: I get that, but let's say you're with your team, no picks are made, no kills, it's just rotations and pushing sidelanes. The gold generation of an entire role should not be gated by the kills your team gets.
Then in that case, the other support shouldn't be getting much gold either and you are equally impact. Remember, even a full build support (in the vast majority of cases) is not going to be as individually strong as as a top, mid, jungler, or adc. You need to be thinking on a macro scale and IF you compare your individual gold gain to anyone then it HAS to be the opposing support. And finally, again, your gold generation is not gated by kills either. In a game of rotations and pushes and counter pushes, then your control of vision will be essential to success and a good source of gold on top of the gp/10 from the tier 3 support item and the gold you will get from the occasional minion you will kill.
: New Conqueror is better against squishy targets than it is against tanks ?
In my opinion, if they want conq to be the primary 'anti-tank' rune (not sure if that is exactly their intent as that might be TOO narrow) and the true damage was too strong (it was) then they can meet in the middle a bit. Rather than getting a bunch of ad/ap (now) or true damage (old), it could be a small amount of ad/ap and a small % armor pen. The % armor pen would be much more effective against a tank than against a squishy.
: i dont get it, how the actual fuck are supports meant to get any gold at all after finishing the quest? it seems the only way now is killing wards, farming, and killing jungle camps, the latter two most supports can't even do due to a lack of waveclear and damage save for pyke, senna, and most mages. What was the point of this change? to make even less people play support so more people will buy their ahri skins??
You need to be active with your team. Get assists. That is where most of your gold will be coming from. A support can and should be making plays with teammates and controlling vision.
: I'm not touching support till they do something about the gold gen.
You don't lose all gold generation. You keep the 2 (or 3) gp10 and gets item upgrades (i.e., stats) WITHOUT PAYING FOR UPGRADES. I main support, and I assure you that if you know what you are doing and are playing an active role in the game, you will still be getting a good amount of gold from revealing and clearing wards, objectives, and assists (and the occasional kill). If you aren't getting gold then you need to get more involved in the game and make plays or force tempo. Even in my most passive/low kill games I have only been a little behind where I would have been last season. And if there are lots of fights then I still quickly find myself in the same situation as before with a full or nearly full build (leaving a slot for control wards too in most cases, except for super late game finally pushes/fights).
MickuPgBz (EUW)
: At least disable the support minion rule at 1000 gold?? how is this not obvious riot?
That would be nice. And just to make sure it is clear to all reading this, what I mean (and am pretty sure op means) is once the support item has upgraded to tier 3 make it so csing isn't penalized anymore. It takes 18 or more minutes to complete the quest to tier 3 and it really hurts when a zyra support and has to wave clear (or team is just not at all good at macro and you need to get top/bot pushing to set up an objective because no one else is doing it) only to get half the gold from minions. Only happened once so far for me, but still.
: I've been a support main for at least 5 years. I can tell you without a doubt they made Laning phase MUCH healthier. Poke champions now aren't as abusable as before with lack of damage proc and mana regen. Tank champions can't just out Regen poke unless they commite to being useful in all ins such as Leona and Ali. Additionally the extra gold + Regen means supports will scale better into mid and late game and give ADC's some more agency early game when they will be bullied less. Anyone who complains about these support changes either 1) Doesnt know how to support without abusing poke spells sans auto attacks 2) Doesn't know how to survive Laning phase as tank without getting poked by auto attacks. If you fall into either category, learn how to position,auto harass and all in better.
I'm with you. It has made the problem supports less of a problem. My only issue so far is that I find I am slower to get the ward than I was before by about a minute for the spellthiefs items and 1 minute and a half or even 2 minutes slower on the relic shield items. I am sure part of that is adjusting to items, drag, etc, but it FEELS like riot has made it so we get our quest completion later. Add in the alcove changes making it so lane brush warding is now even more important and my experience has been that bot lane is open season for junglers (and the slowed xp gain which i really feel but not sure if it is a problem yet),
: > [{quoted}](name=AlienPrimate,realm=NA,application-id=3ErqAdtq,discussion-id=TqfEB5hI,comment-id=0009,timestamp=2019-11-20T01:10:27.985+0000) > > I welcome getting catalyst 450 gold faster on Taric. Something you never mentioned is that poke supports are losing their bonus damage on hit and mana regen. I think you are blowing up over nothing. Melee support items are losing their gold income entirely. Once your support item is auto-upgraded to tier 3, it loses the ability to execute minions and share the gold with nearby minions. So melee supports will be depending ENTIRELY on takedown gold and gold per 5 from the support item. This is the late-game problem. The early game problem is that tank supports no longer heal when executing minions. Do you know what Riot has balanced their early game stats around for the past 7 years? Being able to heal in lane. There is currently only one tank support that doesn’t expend 80% of their mana pool on one QWE combo: {{champion:223}}. If you can be bothered, go look up the mana costs of abilities from level 1, mana regen, hp regen and base health of all the tank supports in the game. I’d bring it up myself but i’m on mobile, going through all the replies i got between posting this and going to bed. Long story short: tank supports have consistently and repeatedly recieved nothing but nerfs designed around relic shield’s heal. Now that heal is gone, and so is the bonus HP the item used to give. The tank supports are left completely unchanged, as if they still have reliv shield’s healing effect.
