: My PC is DESTROYED
Riot having some problems on their end that requires certain things be disabled has no impact on how your machine software or hardware works. Everything that was disabled is disabled in the game, and does not affect the client nor anything on a player's machine. I'm afraid that in this case whatever happened to your computer is purely coincidental with the timing of Riot's bugs.
: the weirdest thing is the post didn't even result in conflict but guess it got reported and deleted anyways? oh well
> [{quoted}](name=Unlucky Yordle,realm=OCE,application-id=6heBIhQc,discussion-id=02dqXlgK,comment-id=00000001,timestamp=2019-07-17T12:54:21.278+0000)the weirdest thing is the post didn't even result in conflict but guess it got reported and deleted anyways? oh well "Wrong board" reports are actually super common, and, unfortunately, we don't have the boards tech to move posts for you. As a result we delete them and redirect you to a more appropriate place for the post.
: general discussion is a dead section imo
**Player Behavior** is marked as "...all about fostering a healthy community in which discussions can revolve around player behavior systems or in-game suspensions." When your post opens with "this is not a league related issue," it's fairly apparent that **Player Behavior** is not the place for it. I understand you may personally feel GD is a dead section, but that doesn't mean you can ignore the guidelines for what is allowable in each section simply because you'd rather post somewhere else.
Barkley (NA)
: It’s fairly common for web text fields to not implement auto correct (or disable it... I don’t know what the default behavior is). Usually does more harm than good because of things like website names, email addresses, company names, etc etc being so prevalent in online discussion. I see your point though, but it is a feature that is disabled on many of the forums I visit, and I personally find it does more harm than good in a place like this.
> [{quoted}](name=Barkley,realm=NA,application-id=6heBIhQc,discussion-id=iXKYAcbv,comment-id=00010000,timestamp=2019-07-17T02:29:27.285+0000)I see your point though, but it is a feature that is disabled on many of the forums I visit, and I personally find it does more harm than good in a place like this. I'll mention it to the team to see what people think, but the ratio of normal words to *League*-specific words on the boards is still strongly in favor of normal words, so I personally believe there is more value in retaining the spellchecker than in removing it. I'm also surprised you find there's a problem with your device remembering champion names, as iOS has had the ability to teach words by repetition since about 2012. Just use it frequently enough, or go into Notepad and type the word in question about 6+ times in a row and you should see it start to correct itself. My Android device has also started recognizing even obscure names like Cho'Gath, Kai'sa, etc.
Barkley (NA)
: As an iOS dev, I can tell you this is an easy QOL fix...
It's also frustrating to have a commonly expected feature of a text area (such as autocorrect) that you're used to having work suddenly stop working. I don't believe simply turning it off is such an "easy" UX answer as you suggest, as it does come with some significant downsides in other expected usability (even if the adjustment itself wouldn't be especially hard).
: Yeah, okay... Seems legit... This is why chat restrictions need to be checked manually
>I will willingly post the chat log that was given to me by the League client too... Feel free! A single game *can* cause a chat restriction based on the content in it.
IrvenM (NA)
: Am I in the Wrong?
>and I was continuing the said joke The "said joke" is a pretty blatantly racist insult at the expense of the Chinese language (and anyone of Chinese origin/heritage). As such it's a zero-tolerance offense, and this is the expected punishment for a zero-tolerance offense.
: Riot will respond to a post about Bilgewater cats
**Bioluminescence** is a member of the creative team, not the game mode or *League* gameplay team. If she's around and able to comment, wouldn't you rather she comment on things she knows enough to comment on instead of taking guesses towards another team's thoughts?
: umm but i wasnt calling them anything, i used it back on myeslf, i said "yes ima ***" thats not really the same as calling someone else it?
> [{quoted}](name=Byteblitz,realm=NA,application-id=ZGEFLEUQ,discussion-id=Xe4Jdz3K,comment-id=00020000,timestamp=2019-07-16T17:38:25.094+0000) > > umm but i wasnt calling them anything, i used it back on myeslf, i said "yes ima ***" thats not really the same as calling someone else it? Hate speech is hate speech whether you're using it to refer to yourself or not. Some specific communities have reclaimed it for use around people they know, but it is still not acceptable in a situation like a *League* game.
: Is flirting with toxic biggoted players bad? ;)
Don't provoke the trolls. *Especially* don't provoke the trolls *by using hate speech yourself*.
: > [{quoted}](name=The Djinn,realm=NA,application-id=ZGEFLEUQ,discussion-id=myEje6UA,comment-id=000300000000,timestamp=2019-07-16T15:58:12.850+0000) > > Trolling and intentional feeding are also prohibited behaviors, and earn even harsher punishments. They are simply harder to detect with sufficient accuracy, as in some cases a bad game appear similar to someone intentionally feeding occasionally. The fact that the behavior that is easier to detect is punished faster does not mean that the other behaviors are not punished when identified. Harsher punishments? Did you mean none at all or??
> [{quoted}](name=prodigalpunk,realm=NA,application-id=ZGEFLEUQ,discussion-id=myEje6UA,comment-id=0003000000000000,timestamp=2019-07-16T16:45:44.126+0000) > > Harsher punishments? Did you mean none at all or?? When *confirmed*, it is met with an immediate 14-day ban on the first offense, and a permanent ban on the second. The confirmation is slower than any of us would like.
: > [{quoted}](name=The Djinn,realm=NA,application-id=ZGEFLEUQ,discussion-id=myEje6UA,comment-id=0003,timestamp=2019-07-16T15:53:02.727+0000) > > When you insult and harass your teammates you are just as much in violation of the rules as they are for trolling or harassing you. There is no clause in the terms of use it says you are allowed to break the rules of someone else has started it. You're missing the point of the post, the punishment system is broken, and leaves actual trolls, and game ruining players on the rift, bc afk is ok, but bad words are a no go.
> [{quoted}](name=prodigalpunk,realm=NA,application-id=ZGEFLEUQ,discussion-id=myEje6UA,comment-id=00030000,timestamp=2019-07-16T15:55:28.081+0000) > > You're missing the point of the post, the punishment system is broken, and leaves actual trolls, and game ruining players on the rift, bc afk is ok, but bad words are a no go. Trolling and intentional feeding are also prohibited behaviors, and earn even harsher punishments. They are simply harder to detect with sufficient accuracy, as in some cases a bad game appear similar to someone intentionally feeding occasionally. The fact that the behavior that is easier to detect is punished faster does not mean that the other behaviors are not punished when identified.
: why riot ban ppl for speak normal ?
Riot does not have any rules against speaking. They have rules against specific types of speech, which are easily avoided even if they're part of your normal habits. If you have trouble moderating your speaking habits, you can also always choose not to type anything.
