is how draft pick works. Its BAN > PICK, not PICK > BAN > PICK. It's never going to change. Ever. He might be talking about your own team banning your pick even though you've declared that champion. It really does kind of suck that's how it works right now because you can run into some serious trolls in the game and it just ruins the gameplay experience. It's one thing if the enemy team bans your champion, but if it's your own team then it's just not okay.
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Comentários de Rioters
Comentários de Rioters
: warwick W passive shouldnt be outta combat speed only (aka a extra mobis built in)
Then why not buff Hecarim in the process as well. His dynamic charge gives him quite the large increase in movement speed and damage. Warwick is fine the way he is right now and the buffs he got were needed and enough to update him to the modern version of League.
: Can we nerf Pyke already?
I'm not sure whether or not they ever rolled out any nerfs for Pyke this year, but they really need to reduce the effectiveness of his utility. Come season 10, new lethality items will be entering the game and I'm worried Pyke and other assassin types will become far too powerful. Riot first needs to rebalance the rune electrocute because assassins depend on this rune setup way too much and it would be a good start for dealing with them.
: the nerf of the mana cost on W makes it where she cant use it in lane as often and get free poke. also it prevents the aoe slow of her w as well making her more vulnerable
> [{quoted}](name=MrFawknSunshine,realm=NA,application-id=3ErqAdtq,discussion-id=aKeR8wXh,comment-id=0000,timestamp=2019-11-13T01:54:17.226+0000) > > the nerf of the mana cost on W makes it where she cant use it in lane as often and get free poke. > > also it prevents the aoe slow of her w as well making her more vulnerable Her W i never foresaw as a problem, playing her or against. I know it's her passive. The constant slowness is abnormal for the fact that it's not on an ability with a cool down, instead it's constant
: > [{quoted}](name=Corrector1,realm=NA,application-id=3ErqAdtq,discussion-id=OsPwwiwm,comment-id=00000000,timestamp=2019-05-03T00:57:14.708+0000) > > thats not really a nerf though its a love tap. a real nerf would be if they nerfed his MS scaling so its actually human levels of damage not OMG where is the damage coming from? while somehow getting tank items and does damage for no reason at all. They nerfed a good portion of his damage on both his Q and charge. It is possible that he's still out of line (went from top lane top 3 to #9 on OP.GG), but he's not nearly as bad as before. Play against him a wee bit longer and see if Hec's just a self-fulfilling prophecy for you?
> [{quoted}](name=Glaricion,realm=NA,application-id=3ErqAdtq,discussion-id=OsPwwiwm,comment-id=000000000000,timestamp=2019-05-03T01:05:17.910+0000) > > They nerfed a good portion of his damage on both his Q and charge. > It is possible that he's still out of line (went from top lane top 3 to #9 on OP.GG), but he's not nearly as bad as before. > > Play against him a wee bit longer and see if Hec's just a self-fulfilling prophecy for you? He's still pretty bad. I'm not saying bad as in weak, i'm saying he's too powerful. His Dynamic Charge is so powerful for the fact that the movement speed is the fastest in the game and does still an absurd amount of damage. His Dynamic Charge should lose the Movement Speed scaling and should be put at a set value that's unchanging, unless increased by items ONLY. I'd initially understand if this was hard to use or if there was some kind of drawback to using the ability, but no there isn't. I'm calling for it to be nerfed if there's no drawback to using it. The ability is too strong...
: >Some even said she'll be banned just as much as Kassadin when he was broken. Some people say some really stupid things.
> [{quoted}](name=Nik Nikerson,realm=NA,application-id=3ErqAdtq,discussion-id=qTGE78iA,comment-id=0000,timestamp=2019-11-18T05:23:21.507+0000) > > Some people say some really stupid things. I won't deny that's true, but this kinda holds merit that she will have a fairly substantial ban rate.