All support items lose their gold generation at tier 3. It is not a melee supp issue, it is a all support issue.
: **UPDATE: ** Disregard the original message below. Because we take photosensitive epilepsy issues extremely seriously, Trials finisher animations have been disabled. When we bring finishers back, we’ll make sure players have the option to turn them off themselves. Turning off finishers does mean that we'll have to adjust rewards for players participating in the Trials event. We're figuring out those details now and will post an update once we have one. We’re also going to investigate more deeply in the meantime to determine what problems (if any) finishers have. _____________________________________________________________ Hey folks! First, let me apologize for these effects causing issues, and for not having a toggle for them in this event. The tl;dr is: the way we are rewarding and utilizing the finishers is new for Summoner's Rift/ARAM, and as such, we didn't have the time or bandwidth to have engineers rework this so that a toggle could ship with the finishers. We chatted about it at-length and ultimately decided we would rather ship them with no toggle than not ship them because we couldn't do a toggle, but we knew there would be some level of frustration and risk with that. So again, my apologies for making League less enjoyable for you in the meantime. When and if we release them again for ARAM/SR, we should have had the time by then to build a toggle for the content type so anyone that doesn't want them on can disable them.
> [{quoted}](name=Xenogenic,realm=NA,application-id=3ErqAdtq,discussion-id=GN0cboPj,comment-id=000a,timestamp=2019-05-13T17:52:05.687+0000) > > Hey folks! First, let me apologize for these effects causing issues, and for not having a toggle for them in this event. > > The tl;dr is: the way we are rewarding and utilizing the finishers is new for Summoner's Rift/ARAM, and as such, we didn't have the time or bandwidth to have engineers rework this so that a toggle could ship with the finishers. We chatted about it at-length and ultimately decided we would rather ship them with no toggle than not ship them because we couldn't do a toggle, but we knew there would be some level of frustration and risk with that. So again, my apologies for making League less enjoyable for you in the meantime. > > When and if we release them again for ARAM/SR, we should have had the time by then to build a toggle for the content type so anyone that doesn't want them on can disable them. Hey, not sure if this is a feasible or plausible solution (and certainly not optimal), but would it be possible to make a universal toggle for things like this and emotes similar to the 'hide eyecandy' (or whatever it actually is) check box? This of course doesn't do anything for OP's issues with Lucian and Lux (ideal world the OP shouldn't have to ban these champs but certainly a resource intensive solution would be required) but it would solve any problems associated with emote/event-related-emotes. Alternatively, could these house death animation be coded as emotes and thus be toggle-able via muting/disabling emotes?
KnifeCat (OCE)
: Sylas might be the biggest balance nightmare in the history of League
The easiest way I can think of to balance him is to make the CD on his ult be based of the CD of the ult he stole. For example, if he steals karthus ult, his ult goes on CD for the same base CD as karthus's ult does (applying whatever CDR Sylas has to the base CD of the ult of course). That way if he uses a high power ult that normally is not abusable because of it's long CD, Sylas also gets gated by that CD. Now the coding for that is probably not nearly as simple as I think it is, but that is a problem for someone who actually gets paid to do coding/programming. The rest of the balancing can be achieved by first waiting to see how Sylas shakes out power wise once people have had some time to learn how to play as, with, and against him then adjusting the base damages and scalings on his basic abilities as needed.
: Ranked climbing is actually impossible when LP Loss is 20+ due to feeding teammates
If the only issue is "feeding teammates" then you should climb regardless. There are only 4 potential feeders on your team and 5 on the opponents' team. The odds are that the opponent is more likely to have a feeder than your team unless you are either feeding or doing something to increase the likelihood of your teammates feeding.
D357R0Y3R (EUW)
: yea? then why are every single mother fucking tanks tanking for 15 sec straight at the MSI?