: 14 Day suspension, Reported by a 1/17 Ashe, and a toxic griefing feeding Master Yi
When you insult and harass your teammates you are just as much in violation of the rules as they are for trolling or harassing you. There is no clause in the terms of use it says you are allowed to break the rules of someone else has started it.
ursucarlos (EUNE)
: I still dont find it a good system to get banned for chat, which can BE muted so if domeone is toxic mute him, a perma ban isnt a good solution for a toxic behaviour, its isnt like trolling, and as long as it isnt offensive why would you get banned for it? Its not like i used the N word or "kys" or anything, i just called the feeders bad and the silvers that ruined my game hardstuck, if that is offensive they shouldnt play league And they get banned slowly, thats the point, they focus too much on toxicity, and not on the roots of toxicity, most people are toxic towards the trolls, you cant just mute a troll and get over it. And if you rage quit because of a troll you will still be punished.
> [{quoted}](name=ursucarlos,realm=EUNE,application-id=ZGEFLEUQ,discussion-id=Qhk4tB1E,comment-id=00020001,timestamp=2019-07-16T13:26:17.807+0000)a perma ban isnt a good solution for a toxic behaviour This is untrue. Their other systems (second chances, extended chat restrictions, more bans before permanent bans) led to *more* toxicity than the current system, meaning that it is, currently, the most functional system for reducing toxicity. >if that is offensive they shouldnt play league You're the one in violation of the rules you agreed to when you created your account. Blaming other players for your choice to violate those rules seems to be a deflection of responsibility.
ursucarlos (EUNE)
: Toxicity punishments
>I find it bs to get perma banned for being toxic. And I'd find it to be bullshit to allow players to repeatedly be toxic to others when this behavior is strictly against the terms of use they agree to. It's also worth noting that Riot tried longer bans / more chances, and it didn't lead to players changing their behavior. Rather than keep players around as occasional toxic players between long ban periods, they simply remove them from the community. >whilst inters and trollers dont get punished at all. They get punished *extremely* aggressively, but the system is not as fast as many people want. It's frustrating to see it happen slowly, but it *does* happen.
: Consequences in Ranked
>For instance, if a player demonstrably, intentionally throws a ranked game, the first occurrence should be 1-week ban. Second occurrence: 1 month. Third occurrence: season ban. INTENTIONALLY throwing a game already follows the following even *stricter* punishment path when confirmed: 1. 14-day ban. 2. Permanent ban. The only catch is that the system needs to be confident that this is *intentional*, rather than just a bad game or a player having a different idea of what the best course of action is than the rest of the team.
: Banter is good and appreciated but where does the line to toxic exist and what can be done about it?
The system favors accuracy over speed, but it is decent at both. A brief look at this board alone will show numerous cases where the system is able to detect and appropriately punished varying severity severities of toxicity. Is it as fast as might be desirable in every case? No, but that doesn't mean it is inefficient or ineffective at what it does. With regards to the line between banter and toxicity, it basically comes down to whether your comment is more of an insult or more of playful teasing. "You suck" is an insult, while "Almost!" to an enemy Draven who obviously missed you with an ult is closer to banter. It doesn't insult them personally, doesn't really belittle their gameplay so much as a single moment of failure, and is generally good-natured The last part is especially important. If the rest of your chat makes it clear you're being a jerk to someone, even banter is easily construed as insulting or intended to offend. If the rest of your chat log makes it clear that you're a friendly person just kind of goofing around with the enmy team, it's more easily identifiable as playful banter.
: I'd be pretty happy too if I was a riot employee and could personally ban all these trolls, inters, feeders and racists. Team comms? Use the omw ping or the retreat ping, and or need of assistance ping. thats all you need to play man. Adv strats? this isnt pro league of GM/Challenger, Majority of the population isnt going to be using coordination, you got to stop them from feeding and inting first before you can coordinate. Congratulating and supporting your team? Thumbs up emote. and post game chat. Friendly banter with teammates and enemies. I watch I will dominate and see how "friendly" he is in chat and doesnt get banned. Casual conversation. This is a game, not group therapy. Literally anything that isn't against the rules, which aren't honestly that draconian. The rules? are basically if youre human and have an emotional reaction to all the bullshit that happens in game, you get banned. So be a robot and you're fine.
> [{quoted}](name=MuteAllForeverer,realm=NA,application-id=ZGEFLEUQ,discussion-id=G7nU5LcM,comment-id=0001000000000000,timestamp=2019-07-16T03:38:06.572+0000)I'd be pretty happy too if I was a riot employee and could personally ban all these trolls, inters, feeders and racists. That would be nice, yes. I can't do that though. Not a Riot employee. > Team comms? Use the omw ping or the retreat ping, and or need of assistance ping. thats all you need to play man. I'd love to see you communicate "Prep for Dragon. Lee Sin is at his red and likely aiming to gank top, so be ready to collapse on Dragon the moment he shows his face. If you need me ping and I'll TP down" reliably using pings. Likewise "We're behind, but we can win a fight if we bait them out a bit further and Vi gets an engage off on Veigar. Vayne needs to stay in the back until Malazahar's ult is down though." > Majority of the population isnt going to be using coordination... In my experience when I start the conversation, people take part. That's valuable to me. > Congratulating and supporting your team? Thumbs up emote. and post game chat. That gets some of the point across, yes. Some of us like more nuance in our communication, or like to make friends. > Friendly banter with teammates and enemies. I watch I will dominate and see how "friendly" he is in chat and doesnt get banned. That's one person. His behavior and use of chat doesn't speak for what chat offers the community in other hands. > Casual conversation. This is a game, not group therapy. Luckily I didn't say "therapy." Sometimes just goofing off with like-minded players is fun. >The rules? are basically if youre human and have an emotional reaction to all the bullshit that happens in game, you get banned. So be a robot and you're fine. As a human who has emotional reactions to the bullshit that happens in game and has not yet been banned, I suspect the difference here is how you choose to use chat to express those emotions. That said, if you equate "show a reasonable level of self-control in how you express your emotions in-game" with "be a robot," that's your prerogative. League may not be the game for you then.
: circumvent the system? Do you realize how dumb that sounds? Riot system is so stupid and so broken, that it can easily be avoided by not saying certain keywords? Yes lets discuss your broken system. The self-defense metaphor also doesn't work here, because you're not defending yourself -- you're counterattacking. How do you know that without context? SINCE IT ISNT IMPORTANT AT ALL OR ANYTHING.
