: Death Recap
Riot said that they are not planning to fix the death recap. They will patch it a bit from time to time if it gets really weird (like 1k true damage with flash like in the good old days), but otherwise no real or permanent fix. The spaghetti code is real and it would take too much work to fix the recap. Plus the people who would be working on fixing it are the ones who's current job is to fix other things like bugs, client and so on. Recap is just not high on the priority list.
Lari (EUNE)
: Adc's have a Kryptonite
What Swampert said. Add to that the fact that a Yasuo player who goes to bot lane might have hundreds of games against ADCs on bot, while ADC players maybe have seen Yasuo bot once or twice, so there can be an experience difference a good player can't ignore without testing it first.
Tarolock (EUNE)
: >He is 1/20/9 because his skill, you are 1/3/3 against bots because yours. at least find a pvp game in my match history which is closer to 0.5 kda, and dont hide on an account which have the last played match in 2018... 1/20/9 on LUX is not skill its feeding, if he wouldve played a melee champ then you could say that, since ezreal and pyke could poke the hell out of that, but its a LUX, she can stand BEHIND the tower and still poke them down
Hypothetical situation: Let's say we have a gold 2 player that right after spawning goes to the lane, stands under the tower for 2-10 seconds, then walks out and dies within 2 seconds after casting a spell with a long range mage. Let's say that this player repeats the same process 15 times in 16 minutes. So the hypothetical question is: if repeating the same action 15 times as soon as possible is not a sign of intention, then what is?
BioZone67 (EUW)
: > [{quoted}](name=Zanador,realm=EUNE,application-id=39gqIYVI,discussion-id=MHkBh5Gc,comment-id=0001,timestamp=2019-05-22T22:57:20.080+0000) > > Oh sweet summer child. Bugs in this game have been known to stay or periodically reemerge for far longer than this. > But i agree that the normal chest should show all potential loot variations for clarity. Listen kid, there is a difference between an error in the script and graphical interface design. Images don't simply edit themselves. Also the fact that it always was like that only contradicts your argument and solidifies that this was likely intended.
Or, it joins a very long list of things that was not thought through beforehand and wasn't rectified later on. The simple hextech chest was the very first thing they made for the crafting, and as the only thing in that system it didn't need too much explanation. Does it contain gems? What else would contain them? Does it contain skin shards? What else would? And so on. The potential loot items were listed on both Riot's website and basically every unofficial news outlet in both written and video format. There was no need for detailed explanation in the client. However since then the crafting system became vastly more complex. Each event has it's own chests/orbs/bags, a lot of them has more than one, in some cases like now more than one events are joined together (MSI+Academy), and now we need details and information. Riot should really update their information displays, both in the client and we would probably need some permanent page for event mission+loot details too, because surr@20 should not be an easier to use and more detailed source of information than the company itself. Your observation is correct, but the conclusion you draw is arguable.
BioZone67 (EUW)
: Riot are a bunch of slimy scammers
>That obviously isn't an error because it wouldn't have been left unfixed for so long. Oh sweet summer child. Bugs in this game have been known to stay or periodically reemerge for far longer than this. But i agree that the normal chest should show all potential loot variations for clarity.
: Yes im aware of that but not everyone is getting banned every day Most people say some pretty big insults that often should lead to punishments and they don't As the system takes into account multiple games what exactly makes it wait Ive had instant feedbacks 2 minutes after reporting and 2 days after reporting So it's more complicated than "you said this word so you got banned for it". Riot themselves have mentioned that it's not as black and white. Im interested in understanding the leniency behind the system. Thats why i mentioned on both points what i believe and what i feel. But i have no proof of the 2nd point as it's only a case by case. I also know that bans can be appealed as there are false positives by the system. Im not trying to excuse any behavior but context can matter and be the difference between a 10 game chat restriction and a 24 hour game restriction. Most of the bans on the boards are straight 14 days due to multiple infringements. I just don't know why the system doesn't act immediately and gives a chance to the person to continue their behavior. It's not quantified behavior of the system for sure as some get 14 days from offenses from 1 game and others from throughout multiple days. Imagine if a pop-up appeared that your account is being monitored for abuse after the first confirmed case of toxicity but the system doesn't take action. So instead of getting a restriction you get a message that lasts for lets say 30 days and the next confirmed case results in a ban. Imagine there is little to no interference in the code to this and yet it might drastically improve the quality of behavior of some people in their following games. Similar to how the leaver buster functions.
This is pretty much why i wish a trial version of the Tribunal would still exist, which could handle a few dozen cases a day, because players who joined after season 2 are late from a lot of insightful experience and conversation. I don't know how much you know about the Tribunal, but i'll go into some details, because the current situation honestly makes a lot more sense when you look at it from the perspective of past experiences. So the Tribunal worked by building files about reported players. Once a player had enough reported games, his file has been given to random players who logged into the system to be the jury, to judge. After we, the players have cleared the system's back log, reported matches have been given an undisclosed expiration time, so if someone was reported once, but not another time within that expiration day, then his case was not put into a file and so he was not brought in front of the Tribunal either. The idea was that if everyone can have a bad game, then everyone can have a bad outburst without condemnation too. This is also the time where report calling was invented. Since the jury would see the amount of reports someone got, but we didn't have replays yet, sometimes seeing 9 reports on 7 games for a player was a very good indicator of a troll. For example Anivia's troll wall was popular back then, and players could do that a lot without doing strange builds or writing anything in chat, so the jury could only work by the comments on the reports players have left. Plus, in order to kickstart the Tribunal at first, we were given explanations and examples on preferred and unacceptable behavior too. So what changed since then? Well, we have the IFS now, and Riot didn't like report calling as it often lead to flaming between players, so they changed the system a bit. One report is enough to flag the match for investigation, and since the investigation itself is done by a computer now, it does not need to build a file about the players. If someone did enough in just one match to be punished, then he can get punished after 1 game and 1 report. So what about the one bad game, one bad outburst principle? Riot still wanted to keep that, but also wanted to take full advantage of the new system's ability to judge every match if needed, so we got a bit of an undisclosed compromise here. Players can get away with one toxic match, if their history is clean. But this is where things get a bit complicated. Some things like report calling and saying "easy" at the end of the match are quite low levels of toxic behavior, and on their own they do not trigger punishments. However those matches are still marked as "negative" on a player's history, so when that one toxic outburst comes, the punishment will be influenced by whether or not that player had negative matches in his history. The IFS itself issues the punishments within a few minutes after the match, but if someone had a clean history, then he will only be punished after his next offense, while someone who has been negative or has been punished before will be judged almost instantly. So technically it is still possible to get away with one toxic match, but smart money wouldn't bet on that. By the way, there are notifications in the game for people who got reported unusually often in their recent matches. But in order to get one of these, your history has to be clean, otherwise the "warning" will be the chat restriction. Riot considers the punishments themselves to be the warnings, since when each one of them is issued, the punished player also gets a message that warns them about what the next punishment will be if they don't change.