While I agree with you that tanks do not die in 2 seconds, the ADC item changes on PBE (note: not live servers, let alone MSI patch) will help ADCs chew threw tanks faster. I think this is good. However, using MSI as an example of tanks living a long time is irrelevant to the current discussion since this thread is about the upcoming ADC item changes
Bind Me (EUW)
: > [{quoted}](name=Thefrostyviking,realm=EUW,application-id=yrc23zHg,discussion-id=M1Ze1rZx,comment-id=00060000,timestamp=2018-04-30T12:28:26.276+0000) > > You dont happen to main draven do you? > > Because the only champ played in that lane if that was the case would be Draven x) > > Maybe Cait. vayne or Trist if Draven gets banned. no... yes i main draven, mf, caitlyn and Jhin but mainly draven correct and having supports actually makes laning phase slightly harder and take much longer to win but hey it's a win win situation if bot was 1v1 adc, supports complain a lot about ad carries so they get to lane somewhere else, happy supports right? they won't have to baby sit ad carries and get yelled at.
> [{quoted}](name=Bind Me,realm=EUW,application-id=yrc23zHg,discussion-id=M1Ze1rZx,comment-id=000600000000,timestamp=2018-04-30T12:53:20.567+0000) > > but hey it's a win win situation if bot was 1v1 adc, supports complain a lot about ad carries so they get to lane somewhere else, happy supports right? they won't have to baby sit ad carries and get yelled at. Let me correct you here: Us support mains complain about clueless ADCs. Like everybody else, we love it when our teammates are good.
: > [{quoted}](name=RealDealBreaker,realm=NA,application-id=3ErqAdtq,discussion-id=lFvjAE5U,comment-id=000f00010000000100000000,timestamp=2018-04-24T15:45:43.297+0000) > > And for every time you get stomped, you have at least one game where your team stomped the opponent. absolutely false
Unless you are trolling, tilting your teammates, inting, or giving up, then you are just as likely to be in a game where you stomp as you are to be in one where you get stomped. Play with a calm head and you will climb.
: Look at my fucking OP.GG Fucking look at it My last 3 ranked games. My bot lane fed. I managed to pull ONE win OUT OF MY ASS because I got fed in my lane.
"my last 3 games" oh no, a perfectly normal streak of bad luck. Blaming your loses and lack of climbing on teammates is not productive. Yes, sometimes a teammate does so bad they tank any chances of winning, but that is more likely to be a member of the opposing team than one of your teammates. I can guarantee you that you made mistakes in all of those loses that contributed your team's eventual lose. You can never make someone else play better in LoL, but you can make fewer mistakes yourself and punish opponents' mistakes harder. Focus on that, keep your rage down and play with a level head and you will climb. Getting emotional and blaming your teammates is just a bs emotionally based avoidance coping strategy. Do something to get better, not feel better.
: > [{quoted}](name=RealDealBreaker,realm=NA,application-id=3ErqAdtq,discussion-id=lFvjAE5U,comment-id=000f000100000001,timestamp=2018-04-24T15:10:14.617+0000) > > Take your emotionally charged bs somewhere else. Your bot lane doesn't "always feed". If you want to continue improving as a player then actually take the time to watch some of your games and honestly evaluate what you did vs what you could have done. I can guarantee you that you are making plenty of mistakes that are contributing to your loses. Maybe you missed an opportunity to punish the opposing midlaner's mistake early and that let them get their feet under them. Maybe you wasted a TP to get back to lane when you only would have lost 2 minions if you had walked. Maybe you didn't push to tower then roam either to gank, follow, or get deep vision. Sitting here and saying you aren't climbing because of trolls and feeders is a cop out and we all know it. Okay but we lost 18-62. Shut up
And for every time you get stomped, you have at least one game where your team stomped the opponent.
Ifneth (NA)
: You have to do more than just stomp your lane, especially when you play midlane. Push the wave to your opponent’s turret and then use the time it takes for them to clear the wave to: 1) Ward. Put deep wards on the intersections, camps, buffs, and bushes of the enemy jungle. Put a control ward in the pixel bush to spot incoming ganks or invades or attempts to sneak Scuttle, Herald, or Drake. 2) Eat honeyfruit to return to lane or recall in the fog of war, forcing your opponents to back off like you’re roaming even though you’re just coming back to lane. 3) Take the Scuttlecrab to extend your control ward’s river vision. 4) Roam to another lane, preferably the one on the side your jungler is on, to three-man top or four-man bot. Take the turret or drake if possible or just recall and try again. With the KDA’s you’re getting every game, you shouldn’t be afraid to do any of this. Enemies will run and hide from a 3/0 Annie. If they don’t, then run at them and try to chunk them out or even kill them if they try to all-in. Then, once they’re dealt with, take whatever objective it was they were guarding. Dragon, Herald, even a sidelane turret. This is how you carry. If you don’t do this, then you’re just leaving the outcome of the game up to your team, who will obviously win half the time and lose half the time. That’s just getting a lead and and pressing and spreading it.