> [{quoted}](name=MuteAllForeverer,realm=NA,application-id=ZGEFLEUQ,discussion-id=G7nU5LcM,comment-id=0005000000000000,timestamp=2019-07-16T03:42:17.350+0000) circumvent the system? Do you realize how dumb that sounds? Riot system is so stupid and so broken, that it can easily be avoided by not saying certain keywords? It's actually pretty good at catching even aome fairly nuanced stuff. That doesn't mean it's okay to trade advice on how to exploit the things it may be bad at catching. > How do you know that without context? SINCE IT ISNT IMPORTANT AT ALL OR ANYTHING. Because I can see that instead of making statementa supporting yourself you were making statement targeted at other players. "I'm doing fine considering the matchup. Please stop bothering me and let me concentrate" is defending yourself. "You're doing worse, troll" is counterattacking. Your log is much closer to the latter.
: Please tell me your ways, what are the keywords, and How do I get around riots stupid system that doesn't take both sides into account? its like If I got stabbed then fought back and stabbed him. Riot will only see that I stabbed someone and incarcerate me? It makes no sense, context is important.
> [{quoted}](name=MuteAllForeverer,realm=NA,application-id=ZGEFLEUQ,discussion-id=G7nU5LcM,comment-id=00050000,timestamp=2019-07-16T03:26:15.431+0000)Please tell me your ways, what are the keywords, and How do I get around riots stupid system that doesn't take both sides into account? Discussions of how to circumvent the system are not acceptable on the boards. The simple answer is don't insult other players, don't condescend, don't score-shame them, and, if you suspect they're being toxic in chat OR in gameplay, simply disengage and report them. The self-defense metaphor also doesn't work here, because you're not defending yourself -- you're counterattacking. You can defend yourself without resort to toxic behavior, or you can mute the other party and avoid 100% of their toxic chat. There's no need to stab them back, and no benefit to doing so.
: Honestly, what is the point of chat? I feel like riot put it in to bait toxicity out of people for those that type into it. There is no need to chat to others in this game, you can use quick pings to get info out faster and more effectively. Chat is a trap to get you to talk to the enemy and flame.
> [{quoted}](name=MuteAllForeverer,realm=NA,application-id=ZGEFLEUQ,discussion-id=G7nU5LcM,comment-id=00010000,timestamp=2019-07-16T03:16:32.406+0000)Honestly, what is the point of chat? As someone who has played League since Season 1 and been chatting frequently and happily since that time? * Team communication. * Advanced strategy that pings along can't account for. * Congratulating and supporting your team. * Friendly banter with teammates and enemies. * Casual conversation. * Literally anything that isn't against the rules, which aren't honestly that draconian. Chat isn't a trap. Chat is solely a tool, and can be used for any number of good or bad things. What you do with it is solely your own responsibility.
: Saying anything anymore gives you chat restriction, Whats the point of chat if you cannot talk.
> Honestly, re reading this, it looks bad without context. But for the first game, ezreal ran it down and was 4 deaths within 6 mins. Second game, Lux was trolling and not helping in any fights and would rather farm cs as a support then help me or the adc. Context doesn't matter -- it is your choice and your choice ***alone*** to type any given thing into chat. In this case, as you said, it looks bad. That's because it is. Be the bigger person when provoked: mute, report, move on. This sort of behavior will get you punished.
: I was chat banned rather than the troll on my team getting repurcussions
> [{quoted}](name=TacticalKittyCat,realm=NA,application-id=ZGEFLEUQ,discussion-id=aAOMOEGZ,comment-id=,timestamp=2019-07-16T00:43:07.407+0000)Now i have 24 games with chat bans. This is UNJUST. For this to be unjust, we'd have to see a log free of insults, excessive negativity, gameplay/score shaming, etc. Let's see. > TacticalKittyCat: lol cry baby jg > TacticalKittyCat: no shes crying because she died twice and said she wont gank anymore LOL > TacticalKittyCat: you gankd under their turret dumb ass > TacticalKittyCat: says the 0/3 > TacticalKittyCat: Dont play fucking jg noob > TacticalKittyCat: I didnt talk crap- i told you to gank but you wwere a pussi over 1 death > TacticalKittyCat: 1/4 lol > TacticalKittyCat: ok im sorry ekko i dont wanna roast you but have you ever played him..? > TacticalKittyCat: Get demoted to iron honey > TacticalKittyCat: So have fun with ban! > TacticalKittyCat: Inting sweetie > TacticalKittyCat: Hope you get demoted to iron where you belong! Nope. This log has insults, condescending behavior, score-shaming, and more. This is a justified punishment.
HàrrowR (EUW)
: > [{quoted}](name=The Djinn,realm=NA,application-id=3ErqAdtq,discussion-id=muNbBTEV,comment-id=00000000000000000000,timestamp=2019-07-15T17:10:04.140+0000) > > Ranged champions can also proc it on enemy champions more easily. Well not as easy as proccing it off minions obviously
> [{quoted}](name=HàrrowR,realm=EUW,application-id=3ErqAdtq,discussion-id=muNbBTEV,comment-id=000000000000000000000000,timestamp=2019-07-15T22:05:36.153+0000) > > Well not as easy as proccing it off minions obviously A melee champion going for a proc off of minions is still more easily traded into than a ranged champion going for a proc off of minions.
Moody P (NA)
: Cancel Volibear VGU
The rework isn't because he's underpowered / overpowered. It's because he's a fairly bland kit without a lot of depth on a champion with a weird thematic that doesn't match his current place in the lore in the slightest. Basically, it's a rework of *opportunity* rather than one of *necessity.* Volibear won't break anything currently, but he's also not living up to anything *close* to his potential as a character or a kit. The fact that he won the rework poll shows that a lot of players agree with that.
HàrrowR (EUW)
: > [{quoted}](name=The Djinn,realm=NA,application-id=3ErqAdtq,discussion-id=muNbBTEV,comment-id=000000000000,timestamp=2019-07-14T22:25:55.723+0000) > > Then I'm unsure why you'd say this: > > Because Taste of Blood is 18-35 + 20% bonus AD once every 20 seconds on champion hit only, and Fleet Footwork is 3-60 + 30% bonus AD every time you charge it, which takes much less than 20 seconds. > > I'll grant you it's not especially interesting or fun, but I think it's stronger than you're giving it credit for. Except its only 20% as effective on ranged champs when procing it off minions, it might be that it's just better suited for melees
> [{quoted}](name=HàrrowR,realm=EUW,application-id=3ErqAdtq,discussion-id=muNbBTEV,comment-id=0000000000000000,timestamp=2019-07-15T17:04:08.685+0000) > > Except its only 20% as effective on ranged champs when procing it off minions, it might be that it's just better suited for melees Ranged champions can also proc it on enemy champions more easily.