: Chat restrictions, bans, reasons specific discussion
The system operates on the principle that everyone is responsible for their own action and context does not matter. This has been decided fairly early on by both Riot and the people on the forum agreeing. There have been two main reasons behind it: 1. Technical limitations. Riot eventually needed a fully automated system that could handle punishments. And quite simply: if someone can create a computer program that can understand and judge circumstances, emotional reactions and intention, then i'm pretty sure that person is about to get a Nobel prize. Heck, if Riot had a system that was anywhere close to it, then the detection of intentional feeding wouldn't be as difficult as it is now. 2. Accuracy and consistency. Context is very important if we want to understand complex things like whole matches or humans. But context also involves things that can't be measured, like emotional response. Still, at first glance it seems like taking context into account would lead to more just judgements. After all, as you said, people are sometimes baited and provoked intentionally. The problem is that both baiting and provoking relies on emotions, which are not quantifiable and they differ for each person. To see the problem, let's just look around the boards for a bit. In any topic with titles along the lines of "unfair punishment" you will quickly find two group of people: one who will "defend themselves" and retaliate immediately if someone flamed or trolled beyond a certain threshold and the other who will just "move on" without showing and kind of reaction. How do you make a guiding principle that will be able to judge both? For example personally i don't usually give any response. Random players really can't get me upset and even if someone eventually would, i have a policy to only use chat for neutral or positive comments, nothing else. People have tried to bait and provoke me too, more times than i can count, but it doesn't work. Should i be allowed to flame back at them because their provocation would have worked on someone else? Doing so would make me an absolute hypocrite and a bastard, so i don't think that it would serve our intentions well. Or would we set up literal thresholds? After having your mother mentioned at least 3 times you are allowed to retaliate for 2 minutes or 30 words, but no more, unless the offender also counter-retorted within the time frame? Should people be able to explain why they responded harsher than average to certain comments? Because if so, then to be fair and just, Riot should be allowed to conduct an IRL investigation of the defendant to find out if his claim is solid. And what would happen if the guy to flamed you first only did so because he got tilted in his last match? Then obviously the one who caused him to tilt in the first place is the guilty one and thus only he should be punished. Would you accept someone who wished everything bad to you and your family to go free because he was trolled by someone else in another match? Wouldn't that just create a chain reaction where only the first person would be punished instead of 40 others that day? Or what is the point at which we ignore context because someone getting tilted 10 matches ago shouldn't absolve him? Taking context into account sounds very nice on paper, but it makes things infinitely more complicated and sometimes downright impossible to handle.
EL Crabo7 (EUW)
: why is cho'gath so bad
Too bad i can't watch your matches, and op.gg seems to be down at the moment too. So, i'll just go with what i can. Chogath is one of my favorite surprise/counter pick. People usually don't expect him, and he is naturally strong against a lot of otherwise annoying top laners like Riven or Irelia. I can see that you always start with Doran's ring+Q, and often go for a quick Righteous glory, but what exactly is your play style? How do you combo? What runes do you have?
: The irony is strong in this one. a player was threatened with a perma ban because he played singed support.
Why do you only mention the first sentence of the story? That guy played Singed "support" with smite and ghost and never went to bot lane. He did get banned, and Riot contacted him. Riot then proceeded to explain that the problem was a lack of communication and leaving his teammates in a situation they might not be able to handle at that point. The singed player understood it, his ban was lifted and he was free to play this strategy if he talked it through with his bot lane teammate. In the example given as Rakan top, the support singed would be relevant only if that rakan took ignite and instead of top he went to duo lane mid.
: Jesus Christ, that would also explain the existence of Yasuo
Quarks pop in and out of existence, but always in pairs. We don't know when, where, how. They don't even have to be close to each other. We only know that the two halves of a pair must always be the opposites: an up and a down, a top and a bottom, a feeding Yasuo and a fed Yasuo. If scientists could find the connection and answer the questions, then we would be one step closer to unlocking the secrets of the universe.
: Fix Mundo Axe Hitbox
I have a theory: Riot doesn't change his cleaver because since the first day physicists have been using it to model quantum mechanics and random particle movements.
: To all summoners
1) We used to have more detailed information on acceptable and punishable behavior, but a lot of people started to look for loopholes and then argued for their innocence while they knew they were guilty because _technically_ they did something that was not covered in the explanation. Do you know the people who just soft int to avoid detection for multiple games? Yeah, your demand supports them in the end. Similarly we do not get notification after every single successful report because it would make reverse engineering the system way too easy. This part of your suggestion would benefit flamers and cheaters. And while i liked the Tribunal and i think that Riot could make a kind of test version of it so people could see how it all worked, it was also way slower than you apparently think. While LoL had less than 2 million players, tribunal cases were solved within a week usually. When we reached 34 million at the end of season 2, cases took months to complete. If the Tribunal were to take over the role of the current IFS, then cases could take as much as half a year to get solved. For half a year, but for months at the very least flamers, feeders and trolls could keep playing before they get punished. So for the third time in one point, your suggestion benefits toxic players. 2) They actually have released the info you want, it's in the client. Go to profile then stats and start analyzing the info you get. IT has a lot of details and combined statistics, so your abilities are the only limit to what you can find out. 3) Once again, Riot didn't want the honor system to be easy to reverse engineer. And where did you get the idea that one kind of honor is worth more than the others? It's the first time i've heard it. Also, in the past there have been problems with people abusing the badge system in various ways. Riot also didn't want the honor begging to come back. All those reasons led to a mostly hidden system. tl;dr: Your first point benefits toxic players the most, your second point asks for info that is already available and your third point is more vague than the system you try to make transparent. Side note: next time you might not want to link a feeder's match as part of your side of the argument.