Comentários de Rioters
: Being visible in a smoke cloud because of, rather than in spite of, being unable to move or act just doesn't make sense. The whole point of that cloud is that she is stronger in it and you should avoid engaging her there.It's thematically confusing and unintuitive. Should Singed lose his ult's bonus stats while he's stunned? Creative thinking, but it's not the right nerf for her.
> [{quoted}](name=KFCeytron,realm=NA,application-id=3ErqAdtq,discussion-id=pEFy0676,comment-id=0001,timestamp=2019-11-17T07:19:19.437+0000) > > Being visible in a smoke cloud because of, rather than in spite of, being unable to move or act just doesn't make sense. The whole point of that cloud is that she is stronger in it and you should avoid engaging her there.It's thematically confusing and unintuitive. Should Singed lose his ult's bonus stats while he's stunned? Creative thinking, but it's not the right nerf for her. It makes plenty of sense if you bothered to read my comment completely. "limit to how much visibility of Akali it hinders and I've thought if **you're right next to her**, you should be able to see the champion without an issue, forcing the Akali player to constantly move around in the shroud and avoid the opposing team while dealing damage." This makes sense for many reasons because even in a smoke cloud, even if it's thick, you can still see a person if you're right next to them. It's logical and makes sense.
: Yes and did you also notice that when you signed in and agreed that a giant PLAY button appeared. Wasnt there before {{sticker:zombie-brand-mindblown}}
> [{quoted}](name=SuperJoker429,realm=NA,application-id=3ErqAdtq,discussion-id=q4qcT1OI,comment-id=0000,timestamp=2019-11-15T23:02:42.462+0000) > > Yes and did you also notice that when you signed in and agreed that a giant PLAY button appeared. Wasnt there before > {{sticker:zombie-brand-mindblown}} I've seen the "giant" play button before the update..... but if this is a sign they're further upgrading the UI and dealing with the current one's major bugs, then PARTY TIME!!! xD
: Stunning Akali should result in her be unable to use shroud...
Honestly it's not the worst idea I've heard for a balance change, but where would she be buffed to compensate for the nerf? Akali, despite the nerfs she's gotten and the player-base saying she's horrible, isn't weak or horrible at all. A good Akali player can play her at a fairly strong level too which, there's very little you can do against her. The current way to counter her, I believe anyway, is with ranged characters, AoE abilities for dealing with her when she's in her shroud, or control wards (pink wards). I find it interesting that you mention her shroud because I've honestly thought of how best to change it to make it reasonable while also finding a way to buff her elsewhere. I thought of how shroud should have a limit to how much visibility of Akali it hinders and I've thought if you're right next to her, you should be able to see the champion without an issue, forcing the Akali player to constantly move around in the shroud and avoid the opposing team while dealing damage. The way they should buff her is surely NOT by damage at all, maybe by health if the shroud got some changes, either your idea or mine.
Comentários de Rioters
: How the fuck do you even lane against Aatrox
If it's his Q giving you trouble, then you should be able to figure out how to predict where they'll hit. 1/3 attacks in his Q is a long cut where the very edge of its reach does the most damage. Too dodge this, simply try to move to the side of it. 2/3 is more of a sweep that covers a decent area to which i'd recommend closing in on him to minimize the damage if he's too close for you to avoid his attack. 3/3 is a complete circle that does the most damage at the very center. Simply move away as much as you can from that center to dodge the attack or again to minimize the damage you take from it.
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Comentários de Rioters
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: After the skin finishes selling she'll get nerfed
> [{quoted}](name=Akali is SO HOT,realm=NA,application-id=3ErqAdtq,discussion-id=GIZBO45M,comment-id=0000,timestamp=2019-11-05T04:22:33.919+0000) > > After the skin finishes selling she'll get nerfed Too add to my thread here, i'm hoping the nerfs are solely focused on her Ability Power and Damage. They are way too high and I've confirmed just how broken she is. The way she is now, for most champions, she basically prevents you from playing at all with little to no room to farm CS. This character is much more broken than i originally thought because i was playing against her, respecting her abilities and dodging them, she wasn't fed or farming CS well and just with two items, she was already doing a lot of damage.
