Hansiman (EUNE)
: Not everyone has every champion. I don't, even after playing this game for 4+ years. And I'm not going to spend IP on tokens, when I can spend a bit more and be guaranteed the ones I want to unlock. I'll use the tokens I get through Hextech to lvl up mastery 6, but my IP I will save to unlock champions.
> [{quoted}](name=Hansiman,realm=EUNE,application-id=2BfrHbKG,discussion-id=uvUc9kp0,comment-id=000000000000,timestamp=2016-12-21T15:52:30.012+0000) > > Not everyone has every champion. I don't, even after playing this game for 4+ years. > > And I'm not going to spend IP on tokens, when I can spend a bit more and be guaranteed the ones I want to unlock. I'll use the tokens I get through Hextech to lvl up mastery 6, but my IP I will save to unlock champions. No i mean for people that have already all champs and still get spamed down with champs shards. It doesn't really makes sense especially with the addition of mystery shard tokens. EDIT: just as a sidenote last 6 chest were all champion shards while i have all champs so y...
Hansiman (EUNE)
: I actually like champion shards. (sorry, couldn't contain myself) Aren't champion shards used for essence to get mastery lvl 6 and 7 on champions? That's one reason to get them.
> [{quoted}](name=Hansiman,realm=EUNE,application-id=2BfrHbKG,discussion-id=uvUc9kp0,comment-id=0000,timestamp=2016-12-21T15:35:07.833+0000) > > I actually like champion shards. (sorry, couldn't contain myself) > > Aren't champion shards used for essence to get mastery lvl 6 and 7 on champions? That's one reason to get them. Well honestly I also don't get it. If that's the argument then why the hell did they even implement mystery champ tokens?
Rstonius (EUW)
: Yeah but if the rule is dont gank a losing lane then why gank a losing lane if every lane is losing? Whats the difference between ganking a losing lane if its already losing and ganking a lane that can already snowball without your help, and not ganking a lane that you could help snowball?
> [{quoted}](name=Rokąs,realm=EUW,application-id=39gqIYVI,discussion-id=fUBxEuFE,comment-id=000200000001000000000000,timestamp=2016-12-19T18:42:06.021+0000) > > Yeah but if the rule is dont gank a losing lane then why gank a losing lane if every lane is losing? Whats the difference between ganking a losing lane if its already losing and ganking a lane that can already snowball without your help, and not ganking a lane that you could help snowball? Serisouly I'm reading your answer and I always get the feeling that you didn't even try to read what I wrote before to answer your question. IT'S RISKMANAGMENT. It's about what reward you get for what risk. **If you gank a losing lane it's risky. **Why? Becuase they are already ahead so if something goes wrong like bot doesn't follow up in time the enemy jungler counterganks the probability of you getting your lane just to **an even state** is much **more riskier**. IF every lane is losing than you have to judge yourself which lane you can get the fastest back to a even or even a winning position with a multitude of ganks. (Though if that scenario happens without there jungler ganking happens on every lane you are probably doomed anyway and if it happend becuase the enemy jungler ganked everywhere then I would suggest to stop farming your *** of and go gank) **If you gank a lane that can snowball without you** that means your laner is ahead or even right atm against the opponent if you gank that lane if you look at the probability again what will happen and what you will get **you get a lane that can snowball (out of lane too maybe WHICH INCLUDES THE LOSING LANE)** and the **risk is like any normal gank** If you don't gank that lane then you probably a missed an opportunity for your team to win the game more easily so it's not really prefearable. But keep in mind those things i listed are **NOT** 100% must follow rules. It's a guideline if you don't know what to do or are not sure what to do.
Rstonius (EUW)
: tell me then, what should a jungler do when every lane is losing? Not gank at all then?
> [{quoted}](name=Rokąs,realm=EUW,application-id=39gqIYVI,discussion-id=fUBxEuFE,comment-id=0002000000010000,timestamp=2016-12-19T17:42:12.939+0000) > > tell me then, what should a jungler do when every lane is losing? Not gank at all then? Did you even read what i wrote? Snowball other lanes or himself ahead and THEN try to gank.