: Bannable to lvl up 3 accs at the same time (3o3-Coop)?
Well, first line of defense against getting banned for that is explaining why the heck do you need to level 3 accounts at the same time that does not involve selling or giving them away. Still, 2 of those 3 will probably end up being punished for being afk.
CJXander (EUNE)
: > [{quoted}](name=Zanador,realm=EUNE,application-id=NzaqEm3e,discussion-id=7Np2Yb1P,comment-id=0005,timestamp=2019-05-20T20:30:38.753+0000) > > Mostly as a meme at this point. He is a design mistake and when the 10 bans rolled into Draft, my friends and i agreed that we will play a version of LoL that doesn't have Yasuo in it until he gets reworked. Lel, you played with me in a game.
Sorry, i can't say i remember. When was this?
: A way to permenantly have a chat ban of sorts.
This has been tried in the past and it failed so hard that Riot said they won't try it again. You can ask the support, maybe they are willing to give it a go, but i wouldn't bet on it.
: thats bullshit, i've read somewhere that everytime a punishment is issued the players who report the punished get a message. and it rarely happens.
Your information is wrong. notifications are only sent in roughly 10% of the time in order to make reverse engineering harder.
CJXander (EUNE)
: Why do you ban Yasuo?
Mostly as a meme at this point. He is a design mistake and when the 10 bans rolled into Draft, my friends and i agreed that we will play a version of LoL that doesn't have Yasuo in it until he gets reworked.
: > [{quoted}](name=Zanador,realm=EUNE,application-id=39gqIYVI,discussion-id=bViIt6bF,comment-id=0002,timestamp=2019-05-19T19:31:55.486+0000) > > Blind pick should not be removed. There are lots of people who prefer the fast queue and champ select even with all it's drawbacks. > > That being said, new players really should be given the option to start in Normal Draft since Riot's own data shows us that it is a less toxic queue. Why new players are forced into a worse alternative when one of the main concern of the company has been to fight toxicity is beyond me. Perhaps is Draft a less toxic queue because toxic smurfs get somehow filtered into blind though. You can't say for sure that sending new players (and smurfs) directly into draft would keep the same toxicity proportions.
You are right, the toxicity in the lower levels of Draft would probably increase, especially with the introduction of smurfs. However i'd argue that even the increased level of toxicity would be less than it currently is in Blind. After all, Riot was very proud about role selection lowering the overall toxicity and still new players don't have the option to try this experience.
: So why exactly is blind pick stil in the game? Why? "Cuz new players are too stupid for draft" Rly ?
Blind pick should not be removed. There are lots of people who prefer the fast queue and champ select even with all it's drawbacks. That being said, new players really should be given the option to start in Normal Draft since Riot's own data shows us that it is a less toxic queue. Why new players are forced into a worse alternative when one of the main concern of the company has been to fight toxicity is beyond me.
: Who Was Your First Main Champion!
Ashe mid. The catalyst rush was OP, only a good Nidalee or Zilean could fight back against her.
: Twisted Treeline being abandoned
Before they could make missions for TT, first they would have to fix it's balance. Even ARAM is more balanced than 3v3 at this point. So they would need to set aside money and people from the balancing team from SR to fix TT to attract more people to it, but unless there are people playing TT any effort and money poured into it is just wasted. A nice catch 22.
LeonidPower (EUNE)
: imagine that
My initial thoughts: the first one looks like an Imperial Lux chroma and the second one looks like a mix between Elementalist Lux and Midnight Ahri.
: Easy Matchmaking Fix
You would benefit a lot from learning the support role too.
: dorans ring supports in ranked should get timeouts and then bans if they continue
If it was possible to get banned for taking not optimal actions in ranked, then everyone under challenger would be automatically banned right after their ranked match. It really isn't about what is meta and what is not. For any player who wants to play in the support position, picking one of the support items is the optimal choice. But even among support items, there are differences. For a Lux or Brand even a doran's ring is better than Relic Shield, just as a Spellthief would be a weak choice on a Blitz or a Braum. Like it or not, any mage that has been taken to the support role is literally a mid laner without farm. Lux, Brand, Veigar, Velkoz, Xerath and the rest are _always_ stronger on their own if they are picked to mid instead of support. They are simply picked because there is a job to be done that they can accomplish and not because that's where they are the strongest. Should people be banned or put on timeout for picking a mage to bot all together?
iDRZH (EUW)
: Help Me With Wave Control
A warning: the theory behind wave control is not that complicated, but being properly in charge of your lane is the core of the early game. As such, actually making the right calls can often determine who wins the lane and who gets to control the map and that makes it advanced stuff. You can improve a lot by learning this, but it's not a quick process and even diamond players make mistakes at this, so don't worry about doing it perfectly right away. So probably the best way to decide is to have a comprehensive list of what each action does: 1. Push Forces your opponent to handle the minions one way or another. Frees up your time until the next wave arrives. Gives you exp earlier from the wave. (especially important on lvl1-6) 2. Freeze Gives you control over the location of the minion wave and so, any fights that take place. Forces your opponent to come to you if they want gold. 3. Slow push Allows you to decide when the minion wave will reach the enemy tower. Gives you a dps advantage in a duel if you fight with a massive wave on your side. Forces your opponent to be at the tower when the wave crashes or they risk losing more gold and exp than they can afford. There are other aspects, but this is enough for a general planning. ------------------------------------- So in general, you want to push in the early game if you need the level advantage or if you can't give the level advantage up to your opponent. For example if a Darius, Zed or Fizz reaches lvl6 before you do then you will either die or be forced way from the lane for a while at least. Clearing the minion wave earlier also gives you the option to leave the lane, either to go home and shop quickly or to roam somewhere and help your jungler, gank other lanes or place some wards. These two combined is called "lane priority" and you can look up very good youtube tutorials about it. In general, pushing gives you short term advantages, but it's up to you to use those advantages to the fullest, since otherwise you are just giving up opportunities. Pushing is also a good way to attract the attention of the enemy jungler if you are confident enough. Next up is freezing. It's basically a defensive or a passive-aggressive tactics. For example if your opponent plays a late-game hypercarry like Vayne, Kogmaw, GP or Nasus, then probably they are perfectly happy just sitting under their tower to last hit safely for the first 10 minutes. That's when you freeze the wave on your side to force them out of hiding. But freezing is an important tactics for early game lane bully champions too. When you know that your opponent can't come close to you, just stop the wave from pushing and you can make your enemy lose hundreds of gold rather quickly. It can also be incredibly useful when you expect either jungler to gank the lane soon. If you are afraid of enemy ganks, then freeze close to your tower and stay defensive or if you want your jungler to gank then do the same thing and force your opponent away from his own tower. Slow push is usually the plan of choice when you already have a 1v1 advantage and you want to increase it. It's main threat is the fact that you can turn it into a full push at any moment you want to. So if your opponent can't fight you, wants to roam, wants to shop or when you know your jungler is coming for a gank. A slow push forces your opponent into staying in a position they don't want to otherwise they might lose too much in a short burst. Add to this some coordination with the team, countering what your opponent wants and of course how each champion limits your options and you have a set of situations where making the right choice is very important and very difficult. As part of the macro game, this is one of the main weaknesses for more than half of the players, but learning it can also help you understand pro matches a lot more. It's real fun and strength that you have to work for.