: The free leaver idea has been more or less suggested many times. It never will happen because players will abuse the hell out of it. Doing bad just means one player takes the hit while 4 take a free "loss" with out any downside. And the winning team is not immune to the downside of this either. Winning by a team "losing by teammate quitting" is not a good way to measure skill level. It makes boosting, skill manipulation, etc... easier since all you have to do is get the other team to have one player rage quit, so the rest can FF for free. If anything this only will create a far more toxic environment where teams will gang up on one member to try and get them to rage quit. Especially with a single and a pair of 2-man premades, you can guess who gets all the hate once they start to lose. Another thing, what if my power goes out for maybe 2 seconds during a wind storm? It takes maybe 30-40 seconds to get back in the game (for my PC at least). That is more than enough time for my team to quit. I could have even been dead for the entire time, but now I get the entire loss penalty for a game I still was able to finish without any downside for my short disconnect. Maybe the power didn't got out but I got some server disconnect, lag, or whatever. Nothing game costing but enough time to allow a team to quit, like 10 seconds. They already have the 3 minute AFK remake in the game. That is likely all you can expect for this kind of thing.
> [{quoted}](name=JavelinJoe,realm=NA,application-id=3ErqAdtq,discussion-id=6yErb9Q3,comment-id=0000,timestamp=2019-11-10T04:48:26.886+0000) > > The free leaver idea has been more or less suggested many times. It never will happen because players will abuse the hell out of it. Doing bad just means one player takes the hit while 4 take a free "loss" with out any downside. And the winning team is not immune to the downside of this either. Winning by a team "losing by teammate quitting" is not a good way to measure skill level. It makes boosting, skill manipulation, etc... easier since all you have to do is get the other team to have one player rage quit, so the rest can FF for free. > > If anything this only will create a far more toxic environment where teams will gang up on one member to try and get them to rage quit. Especially with a single and a pair of 2-man premades, you can guess who gets all the hate once they start to lose. > > Another thing, what if my power goes out for maybe 2 seconds during a wind storm? It takes maybe 30-40 seconds to get back in the game (for my PC at least). That is more than enough time for my team to quit. I could have even been dead for the entire time, but now I get the entire loss penalty for a game I still was able to finish without any downside for my short disconnect. Maybe the power didn't got out but I got some server disconnect, lag, or whatever. Nothing game costing but enough time to allow a team to quit, like 10 seconds. > > They already have the 3 minute AFK remake in the game. That is likely all you can expect for this kind of thing. People already rage quit in general, this idea for enhancing leaver penalties wouldn't make a difference towards players being more or less aggressive or toxic. Toxicity exists in any and all games, not a way to flush it out, it's always the same story. High rank players using alternate accounts already make players in lower elos rage quit even now. You can even see Youtubers doing the same thing. Also you do realize players use their accounts to also sabotage (troll) matches by leaving them purposefully, so how is that not worse than what YOU believe is the worse-case scenario for my idea? Just because you get disconnected by some storm doesn't mean it's the same case for other leavers. A majority of leavers are in fact rage quitters who can't seem to play the game when things aren't going their way. The amount of people leaving the game seems to be only getting worse and is seen actually frequently. /remake is only for when someone FAILS TO CONNECT to the game and doesn't do so. /ff comes at a later time forcing the players to endure a miserable match until a certain time in the match. My idea for "Free Leave" is strictly Quality of Life and if you're regarding alternate accounts used by high elo players, this idea would make no difference towards that. If you can't play the game, then why should other people suffer just because you can't handle it or don't want to play? How will this make the game more toxic when this idea of mine if focused solely on Quality of Life and with players already being toxic as it is? How is it remotely fair that the players you queued up with have to put up with you leaving?