^ LoL (and any game) comes down to making fewer mistakes than your opponent and (more importantly) punishing your opponents mistakes. look at fighting games and casters will constantly reference a player's or character's 'punish game' which is basically their ability to take advantage of an opponents mistake. To rank up to gold-ish, simply focusing on making fewer mistakes is enough to climb fairly well. After that you need to continue making fewer mistakes but get better at punishing opponents' mistakes. Not that I am a great player by any means, but I find it useful to think in terms of gold and gold advantage/disadvantage. Is it worth your TP to get back to lane and get 2 minions that would have died if you walked back? No. Is it worth your TP to go bot lane and blow their flashes even without getting a kill or assist? Yes in some cases (no if that play puts you at a big risk of losing baron during the CD).
: im pretty sure riot is or was using some weird match making algorithm that matches teams with similar team mmr against each other. at least it used to be this way. but the way team mmr is calculated can be pretty messed up. - first of all, it tried to even out the mmr of your team to your current rank. (lets say plat 1 mmr is 2200. so it tried to create teams with an average of 2200 mmr from various players with higher and lower mmr) - your mmr can rise or fall faster than your current rank. you can be plat 1 with diamond 1 mmr. this mostly happens when you go on win streaks - the matchmaking algorithm compensated your high mmr for your rank by putting lower and lower mmr players on your team as you kept winning, to still average a 2200 team mmr to create a "plat 1" game this created games where the more you went on win streaks, worse and worse players would be put on your team against a usually evened out enemy team. this put basically all the pressure to carry games on your shoulders, and created situations where your team got regularly destroyed in lane and you were the one supposed to win the game despite the odds. there were limits to how far people could be apart in mmr to be matched in the same team, and this was pretty much the breaking point you had to reach to break out of this matchmaking and get equally skilled teammates and finally climb. im not sure if they changed the match making algorithm in the meantime. but this was the state like 2 seasons ago.
Matchmaking is still made based off MMR. There is nothing weird about this at all. MMR is simply a modification to Elo (which was developed for use to estimate relative skill of chess players and thus requires some modification for use in any game that is not 1v1). You basically have it right, except that the matchmaking system never looks at your rank (i.e., silver/plat/gold #). It simply matches based on MMR, making attempts to have each team as close to the same MMR as possible with as little difference between players as possible while maintaining limits on queue time (basically the longer the system looks for appropriate players to match, the greater difference between MMRs of teams and individual players it allows). The tier and division are a separate system that is not 'bolted' to MMR but rather it is like tying something to a structure loosely with string so that it moves a little independently of the structure (MMR). Tier and division get assigned based on the average MMRs. This is why you can (rarely) skip divisions if your MMR raises to a point where it is closer to the average of say Gold 1 than Gold 2 when you complete your series to promote from G3->G2. The tier system is really just a reward tier. If you use it to say "I'm gold 1 so I am better than you, a lowly gold 3" then it is an even less accurate estimate of skill than MMR. For more on match making stuff, Riot put out a few articles about matchmaking around the time the new queuing system (selecting roles) and dynamic queue were released (sorry i don't have the links atm).
: Um. Then why does my bot lane always feed? Unless I'm bot, then its my mid. No matter what role I go either I feed (around 20% of the time) or my team does (80% of the time). I rarely get a game where no one feeds. I don't flame, I don't troll, and my enemies usually never have bad players.
Take your emotionally charged bs somewhere else. Your bot lane doesn't "always feed". If you want to continue improving as a player then actually take the time to watch some of your games and honestly evaluate what you did vs what you could have done. I can guarantee you that you are making plenty of mistakes that are contributing to your loses. Maybe you missed an opportunity to punish the opposing midlaner's mistake early and that let them get their feet under them. Maybe you wasted a TP to get back to lane when you only would have lost 2 minions if you had walked. Maybe you didn't push to tower then roam either to gank, follow, or get deep vision. Sitting here and saying you aren't climbing because of trolls and feeders is a cop out and we all know it.
: I dont think my 0/8 bot lane is my fault...
Assuming you do not troll your games, it is more likely that the opposing team will have a troll than your team (5 slots vs 4 slots). The only way you are more likely to have trolls than the opponents is if A) you are the troll, or B) you act in such a way to tilt your own team (e.g., flaming them, refusing to communicate, etc.). The "my MMR is shit because my teammates troll" argument doesn't work.
Smithy2Q (NA)
: Why are items allowed to counter certain champions... but not invisibility?