Kürama (NA)
: Fair. Addressing some of your earlier concerns, which I should have addressed in my first response. > Ebonmaw / Vilemaw: This is a good example of the above. The question "does Twisted Treeline need more early objectives" is a good one, but assuming that the difficulty of snagging an early game Vilemaw and that the altars don't sufficiently fill the early game objective role seems ill conceived. Is using the Vilemaw design space the best use of this, or might it be more interesting to increase the push/pull of the altar game or include additional power boosts that could be used to secure that early Vilemaw? **The Ebonmaw proposal isn't bad, certainly (although the fact that it boosts your HIGHEST stat -- which may not necessarily be what you WANT boosted -- is frustrating, especially as in non-coordinated teams there will be fighting over this in a way that isn't shared with Rift Herald, which helps the entire team), but I feel there's analysis missing on why you picked this options.** Non-full premade teams are the concern here; 1. It's true that a combinations of 3 solos or 1 duo and a solo usually result is less coordination. However, objective of the game is still to destroy the enemy Nexus, which requires teamwork. Thus, teams will be driven to coordinate more in Champ-Select as to who will be best fit for the Dragon buff and that will carry over in-game as well. 2. There's a possibility things don't go as planned and the Champ who the team agreed on giving the buff to isn't the best choice given the in-game circumstances and this will drive teams to think of who should get the buff in the given circumstance. 3. There's also the possibility of disagreement. However once in-game, teams would very likely put aside those differences in the hopes of achieving victory. Given the circumstance of the game, all members will see for themselves who is best fit for the buff and concede. 4. There's also the possibility of being matched with a troll, who doesn't care about winning and wants to bring about as much despair he can to his team and this would be another channel to do so. However, trolls shouldn't be given the win here. Also, how often are we matched with actual trolls? >Altars: These feel a bit more skewed than the current buffs, and not in a great way. Homeguard (on a map this small) largely removes the penalty for being forced out of lane, which is a great way to secure an advantage when this buff doesn't exist. This leads to an easy win-more, as it's reasonable to retreat out of an altar fight, heal, trigger homeguard, and rush back to defend it. **On top of superior sustain AND superior harass if you have all altars, this makes that advantage potentially overwhelming. Additionally, while the ally buff effect is intriguing, this has two effects -- the "who gets it" potential fights that the Dragon buff suggested above has, and a loss of the ability to deny / contest the current relic, as you've team-locked the individual buffs. This leads to a win-more effect that exacerbates the strong altar bonuses you've already assigned.** The double altar buff is indeed powerful if utilized properly and that is what'll make them worthwhile. The threat of the enemy team achieving this is a bit scary and it should be, sort of like Dragon buffs on SR. You'll want to ensure your Home altar doesn't fall into enemy hands and grab the enemy altar if the opportunity arises. It isn't going to be simple to acquire both though as it still takes time to capture the altar and the enemy is granted vision of you while capture their altar. If you manage the take down 2 or all of the enemy champs, it'll be pretty much like a Dragon buff on SR. Arguably this will drive teams to play defensively but the threat / benefit of the Ebonmaw buff will drive the teams to strategically target and take down their enemy in order to acquire it before it despawns will mitigate this possible side effect. If you manage to takedown your enemy and capture Ebonmaw, you're ahead and can play more boldly which will drive more offensive / defensive play around the altars. Strategy and tactics would be key to both teams. Altars should be meaningful objectives, not just something you acquire on the side, like a minor jungle camp or CS.
> [{quoted}](name=Kürama,realm=NA,application-id=3ErqAdtq,discussion-id=E2ikbKET,comment-id=000b00000000000000000000,timestamp=2019-07-15T07:43:09.248+0000)> 1. It's true that a combinations of 3 solos or 1 duo and a solo usually result is less coordination. However, objective of the game is still to destroy the enemy Nexus, which requires teamwork. Thus, teams will be driven to coordinate more in Champ-Select as to who will be best fit for the Dragon buff and that will carry over in-game as well. > > 2. There's a possibility things don't go as planned and the Champ who the team agreed on giving the buff to isn't the best choice given the in-game circumstances and this will drive teams to think of who should get the buff in the given circumstance. > > 3. There's also the possibility of disagreement. However once in-game, teams would very likely put aside those differences in the hopes of achieving victory. Given the circumstance of the game, all members will see for themselves who is best fit for the buff and concede. After nine years of playing *League*, I think I must say I'm skeptical that this will actually turn out the way you think it will. This doesn't even have the advantages of Red/Blue buff, where it's usually clear which character will benefit most from them, as in your proposal you have to calculate a percentage value based on current stats. Given that your proposal makes this a one-time buff when a single spawn, I don't think it earns a place. There's far too much consideration and potential frustration for something that has an overall minor impact for a partial duration of the game. If you *did* want an "empower this champion" effect, I'd consider stealing the mid relic and turning it into a channeled relic that empowers the champion who successfully channels it (or a relic you have to break, with the champion killing it claiming it), sort of like a miniature version of the **Ascension** buff from the Ascension game mode. Increased size, a moderate boost of flat adaptive power, attack speed, maybe a little CDR, all for a duration or until killed. The advantage here is that it can be secure by a team that's ahead OR taken by a team that's behind as a way to get back into the game, it creates a more interactive combat area in the jungle (and an interesting one, due to the presence of bushes on both sides), and helps to ensure that the laners pay attention to the jungle even when laning. I think that gets you a similar output (who wants this, can we secure it, adding something to fight over) in a way that A: is more meaningful throughout the entire game, B: is a bit more champion agnostic even if it does have *better* choices, C: could allow you to secure that early VileMaw you're afraid people can't reliably take now, and D: doesn't remove an existing objective unlike your later Altar proposals which involved removing the mid relic (which I think is a bad idea -- emphasizing it seems like the far more interesting and engaging possibility). -------------------------------------- > The double altar buff is indeed powerful if utilized properly and that is what'll make them worthwhile. The threat of the enemy team achieving this is a bit scary and it should be, sort of like Dragon buffs on SR. You'll want to ensure your Home altar doesn't fall into enemy hands and grab the enemy altar if the opportunity arises. You already do that though, even if the bonus isn't *that* good. This suggestion removes one of the neutral objectives (the healing relic) in favor of making altars stronger and further exacerbating the both the "you can't counterplay this" (due to altar locks) and the "only one person get a buff" issue you suggested previously. I'm definitely with you that altars should end up being meaningful objectives. The reason they're designed they way they are currently, however, is to ensure that having two altars doesn't just let you crush the opponent with superior combat power. Adding harass to that worries me, and changing the always-meaningful 10% movement speed into the sometimes-meaningful Homeguard feels generally less impactful even if it has moments where it's valuable. This immediately makes me wonder if it might actually be preferable to add a *third* altar (perhaps in the VileMaw den), and have bonuses for 1, 2, and 3, where having three altars (subsequently harder to defend) grants some meaningful bonus. You could also build in a mechanic where a team can only have a maximum of two locked altars at a time, which ensures that there's always something to play for. If the three altar bonus were big enough (say, empowered minions, or an empowered buff to your team as long as you control all three), you could stand to keep the 1-2 altar bonuses more moderate while still having altars feel really desirable and important. If we use the mid-relic replacement idea I suggested above, we *could* use captured altars to spawn health relics, basically like a miniature version of the health relics on ARAM. Those have a nice counterplay and create opportunities for allies and enemies alike, so it might be an interesting direction to take that in.