Comentários de Rioters
: There's like 4+ more and this guys been in everyone of them. Also if you look at the top right there's a yellow exclamation mark that says that they are aware of all these client issues and are currently working to fix them. So logically you could conclude that A. no ones alone in this issue and B. Riot is well aware and working to resolve it. Commonsense is a lot like deodorant...the people who need it most don't have it.
> [{quoted}](name=ClaireRedfield,realm=NA,application-id=3ErqAdtq,discussion-id=8oBzt6gJ,comment-id=000100000000,timestamp=2019-11-06T22:49:01.486+0000) > > There's like 4+ more and this guys been in everyone of them. Also if you look at the top right there's a yellow exclamation mark that says that they are aware of all these client issues and are currently working to fix them. So logically you could conclude that A. no ones alone in this issue and B. Riot is well aware and working to resolve it. > > Commonsense is a lot like deodorant...the people who need it most don't have it. LMAO, and all i have to say to that is sandstorm dude, sandstorm. Also i didn't see that many anyway. If anything I just noticed another two, but that's about it from what i can see when i'm checking out some of the related posts. If it's spam, then its gotta stop if the developers already know about it, which they probably do since this is a significant issue. But if they don't, I can't say it's wrong to get the developer's attention.
: Take a second, read the rest of the posts, realize your not the only one with the problem, you will accomplish two things. 1. You wont contribute to spamming the forums. 2. You will know that this isn't just you. Simply stop posting if there are other posts just like what you are about to post.
> [{quoted}](name=Pull n Peel,realm=NA,application-id=3ErqAdtq,discussion-id=8oBzt6gJ,comment-id=0001,timestamp=2019-11-06T21:55:42.199+0000) > > Take a second, read the rest of the posts, realize your not the only one with the problem, you will accomplish two things. > > 1. You wont contribute to spamming the forums. > 2. You will know that this isn't just you. > > Simply stop posting if there are other posts just like what you are about to post. If i'm being fair, it's not necessarily spam, more so a question. Also so far, this is the only post I've really seen that brings up this topic.
: Ummm. League is broken. Anyone else?
Honestly, this launcher has been broken for a while, but this is somewhat the extent of what the problems with the current one can do. The most recent patch broke it almost completely and it's obvious that Riot needs to upgrade/replace their launcher with a more clean and fluid-like program that works really well. Also, it's not completely broken, it's just taking A LONG TIME to load. Mine finally loaded up after like 10 minutes or so. Most PC games nowadays have launchers that are far more superior to this and work with barely any issues. I'm not saying the League launcher is riddled with bugs, but there are noticeable ones that do cause almost significant issues, like the Champion select/ban functionality which sometimes doesn't let you pick anything for a random amount of time. I understand that money and time are a factor for Riot, but they need to focus their attentions on bug fixes and upgrading the game, and its launcher, or they're gonna fall FAR behind the game developers they're competing against in the gaming industry.
Comentários de Rioters
Comentários de Rioters
Jamaree (NA)
: > [{quoted}](name=JoshTGW,realm=NA,application-id=yrc23zHg,discussion-id=hyJ8nEk6,comment-id=000200000000000000000000,timestamp=2019-10-19T04:54:44.845+0000) > > No they shouldn't... The recent that his sustain gets to even be that good, is because how shit his early game is. Other then maybe Kayle, his early game is one of the worst in the game, play a ranged champion like Teemo, or Gnar, or Kennen, or Vlad, and he legitimately doesn't have options to play against them so that meager amount of sustain won't mean much when you are losing chunks of your life for every minion you go for.
> [{quoted}](name=Jamaree,realm=NA,application-id=yrc23zHg,discussion-id=hyJ8nEk6,comment-id=0002000000000000000000000000,timestamp=2019-10-19T05:14:43.061+0000) > > The recent that his sustain gets to even be that good, is because how shit his early game is. Other then maybe Kayle, his early game is one of the worst in the game, play a ranged champion like Teemo, or Gnar, or Kennen, or Vlad, and he legitimately doesn't have options to play against them so that meager amount of sustain won't mean much when you are losing chunks of your life for every minion you go for. Doesn't change the fact that his Q and Ultimate need changes. His buff earlier this year made him way too powerful to deal with. It's either a nerf to those or a rework to make him fair to play all game without being too oppressive.