Rstonius (EUW)
: People don't understand that a successful gank isn't getting kills or assits. It's denying farm/Making them waste summs/applying pressure. Also. Usually when a lane is losing the adc would let lane freeze at tower increasing gank potential. And enemy warding isnt an excuse cause i always buy control wards for tri bush.
> [{quoted}](name=Rokąs,realm=EUW,application-id=39gqIYVI,discussion-id=fUBxEuFE,comment-id=0002000000000000,timestamp=2016-12-19T16:18:25.179+0000) > > People don't understand that a successful gank isn't getting kills or assits. It's denying farm/Making them waste summs/applying pressure. That's only correct if you do a correct followup play. Just applying pressure for the hell of it or burn their summoners without ever even trying to gank again before the summoner is up isn't really a successful gank. It's a gank that creates an opportunity and if you don't grab it it's just as usless of a gank as the one where they just walk away.
Rstonius (EUW)
: I dont undestand this "ganking a losing lane is bad". Why is it that pros still gank losing lanes, and still are able to help the lane. Why is it that I AM able to gank losing lanes and get them ahead again. It's been done many times where ive been ganked when ahead in lane, and then end up losing lane because of gank pressure and how strong the adc became because of that gank.
> [{quoted}](name=Rokąs,realm=EUW,application-id=39gqIYVI,discussion-id=fUBxEuFE,comment-id=00020000,timestamp=2016-12-19T16:05:18.533+0000) > > I dont undestand this "ganking a losing lane is bad". Why is it that pros still gank losing lanes, and still are able to help the lane. Why is it that I AM able to gank losing lanes and get them ahead again. It's been done many times where ive been ganked when ahead in lane, and then end up losing lane because of gank pressure and how strong the adc became because of that gank. That thing of "never gank a losing lane" is just a rule of thumb. What you really should take from that is that it's not worth to gank a losing lane if you didn't already snowball your otherlane or yourself ahead in such a fashion that the enemy can punish you for trying to get your bot just to an even state again. Ofc on the flipside if you managed to snowball the other lanes and yourself so much ahead that you don't have to worry about the enemy than it's very reasonable to just camp bot side from that point on. You also have to consider the riskmanagement. Ganking an even lane is a good reward with medium risk. Ganking a winning lane is medium reward and low risk. But ganking a losing lane is at best medium reward high risk and if you ask me the first 2 options sound much more appealing than the last one so that's why there is the "rule" "never gank a losing lane"
Jagoss (EUW)
: Nerf Vel koz passive.
If I read this correctly you got hit by combo and then he ulted you for the whole duration. Tbh if a person gets hit by the combo and a full time ult then i think it's really fair to even burst down a tank. Also having more than 2 secs to get out of the ult with either cc'ing velkoz or flashing out isn't really a thing of the impossible. So I think it's actually pretty fair that he managed to do that. EDIT: Also made some calculation afterwards cause i didn't even think that velkoz had that much dmg. IF i assume that EVERYTHING in velkoz kit would do true dmg you need AT LEAST 600 AP to do that amount of dmg. which is far more difficult to get. If you also take into consideration that you need even more pen becuse i didn't calculate mr then you probably need something around the 700 to 800 ap mark. and tbh I think any champ with that amount of ap should do an insane amount of dmg. Even to a tank.
Nisam (EUNE)
: custom items set
You can either create your own item set file (.json) and copy it in the sepcific champs folder (C:\Riot Games\League of Legends\Config\Champions\ *Championname*). The instructions are [here](https://developer.riotgames.com/docs/item-sets) and the needed items-ids are [here](http://ddragon.leagueoflegends.com/tool/). Or what you also can do is to switch back to legacy client (there's a button on the bottom right when you start your beta client) make the item set there and then switch back to the beta client. (You have to wait a little for the client to register the item set change it seems so don't panic if it doesn't show up immediatly).
: riot said they will no longer make the item sets feature available as very few people actually use it and its a waste of resources to renew the code for in general. so once we migrate to the new client you should look forward to completely abandoning it as riot will not make it available. its being discontinued.