: Free Me Please
Once an account has been banned, it is almost never unbanned. Your best bet is to contact Player Support. If you already have and have been directed here, your best bet is to lost your chat logs, hope the community feels that they are NOT toxic, and then hope a Riot employee notices and agrees. The chances of all of these are fairly slim, as the 14-day ban already serves as the final warning.
Kürama (NA)
: > [{quoted}](name=The Djinn,realm=NA,application-id=3ErqAdtq,discussion-id=E2ikbKET,comment-id=000b00000000,timestamp=2019-07-14T22:56:26.771+0000) > > My point is more that people may not agree as to what those issues *are*, so it's helpful to cleanly identify what *you* think is an issue, and then how you plan to resolve it. I understand, it's a fair point but we couldn't do that without starting out negative and project the presentation as a glorified rant. Most players already understand the issues of TT as there have been several threads on the boards complaining about the issues, particularly recently. Given that they already had a good understanding of the issues, we opted to focus on solutions to the issues they're already aware of. > > Then the simpler solution feels like it might be to simply increase the healing provided by the fountain, and *then* see if other changes are needed. That might be enough, and it's a simple change. > That alone wouldn't be effective enough to protect your base or hurry to meet a teammate in need of help. > My suspicion is that this is an intended feature to promote more interactions and fights on Treeline. > It fails though, particularly due to the additional turrets which were added a few years ago. The turrets have driven players to try to poke each other down, somewhat, but a side effect of it was the very small distance between the team / enemy turrets, particularly in bot lane. This has given players a handicap, since they're always in the vicinity of their territory / safety early game. Due to the small distance, it also makes ganking almost impossible since the enemy is literally a few steps away from their turret and can easily run to safety, leaving junglers fairly useless in the early game since there are only 3 jungle camps as opposed to 6+ on SR. Removing the additional turrets wouldn't solve the problem that they tried to solve initially, as without the turrets players still played it safe, especially early game, most would farm and hug a turret if they feared they were gonna be ganked due to the lack of vision on the map. Adding wards wasn't a solution as they'd need to be very limited and even then, it would have driven players to play even more safely since they'd know where the enemy was pretty much all the time. To really drive engagement, we needed to solve the jungle issue and add more objectives to incentivize strategy to obtain said objectives and take the lead. > Out of curiosity, how much have you worked in a development environment? Because while this is true, putting the resources into something that has proven relatively unpopular needs a very solid business proposal behind it. I'm not convinced "it might really take off" is worth the opportunity cost here without more research or a gameplay that prioritizes early, easy changes that might really grab players and then has plans for additional waves of improvements after that initial push has had time to gather players. That's why we carefully analyzed the issues TT and Dominion has, issues that resulted in their unpopularity and developed full-fledged solutions for them. You've admitted that the solutions are solid yourself, mostly at least, which means that if implemented, would be effective at solving the popularity issues.
>You've admitted that the solutions are solid yourself... I don't believe that is accurate. I liked the simple sweeper change, some of the promo ideas (although I have feasibility concerns), and some of the jungle suggestions, but on the balance not enough of these changes make a strong case for themselves, and some come with potentially problematic side effects. Hence why I'm specifically interested in seeing the problems you identified with the map, as it's hard to see how well your solutions compare with alternative possibilities without seeing the specific issues you set out to solve. I'd roll out the colored sweeper for teams instantly and consider the minion swap, but I don't actually like the altar changes (even if some are interesting) and think the Ebonmaw suggestion has some key flaws.
: > [{quoted}](name=The Djinn,realm=NA,application-id=3ErqAdtq,discussion-id=muNbBTEV,comment-id=000000010000,timestamp=2019-07-14T23:32:08.442+0000) > > Ranged champions can charge it up more safetly and aren't exposed to trades as readily when cashing in, so that extra safety merits reduced healing on minions to avoid Fleet Footwork being too safe. In fact, that's WHY it got nerfed. > > You primarily take it over a damage rune when you're concerned about early game durability and losing trades in the lane you're in. so its pretty much a resolve-ish rune that offers movespeed/sustain?
> [{quoted}](name=Corrector1,realm=NA,application-id=3ErqAdtq,discussion-id=muNbBTEV,comment-id=0000000100000000,timestamp=2019-07-14T23:36:28.685+0000) > > so its pretty much a resolve-ish rune that offers movespeed/sustain? Basically! But in a way that rewards building attack speed and bonus AD.
: > [{quoted}](name=The Djinn,realm=NA,application-id=3ErqAdtq,discussion-id=muNbBTEV,comment-id=0000,timestamp=2019-07-14T21:56:59.526+0000) > > It actually heals for more than you think -- the cooldown is shorter, the value scales heavily on AD, and a burst of movement speed is not to be ignored. please explain the math behind fleet healing melee vs ranged. and when is it needed vs say a damage rune.
> [{quoted}](name=Corrector1,realm=NA,application-id=3ErqAdtq,discussion-id=muNbBTEV,comment-id=00000001,timestamp=2019-07-14T23:24:13.919+0000)please explain the math behind fleet healing melee vs ranged. and when is it needed vs say a damage rune. Ranged champions can charge it up more safetly and aren't exposed to trades as readily when cashing in, so that extra safety merits reduced healing on minions to avoid Fleet Footwork being too safe. In fact, that's WHY it got nerfed. You primarily take it over a damage rune when you're concerned about early game durability and losing trades in the lane you're in.