Vegito101 (EUNE)
: What is worst LOL season 9 or GoT season 8
At least LoL still doesn't have ballistas. And i'd argue that LoL's story is also better at this point.
Vistha Kai (EUNE)
: >That's exactly what i was talking about since the beginning. In order to maximize the results from this system, the optimal strategy on a fresh account is to not buy champions for years, simply stockpiling the shards until you have enough to make proper calculations for your particular case and proceed to buy optimally. That is just unintuitive and it is very likely that there has never been a player that acted this way before. >That is the difference in practice and theory. There's another facet of this theory. Champions value is decreased with every new champion, ergo value of shards diminishes with time. >Read what i wrote. You owe the apology because you called Riot liars and claimed that they never addressed certain topics, while in fact they did and you just never did your research. Read what I wrote. I never said they never addressed it. I said they lied, which is true, and that those calculations ignored a lot of variable, which is also true. >By the way, do you still have your data? So far you only told us that it took you 3 months to get to lvl50 from lvl30 and in that time you lost ~4800 BE. It would be nice to see some numbers. It was almost two years ago. I can only go by what I said back then. As far as I remember I didn't redeem any shards and after a set of time I counted them all and divided them by the numbers of levels I got them from, then most likely used a modified version of the spreadsheet to account for different game lengths and number of games per day. I wasn't making a complete journal, that's why it's "about 4800 IP". Also my previous PC fried a few months later, so I don't have any of it anymore. >Neither are runes or mastery ranks, yet you are comfortable dragging them into the conversation when you think it suits you. Yeah, except I only do that when one of them is mentioned. Which is what you did. Twice now. >But unlike missions, Honor is a fix system and it seems pretty apparent that it was designed to give unpunished players a faster progression in unlocking champions and exclusive content. So it's functionality is aligned with the leveling system. Aligned, but not mandatory. You could, again, have the same exact Honor system in the IP system and it would be functionally identical.
>There's another facet of this theory. Champions value is decreased with every new champion, ergo value of shards diminishes with time. That's true. Then again, my point still stands. >Read what I wrote. I never said they never addressed it. I said they lied, which is true, and that those calculations ignored a lot of variable, which is also true. Hm. > [{quoted}](name=Doom emissary,realm=EUW,application-id=39gqIYVI,discussion-id=PMAFniw7,comment-id=000000000001,timestamp=2019-05-09T22:57:48.235+0000) > Because Riot made an official post with all the math and graphs showing the difference between the new and old system. > And how many games are necessary for the old system to be better. You just have to google it Note that he is talking about a Riot post with graphs, which was not present in Mortdog's post only in Cactopus' one. To this you replied. To this your replied: > [{quoted}](name=Vistha Kai,realm=EUNE,application-id=39gqIYVI,discussion-id=PMAFniw7,comment-id=0000000000010000,timestamp=2019-05-10T00:00:21.030+0000) > I know that thread and those graphs. I've **been there** when it was being posted. > > It looks nice when you don't use your brain reading it, but it actually exists to misinform people. > They used levels 30 to 39 as an example to "prove" their point. > None of those calculations account for the fact that XP requirement to level up for levels 40 to 50 keep on increasing until it resets at level 50. > Then it doesn't account for the fact that after 10 levels it again reaches the maximum XP requirement accounted for in the example, but then keeps on increasing even further for 15 levels instead of 10, scaling the XP requirement up to 120% which basically lowers your BE gains by that much. Note that you too are talking about graphs specifically, which again were only in the post of Cactopus. So you either lied when you said you saw the graphs or you lied about what that post contained. Without an apology a liar doesn't really have a moral high ground against another liar. >Yeah, except I only do that when one of them is mentioned. Which is what you did. Twice now. Yeah, except i never mentioned the runes before you did. You just thought i would. So that one is on you. In fact i only brought up the mastery system as a concrete example of how much the random factor can deny a player a specific shard if they are looking for one in particular. That's part of my main argument against the current system. Then you brought into the picture the fact that the Hextech crafting had BE way before the leveling system did. And that it was a very limited, basically dead currency, which ended up giving us an extra source of income with the new system. When i pointed this out, you backed away instantly. You are so focused on trying to argue against me that you lose sight of the main point and the fact that neither of us like the current system. >Aligned, but not mandatory. You could, again, have the same exact Honor system in the IP system and it would be functionally identical. Indeed. The ideal system probably would be the original IP/games + hextech crafting providing some bonus value by shards that can either be unlocked by IP or by being scrapped into IP.