> [{quoted}](name=vampirekid13,realm=EUW,application-id=j6AVEuu2,discussion-id=xgdQkaxa,comment-id=0000,timestamp=2016-11-18T18:20:10.563+0000) > > riot said they will no longer make the item sets feature available as very few people actually use it and its a waste of resources to renew the code for in general. > > so once we migrate to the new client you should look forward to completely abandoning it as riot will not make it available. its being discontinued. I actually read that they are discusing it again because of the huge demand to implement it again. But still even if they disountinued the feature it still doesn't really explain why it partially worked on the new client but now doesn't work 100%
Rioter Comments
: Assassin Reworks
WinRate (Gold+): Talon: 47.1% Kata: 45.4% LB: 47.0% Regnar: 47.6% Kha'zix: 50.0% Seems pretty broken to me *kappa* But let's get honest again. I think it's only that People don't know how to play those champs resp. don't know how to play against those champs if they get ahead or stop them from getting ahead. Like for example you just said talon is ungankable top becuase of his walljump. Well guess what each time he uses it that wall has a "CD" 160 at lvl 1 so if the jungler just ganks in that timeframe again he is even better gankable than other toplaners which have built in mobility in their kit. What I want to say with that is that you should first try to adapt to the patch and not already deem it broken beyond repair cause I can tell you I also got stomped by Kata in some games and I know she's not broken if she's not getting randomly fed cause I also got games where their katas were utterly useless cause they were so behind that you just could kill them without them even doing much damage.
: Item Set, willit be added?
As of now I think they are still discussing but with the huge amount of demand I think it most probably will.
crip (EUW)
: Legacy client
You can disable animations in the option menu (top right corner next to exit sign) . Should help a lot for performance
: New Client is Really Bad
> Second : About System Role Selecet >When you Chose Your Role Mid & top after you go in champion selecet you see the system give Supp Role to You (iS happend just some times) That has nothing to do with the client. It's autofilling you cause Q took to long >4- mastery page agin >you can not !!! make your mastery like this 2Vampirisim and 3 natural Talent . Use your mousewheel to distribute points. You can split them that way
: If i BLOCK someone i dont want to play with them AGAIN!
Blocking someone doesn't mean you block them from playing with you cause otherwise everyone would block "bad" players and it would get even more difficult to make matchmaking {{sticker:slayer-jinx-unamused}}
: Improvments for how to aquire runes
I also think there should be some change to get the runes. But making it available for rp and making it a little bit cheaper isn't really a solution that i think will have much impact.
IndigoFenix (EUNE)
: Idea: Weighted Draft
The concept would work if you gave a limitation of how many points you can "invest" in one role. (Like max of 70-80 points in favourite role) **The Problem right now would be that many people would just put 100 points into their role and Q up. ** Ofc you could say that they just get longer Q time and they should distrubut it more if they want shorter Q but if you look back to SoloQ from last season where you HAD to pick two roles and still had Q times of like half an hour just shows that it's impossible to make fair matches if you give them the option to only pick one role of their desire. The possibilty of them reaching Q times of like 1-2 hours and then getting a game with super imbalanced teams is pretty high and isn't really fun for either side cause it will most likely just be a series of stomps so in the end it's just a game of luck so you get on the team that is by miles the better team.
Smerk (EUW)
: Yeah, his damage is obviously higher, but his ultimate offers even more counterplay than before, he can jump only to closest target and he becomes visible if he gets too close to enemies, so you can counter his assassination attempts much more easily
Yeah this is like the best change ever for rengar. If you see Rengar "!" mark just let the tank stand between where you think rengar comes from and the carries and rengar can't do shit from there to the carries.
: Update us on your final games of Season 2016
Plat 2 and still am. But at least I managed Gold V with my team with the very last game in promo being against a full on Diamond team. #ProudOfMyBoys {{sticker:slayer-pantheon-thumbs}}
: Champion Concept: Anilora, the defender of heaven
The idea sounds intresting but I have one point which I think you should really reconsider. A Problem that often appears with champions that have abilities like her E is that they make it REALLY REALLY hard to balance (probably impossible because it's either too weak or too powerfull and you can't really find a middle ground). An ability that lowers CD of other champion abilities also posses a very big problem of blancing for future champs so the champ that you presented would probably never been realeased because of that problem. I suggest that you change that ability completly and find something new.
