: "Tencent has NO influence in Riot at all!" - Mm. Yeah. Totally.
They had different splashes in different regions to accomodate for different age restriction rules. With each patch the game is reavulated in these differen countries depending on the changes. If now due to a small human mistake a wrong splash is released they loose their age rating, thereby loosing part of their playerbase. By unifing all splashes that can't happen anymore.
Ohmtrick (EUW)
: Dynamic Queue is making League not fun
Isn't that a problem with player behaviour and not with the system itself? Also, not every premade is like that.
Rioter Comments
My Syndra (EUNE)
: soraka is already banned often or a decent pick as a support and a hella counter for assassins PLEASE DEAR LORD DONT BUFF THAT SHIT do you want to make games impossible ?
Tell me, what benefit does Lane Soraka gain from this one simple change?
Rioter Comments
Storge (EUW)
: Bot lane as of now (Patch ~6.2-6.3)
I think saying that Twitch scales "pretty well" is an understatement. A full build Twitch can singlehandedly kill 2-3 squishys with just one Q+Ult+E-Combo, especially in lower Elo. His primary problems are his lack of quick repositioning in lane and his reliance on his steroids.
: My champion pool for solo que. Need some help from the experts ;)
Play what you are comfortable with. In Bronze+Silver, anything goes.
Rioter Comments
Rioter Comments
: Charged IP but no champion?
I'd file a ticket at https://support.riotgames.com. They will be able to help you.
xDree (EUNE)
: Good job, NucleusBrain! Your concepts looks much better now after youve taken my tips, it can seen either through lore and skill-kit too. The kit is very good, matching Tulip's playstyle as a mage-tank. I can definetly now understand her story much better and even relate it to the next concept I'm about to read (Rose), creating a story always helps us imagine your character in the best way, how would she look? how would she react to several situations? what is her personallity? WHAT IS HER MOTIVE OF TAKING PART IN LOL? - thus the high importance of lores for each champion. One thing, You better increase the Q's flat magical damage to a maximum of 220. Also, about it's slow, split it to ranks and increase it (in a combination with your R, you need certain kind of gap closer in order to land the Mark trigger, dash, leap, movement speed boost or just slowing the enemy. My suggestion: 20/25/30/35/40% slow. Great job, keep on going! It feels like 8/10 to me. Have a great day! {{sticker:slayer-jinx-catface}}
Actually, the League isn't a thing anymore - champions are now simply important characters in the history of league's world.
: Support Champions.. Should it be improved?
I'm actually quite sure that just slightly less than 1/5 of all players in each match play support.
: GAMEBREAKING BUG
That is nowhere close to gamebraking. Rengar Q disabling for the rest of the match - THAT is gamebraking. Your example is simply an annoying side effect of how cones seem to work right now. Should be fixed nontheless though.
: Impossible to win with AFK
Even with additional gold and/or experience, you are still down a set of abilities and therefore probably doomed.
: No, because if a champion is the strongest due to actual imbalances, then the game mechanics dictate that they are the strongest, rather than meta knowledge determining their relative strength. If a champion is overtuned, from a game mechanics perspective playing as them is no different than simple things such as buying items or using runes, it is simply the game mechanics saying "this is how to play the game properly" as the game mechanics support that particular strategy over others. Going back to the rock-paper-scissors example: In terms of absolute balance, they are all equally balanced. In this situation, the "strongest" move is the one that counters the most popular strategy, rather than actually being stronger, with the only way of determining the popular strategy being through metagaming as there are no mechanics in the game to suggest that one move should be preferred over the others. The only way to determine the "strongest" would be through careful observation of players and a fair amount of psychology. Over time the game will evolve and play out differently, not because the game itself has changed, but because the players have. However, if the game was imbalanced, if rock is so strong that paper only beats it 80% of the time while rock still enjoys 100% victory rate against scissors, then suddenly there would be no true meta as the game mechanics dictate what the dominant strategy is, rather than the players themselves. If you introduce that rule to any number of groups, rock will take over and become the dominant strategy in every single one, even players without any knowledge of the game beyond the basic list of rules in front of them will know that rock is the way to play. You could meet someone entirely new, and you know that he will either play rock or be expecting you to play rock, because, rules-wise, that's how the game _should be played_. A system with such rules imbalances will never have a true meta because the rules only really support a single strategy, and the only way of getting players to play differently is to change the game itself.