"Think back to the (ridiculous, imo) justification for changing invisibility. Champs like Vayne and Akali have invisibility as part of their kit, and having an item completely negate that was seen as unfair. Now there is no counter to those abilities." The difference is that buying a qss requires a player to spend a significant quantity of gold. The items that countered invisibility/stealth before were oracles pot (300g? and no slot use), pink wards (75g), red trinkets (FREE). To be countered by an item that was so cheap any one could have it is unfair. Now, what should be done? I would love to see a defensive (probably hp/armor) item that has an active with something like a 45-60 second cooldown that when activated gives you a short period of time where you reveal invisible/sheathed units (maybe something in the 5 to 10 second range?). Such an item could be balanced because it would have a significant gold cost, take up an inventory slot, and be skill-expressive since it is an active (can be baited into being used too early). TL;DR: Items countering stealth weren't fair becasue they were cheap/free and/or didn't take up item slots.
: > [{quoted}](name=JamesTheMage15,realm=NA,application-id=3ErqAdtq,discussion-id=uJoQ9oV1,comment-id=0003,timestamp=2018-03-26T01:36:03.474+0000) > > Idk it makes no sense, the "none" option existing is basically just a "put your team at a slight disadvantage for free" button Idk why you were downvoted, this is exactly it.
Probably because it doesn't cause a disadvantage in regular LoL play and only creates a disadvantage in organized team play. Since we don't know who is on the other team and who they are good with or what kind of a comp they may go for, choosing not to ban doesn't affect either team's ability to pick champs. Your team is just as likely to pick the champ that could have been banned by the non-ban as their team is. Now, it would be a different story if we had the ban-pick-ban-pick style the pros do (even without knowing the other teams style) because then the second round of bans could/should be targeted around banning champs from the roles not already selected and/or that would complete the comp (if their first picks are splitpush oriented, then banning wave clear or disengage champs would be of strategic benefit).
: Irelia's new kit looks ... intense.
Please tell me the ability that lets her dash a bunch of times is her Ult. If it isnt then it had better have some weird charge mechanic like zyra seed stores and stores charges slowly overtime.
simkooo (EUW)
: my handwriting sux too its embarrassing for a head of department but i just dont see the importance of it
You don't see the importance of your colleagues being able to understand you?
: I lost my honor 4 months ago. As of today, 100+ normals later, I sit at honor 0, 0/3.
*cries* I did the crime and can't deal with the time *more tears*. Hmmmm, why does that sound familiar? Oh that's right, its exactly what some real criminals say when they get caught.
: buffing soraka would be the dumbest thing you could possibly do. But that honestly sounds like something riot would do to appeal to the support/adc players because that's all they care about.
While it would, in effect, be a slight buff to Raka, it would make the ability more consistent with it's visuals. Other champions get updates to ability hit boxes or re-scaled effect visuals to better match hit boxes all the time. This is effectively the same thing. Once the effect matches the visual, it can always be balanced if it proves to be too strong (e.g. make the zone slightly smaller, shorten the duration).
: Well it updates too slow and allows you to use spells while already being inside the silence zone. That means the ticks impact the game but they shouldn't. Even with faster ticks you might still be able to abuse it. I am sure there are better ways to do this than ticks, so that champions who are visually inside of the silence zone are also guaranteed to be silenced. I mean that's what you would expect from a silence zone.
Yeah, it's incredibly frustrating to cast e to place a perfectly positioned zone of silence before viegar can get his ult off, only to have veigar cast his ult from inside the circle....
Ahri Baka (EUNE)
: it is bannable , and if I was from Riot , I would have also banned twich and blitz for being a non-sportsmanlike players , they should understand that your support is trolling !
With logic like that the next thing you will say is that it is unsportsmanlike to target an adc when his braum support activates his shield in the wrong direction. The game is literally about punishing your enemies whenever possible. Yeah, the TK was certainly trolling and should be punished but the twitch and blitz did exactly what is supposed to happen - they took advantage of a situation presented to them.
: most of my games last over 40 minutes long....or more...
I just checked on op.gg and I had to go back over a month before I got to 5 games that lasted less than 20 minutes. And I only had that many because there were a few ARAM games in there. I may be a lowly silver, but if what OP says is true than even at my MMR there would be more games that are absolute sub 20 stomps.
: There's a lot of borderline copyright infringement and stealing people's likeness in a lot of league content. I'm sure a lot of it is paying homage. For example I know a lot of Riot employees played Blizzard games and that's why we have Karthus Lightbane. I'm not really sure where Riot draws the line between being a fan of something and just blatant stealing intellectual property or selling another person's likeness.