Kürama (NA)
: > [{quoted}](name=The Djinn,realm=NA,application-id=3ErqAdtq,discussion-id=E2ikbKET,comment-id=000b,timestamp=2019-07-12T21:55:47.798+0000) > > ...well this is Djinn-bait if I ever saw it. And I have. Here. I love it and, as a designer myself, feel I should preface with that before I start to critique. That said, let's dive in. I'll start with just Treeline, as I've got a lot to say on all of these. :D > > ------------------------------------ > > #TWISTED TREELINE > > **Introduction:** You lose a lot here by not identifying your up-front goals and areas of noted opportunities improvement. By not doing this you're forcing the viewer to not only guess at the problems you identify but *also* at the validity of the solutions you propose towards resolving those issues. It was purposely omitted to remove the negative feeling towards the presentation and to Riot. We decided it was best to just focus on the updates since everybody (including Riot) already knows TT has issues and Dominion was removed. > > **Ebonmaw / Vilemaw:** This is a good example of the above. The question "does Twisted Treeline need more early objectives" is a good one, but assuming that the difficulty of snagging an early game Vilemaw and that the altars don't sufficiently fill the early game objective role seems ill conceived. Is using the Vilemaw design space the best use of this, or might it be more interesting to increase the push/pull of the altar game or include additional power boosts that could be used to *secure* that early Vilemaw? The Ebonmaw proposal isn't bad, certainly (although the fact that it boosts your HIGHEST stat -- which may not necessarily be what you WANT boosted -- is frustrating, especially as in non-coordinated teams there will be fighting over this in a way that isn't shared with Rift Herald, which helps the entire team), but I feel there's analysis missing on why you picked this options. Can confirm Treeline needs more early objectives, particularly if you're playing with a jungle (I actually touched on this in the Jungle segment). Early game in TT is boring most of the time, with laners trading CS and the jungler with little / nothing to do. If Ebonmaw were to make a return, it'll drive teams to strategize and take down an enemy or 2 in order to acquire it and cement their lead. Right now, there isn't enough incentive to do anything early game other than play it safe and try to outfarm the enemy. > > **Altars:** These feel a bit more skewed than the current buffs, and not in a great way. Homeguard (on a map this small) largely *removes* the penalty for being forced out of lane, which is a great way to secure an advantage when this buff doesn't exist. This leads to an easy win-more, as it's reasonable to retreat out of an altar fight, heal, trigger homeguard, and rush back to defend it. On top of superior sustain AND superior harass if you have all altars, this makes that advantage potentially overwhelming. Additionally, while the ally buff effect is intriguing, this has two effects -- the "who gets it" potential fights that the Dragon buff suggested above has, and a loss of the ability to deny / contest the current relic, as you've team-locked the individual buffs. This leads to a win-more effect that exacerbates the strong altar bonuses you've already assigned. > We had a nerfed version of Homeguard in mind, like SR - it lasts until you exit the base and decays over that time, should have made that clearer. The 1st altar gives a general movement speed buff, which not only already helps make things a win-more but feels lackluster and not worth it. Homeguard keeps the core idea of acuquiring the 1st altar (almost always the home alter) by granting a buff that feels empowering without being overpowered. There have also been many complaints about the long healing times when returning home. Sitting idle in base while taking a minute to heal feels VERY discouraging and even frustrating. Not only that but if you're in a rush to defend your base or to help your team acquire an objective, stave off an enemy etc. you can't do that effectively, you're either gonna arrive late or show up half-health and not be able to do much. It makes you feel useless. That was the reasoning for going with the Homeguard buff. > **Assorted:** Your sweeper changes are great, and the jungle suggestions are solid -- although I suspect that using Raptors or Krugs would actually drastically change who can jungle in Treeline, as those are two of the more brutal camps that kind of dictate who can and can't jungle. I suspect you'd see a reduction in viable Treeline junglers, and would, as a result, suggest that perhaps other changes would be preferable. > That would be the case for a very small minority of junglers. Most of the time in my TT matches, junglers clear all 3 camps and usually just roam between lanes or in the middle since there's nothing to do on their first few clears. The vast majority of junglers would benefit from this and the minority could be buffed if necessary and that's where the Volunteer Balance Team kicks in. > **Promotional:** The promotional ideas are on-point, especially the Arcane Sweeper effects. That's a great little spot to add some flair without impacting the game hugely. Pool Party I think doesn't make as strong a case for itself, as Treeline would need to earn that level of attention through an increased playerbase. > Here's the thing though; do nothing; receive nothing - that's been the result for the past 3 years or so. It was the same with Dominion. TFT is the living and breathing example of how something like this should be done. Think of how many players would play the map, purchase Little Legends, Trinket Skins and such because of it. Also, how about making it purchasable for 5000 RP. People would piss themselves to play on Pool Party / Beach themed map. I know I would. > **Team:** I think a big failure point here is that you don't make a good argument for WHY Treeline (or other modes I haven't gotten to yet) merit this level of dedicated resources. Every developer or artist or designer you put onto Treeline for any length of time means a developer, artist, or designer not working on other gamemodes that have proven to be more popular -- this is true to such an extent that even on ARAM (a rather popular mode) champion balance is done in broad, sweeping strokes of +- % damage taken/dealt. While that might be viable on treeline, would it be sufficient, in your eyes, if that were the primary means of balancing champions? If not, what would your suggestion be for sufficiently reducing the production needs of fully supporting Treeline as a first-class game mode? Can't sell product if you don't offer it. Gotta offer something and there are many monetization mechanisms included to ensure Riot receives their Return on Investments. Edit: to add to my previous point above, the volunteer balance team would do most of the analysis, with Riot's balance team verifying it and applying the change. Riot doesn't utilize too much resources and the players get a better experience. Win/win. > > -------------------
> [{quoted}](name=Kürama,realm=NA,application-id=3ErqAdtq,discussion-id=E2ikbKET,comment-id=000b0000,timestamp=2019-07-12T22:42:39.798+0000)It was purposely omitted to remove the negative feeling towards the presentation and to Riot. We decided it was best to just focus on the updates since everybody (including Riot) already knows TT has issues and Dominion was removed. My point is more that people may not agree as to what those issues *are*, so it's helpful to cleanly identify what *you* think is an issue, and then how you plan to resolve it. > There have also been many complaints about the long healing times when returning home. Then the simpler solution feels like it might be to simply increase the healing provided by the fountain, and *then* see if other changes are needed. That might be enough, and it's a simple change. > That would be the case for a very small minority of junglers. Most of the time in my TT matches, junglers clear all 3 camps and usually just roam between lanes or in the middle since there's nothing to do on their first few clears. My suspicion is that this is an intended feature to promote more interactions and fights on Treeline. > Here's the thing though; do nothing; receive nothing - that's been the result for the past 3 years or so. It was the same with Dominion. Out of curiosity, how much have you worked in a development environment? Because while this is true, putting the resources into something that has proven relatively unpopular needs a *very* solid business proposal behind it. I'm not convinced "it *might* really take off" is worth the opportunity cost here without more research or a gameplay that prioritizes early, easy changes that might really grab players and then has plans for additional waves of improvements after that initial push has had time to gather players.
Stampede (NA)
: Exciting Changes to Teamfight Tactics
Formation buffs and 2-star carousal champions are honestly both really cool ideas. They might shake things up a little *too* much (specifically the former -- the latter feels safer), but I think there's some value in both of those ideas.
: If anything we need MORE sexuality. Am I the only one that wonders what Urgot's into? How does Nautilus like to get nauty??