Rioter Comments
: Is there any word on fixing ryalais for s7?
> Rylai's is also on the list of items we'll be changing in pre-season. At present it's too universal a choice, whereas we'd prefer extra CC be something with more of a trade off to it. Not yet sure if that'll mean lowering it's damage (more of a tanky/utility thing), lowering it's health (making it a squishy kite option) or some alternate approach (making it only work with certain spell types or something like that).
: > IT IS you either buy it and win or dont and automatically have a huge disadvantage. Nope. {{champion:103}} {{champion:84}} {{champion:34}} {{champion:1}} {{champion:131}} {{champion:245}} {{champion:105}} {{champion:3}} {{champion:79}} {{champion:74}} {{champion:43}} {{champion:38}} {{champion:55}} {{champion:85}} {{champion:7}} {{champion:127}} {{champion:117}} {{champion:99}} {{champion:25}} {{champion:61}} {{champion:13}} {{champion:50}} {{champion:134}} {{champion:45}} {{champion:115}} {{champion:26}} Can play perfectly fine without it.
It's not mandatory but it's too efficient on so many champions that shouldn't really build it that build it anyway. But RIOT anounced that they will rework it for S7 (something along the lines of not giving health or some other change)
nrganev (EUW)
: There is no pointcounter for the wardskin and any site. I mean to check your devision, so if you are plat there you will get the victorious skin ;)
I know that I'm plat. I already wrote that at the begining XD
Enjutsu (EUNE)
: Others did mention tanks as primary users, but there are few other classes who could attempt to use it: * supports overall tend to have alot CC so not only tanks, tank supports, but utility supports could put it to use. * Mages is the one that im intrigued the most about, they also tend to have some decent cc and can get HP fropm theyr items too so some of them could be able to put it to use for some free trades. * some bruisers have pretty reliable cc too.
Also I think this is exactly the Mastery you want to have if you play "Vanguards" or whatever Riot calls them. Offensive champs with not the biggest amount of tankiness but tons of damage that dive the backline. Things like {{champion:266}} {{champion:120}} {{champion:39}} {{champion:24}} {{champion:85}} {{champion:64}} {{champion:58}} {{champion:80}} {{champion:254}} {{champion:62}} {{champion:5}}{{champion:79}}
nrganev (EUW)
: Pedromaster, you know this ward skin poits are getting only by playing Ranked TEAM. Not just ranked game with 4 premates Ranked Team. Just ask to clear is there a real problem about ward skin. Anyway check infromation about your account in OP.GG or LolKing or any other site like this. If there is Okay, don`t worry. You will get the reward for being plat.
Yes I know it's for Ranked team. We were playing ranked team games and I wanted to watch my progress but today it's just really f'd up. Don't know if it's a Problem with Riot server or launcher or my side. P.s. Didn't find the Pointcounter for the Wardskin on either Lolking or OP.GG. Where exactly did you find those?
Rioter Comments
: Best long range mages?
ATM I think it has to be Vel'koz or my favourite "secret" pick AP Kog. Vel'koz is good cause many people like to go tanky champs + imobile champs atm. Which Vel'koz is very good against with his true damage and his combo that kill most tanks even though they can be full life. I don't know how it will be with the Assasinspatch cause if People wait out his E and dodge it then Vel is pretty much a free kill. AP Kog is something i recently played a ton. It's interesting how People not expect his damage this early on. Especially with his new buffed ult. His range at LVL 16 is just insane and can finish stranglers in teamfights so easily because they almost always forget that Kog can still snipe them even though they personally don't even see him.
: Muting all players every game
I think the most basic Stuff can be done with Pings. On that point I totally agree with you. I just think that some more advanced things like jungler telling you he will come for lvl 2 gank or just stuff that is similar to that is not possible to clearly communicate with the team if you don't have the chat open for them to write you. If you don't even give them that Option to tell you their intentions then I think you can skip out some wins that you would otherwise would have gotten. (From snowballing early for example) Ofc the number will probably be abmisably small but still it's still a number that's bigger than 0 and can come to bite you for example especially in promos where the random loss can throw you back much more than a normal loss while playing ranked. Personally I go to the method that some People already pointed out. Leave chat open and as soon as they flame just mute them, cause most of the time those People will not write anything constructive in chat after that.