> [{quoted}](name=Blessed1990,realm=NA,application-id=yrc23zHg,discussion-id=pBnkWGt7,comment-id=000d,timestamp=2017-08-15T00:02:28.225+0000) > > I'm not really sure where Riot draws the line between being a fan of something and just blatant stealing intellectual property or selling another person's likeness. It isn't up to Riot to determine where that line is. In the vast majority of states/provinces in North america, and most European countries there are laws against using someone else's likeness for commercial interests without that individuals consent. This is why the FIFA video games can usee real life soccer players' names and images, but PES 2016 (FIFA's closest competitor) could not use real player or team likeness of teams in the English Premier League (except for Manchester United). Konami (the publisher/developer of PES) didn't have the appropriate licences from clubs and leagues permitting the use of player images or likenesses).
Almighty (EUNE)
: This lawsuit is completely stupid and pointless. FIrst, Edgar Davis DOES NOT have a patent on his look. He did not invent the shape of glasses he's wearing, nor did he invent the concept of dread locks. Second, the skin designers might not have known about Edgar's existance when Striker Lucian was made. Not everyone watches soccer. Third, even if they knew, maybe they just want to refrence him. Maybe they took some inspiration. Unless Riot called the Lucian skin something like "Edgar Davis Lucian" without Edgar's premission, he has no reason to sue. What's next? Hatsune Miku's creators suing Riot over Sona? Apple suing Riot over iBlitzcrank? Slash suing Riot over Pentakill Yorick's hat? {{sticker:slayer-jinx-unamused}} People, please. _**Almighty.**_
> [{quoted}](name=Almighty,realm=EUNE,application-id=yrc23zHg,discussion-id=pBnkWGt7,comment-id=0009,timestamp=2017-08-14T23:11:03.484+0000) > > This lawsuit is completely stupid and pointless. > > FIrst, Edgar Davis DOES NOT have a patent on his look. He did not invent the shape of glasses he's wearing, nor did he invent the concept of dread locks. > Hate to break it to you (actually I don't care), but you are completely wrong. A two second effort into searching google comes up with this: "In most states, you can be sued for using someone else's name, likeness, or other personal attributes without permission for an exploitative purpose. Usually, people run into trouble in this area when they use someone's name or photograph in a commercial setting, such as in advertising or other promotional activities. But, some states also prohibit use of another person's identity for the user's own personal benefit, whether or not the purpose is strictly commercial. There are two distinct legal claims that potentially apply to these kinds of unauthorized uses: (1) invasion of privacy through misappropriation of name or likeness ("misappropriation"); and (2) violation of the right of publicity. (The "right of publicity" is the right of a person to control and make money from the commercial use of his or her identity.)" (From http://www.dmlp.org/legal-guide/using-name-or-likeness-another) Now I realize this is not Dutch law (i suspect that would take a little longer to find and possibly require an understanding of Dutch), there are clearly established protections concerning the use of ones image or likeness for commercial benefit. Oh wait, I simply added Netherlands to the end of the search and the first hit is a thesis submitted for a Master of Law degree comparing image and identity (i.e., 'persona') in the EU and USA. Skip to page 64, section 8.3 for relevant argument. "The Dutch rules do not only protect privacy interests but also seeks to protect the commercial values in people’s identity. This is obvious from the requirements set up for a violation of the portrait right. In order to prohibit the use of someone’s portrait, the plaintiff has to show the court a “legitimate reason”, a reasonable interest237. This interest may be either a privacy interest or commercial interest." (Helling, 2005, p.64 : http://digitalcommons.law.uga.edu/cgi/viewcontent.cgi?article=1045&context=stu_llm) So yeah... you are wrong.
eyeguy (NA)
: URF
To be honest, i don't see the appeal either. Tried urf a couple times and arurf as well. I fail to see the appeal. But I realize that I SIMPLY DO NOT HAVE TO PLAY IT!
: there is no rule forcing u to play a specific role in blind
I haven't played blind in years. I play ranked or draft norms. In both those modes you are assigned a role.
Chermorg (NA)
: It is not possible for someone to "take your role". They may take unexpected champions or spells. But they cannot take your role **until the game starts**. If you choose to give up your role because you think their champion doesn't work where they were assigned, that is your prerogative. They will not be punished for your decision to trade with them.
It very much is possible when they explicitly say "I am going sup, you go mid" when they were assigned mid and I was assigned sup.
: duo top is allowed in blind
So I should be forced to play something I didn't want to because someone else couldn't play by the rules?
: No one is forcing you to dodge or play a role you weren't assigned. It is entirely your choice.
If first pick on my team locks in Soraka when I am assigned the support role and refused to trade roles then I am being forced to either dodge, play a role I wasn't assigned to (and didn't want to play), or play triple bot and have a game with zero fun. It forces me to to choose between not playing, playing a game that isn't fun, or playing a game that ISN'T FUN. Those are shitty choices to offer your players who play your game FOR FUN. How do any of those choices make sense?