Vistha Kai (EUNE)
: >Opportunity cost. You don't have to explain it. You just got triggered and did it anyway. And i am not wrong. I said "that can potentially boost the value of BE by a lot", which is true. 20% price reduction is value Ya serious? There's a SLIGHT difference between "40-60%" and "20%". >and your own spreadsheet clearly shows that getting the shard of the specific champion significantly reduces the required grind in all but the worst case scenarios when compared to IP. Yes, and that's what this system relies on. RNG. If you don't get both lucky with getting the specific shard and getting enough value from other shards, you're losing a lot currency. Since the system was introduced I managed to redeem maybe 3 shards for the purpose of buying a champion. After so many games as I played since, that's a drop in an ocean of IP I did not get. >Now here is the thing: in your calculations you used the correct numbers which were introduced after Cactopus' post, so you know about the data, yet you deny the existence of this post. To make it clear, that spreadsheet isn't mine. It's too big of a mess visually. Also I'm not wrong. The first thread did not contain any of that information. >Just to make it clear: even if you can disprove what Cactopus said, the apology is still owed. Right. Because I need to disprove something that was already disproved. Also, no apology is owned, until I get the rest of the in-game currency I should have. _"It's a total of just 2,300 BE less after 2,200 games."_ What a fu*king joke. I lost twice of that just getting to level 50. >Now notice that honor rewards can now give a currency that can be used to unlock targeted champions whereas the 26-30 champ shard that could be collected annually from that system was almost completely useless unless you either had nearly every champion or you got very lucky with the shards. Honor isn't a part of this system.
>Ya serious? There's a SLIGHT difference between "40-60%" and "20%". I saw how you lashed out to Murdarici and just couldn't resist checking whether you were just as "triggered" as he was. >Yes, and that's what this system relies on. RNG. If you don't get both lucky with getting the specific shard and getting enough value from other shards, you're losing a lot currency. Since the system was introduced I managed to redeem maybe 3 shards for the purpose of buying a champion. After so many games as I played since, that's a drop in an ocean of IP I did not get. That's exactly what i was talking about since the beginning. In order to maximize the results from this system, the optimal strategy on a fresh account is to not buy champions for years, simply stockpiling the shards until you have enough to make proper calculations for your particular case and proceed to buy optimally. That is just unintuitive and it is very likely that there has never been a player that acted this way before. That is the difference in practice and theory. Let's say it takes 10k games to unlock every champion with IP. Then in the BE system, if someone stockpiled their shards for anything less than 10k games, even up to 9999, and in the end they could buy every champion by using the shards optimally with hindsight, then the claim that the BE system is faster is theoretically, statistically correct. But in practice it's not hard to prove that nobody is going to act in this particular way, and even if it is optimal, it is an unnatural, unpleasant behavior for humans. >Right. Because I need to disprove something that was already disproved. Also, no apology is owned, until I get the rest of the in-game currency I should have. "It's a total of just 2,300 BE less after 2,200 games." What a fu*king joke. I lost twice of that just getting to level 50. Read what i wrote. You owe the apology because you called Riot liars and claimed that they never addressed certain topics, while in fact they did and you just never did your research. By the way, do you still have your data? So far you only told us that it took you 3 months to get to lvl50 from lvl30 and in that time you lost ~4800 BE. It would be nice to see some numbers. >Honor isn't a part of this system. Neither are runes or mastery ranks, yet you are comfortable dragging them into the conversation when you think it suits you. But unlike missions, Honor is a fix system and it seems pretty apparent that it was designed to give unpunished players a faster progression in unlocking champions and exclusive content. So it's functionality is aligned with the leveling system.
Vistha Kai (EUNE)
: >But we get tons of champ shards now which act essentially like a 40-60% price reduction, so that can potentially boost the value of BE by a lot. >(...) >My other problem is that new players can seriously regret their choices if they scrap the shard of a champion they later get to love. Then instead of the ~60% price they can start the longer grind. You're going to be like a 5th person in this thread I have to explain that champion shards are only 20% discounts. ALWAYS Let's use an example: Ahri Ahri costs 4800 BE. Ahri champion shard can be disenchanted for 960 BE Ahri champion shard can also be used to buy Ahri at 2880 BE (50% discount). But here comes the catch. Those 960 BE were the BE you got for playing all those games required to level up. What does that mean? You also have to use those 960 BE to buy the champion. Thus you need to spend 960 + 2880 = 3840 BE to buy Ahri with a shard. 3840 / 4800 = 80% of the shop price, ergo a 20% discount. Amumu costs 450 BE, shard is worth 90 BE and you have to pay 270 BE to unlock Amumu. _1 - [ ( 90 + 270 ) / 450 ] = 20% discount_ Galio costs 3150 BE, shard is worth 630 BE and you have to pay 1890 BE to unlock Galio. _1 - [ ( 630 + 1890 ) / 3150 ] = 20% discount_ >That being said, i think the problem is the obvious one here: the random nature of the rewards. Riot is probably correct when they say that as a whole, unlocking every champion is faster with the current system than it was with the old one. However if you want to unlock a specific champion, or a specific few, then you either have to grind more or pray to RNGsus for the shards. It isn't faster and Riot is lying. In their calculations they used only 10 levels which also have the lowest XP requirement. _(not counting the first 30 levels which are designed to compensate for the fact that going from 1 to 30 is over twice as fast as it was when IP was around, ergo new players would be losing thousands of BE if those rewards weren't inflated)_ In other words their calculations did not account for the fact that levels 40-50 exist and XP requirement continues to go up. It also doess't account for the fact that past level 50 XP requirement goes up at the same pace for 25 levels instead of 20, which means that levelling past 50 is slowed further by about 20-30%. Notice how despite all of this, that Rioter's calculations barely proved a person playing 2 games a day is better off with BE. And those calculations do NOT account for like 90% of the system. Ergo unless you're the luckiest person in the world, who only rolls 6300-tier shards and whatever was the best value a milestone capsule can have, you are _**not going to**_ earn more BE than you would IP. And I bolded "not going to" knowing what it means. >I have all the champions and BE to spare for years now, but when i got my 3rd lvl7 token for Brand as my first champ to lvl up, i said that i'd unlock it when i get the shard. To this day that didn't happen, so i'm waiting. >Players shouldn't have to know advanced risk analysis just to plan their game account. Now notice that previously Master Rank level ups were not paid for with IP, but also with BE, which at the time was earned alongside IP. In other words Mastery Rank did not impact your IP before, which by itself counters the "but you had to buy runes" argument.