Perilum (EUW)
: You have one ultimate advantage: "Riot" before your name, so people play serious all the time. That's cheating! :(
Hahahaha This made my day.
raps1355 (EUW)
: Points 2, 3 & 4 are false. The only point that should be considered is point 1 as i think ff should be available as early as minute 7.
I don't see why Pont 4 wouldn't be good adition to the system. I don't see any reason why a person should sit 5+ min in fountain if he's not trolling/rage afk. But otherwise I agree that Point 2&3 are too heavy and can affect normal players with bad connection. Also 7 mins seems like too short of a timeframe.
Shiwah (EUW)
: ***
Sorry then. But your quote made it quite unclear for me. The second points still stands though.
: i don't know where did he get that experiment result from? he says Level up an account to lvl 20 without getting banned again. Well....95% failed. they couldn't lvl up to 20 so their previous account must have been banned before lvl 20 too? XDD it is a funny experiment. the result is too funny. he says in the past but this new system is started since 2015 from EU.
>i don't know where did he get that experiment result from? he says Level up an account to lvl 20 without getting banned again. Well....95% failed. they couldn't lvl up to 20 so their previous account must have been banned before lvl 20 too? It's something I also heard long ago (like Season 2/3 timeframe). I can't find the article through Google right now and honestly I'm not really motivated to find it either XD. But to clear up what he meant. People got their accounts banned (lvl1 - lvl30 doesn't really matter) afterwards riot decided to make an unban wave and unbanned all permabanned players with the restriction that they start from lvl 1 and get to lvl 20 without and ban (be it chat restriction or perma through super toxic behavior). Those who managed to that got their account back 100% like any normal account (the so called "reformed players"). All other that didn't managed that got permabanned again (in this case 95% which is a lot). >he says in the past but this new system is started since 2015 from EU. The only difference since then is that it's automated now so in some cases the system just gets it wrong. But it's not like you can't contact support and get you unbanned if it's unjustified.
: Rework banning system, with this system no improvement in players behaviors
I just read the same thing today so I'm just going to post the answer from one guy in the comments that said it perfectly: > > ** . So why is there no thing as unbanning?** >Because Riot already tried that. In the past, permabanned players who were able to convince the support that they really regret their behavior and promised to improve were given another chance. They just had to succeed in a challenge: Level up an account to lvl 20 without getting banned again. If you succeed, you get your account back. >Should be easy, right? Especially because those players were manually selected based on genuine regret. Well....95% failed. This little experiment showed that the vast majority of players who manage to get permabanned are simply unable to improve. They are just genuine jerks and can't help it. >Of course you could argue that there are those 5% that DID improve, but releasing all those extremely toxic players on the community just because a tiny minority of them MIGHT improve is simply unethical. And that's not even all of it. If there is a chance to come back from a perma, you basically take away the edge of a perma. Why would you be afraid of a permaban if you can simply revert it by faking good behavior for a while? >And even if you just consider those 5%....they still did what they did, they deserve their punishment. And if they truly improved and regret their past behavior, they should be aware of that and accept their fair punishment. > **But maybe it's good that there are no unbans, so that there is an ultimate punishment.** >Precisely, that's the "taking away the edge" argument that I explained above. >**then the 14 day ban and then out of nowhere the permaban** >Not out of nowhere. They are explicitly told that this will be the next step. Unless they ignore the warning they are perfectly aware of the consequences of flaming again. > **Why are there no month/year bans between the perma- and 14 day ban?** >Riot experimented a lot with ban length in the past. The main lesson they learned is that at some point increasing the punishment doesn't have any additional effect anymore. People who don't care about a 2 week ban also don't care about any other, harsher punishment.
Shiwah (EUW)
: ***
Yes that's how it works. But getting reports doesn't equal getting penalized. Only VALID reports get you penalized and that get's controlled by... you guessed it.. an automated system.