League has a meta because you pick and ban by what you know to be often picked and banned, without the game itself having any information about that. For example, while Janna had one of the highest winrates in the game, she wasn't banned because she wasn't known as 'ban-worthy'. Even though she seemed to be objectively strong (which is really, REALLY hard to tell in this game), she was not banned because meta-knowledge told the players that you shouldn't do that.
S3R3N17Y (EUW)
: [SUGGESTION] AFK Player problem
Replacing a teammate by a bot would help the opposing team more.
: QSS Ap item
Why dont mages have crit? Why is there no Phantom Dancer AP equivalent? Why is there no Zhonyas for AD champs?
: I'll just copy and paste one of my own posts regarding the "metagame" of LoL, as it still sums up my thoughts on the issue perfectly: "Going strictly by the definition, the meta involves the usage of knowledge beyond the game, rather than simply using the basic content that is actually in the game. Using this definition, LoL hasn't had an actual meta for years due to imbalances, the "meta" that people talk about when something changes that alters the power dynamics in the game isn't actually a "meta", but simply the "officially supported way to play the game". LoLs "meta" is no different that Starcraft having a "gather minerals for the first couple of minutes" meta or chess having a "use pawns" meta, those aren't metagames, they are simply the way to play the game properly. This is further exemplified in that every single region in the world uses the same limited set of strategies, when metagames should diverge significantly in isolation as they are largely independent of the actual game itself. An actual meta should depend on what the players are doing, not what the game itself dictates is overall the best strategy. A meta would be rock being popular in rock-paper-scissors, not with rock being popular due to being outright more powerful than paper and scissors. A meta should shift on its own without developer intervention (as the things that counter the meta should then become popular and become the new meta themselves, which others then try to counter), but I can't really think of a single change in the "meta" for LoL that wasn't due to the balance team breaking or fixing something."
Isn't knowing which champ is strongest right now meta-knowledge? It doesn't apply to a singular match, but rather to pre-game decisions.
: you really didnt explain nothing here...just a short description of 2-3 champions...akali now is bad...nerfed to oblivion ( dunno if she is in the game or not anymore ),Wukong is still ok,trundle is good if he can take 2-3 kills and make his core,old poppy whas 2 gay to play... last season i didnt see her even once in a ranked game ( over 1000 games )...taric?sh it...same as poppy
OP's point was that they don't have a place in the game. That is what I was trying to refute, as each of those champs either does a certain unique thing that is out of meta currently or is scheduled for an update.
innated (EUNE)
: Akali. Wukong. Trundle. Old poppy. Taric.
Akali is one of the snowballiest assasins, but is easily countered and is most of the time just not worth it. A rioter did state that they wanna work on her though. Wukong has a unique mixture of damage and one of the best teamfight ults in the game. Most of those champs that replace him due that by providing either more damage or more utility, but not really by doing the exact same job. Trundle is THE Anti-tank. Old Poppy was unique as 1v5 dive champ, though she really needed and now finally got a rework. Taric is scheduled for a rework too.
Draguh (EUW)
: RIOT BRING BACK DFG!
Instead, they could buff the overall strenght of burst mages.
Rioter Comments
: League Custom Map Editor
1: Map editors are hard to make. 2: The Code base is so shitty, it would make it even harder. (Low reusability/versatility of code) 3: There aren't enough assets in the game to make a proper good map editor.