>You're going to be like a 5th person in this thread I have to explain that champion shards are only 20% discounts. ALWAYS Opportunity cost. You don't have to explain it. You just got triggered and did it anyway. And i am not wrong. I said "that can potentially boost the value of BE by a lot", which is true. 20% price reduction is value and your own spreadsheet clearly shows that getting the shard of the specific champion significantly reduces the required grind in all but the worst case scenarios when compared to IP. >It isn't faster and Riot is lying. In their calculations they used only 10 levels which also have the lowest XP requirement. In the next part you assume that i only read the post by [Riot Mortdog](https://boards.na.leagueoflegends.com/en/c/developer-corner/Jh3Mtzu6-board-post-title-blue-essence-earn-rates-learning-the-numbers-with-carl-and-henrietta). I have my own set of problems with that post and had them since the beginning. But there was another [post by Riot Cactopus](https://boards.na.leagueoflegends.com/en/c/developer-corner/hAaYMrEs-leveling-and-rewards-early-impressions-and-adjustments) on the matter, more specifically about the tweaks they made to the system shortly afterwards. This post addresses basically everything you said Riot never mentioned: leveling between 1-30, level 40-50, the 25level steps after level 50, It also calculates for 4-6-8 wins instead of 2. Now here is the thing: in your calculations you used the correct numbers which were introduced after Cactopus' post, so you know about the data, yet you deny the existence of this post. So there are two options: either you got your data from wiki and called Riot liars without knowing what they really said, or you knew about the post by Cactopus and you were intentionally trying to lie to me and everyone here. So you either owe an apology to Riot or to the players and me. Pick one. Just to make it clear: even if you can disprove what Cactopus said, the apology is still owed. >Now notice that previously Master Rank level ups were not paid for with IP, but also with BE, which at the time was earned alongside IP. In other words Mastery Rank did not impact your IP before, which by itself counters the "but you had to buy runes" argument. Now notice that honor rewards can now give a currency that can be used to unlock targeted champions whereas the 26-30 champ shard that could be collected annually from that system was almost completely useless unless you either had nearly every champion or you got very lucky with the shards. Finally, notice that i do not like the current system. As i said, it relies too heavily on random factors, it's not new player friendly and taking optimal advantage of it requires excessive calculations and a unintuitive behavior. From a pragmatical point of view, the claim that theoretically it is possible to unlock every champion faster with BE doesn't mean much if in practice the players can screw themselves over too easily.
teja vt (EUNE)
: A Huge Mage/Mage Items Problem.
The current state of mage items is a direct result of an arms race between assassins+bruisers on mid vs mages. Core assassin items are among the cheapest in the game and they have a massive impact in the early game by giving massive amounts of burst stats and utility. Several times in the past when AD assassins and burst bruisers became too strong they simply pushed mages out of the game or at least certain lanes. Seeker's Armguard for example was an item Riot was forced to create, because at that point AD bruisers like Lee, Jarvan and Xin took over mid lane completely and there was no position for AP mages to go (except vlad and kennen, who were still kind of viable on top, unless they got one of these bruisers against them). If you want to nerf mage items, then first it is necessary to nerf the AD items most commonly used by bruisers and assassins. {{item:3147}} {{item:3814}} {{item:3142}} and {{item:3155}} {{item:3812}} would need their stats lowered, or their price significantly increased. Alternatively the mechanics of Lethality could be tweaked in various ways.
: you get 100-125 XP per game. you need 3300 XP to level up. you need 26-30 games to level up. you got 40-120 IP per game after 30 games you had 1200 - 3600 IP now you get 820-3200BE worth out of a capsule. but you still had 1200-3600 IP now do the math yourself. also I didn't say it was bad, they should still add passive income like 10-50BE per game
But we get tons of champ shards now which act essentially like a 40-60% price reduction, so that can potentially boost the value of BE by a lot. That being said, i think the problem is the obvious one here: the random nature of the rewards. Riot is probably correct when they say that as a whole, unlocking every champion is faster with the current system than it was with the old one. However if you want to unlock a specific champion, or a specific few, then you either have to grind more or pray to RNGsus for the shards. I have all the champions and BE to spare for years now, but when i got my 3rd lvl7 token for Brand as my first champ to lvl up, i said that i'd unlock it when i get the shard. To this day that didn't happen, so i'm waiting. Players shouldn't have to know advanced risk analysis just to plan their game account. My other problem is that new players can seriously regret their choices if they scrap the shard of a champion they later get to love. Then instead of the ~60% price they can start the longer grind.
: Shotcalling
The problem is that everyone has their own idea, and from a player's point of view, his decision is against 4 random guys. So even if what you say is indeed the best course of action, you are just one of the 4 others. Find a way to stand out if you want to be heard. Control the objectives well, get free kills for your teammates and so on. Humans are inherently selfish, so show them that they can get more of what they want if they follow you, then they will listen.
: Missions went from 11 to 7 completed.
Same thing happened to me just now. I had to relog after getting to 11 and now i'm on 7. Something got bugged.
: Change my mind
Remember the time when Veigar scaled first off the mana of his target then their AP? And it was kind of a problem because he got stronger from the stat his enemy had to buy in order to fight him? And so he was later changed just a little bit? Yeah, that same thing somehow never happened to Vayne. She just remains to be an Anti-tank ADC Assassin. Pure AAA right there. Wait, was i supposed to change your mind?
R1 Hooker (EUW)
: No skillcap difference between iron and diamond players?
TT does not have enough players for a real ranked ladder. It basically never had. 4 years ago, when my friends convinced me again to farm some 3v3 games for the seasonal rewards we played against high diamond players with an occasional plat here and there, and after our placement matches we got flat into bronze. Then queue times ended up being quite high, since the game didn't find us lower ranked teams and we ended up playing against diamonds again in order to get out of bronze. We dropped the project shortly after that. So it's not a new phenomena and definitely not the result of the current ladder system. TT's ladder has been broken for at least 4 years, but i could make an argument of 5 or more.
: About Irelia face in "awaken" -_-
Just be glad she didn't get the Fiora treatment. Personally, i'm one of those who thought that Irelia looked just fine in the video, tho to be fair i also think that some of them, like Riven and Draaaven got a significant upgrade.
: Does the algorithm for matchmaking change when you enter a promotional series?