Chermorg (NA)
: Considering you know this isn't a new discussion, maybe you should also have read the 10+ discussions on this in the past week. Trolling in champion select is **literally** impossible. There is no concept of being forced to play a meta, thus any champion, spells, runes, masteries are acceptable. There is also nobody holding a gun to your head and forcing you to switch roles. If you choose to switch roles because you think someone else is trolling, you chose to do so. Your other option would have been to call their bluff, which 99% of the time results in them playing their assigned lane. If they get into game and troll? Report them and if they're actually trolling put comments of how. It's an instant 14 day ban, but a lot of it gets missed because people don't describe what they actually did to troll in the report. Best of luck.
Your reading comprehension needs work bud. I clearly stated that an earlier pick took my role EVEN AFTER I POLITELY REFUSED TO TRADE ROLES.
Comentários de Rioters
: I find this analysis lacking because it ignores the principles and functionality of both ELO/MMR based ranking systems and it also puts heavy assumptions on the way that statistics and values in the ranking system works. Firstly, the first 10 provisional games are meant to give you a baseline starting point, it's not that the game thinks you belong there, it's that the ranking system has determined that over a 10 game period your performance best fits you in this area. The point of any ranking system and matchmaking system is to match players with other players of similar or relative skill. It does this by assigning a rating to all players and then determining if your matchups are even, favored, or unfavored, then granting you points for wins or taking them away for losses based on this. This is the most consistent OVER TIME way of determining relative skill in gaming, and has been used in chess for a LOOOOONG time. But here's the thing, in order to keep up with the system you have to keep playing. Your rank isn't going to be gauged correctly in the first 10 games, probably not even in the first 100 games, and there has to be something that also accounts for player skill growth over time. You aren't going to always be stuck in silver if you grow, so why should your ranking show this either? The massive issue with people is that they think the system is somehow more accurate at higher ranks because there are fewer people, but that's actually a fallacy. More densely populated ranking systems tend to have MMR values closer together, meaning you are more likely to get even matchups based on the system, and since players with heavy winstreaks level out faster (yes, this is intended and good) players who overperform at lower levels are forced out of those levels faster, making for more even matchups. Nearly everything you listed as a problem with the system is not a problem, it's the intended way the system works and the reason why it works. Win streaks SHOULD push you out of the rankings faster because it's a marker that a player is more skilled than the ranking they are playing in. Additionally if you are playing consistently with even wins and losses, you aren't to be expected to go anywhere, because you are showing that you are playing in your specific bracket. It kills me when I see people complain that their consistent play doesn't let them climb the rankings, as if somehow they are entitled to a higher rank, without realizing that the purpose of a ranking system isn't to let everyone climb it but rather that the purpose of the ranking system is to match teammates more evenly. TL:DR - OP's analysis is incorrect, the claims he makes against the system as problems are actually the benefits of the system and the reason it works. You don't always deserve to climb, sometimes you deserve to be hard stuck. Deal with it.
I love reading comments like this one from people who ACTUALLY understand what the Elo system was when it was designed, how MMR is a modified version of Elo, and how MMR differentials lead to greater/lesser gains/loses. This guy gets it. Now to take it one step further (and hopefully help out those folks who are say' But my LPs") we should point out that MMR is not 1:1 equal to any division tier and LP amount. That means you can't say 1400 MMR is equal to Silver 2 57 LP or any other amount. How do we fix this? Get rid of divisions/tiers/LP and just rank via MMR. You don't even have to display someones MMR, just list players from most MMR to least as rank 1 through X. "But rito wanted people to feel special so they make tiers and divisions." Cool, we can keep that idea, just make it so the bottom X% are bronze (heck even subdivide that into tiers if you want), Y% are silver, Z% are gold, etc. Just make it purely based on your relative rank (i.e., relative skill aka MMR aka modified Elo). People can still feel like they are making progress and there is less confusion because people aren't distracted by another system (the LP system) that is loosely tied to the match making system (MMR aka modified Elo).
: 40m is fast?
Considering I remember games used to routinely running 50+ minutes, yeah 40 minutes is fast. Hour long games were never really common, but they weren't as nearly unheard of as they are now.
MrHaZeYo (NA)
: OP.GG shows me things like CS/Min, KP, Dmg% where my client doesn't.
You can simply divide CS by game time. takes two seconds. Same for KP (add kills and assists then divide by team kill total). Damage %: if you mean split between physical and magic then simple divide physical damage dealt by total; if you mean what percent you did divide your damage by the sum of the team. Still only takes a couple of seconds. Honestly though, these stats don't tell you much about how you played. Your CS/min might look low in a game where you constantly had to group as a team. A split pusher might have really bad KP.