Hexa Kayle (EUNE)
: [Champion concept] Clare, the Marshal
Passive: Awesome. Love it. Though it might be snowbally, preventing a clean 0 for 1 pick even with great setup. Not sure how bad that would really be. Q: is this targeted or a skillshot? Be careful with true damage, it is damn strong. I like the idea of it being both a spell and a AA. Maybe it could be an activated on-hit similar to Nasus Q and Garen Q? W: Again, I like it. Unique and interesting. I'd change the part with it resetting though. Right now, as written it could reset even after being healed a little above 50%, allowing a ton of dashes with a few heals in the team. You need some kind of limiting factor, for example "Can't trigger again while in combat". E: I'd change this from a simple steroid to something interactive. Right now the kit is "Press all buttons, if target not dead, dash away once below 50% hp." The E could give interaction after the first burst with Q and W. R: Never use randomness. Unpredictability is always bad. Otherwise, the ability is quite plain. Maybe allow the user to choose the direction of the throw?
Exzlu (EUW)
: > [{quoted}](name=DemRat,realm=EUW,application-id=Mpd1UjGe,discussion-id=GdxEMAIg,comment-id=000000000000,timestamp=2015-05-10T10:18:47.450+0000) > > I'm still a little confused about the channel on the Q. > Is it intended as a period between the three different attacks or how am I to imagine it? > > W, i probably overread the "Activation switches weapons" part. Sorry for that. > I like the ability like that. Especially if the stacks of the first weapon carry over to the second weapon it would create an interesting play pattern of switching once you reach max AS of the first ability. > I'd only change the mana cost to be either flat or make the damage scale with Mana consumed. > With percentual mana cost the ability punishes you for building mana since the costs go up with no reward. > > E: Olaf's E true damage is justified with it's (early game rather big) health costs. > > I understand now why you wanted a dash. I see just one problem with that: Why the heck would he return to the starting point after the dash? > It doesn't really make sense, unless you can come up with some sort of animation or explanation on why he would do that. > > For the ult, Sion's Ult does complement his kit. It givees him a (much needed) hard engage to allow him map presence and teamfighting potential. > Your ult on the other hand doesn't do anything he can't do with the rest of his kit except (extremly overpowered) aoe damage. (Seriously, 50% current Mana? That is easily 1000 damage with manamune without base damage or the other scalings. If he is supposed to be an autoattacker, he shouldn't have such an extremly strong aoe Nuke.) > If you want him to be an fighter, he needs some sort of survivability. Similar to Tryndamere and Xin Zhao, it would fit in the ult here. Q channel: yes, inteded as a period between 3 attacks. I was thinking it be more like miss fortunes ult but little bit differend channelling idea. And in w i never thought that stacks would be still there if you change weapon. Then W would be maybe too OP? and about dash: Why the heck would he return to the starting point after dash? Its very simple: beacuse of his high movement speed and its true damage. There is big cost with something that makes it backfire in most cases and ruin your gaming pretty easily. and survivability is unnecessary beacuse ult costs a lot mana. First i had he lost 50% current mana when it goes to damage. and depends how you look ur ulti mana damage. As example if you got 1000 mana only and u use ult: 500 mana left ----> then 50% from that current mana goes to damage so ur ultimate has 250damage. If you want 1000 damage to your ult. you need to have 4000mana at minium. And you cant gain 4000 mana that easily without making your damage output very low if you focus only your ultimate. (dont know how to explain this better) and high nuke ulti dont have any problem beacuse you are very squishy as assassin. You need something that you can land enemies in team fight and it gives u survivability little bit
I would rather make the channel a regular cooldown. It seems akward right now as a channel would mean that you just stand there doing nothing. And if the effects take place on three consecutive AA's, the third will negate the effect of the first two. The W could be balanced with the numbers. And keep in mind, you need to attack 10 times before switching to have the full effect. An idea on the side: You could make it a pure passive and let it automaticly switch weapons once you reach the last stack. I'd lower the stack cap then though. For the dash, i dont mean from a technical design standpoint, but rather a pure realistical one. Imagine how it would looks right now. He dashes to the Point. If he doesnt hit anything, he is like "Meh" and walks back? I understand why you put it there as a balancing mechanism and i like it like that, it just doesnt make logical sense right now. Ult: I still dont think that it makes sense in the kit. As I said, it is a third engage. Really, no champ needs three engages. I just dont like the concept of it with the weird mana mechanic.