Spearki (EUW)
: because a shaco or another jungler could simply stealth into the bush and wait for hes q to come back up if you don't have it warded depending on what champs you play against you should change ward spots like against zac noc eve shaco lee etc it's not always the best to place it in the bush but it's not always the best to place it in the river either i depends on what champs you're playing against and what champion you are playing lee sin could also run into blue buff from the mid side river and jump over the wall into the bush or lane so sometimes warding the bush is better other times warding a little further down might be the best
Also if enemy jungler walks into brush and doesn't gank cause he saw you leaving and just ports back in brush, you can't be 100% sure that he isn't just camping so you have to play very defensive in lane.
Mega Noob (EUNE)
: Which indicators? Because according to social blade, twitch stats and etc league if declining. https://www.youtube.com/watch?v=MFMP45RrYTI And yes that makes a fucking perfect sense, if you are 50% hp, dont stay on botlane. You are fine staying 50%hp on middle, but when you do it on the bottom against jhin, so you are loser dieing with 1 hit. Fucking perfect balance i would say. Why not play jhin on the middle.
I watched the Video. The stats the guy is looking at are only visits on other platforms that have something to do with LOL but not really has anything to do with people **PLAYING LOL.** Also many things that he looks at just indicate that the growth of League is declining, which kinda makes sense cause there's not an infinite number of People on Earth so at some point it **HAS** to decline.
: You literally said, "Make Katarina easy for every kid to be able to to beat", so basically the kids won and they got the destruction of Katarina. TY for comfirming my points. Why should all champs get 1-2 counter plays, while Kata has 4-5, lets give all champs 1 counter play max and Katarina 10000. TYVM for proving me right :)))
Honestly I'm thinking your just searching for those "points" in other peoples text. I never said for every kid to be able to beat. I said HAS counterplay. If you are able to execute it is a whole other topic after you see what the rework is. If you really read carefully I say that there is sometimes 0 counterplay against Kat > Ofc there are known counterplays against Kata **but they have certain conditions that are sometimes impossible to meet. ** and not 4-5, cause she can get to the point where you are dead in 0.5 secs which is not really a timeframe you can expect people to react except if you are a living computer. Also your Team could have no consistent hard CC to counter her. These are all Problems which make her frustrating + make it hard to balance her (either she's too strong or too weak) + the difference between being fed and being behind is like Day and Night which also isn't very good champion design. If you are really, really honest you know this is the case and makes it reasonable to rework her.
: Katarina is ment to be able to delete teams, that's her role, that's why she's horrible in 1v1... And how come you cant react? Her combo + ult (first 0.5 sec damage) need a total of 1 second, which leads to a total of 5 seconds to delete the team IF you are full build and your enemy has 2 items, so can be able to kill the enemies. For that 5 sec duration anyone. Literally anyone can click Exhaust or stun, or knock up, or some other weirdo CC, or use a shield, a heal, or get a soraka, or literally anything, to disable her at max first kill... Her problem aint her kit or herself. The problem is that people for all these years didn't learn to play against her... She's one of the few who had nearly no change and 1000 nerfs, she's in a state atm that I don't even know how I get fed and win games tbh... If you want her to balanced, just learn to play something that isn't Yi or Ezrael... Even if they can beat her 1v1 without any problems aswell..
If you would read up some things about why they do certain reworks, then I think you would understand why they do them. It's not to make it harder for us to learn the game because we have to start from "zero". It's because it has frustrating parts or not balancable parts, etc. etc. As for Katarina. She and most other Assasins from the Assasinupdate get a rework cause there is no/few counterplay and you can't balance it so that this will not be the case because of how her kit is built. This means they have to rework it. Ofc there are known counterplays against Kata but they have certain conditions that are sometimes impossible to meet. (cause your comp doesn't have hard CC or something like that). What I'm trying to say is just that just because there are ways to counter it doesn't mean that it's easy to balance.