Jamaree (NA)
: > [{quoted}](name=JoshTGW,realm=NA,application-id=yrc23zHg,discussion-id=hyJ8nEk6,comment-id=0002000000000000,timestamp=2019-10-19T03:54:22.938+0000) > > No, as in a slight damage nerf, but more so towards his sustainability. Ok, then would have to make his early game better then.
> [{quoted}](name=Jamaree,realm=NA,application-id=yrc23zHg,discussion-id=hyJ8nEk6,comment-id=00020000000000000000,timestamp=2019-10-19T04:36:45.292+0000) > > Ok, then would have to make his early game better then. No they shouldn't...
Muzen (NA)
: he's lost a lot of tankiness vs adcs and now i just lost a match because i couldn't defend the base..
> [{quoted}](name=Muzen,realm=NA,application-id=3ErqAdtq,discussion-id=e4glLaEE,comment-id=0002,timestamp=2019-10-11T13:13:55.952+0000) > > he's lost a lot of tankiness vs adcs and now i just lost a match because i couldn't defend the base.. ...and yet now he's too strong. I agree somewhat with the OP, but Garen's buffs made him much more dominant over others. Somewhere along the line they messed up and overdid it.
Jamaree (NA)
: > [{quoted}](name=JoshTGW,realm=NA,application-id=yrc23zHg,discussion-id=hyJ8nEk6,comment-id=00020000,timestamp=2019-10-18T23:42:52.370+0000) > > I agree he shouldn't lose his slow, but I think he should lose some damage and some of the sustainability on his Q and reduce the amount of health he gains from his ultimate. You reduce his damage by not letting him farm?
> [{quoted}](name=Jamaree,realm=NA,application-id=yrc23zHg,discussion-id=hyJ8nEk6,comment-id=000200000000,timestamp=2019-10-19T01:13:18.350+0000) > > You reduce his damage by not letting him farm? No, as in a slight damage nerf, but more so towards his sustainability.
Jamaree (NA)
: There are 115 champions out of the 145 champions in LoL who have slows in their kit. Out of those champions, only 6 of them don't do damage. Out of those six, only 2 are single target and those two champions are Nasus and Zilean. If you want to take away the power of the slow, it will need to be given damage, or AoE potential to compensate.
> [{quoted}](name=Jamaree,realm=NA,application-id=yrc23zHg,discussion-id=hyJ8nEk6,comment-id=0002,timestamp=2019-10-14T07:02:34.686+0000) > > There are 115 champions out of the 145 champions in LoL who have slows in their kit. Out of those champions, only 6 of them don't do damage. Out of those six, only 2 are single target and those two champions are Nasus and Zilean. > > If you want to take away the power of the slow, it will need to be given damage, or AoE potential to compensate. I agree he shouldn't lose his slow, but I think he should lose some damage and some of the sustainability on his Q and reduce the amount of health he gains from his ultimate.
Gcoc (NA)
: NASUS IS SO BALANCE
Nasus is broken, but it isn't his W, it's in fact his ultimate and his Q. Both of these need to be nerfed to not sustain him or at least reduce how effective they are with or without items. Nasus is played way too aggressively and the character i feel should be more of a defensive tank than a overpowered, sustained monster who can literally 1v5 with ease.
Comentários de Rioters
: > A game where there's consistency by your own knowledge and understanding, and even skill It's subtle at times, but there is *a lot* of skill expression, knowledge, and understanding to be had. That is how you win consistently, it isn't luck. You definitely will win or lose sometimes due to pure luck, but knowledge of the percentages (like % chance to find a champion you want in your store) and the ability to manipulate these %'s and make calculated decisions (skill) is how you win more often than not. There are some basics anyone can learn which will help them win more, it's not a roll of the die. Also, the core of the game is RNG. It's never going to change. I recommend watching some high elo players and watching/reading educational guides, but if you just don't like the RNG aspect then this simply isn't and never will be a fun game for you.