> [{quoted}](name=ApothNinja,realm=NA,application-id=6kFXY1kR,discussion-id=QugBryLw,comment-id=000d,timestamp=2019-07-14T21:48:07.130+0000) > > If anything we need MORE sexuality. Am I the only one that wonders what Urgot's into? How does Nautilus like to get nauty?? New skin: **Naughty-lus.** I'll leave the rest to the reader's imagination as it's no doubt not board appropriate.
HàrrowR (EUW)
: > [{quoted}](name=The Djinn,realm=NA,application-id=3ErqAdtq,discussion-id=muNbBTEV,comment-id=0000,timestamp=2019-07-14T21:56:59.526+0000) > > It actually heals for more than you think -- the cooldown is shorter, the value scales heavily on AD, and a burst of movement speed is not to be ignored. Well it doesn't heal for more than i think since i can see the numbers, i know how the rune works and it's best suited for Jhin but i'd still take Dark Harvest, Arcane Comet or even Summon Aery on him any day for better burst/poke. The rune is technically functional but just not really interesting, fun or strong
> [{quoted}](name=HàrrowR,realm=EUW,application-id=3ErqAdtq,discussion-id=muNbBTEV,comment-id=00000000,timestamp=2019-07-14T22:04:50.477+0000)> Well it doesn't heal for more than i think since i can see the numbers Then I'm unsure why you'd say this: > literally less healing than any of the secondary healing runes, even Taste of Blood Because Taste of Blood is 18-35 + 20% bonus AD once every 20 seconds on champion hit only, and Fleet Footwork is 3-60 + 30% bonus AD every time you charge it, which takes much less than 20 seconds. > The rune is technically functional but just not really interesting, fun or strong I'll grant you it's not especially interesting or fun, but I think it's stronger than you're giving it credit for.
HàrrowR (EUW)
: Honestly what's the point of Fleets Footwork?
It actually heals for more than you think -- the cooldown is shorter, the value scales heavily on AD, and a burst of movement speed is not to be ignored.
aus102 (NA)
: Is sexuality necessary in a MOBA?
Is it *necessary* for a MOBA? No. Hell, *names* and *appearances* aren't necessary for a MOBA. *League's* gameplay would be identical if it were just featureless colored spheres. Does it make the lore deeper, the characters more realistic, and does it provide something for players to relate to? Yes to all of those. As a result, it's something that should be kept around -- characters are supposed to feel like believable people, and believable people have many qualities including sexuality that can be used to help flesh out their identities.
: Is it wrong to open mid after an early afk?
Did everyone in the game on *both* teams agree that's okay? Feel free. Is the above not 100% true? Don't do it.
Igàsah (NA)
: Did I make the right choice to help us win the game? (We still loss)
I think you made the wrong choice. At 20:00 the gold was actually nearly even, and you were the bulk of your team's power. As a result you'd have probably done more sticking with your team, getting a few key picks (as you do have solid engage as Fizz) and then pushing with the team after that. You may have gotten some towers, but getting some towers doesn't help if that's happening during the 4-minute window they're taking two inhibitors, Dragon, two towers, and Baron (which is what happened). In short, you were SO much of your team's power that any chance of winning that game relied on you being there to take out some of their scary people. You *could* kill Shaco, and no one else had a chance of doing so. Also, Janna/Twitch did indeed win their lane. They were ahead in gold pretty much the entire time, with Twitch ahead of Ezreal up until 22 minutes and Janna ahead of Lux up until 28 minutes. In short, the game was *much* closer across the board than it looked, and you should have been fighting with them.
Śleek (NA)
: False Banned for 14 Days (10 Days So Far)
> [{quoted}](name=Śleek,realm=NA,application-id=ZGEFLEUQ,discussion-id=xN7Eg62q,comment-id=,timestamp=2019-07-14T15:50:57.811+0000)This is a false ban in the automated system. A false ban will mean your chat log does not contain insults, excessive arguing, excessive negativity, gameplay shaming, excessive teammate blaming, etc. > Śleek: ur dumb > Śleek: jeez WHAT ARE U DOING Insults and gameplay shaming. > Śleek: ur actually trolling Accusations of trolling, which are not okay. Report and move on. > Śleek: ur level 3 > Śleek: GP U HAD ULT BRUH > Śleek: WHY ARENT U HELPING ME Gameplay shaming. "Just curious why you didn't ult there" might be appropriate. This was not. > Śleek: ur selfish > Śleek: ur def trolling > Śleek: ur toxic > Śleek: 0-7 > Śleek: brain > Śleek: sigh This seems reasonable if you had a previous 25-game chat restriction.
Nazgul10 (EUNE)
: > [{quoted}](name=BlueThingamajig,realm=NA,application-id=ZGEFLEUQ,discussion-id=8o3PEGr9,comment-id=000100000000,timestamp=2019-07-13T11:49:49.845+0000) > > Here's the thing about permanent chat restriction: It's a great idea. > > So good, that Riot actually used it in the past. They had what amounted to infinitely scaling chat restrictions (i.e. perma chat restrict) for moderately toxic players, and they would occasionally do a manual ban wave for the worst of the worst. > > It's not just say, it's empirical evidence. > > Players with their muted chat couldn't flame their teams the way they wanted to. So they started intentionally feeding and trolling their teammates. Because Riot considers trolling and feeding to be worse behaviors than chat offenses, *they changed the system* to basically what it currently is. > > It was a great idea, but actually turns out to cause other problems. On the balance of harm, Riot decided flaming was the lesser of two evils. It's not that they don't care; it's the opposite. They care a lot about the players who aren't flaming others and aren't trolling and intentionally feeding. > > When someone gets a permanent ban, Riot doesn't want them back. Why would any player be induced to buy more things after they get banned? It's really not difficult to not flame someone. Yes, and I agree that it caused problems, as I was playing when that system was around, but doesn't this system also cause the problem of creating a new account and flaming even more since they don't care anymore? > They care a lot about the players who aren't flaming others and aren't trolling and intentionally feeding. Have they shown that they care though? Do you know the rewards that will be given to players who finish Honor Level 5 this season. The rewards are 2 skins on Warwick and Twitch, one on each, and both skins were released in 2010, so does that show that they respect players who don't flame in their games? If they truly cared, they would make it obvious, and they wouldn't throw some ancient skins in the faces of everyone who worked hard and kept themselves cool in the most difficult situations
> [{quoted}](name=Nazgul10,realm=EUNE,application-id=ZGEFLEUQ,discussion-id=8o3PEGr9,comment-id=0001000000000000,timestamp=2019-07-13T12:45:58.039+0000) > > Yes, and I agree that it caused problems, as I was playing when that system was around, but doesn't this system also cause the problem of creating a new account and flaming even more since they don't care anymore? Nope. Based on what Riot has said about the current system, most banned players DO stop playing League. Some don't, and some are especially persistent, but this current system leads to the largest net toxicity reduction of the models tested.