TheShocked (EUNE)
: Sanbox mode in LOL
> We were wrong to completely shut down the possibility of sandbox mode. Full stop. Our initial argument - that training mode makes for an even higher barrier to entry - makes some behavioral assumptions that many rightly called us out on. Your passionate feedback and sound reasoning, along with a lot of internal conversations around this vision of League as a global sport have made it clear that our concerns only have the potential to become reality if we’re not doing our job. Providing competitive experiences at all levels of play also means we should be providing the right training tools at all levels of play. >That said, being open to the idea doesn’t mean it immediately becomes our top priority. The internal team that would develop this feature is focused on a different project for the foreseeable future, so while we’re saying we want to do it and, one day, we will, that’s the extent of this commitment. Your feedback has always been a powerful presence in conversations around how we achieve our goals, so while we can’t even promise SoonTM here, we didn’t want to leave the issue canceled. When we begin tangible, focused work on sandbox mode, we’ll update you. >(Quick caveat: when we say sandbox mode, we’re specifically referring to a training mode where players can practice core skills - not a sandbox ‘modify your game in any way’ mode.) from here: [http://na.leagueoflegends.com/en/news/riot-games/announcements/riot-pls-dynamic-queue-sandbox-and-league-2016](http://na.leagueoflegends.com/en/news/riot-games/announcements/riot-pls-dynamic-queue-sandbox-and-league-2016)
Lsayu (EUNE)
: I'm wondering what's riot's position on silence, since they removed it from many champs (Talon for example). Can someone link please?
I think they genearlly want to remove it and replace it with things like breaking chanells (like kassadin) or something similar. Cause with Silence you can't use summoners or any ability at all and gives you 0 counterplay. Can't find the link though but I'm pretty sure that was the gist of it.
: Unfortunately good ol' Rito thinks otherwise: > #Sandbox Mode We’ve heard a number of player requests for a Sandbox Mode, with two main reasons: the first is trying out new content – which is something we value too. We want players to know what they’re getting and to be happy with the things they’re unlocking (we may investigate other ways to do this). The second is that players want to practice very specific skills without the constraints of a regular game. For this point, our stance is that sandbox mode is not the way to go. We want to make sure we’re clear: playing games of League of Legends should be the unequivocal best way for a player to improve. While there are very real skills one can develop in a hyperbolic time chamber, we never want that to be an expectation added onto an already high barrier to entry. On an individual level, we know this isn’t always true – some just want a space to practice flashing over walls without having to wait at least 3.6 minutes in between – but when that benefit is weighed against the risk of Sandbox mode ‘grinding’ becoming an expectation, we just can’t accept the tradeoff. We never want to see a day when a player wants to improve at League and their first obligation is to hop into a Sandbox. We do want to support your ability to grow in mastery, and there may be other avenues to do so, but not this. Source: http://na.leagueoflegends.com/en/news/riot-games/announcements/riot-pls
Actually they changed their Stance on the topic kinda recently: > We were wrong to completely shut down the possibility of sandbox mode. Full stop. Our initial argument - that training mode makes for an even higher barrier to entry - makes some behavioral assumptions that many rightly called us out on. Your passionate feedback and sound reasoning, along with a lot of internal conversations around this vision of League as a global sport have made it clear that our concerns only have the potential to become reality if we’re not doing our job. Providing competitive experiences at all levels of play also means we should be providing the right training tools at all levels of play. >That said, being open to the idea doesn’t mean it immediately becomes our top priority. The internal team that would develop this feature is focused on a different project for the foreseeable future, so while we’re saying we want to do it and, one day, we will, that’s the extent of this commitment. Your feedback has always been a powerful presence in conversations around how we achieve our goals, so while we can’t even promise SoonTM here, we didn’t want to leave the issue canceled. When we begin tangible, focused work on sandbox mode, we’ll update you. found [here](http://na.leagueoflegends.com/en/news/riot-games/announcements/riot-pls-dynamic-queue-sandbox-and-league-2016)
: The flawed 'S' rank calculation
What I personally got good results with is playing my Champion on another lane that it's normally played on. You only had to get mediocre/good scores to get an S cause you get compared with other people that played that champion in that lane. So the sample size is smaller and there probably won't be as many insane scores as you would get on the normal role. As for that it favors carries I can only say that with top lane and jungle tanks what I noticed that people that just farmed all day long and had insane farm score for their role and somewhat KP they got S nearly all the time.