Toxic? It shouldn't. Riot has been firmly against the idea of matching people based on toxicity. However, unless things have changed, you do get more difficult matches in promos, The idea is that after you win your promo you get a bit of protection against falling down right away, so the system gives you harder than usual matches to make sure you are prepared to be up there. Rioters have been quite outspoken about this in the past and i don't recall seeing any information about them changing this part of the system. It could have happened, they might have told us about it, but to the best of my knowledge, it didn't change.
RayleighTT (EUNE)
: Damn some of this image is so deep.
"It doesn't mean that anyone else has to [...] host you while you share it." That's the key part regarding us here. Everyone has the right to curse, flame or say what they want. But at the moment we are on Riot's private property and they do not have to let us stay here to say those things. If you have the right to stop people you don't want in your home from entering, then Riot has the same right too.
: Hi and I apprechiate your input and the points that you have made. I should admit, when writing this, I did not expect people to be this picky into every detail and word that I wrote or did not wrote. The point I wanted to make was more of... since people always are complaining and getting upset about these games. I hoped that some could at least turn their mindset to somewhat more positive. Because everything starts with a good intention. In this, I have voiced my own experience. Thus my own conclusion. I think it is a choice. But it is still something I have learned for me. This apply to me, but I would hope it could apply to others too, because it would make the game more positive. And it is possible! My mistake that I did not note ’I don’t expect others to do the same’ Because I thought it was pretty obvious. Didnt think people are so petty. (not aimed to you)
Everyone turns into a certified lawyer with 50 years of experience as soon as they log onto the boards somehow. :) I know i'm no exception. That's also one of the reasons why my posts tend to be so lengthy: i learned to write in a matter that either reduces the chances of misunderstanding or at least gives me a preemptive upper hand if someone tries to nitpick with me. Your idea is a valid one, and in fact similar suggestions pop up nearly every time a player asks the boards for help to control their tilting. It can be very useful for those who can do it. But the irony is that for those who can't, the whole idea is like adding insult to injury. "if you can't swim, try flying instead." You tried to give something positive to the community and if it matter to you at all, i think your opening post might just be the right thing someone needed to read.
: Being toxic, flaming, getting tilted is not because of the environment. It is your own choice...
I'll also give my two cents on the subject if you don't mind. First of all, as i wrote it already in a response: i'm convinced that typing anything in the chat is a choice, and thus so is flaming. There is no knee-jerk reflex in humans that make us grab the nearest keyboard and type in certain things if we get upset or stressed. Everyone has the choice to simply not type in anything. But i think that you, Intuitive Bunny are still making a bit of a mistake in logic here. Correct me if i'm wrong in the end. Personally, i'm in a very similar situation to you: i've been playing for a very long time and i genuinely don't get upset neither over this game nor over random teammates i get. I look at them simply as part of the experience and focus on learning more about people and how bad situations can be handled or solved. Similarly i've played Dark Souls as a form of relaxing, because the methodical puzzle solving nature of it has a calming effect on me. Dying is just a natural part of those puzzles. So here is where i'll make my assumption: i think you had a similar mindset to my usual default one when you made this post. You have found a way to focus on the objective, logical parts of an experience or situation. If i'm correct, then i have a couple of remarks on your point of view. Not exactly criticism, but just some notes. If i'm wrong, then i hope that at least you'll find some value or entertainment in what i'll write here. So let's begin here: it is a sign of a humble mind (in the positive sense of the word) to base it's train of thought in the idea that itself is not special. Humility is a very important part of objective thinking, because the moment someone thinks themselves special, they have brought subjective ideas into the matter. But at the same time true logic dictates that you have to keep your starting point in mind too and evaluate what effects it can have on your results. I'll come back to this later. Next up is logic itself: by it's nature, it is a filter. It's job is to eliminate subjective factors, so that anyone who applies logic to a starting condition will arrive at the same conclusion. 1+1=2 for everyone. But humans are not rational beings, in general, 85% of our decisions are made on emotion instead of logic. And if you want to examine humans or suggest something to us, it is a mistake in logic to ignore emotions. Simply put, the method that worked for you and some others, does not work for everyone, because the starting point is not the same. Metaphorically speaking, in this opening post you are telling people that you only had to add +2 to your starting point to arrive at 5, but forgot to keep in mind that adding +2 won't give 5 for those who started from any other number. Skills and abilities: i'll just borrow what my teachers have told me before about these. Yes, skills and abilities are trainable, but every person also has a talent that will tell how much time and effort they will need to improve and also what their limit in said skill or ability will be. For example my reflex times are not top tier. I use a combination of prediction and trained motions as a compensation and it works quite well, but i know that even tho i could improve my reflex time, i would need to sink in too much time and effort into it and the results would still not match what i would need them to be. -------------------- This brings us back to the beginning. From a logical point of view, you correctly started from the assumption that you are not special and everyone can achieve what you have. This might be the point where you should reevaluate that. Everyone in this game as learned to handle their emotions to a degree. People who can't handle even a single loss for example don't get past the first day of playing. Everyone who is here now has had to get through quite a lot of different situations. It is possible that what you achieved is, if not unique, still a rare talent.
LordGrimtea (EUNE)
: Right... the "only" difference is that it's a 4 premade game where the enemy has A LOT (!) of ingame experience and are coordinated via some sort of voip. And if MM doesn't care about Mastery Points, maybe it should ? Like ingame xp should matter somehow for MM.
Did you know that iron and bronze has people in it with 100k+ mastery points on a single champion on a regular basis? A lot of lower ranked people try to pick just one champion to master. There have been whole youtube channels dedicated to spectating these players. Should they be matched into plat, diamond or even challenger just because they farmed Master Yi for 3 years in bronze V? Also matchmaking cannot calculate for your mastery score unless you lock your champion before the match is found, like the old Team Builder did. If you are free to pick any champion after the match has been made, then your mastery score might vary anywhere between 2 million and 0, so that would make things impossible.
: Does unlocking the golden chroma unlock the skin itself?
No it doesn't. You will only be able to use the chroma when you get the skin.