Exzlu (EUW)
: > [{quoted}](name=DemRat,realm=EUW,application-id=Mpd1UjGe,discussion-id=GdxEMAIg,comment-id=0000,timestamp=2015-05-09T23:45:15.819+0000) > > Dont worry too much about numbers, you cant possibly set them in stone without playtesting. > And you should rewrite the post, fixing the the layout and the language. > It is quite hard to understand some of the things. > > Now for the kit: > > Passive: I'm not a fan of free stats. > Here specifically you would gain a ton of movementspeed from building classic AS items like BotrK and Phantom Dancer without ever needing shoes. > > Q: I'm confused on how this is supposed to work. > Either it strikes thrice in one attack, which would not make much sense, as the push at the end would negate both the slow and the pull. > > If it is meant as 3 different ones that cycle through, I actually like it a lot. > The three different attacks compliment each other and form a nice combo that the kit can be based around. > The Channel doesnt make sense though. It causes the ability to be useless until you have the AS for it to be reasonably short. > I recommend to cut that out and use some other mechanic to limit its use. > > W: I simply dont understand how this is supposed to work. > > E: I like the idea. > Just two things: > One, I would rephrase it to something like: > "Exzlu strikes with his sword. If he hits, he deals damage pulls himself to the target." > Second, true damage is insanely strong and should be used with care. Here, it is just overkill. > > Ult: This is a third engage and the only ability with mana scaling. > I'd rework it, it just doesn't make sense in the kit. ____________________________________________________________________________________________________________ Okay lets start with Q shall we? Q is 3 differend Auto attack channel. First it pulls enemy close to you. Second AA slows enemy champion and third throws them away. thats how i planned it work. When you activate q, it has 35second until q will go to cooldown. if you dont get basic attack in, it wont start channelling. So it starts combo only IF you hit next basic attack in. If you hit basic attack in that is first Auto attack, then when enemy is near this champion, it hits second AA to slow it. And third AA will throw enemy away. So yes, they are 3 separate attacks. and Q does only Auto attack damage so it wont add any bonus damage in. so long story as short: Q is differend compared to others. W works as it looks like: you have your main sword that gives you 1% per stack movement speed (overall 10% when 10/10 stack) and 5% attack speed which is (50% more AS when you got 10/10 stacks) but these stacks wont go toogether with passive. They are two separate things. when you activate w it changes weapon literally and another weapon gives you 30% more damage in Attack damage. so if you got like 200 AD, you get 60 more AD in. so you have overall 260 AD and every time you hit with basic attack to minion,monster,turret or enemy champion, you lose 5% mana every hit. E: Its good you like idea about capcloser true damage. and it isnt overkill. Think olaf true damage = a lot stronger. he have higher true damages than this champions has. And yes, e must used in care beacuse if you dont hit enemy champion. then you just return your starting point where you started that dash. so yes you need use it a lot with care beacuse it can backfire and ruin your game. So you cant escape with it. If i would rephrase it, then its idea woulded change and then be would be too OP. With this dash it has chanse to backfire beacuse ""Exzlu strikes with his sword. If he hits, he deals damage and pulls himself to the target." is more like leona style thing and it wont backfire as easily as dash idea. But that is cool. I'm using that in another champion suggestion when i get this one ready. Ult: Its like sion ult. Sion ult doesnt fit his kit but still he can do a lot with it. same is with this champion.