Sutka99 (EUNE)
: Trinket timer at start
There's an "Undo" Button --> Trinket doesn't get timer --> No Problem
Fajerk (EUW)
: Zyra passive suggestion
So you want to have the exact same passive as him with fewer effects? {{champion:17}}
MynadarxCZ (EUNE)
: Where is Hextech crafting (EU)?
Calm down plz. It's not really like they favor it for no reason in this case. Applying patches and reacting to bugs that come from the patch-applying-process are most efficiently handled if you can do it localy. So them releasing it first on NA after testing to look out for problems there first is very reasonable because it already happend before so "better safe than sorry". And honestly it's not like the world will end if you get it one week later than some other people. As long as nothing else happens on the NA sever you can expect the Hextechcrafting to be here at friday at the latest.
RE Astorf (EUNE)
: I would love to see you when you would just lose few thousands euros mate :){{sticker:zombie-brand-facepalm}}
Just consider it like a fine because you broke the law. Not exactly the same but the endresult is.
shaunika (EUW)
: why is master yi getting buffs in 6.6?:D
> "Our intent with changes to Yi is to nerf tank+on hit builds and leave AD builds at their current level of power. Tank+on hit builds are currently negating one of Yi's main intended weakness (squishiness) without costing him enough damage in exchange." [Surrender at 20](http://www.surrenderat20.net/2016/03/red-post-collection-aurelion-sol_11.html) ^ This
Skere (EUW)
: 1) Thunderlords is not that great now, few champs use it 2) Cookies are sweet for supps (no pun intended)
>1) Thunderlords is not that great now, few champs use it [Mastery Usage](http://www.leagueofgraphs.com/champions/masteries/all) Just saying 44.1% But that aside I also don't think that Secret Stash is bad. OP also forgot that potions and elixirs last 10% longer. So every health pot gives you 35 (20 instant + 15 over time) health and 10 mana more than usual which is around a third of a health potion in value (17 gold per pot).
CalmN (EUNE)
: > [{quoted}](name=Pedromaster,realm=EUW,application-id=39gqIYVI,discussion-id=GTHmqqZb,comment-id=00030000000000000000,timestamp=2016-03-17T14:42:30.571+0000) > > That's why I need to stick to the example cause I don't know of any that really are "total shut-downs" or "unwinnable matchups" cause in my mind they don't exsist. You gave me your example and I tried to explain to you how even that matchup i don't see as "unwinnable". > Ofc there will always be hard-counters, etc. but till now it never broke the game cause there are many ways to go around it. So as long as those possibilities exsist you just have to make use of them. That's my whole point. And ofc it sucks for you that you are made "useless" with just a champioinpick but like I said already if he just picks the champ for the sake of counterpicking you will still win out in the long run cause he's not as experienced with the champion and doesn't know his limits weaknesses as you on your champion. > > (Even just as an example I main Nasus and my worst nightmare are matchups like Ryze, Teemo and many other ranged matchups but over time I learned how to deal with them and I am still pretty usefull at around the same time (around **max** 5-10 mins longer)) You dont got my question right, i was never stating that there are no ways around something, i was just asking is it justified that you have to switch whole game fluidity and in solo queue players are not that great at teamwork, only because of one mere pick, be it lane swaps, roams, jungler babysiting and so on. I gave you the perfect example of hard shut-down, Riven wont do anything never, ever to a trundle starting from lvl 1 to complete full builds end game. (She have a mere chance at lvl 2 and after that its done, even that chance at lvl 2 is really slim). Thats what i call a shut down, no matter how good you will play you will still lose, unless outside forces are influencing it. And still even if you go 3/0 in laning phase, that same champion (trundle for example) will out scale you and will be a lot more useful in the late game.
If that's your Question than the answer is yes. If you can play every game the "same" then there is no real sense behind things like counterpicking and other things that involve championmatchups. P.s. I still think you give Trundle waaaaaaaaaaaay to much credit. If he really was that strong then he would be picked much more, have much higher winrate, etc.
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Pedromaster

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