Skill expression should be at the core of anything competitive, if its subtle then its not good. How you win consistently is having a consistent game-play experience. I'm not saying anyone should win all the time, but they win more so by their own will and control instead of what's given to them by a system of RNG that robs them of control they should have. The ability to better control what champions they want in their compositions or obtain what items they need instead of what's randomly given to them. This even makes the game easier to balance. Saying the game isn't luck when you mention that the game's core mechanics are built around RNG is a contradiction in itself, even what you said about winning or losing due to pure luck. As for those content creators you mentioned, they are expressing a small amount of skill and a decent sum of knowledge, but what you're seeing is them conforming to a system that dictates their actions and causes inconsistencies. Some of them have even gone ahead to using a third-party program that acts as a cheat sheet.
Comentários de Rioters
Zed genius (EUNE)
: i guess you play closer to the 55% winrate elo of the champion if you think like that
Okay what does this have to do with me when it's about nerfing an oppressive champion that goes above and beyond the game balance? I think Yasuo needs to be nerfed because he needs to be. I've either had him on my team or he's been on the opposing team and what winds up happening is that there's always this advantage to just having the champion. In other words, the match leans in favor of oppressive unbalanced characters. Also, his ban rate being at an average of 50% means something isn't right. He's basically banned half of the time which is an indicator that a large amount of this game's community do not want to play around him in his current state. The way I see ban rates is by thresholds (ex. 0-10% okay, 11-29% Might need to be slightly tweaked, 30-49% cause for concern, 50%+ something absolutely needs to be done). If a character like Yasuo could easily be outplayed, then why is his ban rate this high and not much lower? The fact remains is that the champion needs to receive the appropriate balance changes that have him remain fun to play, but also fair to play around. Being banned half of the time is just as unacceptable as him being banned most or all of the time.
Yamikaze (NA)
: The PBE Talon Nerfs Are The Wrong Way to Nerf Talon - By a Challenger Talon OTP
Talon just needs a nerf to his damage and his ultimate ability, if he has one.
: Yasuo
Yasuo does need some serious changes. You can make all the arguments you want, but in the end he's way too oppressive and incredibly overpowered. It takes serious team coordination to shut him down, meaning it takes at least 3-5 people to shut him down and prevent him from becoming a threat. Why do I say 3 and not 2 or 1, it's because he can easily win those fights and come out with plenty of health to continue cs farming. The character is way too oppressive with very little, to almost nothing at all, that can effectively counter him. He's the exact opposite of Master Yi whom gets countered by most of the champion roster, while Yasuo counters most of them, if not all. What needs to happen with Yasuo is either a complete rework, or some serious balance changes. In terms of balance changes, I'd cut about a quarter of his damage from his abilities, remove 1 of the 2 passives he has that sustains him, and change Wind Wall. His damage is way too high for abilities that aren't leveled all that much and should be scaled down a fair bit. His two passives together allow him to get away with far too much making for such an oppressive play-style. Finally his Wind Wall should NOT block any projectiles at all, but instead reduce the damage of the projectiles that pass through the ability and it should scale the more levels he puts into it (ex. damage reduced per level 10%/20/25/30/35). Changing his Wind Wall to be more like this would do a better job of actually balancing the character so he has to play more conservatively than aggressively. No champion with high damage or damage potential should be allowed to be a low risk character. Yasuo right now I'd define as purely Low risk, high reward. You can say "he takes skill" as much as you want to, but in the end he's a character prone to one-tricking that anyone can play enough to be a god at while being bad with several other champions. With this in mind, it's imperative that he be changed as soon as possible. Until Yasuo gets the appropriate changes done to balance the character to a reasonable point, I'd honestly like to start a petition to temporarily disable the champion's accessibility (in other words, to be picked in any game mode) until then.