: A nuanced discussion on the rework that isn't fueled with blind nostalgia? I was surprised. Nice post
Thanks man. Don't get me wrong, I was pretty scared when I first heard/saw the reworked kit but overall I think I will still enjoy Urgot, just for different reasons now.
Comentários de Rioters
Bârd (NA)
: The position change is the primary function of the spell; you can initiate a fight by getting the enemy carry instakilled. The damage reduction is only there so you don't meet their same fate.
The damage reduction is soooooo much more than that. It basically wins 1v1s if you time it before the enemy's Big Damage Ability (tm).
: i would just point out that this spell would create a very uninteresting gameplay because: either you use it on a tank, and thus it ends up imbalanced because you swap a carry for a tank or it's a squishy support, and then you get an uninteresting gameplay like VEngeful Spirit in dota2, where her kit is like karthus and is balanced around dying everytime
It would not be imbalanced on a tank. Swapping positions with one and fearing other nearby champions is less powerful than malph or J4's current ults (it would be harder to followup on with a team wide ability like an ori ult) and less powerful than a gragas ult (a well placed gragas ult completely isolates a high value target from their team and doesn't put anyone on your team in the middle of a death squad. The true power in HKPR on urgot was really for picks and for winning 1v1s thanks to the damage reduction.
: So far missions have only been used during the VS event, which has ended. No new missions have been added to the game yet. I hope RIOT adds missions as a regular feature for players to do daily, but I would think they are waiting until next season to do this.
Yes, my understanding was VS missions were a test for the mission system. Judging by how well received missions were, I see no reason why riot won't fully launch missions at a later date. It is likely that they will roll out missions full scale either after this season/in the pre-season.
: I really don't have anything to say to that other than "Yeah I want that too". It kinda baffles me that you ("You" being Riot) give this giant, long grind to honor and don't include any sort of metric to follow it.
I cant remember where off the top of my head (and I very well could be wrong), but I believe a rioter commented on a thread or maybe the honor reveal post about not having a progress bar because they want to see how long it take players to rank up and that they MAY potentially add a progress bar at some point in the future. Now me personally, I don't really have strong feelings one way or the other regarding a progress bar. If anything I slightly lean towards not having a progress bar with similar reasoning to Elikain's reply.
Ralanr (NA)
: So Kayn's story made me realize that Noxus's military recruitment might be a little messed up.
TL;DR: Not a moral action, but consistent with Noxian attitude/philosophy Now, my lore is not 100% up to par or necessarily up to date, but it seems to me that Noxus is a state that adheres to the "get it done, I don't care how or at what cost" philosophy. Now with this in mind let's think about the street urchins. Street urchins are a nuisance. They frequently have to steal/pick pocket or commit other petty crimes to survive. Additionally, street urchins, historically and in many works of fiction (see Loche Lamora of the "Gentleman Bastards" for example), form the recruitment base of more sophisticated gangs and criminal organizations (which are most definitely seen as a problem for the state). Now, I am certainly not saying that using street kids as cannon fodder is anything approaching moral behavior, but it IS consistent with what may be expected of a state with a "get it done, I don't care how or at what cost" approach to problems. Street kids as cannon fodder solves a couple problems 1) less street kids = less petty crime, 2) less street kids = fewer potential recruits for gangs and a slow suffocation of organized crime, and 3) as cannon fodder is simply meant to cause the enemy to expend resources (ammunition and ideally at least a few lives) these street kids can effectively 'soften up' some of the enemy resistance so that trained soldiers (in whom resources such as training time and equipment have been invested) are not at risk of being wasted.
mckaøs (NA)
: of course, maybe just maybe they'd have to add a undo timer when leaving base in case you arent paying attention and just walk out with a new item it would say somehting like "10 seonds to undo item" with a yes or no prompt like a surrender vote
I don't think there should be an undo option for people who walk out of base. It should work as it does now, once you leave fountain any purchases are locked in. If you aren't paying attention then you deserve whatever consequences that results in. It is the exact same as not paying attention to your map revealing an incoming jungler and getting killed in the gank. That is a consequence of not paying attention and buying or accidentally selling, or any other mistake as a result of not paying attention should be punished.
Antonellia (EUNE)
: Morgana and Support item
Becasue "Cannot trigger Tribute more than every 1.25 seconds."
: A rework of the rune system (concept)
Sorry, but this would be a nightmare. 1) People like me who own 100+ champs want to play league of legends, not league of manage your 100+ rune pages (2 or more for main champs). 2) While combining 9 runes into 1 would save you ip, this makes it impossible to add a little bit of cdr or mana regen or some scaling resistances along sides some ap/hp/whatever. 3) Champion mastery was never meant to and should not be a gate to a champion's power. There is no reason (other than experience using a champ) why a mastery lvl 7 gnar should be more powerful mastery lvl 5 gnar
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