: you didnt give any reason into why you conclude flaming is a choice. God i should stay away from this forum, it really is not healthy for my inteligence. (126 iq btw)
IQ is the CPU. You still need a good software and the correct data on your HDD to make a complete set. Still, it's a good start at least. So, flaming in the sense of this context is directly linked to humans, to be more precise, it's a form of communication by humans. Now there are two categories here: 1. Either it is a conscious decision, a choice if you will, to make this form of communication, 2. Or it is an involuntary reflex that one has no control over. Humans do have involuntary reflex responses to sensations such as pain, stress, anger or fear, there is no arguing about that. Elevated blood pressure, increased pulse, short vocal responses and a lot of other things are very well documented on the subject. However to the best of my knowledge, there wasn't any scientific study that linked anger and stress to an involuntary reflex that makes people want press buttons in a certain order. Mind you, that for it to be an involuntary reflex, it has to occur even if a keyboard is not present at the time of stress or pain. So i'm giving you the burden of proof: either accept that flaming in a game is indeed a choice or please give us a link to the study that has documented the phenomena i just described. Mind you that i'm not arguing against people having emotional or physiological reactions to the game or the situations that occur in it, just against the core idea of people not having a choice to not flame in a chat box.
Tarolock (EUNE)
: so ppl are nuts as usual... i really should make a tinfoil hat before logging in :D
I'm fairly certain that the tinfoil hat has been invented by the government as a tool to increase the effect of their mind control wave on the most critical people. Otherwise they would have erased the knowledge of it from the population already.
Tarolock (EUNE)
: i see that you are a sane person, so i want to ask you this: do you have any idea where do ppl get this %%%%%%ed "they force 50% winrate" stuff? i see topics like this every day more than once...
It's a very old misunderstanding. The first time i saw it i think EU was still a single united server. Or at least somewhere around that time period. As an obvious disclaimer, i don't claim to know everything, so there could have been another point of origin. The following is the first one i remember. It came from people misinterpreting some posts by Rioters and then never bothered to read the follow up explanations. If i recall correctly, in a related discussion thread on the forums a Rioter wrote about how the matchmaking is aiming for 50-50 results in two separate ways and how they are quite difficult to do simultaneously (paraphrasing): "On one hand they want each team in a match to have 50-50 chance to win, on the other hand they want people to have roughly 50% win rate once they arrive at their true rating. The first is needed for fair matches and the second one for a good ladder. It would have been easy to do one or the other, but combining the to is tricky." In less than a dozen posts after this one, the message has been shortened by some players as "the matchmaking forces 50% win rate and each match is a coin flip".
: Does the champion you play affect your mood?
I think that's a sign of a champion with well matched character and in game kit. You can almost kind of roleplay a lot of them without too much effort since their personality and optimal play style fits so well. {{champion:26}} to me is almost like playing chess or a tactical RPG: covering a tile here, saving a unit there, etc. {{champion:115}} is for when i just want to blow s*t up and in general just want to be annoying as heck to everyone involved. And even the same job of something like engaging the enemy in a teamfight can feel very differently on each champion: With {{champion:89}} i'm watching both teams carefully to find the right moment to mark our target and charge in in front of my teammates. {{champion:122}} on the other hand is mostly about going full ham on any poor guy who was unfortunate enough to spawn into the wrong team. Or one of my personal favorites, {{champion:90}} who really nails this "uninvited prophet" style: "Sir, do you have a moment to talk about THE VOID? It will only take a minute and now you have to wait for respawn anyway, sooo...?"
: Revised list, where base damage and the ability to stun and 1-shot the adc does not make you a support {{champion:12}} {{champion:432}} {{champion:201}} {{champion:497}} {{champion:412}} {{champion:44}} {{champion:26}} {{champion:40}} {{champion:89}} {{champion:267}} {{champion:117}} {{champion:37}} {{champion:16}} Blitz may have been pushed into the support role due to CC, but he'll forever be a jungler or toplaner for players like me. Even if a failed one. Pyke also gives nothing to his adc but kill gold. Literally nothing. Tahm Kench has two abilities for a teammate, one of which is on a massive cooldown, and is clearly used for roaming or backdooring. And they're nerfing the other one, to make it clear he shouldn't be using it as his main spell. Karma can lane on her own, a shield doesn't make you a support. Same with Lux and Morgana, whose shield doesn't even block the (theoretically) main type of damage in that lane. It's just (perhaps ridiculously) more useful than Sona or Thresh's shield because CC rules over real supports now - hence why Fiddlesticks is being played as a support now, despite ~~**_her_**~~ starting off as a jungler.
So should i call Rammus a top laner, just because i remember the time when he absolutely dominated top with Fortify? Or are Lee and Xin mid laners, since they even forced Riot to create a new item (armguard) just to make mages pickable again? And Blitz will be forever a jungler or top for you, yet Lulu dominated top and mid top for the better part of a year yet she is a support? I do agree with you on the general idea: mages, sometimes even fighters and assassins have a role on bot lane, but that does not make them supports. Brand will never be a support, he is a mage with a strong anti-tank, anti-group mechanic. But personal view does not have a place in an objective question. Blitz is a support, along with Ivern and Tahm. Still, the conclusion remains the same: for a while women really outnumbered men in the support role, but Riot has set out years ago to change this and they have done a lot of work in that direction.
Zaeg (EUW)
: perma bann for nothing..
Clean case of negative attitude, right from the very first line. You are trying to fish for sympathy because obviously everyone has seen worse cases before. And yes, on it's own, without prior history this probably wouldn't even get a 7 day chat restriction. After all, this is not a horrible log and one time offences like this can fly. However, you did have a 14 day ban before as your last warning and there are two more matches to back this one up. Even without the missing chat logs, the punishment is not unjust.
Silent Note (EUNE)
: How many control wards should you buy as a support on average?
As many as you need to get the job done. Watch your own replays and look for key moments in the game. Important pushes, teamfights, dragons, nashors and times when your teammates couldn't enter areas because the enemy had better vision control. The other suggestions are very good too: 15+ at least or 2 on each back is a good rule of thumb, especially for higher ratings. But don't just follow ideas because pros said so, find out for yourself whether your method has been sufficient enough so far or exactly where and how you could improve it.
0M3x7oS8BO (EUNE)
: I just saw my match history, and the last 4 games i don't recall playing. i think i got hacked or somthing can i do something about it?
Contact Riot's support about it, i'm not an expert on the subject.
Show more

Zanador

Level 126 (EUNE)
Lifetime Upvotes
Create a Discussion