KyraSun (EUNE)
: No, it is not. But you can't avoid it in a game.
ummm...... clarify because that makes no sense. You're saying you can avoid the RNG on the game's systems when it's still there affecting the champion shop and item distribution. You can't avoid something that's been integrated as a core mechanic.
: > [{quoted}](name=Zed genius,realm=EUNE,application-id=3ErqAdtq,discussion-id=T8ZKypfz,comment-id=0000,timestamp=2019-09-29T22:51:51.736+0000) > > His winrate goes from 55% in iron to 45% in challenger. It's not the champion, it's the players that can't play against him I agree, shutting him down early is key to playing against yasuo. If the lane keeps feeding him, he will become a monster.
That doesn't work and as long as he can farm, he can build with ease. Shutting him down requires complete team coordination to that of which is not seen often. As i said in another comment, "the shear fact that it takes more than one player, up to three to five, to deal with one Yasuo player that doesn't have a full build or a few basic items is a clear sign of an unbalanced character, that of which defies what constitutes as a balanced champion in this game." Yasuo is far too oppressive and requires a few substantial changes to still be fun to play, but also fair to play around.
Zed genius (EUNE)
: His winrate goes from 55% in iron to 45% in challenger. It's not the champion, it's the players that can't play against him
It's the champion that's incredibly overpowered. The shear fact that it takes more than one player, up to three to five, to deal with one Yasuo player that doesn't have a full build or a few basic items is a clear sign of an unbalanced character, that of which defies what constitutes as a balanced champion in this game. In the latest patch, they called Qiyana "oppressive" and yet she's not nearly as bad as Yasuo. Countering him isn't much of an option either as the queuing system for ranked, draft, etc... can seriously be problematic if the last player to pick is that Yasuo player. Another issue is that being as oppressive as he is, playing around him isn't much of an option either since he can just starve them of any CS farming without them risking serious damage dealt by Yasuo. Using flash to get away is wasteful and at times in vain due to his movement abilities so also not an option. Anything that can counter Yasuo mostly takes the form of a projectile which his Wind Wall right now can completely block. There's very few things to none at all that anyone can do to counter, deny, or stop a Yasuo unless literally the whole team gangs up on one person constantly and consistently throughout an entire match, which is not something that occurs too often.
: Nerf Tryndamere
Tryndamere should be nerfed! The best way to do it is by completely removing the passive from his Bloodlust ability. It's too powerful and lasts ridiculously long. This passive of his is impossible to balance with the character's high damage capabilities and high health stats. He should receive a new passive to replace it that JUST gives him resistance to 75% of Damage taken for 5 seconds. Absolutely no increases/scaling in attack damage and no health benefits! This passive (Passive: Tryndamere thirsts for blood, gaining 5/10/15/20/25 Attack Damage plus 0.15/0.2/0.25/0.3/0.35 per 1% Health missing) is unacceptable. Immortality-like abilities should NOT be allowed!
KyraSun (EUNE)
: RNG is pure luck or coincidence, that literally what it is.
...and luck is not consistent for gameplay. Thank you for proving my point.
Comentários de Rioters
: REMOVE. WINDWALL.
I agree, his wind wall should honestly go or get heavily nerfed. A character that takes skill, not even close. Yasuo is basically what I'd i call "one-trick bait" and saying the character that takes "skill" is just another way of saying "one-trick this character and you'll be rewarded." This character I would classify as a low risk, high reward character with very few counters. Another problem with Yasuo is that he's designed to be oppressive, which most players by now know that no one likes to play around. Overwatch's hero Brigitte revealed that oppressive characters that counter most of a roster are not welcome, no one cares to play counters and people want space to have some fun without having to be extremely paranoid of one character that takes 2 people to beat. Yasuo is anything but fun to be around and, along with other oppressive champions, be looked at thoroughly and potentially rebalanced/reworked.
: Ideas to balance Akali
She'll likely just be hit with longer timers to all her cooldowns and some damage reduction.
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JoshTGW

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