I'm still a little confused about the channel on the Q. Is it intended as a period between the three different attacks or how am I to imagine it? W, i probably overread the "Activation switches weapons" part. Sorry for that. I like the ability like that. Especially if the stacks of the first weapon carry over to the second weapon it would create an interesting play pattern of switching once you reach max AS of the first ability. I'd only change the mana cost to be either flat or make the damage scale with Mana consumed. With percentual mana cost the ability punishes you for building mana since the costs go up with no reward. E: Olaf's E true damage is justified with it's (early game rather big) health costs. I understand now why you wanted a dash. I see just one problem with that: Why the heck would he return to the starting point after the dash? It doesn't really make sense, unless you can come up with some sort of animation or explanation on why he would do that. For the ult, Sion's Ult does complement his kit. It givees him a (much needed) hard engage to allow him map presence and teamfighting potential. Your ult on the other hand doesn't do anything he can't do with the rest of his kit except (extremly overpowered) aoe damage. (Seriously, 50% current Mana? That is easily 1000 damage with manamune without base damage or the other scalings. If he is supposed to be an autoattacker, he shouldn't have such an extremly strong aoe Nuke.) If you want him to be an fighter, he needs some sort of survivability. Similar to Tryndamere and Xin Zhao, it would fit in the ult here.
: Idea for a new [ADC]
I like the direction this is going, but as other pointed out, a pure "modern" champion would not work. I suggest to change the background of his resource or just switch it to mana to fit with the League of Legends theme. Now for the kit itself: Innate: Awesome. Unique, with great affect, but not intrinsicly overpowered. Love it. Q: Nice idea to give him stickiness. But what does "Shots can be combined" mean? W: Make the turret timed and castable on range and I'm with it. I would imagine it as a turret to throw in escape routes, sitting there for a few seconds, threatening everyone trying to go there. The range would need to be rather low, so that you can not completly wall of river with it or similar. E: Solid single target steroid. Like it. R: This would make him immobile, but harder hitting and tankier. I'm not sure how well this would work, depends on actual numbers. I can't really judge it without seeing it in context of an real game. I fear that it might shift his playstyle too much during the duration. I'd rephrase "extra-all-damage- shield" to just "shield", as in HP-shield. It does exactly what you mean, but sounds less akward.
Exzlu (EUW)
: [Champion Suggestion] Exzlu The Tengu Warrior
Dont worry too much about numbers, you cant possibly set them in stone without playtesting. And you should rewrite the post, fixing the the layout and the language. It is quite hard to understand some of the things. Now for the kit: Passive: I'm not a fan of free stats. Here specifically you would gain a ton of movementspeed from building classic AS items like BotrK and Phantom Dancer without ever needing shoes. Q: I'm confused on how this is supposed to work. Either it strikes thrice in one attack, which would not make much sense, as the push at the end would negate both the slow and the pull. If it is meant as 3 different ones that cycle through, I actually like it a lot. The three different attacks compliment each other and form a nice combo that the kit can be based around. The Channel doesnt make sense though. It causes the ability to be useless until you have the AS for it to be reasonably short. I recommend to cut that out and use some other mechanic to limit its use. W: I simply dont understand how this is supposed to work. E: I like the idea. Just two things: One, I would rephrase it to something like: "Exzlu strikes with his sword. If he hits, he deals damage pulls himself to the target." Second, true damage is insanely strong and should be used with care. Here, it is just overkill. Ult: This is a third engage and the only ability with mana scaling. I'd rework it, it just doesn't make sense in the kit.
Rioter Comments
Sffc (EUW)
: "More freedom in custom games isn't difficult to code or anything." It's only hard if they fucked up on the match engine. If those 475 gp are hardcoded, then I think someone should be fired
Indeed, their Code sucks afaik. That's because it was more or less a hobby project of DOTA fans back in 20whenever they made it with not much porgramming knowledge. They ate revamping all the code though, for example for the Xerath and Twitch Ult Bugs and the featured game modes.

DemRat

Level 133 (EUW)
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