Kürama (NA)
: [Proposal] Twisted Treeline gameplay update, New game mode & More. @Riot, Mort, Meddler
...well this is Djinn-bait if I ever saw it. And I have. Here. I love it and, as a designer myself, feel I should preface with that before I start to critique. That said, let's dive in. I'll start with just Treeline, as I've got a lot to say on all of these. :D ------------------------------------ #TWISTED TREELINE **Introduction:** You lose a lot here by not identifying your up-front goals and areas of noted opportunities improvement. By not doing this you're forcing the viewer to not only guess at the problems you identify but *also* at the validity of the solutions you propose towards resolving those issues. **Ebonmaw / Vilemaw:** This is a good example of the above. The question "does Twisted Treeline need more early objectives" is a good one, but assuming that the difficulty of snagging an early game Vilemaw and that the altars don't sufficiently fill the early game objective role seems ill conceived. Is using the Vilemaw design space the best use of this, or might it be more interesting to increase the push/pull of the altar game or include additional power boosts that could be used to *secure* that early Vilemaw? The Ebonmaw proposal isn't bad, certainly (although the fact that it boosts your HIGHEST stat -- which may not necessarily be what you WANT boosted -- is frustrating, especially as in non-coordinated teams there will be fighting over this in a way that isn't shared with Rift Herald, which helps the entire team), but I feel there's analysis missing on why you picked this options. **Altars:** These feel a bit more skewed than the current buffs, and not in a great way. Homeguard (on a map this small) largely *removes* the penalty for being forced out of lane, which is a great way to secure an advantage when this buff doesn't exist. This leads to an easy win-more, as it's reasonable to retreat out of an altar fight, heal, trigger homeguard, and rush back to defend it. On top of superior sustain AND superior harass if you have all altars, this makes that advantage potentially overwhelming. Additionally, while the ally buff effect is intriguing, this has two effects -- the "who gets it" potential fights that the Dragon buff suggested above has, and a loss of the ability to deny / contest the current relic, as you've team-locked the individual buffs. This leads to a win-more effect that exacerbates the strong altar bonuses you've already assigned. **Assorted:** Your sweeper changes are great, and the jungle suggestions are solid -- although I suspect that using Raptors or Krugs would actually drastically change who can jungle in Treeline, as those are two of the more brutal camps that kind of dictate who can and can't jungle. I suspect you'd see a reduction in viable Treeline junglers, and would, as a result, suggest that perhaps other changes would be preferable. **Promotional:** The promotional ideas are on-point, especially the Arcane Sweeper effects. That's a great little spot to add some flair without impacting the game hugely. Pool Party I think doesn't make as strong a case for itself, as Treeline would need to earn that level of attention through an increased playerbase. **Team:** I think a big failure point here is that you don't make a good argument for WHY Treeline (or other modes I haven't gotten to yet) merit this level of dedicated resources. Every developer or artist or designer you put onto Treeline for any length of time means a developer, artist, or designer not working on other gamemodes that have proven to be more popular -- this is true to such an extent that even on ARAM (a rather popular mode) champion balance is done in broad, sweeping strokes of +- % damage taken/dealt. While that might be viable on treeline, would it be sufficient, in your eyes, if that were the primary means of balancing champions? If not, what would your suggestion be for sufficiently reducing the production needs of fully supporting Treeline as a first-class game mode? -------------------
: Also satisfying seeing the "Riot will never implement self mutes/accommodate toxic players" assertion be invalidated
> [{quoted}](name=R107 Games,realm=NA,application-id=ZGEFLEUQ,discussion-id=iH0RjMPU,comment-id=0000,timestamp=2019-07-12T18:44:04.474+0000) > > Also satisfying seeing the "Riot will never implement self mutes/accommodate toxic players" assertion be invalidated It's not a *self* mute. It's a way to keep **/mute all** in place. Which, I'll admit, I wasn't expecting them to do, but hey! Here we are. :)
: I'm stating facts, which don't care about your feelings. I'm not flaming, I'm not being verbally abusive, I'm not playing to lose through intentional feeding, or trolling, or anything. I just said some things these players didn't like to hear so they reported me and an AI system banned me. It's actually ridiculous.
> [{quoted}](name=Spyndamere,realm=NA,application-id=ZGEFLEUQ,discussion-id=vaiV11Hv,comment-id=00010000,timestamp=2019-07-12T13:14:46.810+0000)I'm stating facts, which don't care about your feelings. Some players are overweight. Some players have lower than average intelligence. Some players aren't good at the game. "You're fat" or "You're dumb" or "You're horrible" can still be used as insults. As someone who has been permanently banned and gotten lucky enough to have your account restored, you should be aware that "stating facts" is not acceptable if you're using those facts to complain, insult, harass, or otherwise put down your teammates / create a negative environment.
: Why is there a shared shpo pool
Because without that there's no ability to plan or counter an opponent's build. It's *entirely* RNG at that point. With a shared pool it ensures that if you have three people going Noble, they'll be cannibalizing each other's potential picks, and that increases the value of strategically flexing or altering your team comp rather than just building whatever the "best" thing is in any given game.
: Mandatory linked bank account tied to your LoL account for IRL fines for Griefing (for ranked play)
The game is 13+. Ranked is, therefore, 13+. Even if this *was* a good idea, it would not be feasible, as 13-year-olds do not typically have bank accounts or the ability to legally enter into that sort of arrangement.
Terragaia (OCE)
: Can a permaban be revoked if your account was compromised?
It's worth a support ticket, but in cases of long absences from the game it is sometimes determined that you did not take proper steps to secure the account or make sure it remained uncompromised. So definitely send in a ticket, but understand that it's not a surefire thing.
: > [{quoted}](name=BeatzBoyFTW,realm=NA,application-id=RaE1aOE7,discussion-id=WV1paEuZ,comment-id=000000020000,timestamp=2019-07-11T04:24:21.087+0000) > > If you see 1 crate, it shows that you/enemy has at least 10 gold in their pockets, 2 crates = 20 gold, 3 crates = 30 golds & etc. thank you, that's what i wanted to know, do they do anything?
> [{quoted}](name=FrootLoopes,realm=NA,application-id=RaE1aOE7,discussion-id=WV1paEuZ,comment-id=0000000200000000,timestamp=2019-07-11T04:26:21.962+0000) > > thank you, that's what i wanted to know, do they do anything? They're a visual indication of how much gold (and thus how much purchasing power / bonus interest) your enemies have. Other than that they don't do anything.
: TFT what are those crates/chests off to the side?
Pirate 3 gets you that. When your Little Legend touches it it bursts into some bonus gold or -- if you're unlucky -- a worthless boot.
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The Djinn

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