Fake Masks (EUNE)
: That's like asking why aren't the rest of the adcs as good as kalista at kiting.Everyone has strong and weak points
> Everyone has strong and weak points Yes, but I really can't see her strong points outweighing the others at all xd I just keep discovering more weak points. Most of which are caused by the current meta and it's focus on killing stuff really fast, leaving little time for Kalista to stack spears. Also destroying turrets fast would fit to Kalista, since it is a stationary target that she can pump a lot of attacks in.
Rioter Comments
Q Ren (EUW)
: I constantly switch between locked and unlocked with Y, you should try it too if you feel like it could be better
I typically leave the camera unlocked in laning phase and always try to lock on for teamfights, but it's a habit of mine to not do that immidiately.
Rioter Comments
: Does jungle need another rework?
Well, it's actually a double edged sword. Ganking is now a risky thing, since you don't get XP or gold when helping a lane without killing the enemy champion in the process and the jungle already gives only small amounts for the time you need. This makes camping lanes 24/7 less of a viable strategy. Sadly it also means, that the number of viable junglers is going down further, the only viable options are: a) champions who's ganks are almost guarenteed kills (either cuz cc or dmg) like {{champion:64}} {{champion:35}} {{champion:121}} {{champion:107}} {{champion:427}} {{champion:5}} b) AD champs, who can farm jungle creeps for a long time without having to go b, like {{champion:77}} {{champion:102}}{{champion:5}} Everything else is inferior, especially champions that have a hard time killing jungle creeps (mostly AP champs).
Mangekyu (EUW)
: What do you guys think the most important role is/
It depends more on the champion than the role, at least in soloQ. In teamranked it is always the ranged apc or adc, since they deal all the damage.
: Zyra Support is still Disgustingly Broken
Her cc is actually not even that great, what makes her so much better than other AP poke supports is her base damage. She could get used to some lowered base stats and better scalings.
succ it (EUW)
: Being able to choose an owned skin for profile background
Well, they also still have to bring over the item sets. The client is nowhere near done yet :/
ThePikol (EUNE)
: Because Yasuo is golden child of Riot. If he would deal physical dmg on all skill he could be countered by armor, Riot can't let that happen!
> he could be countered by armor, {{champion:157}} ...? >For the next 15 seconds, Yasuo's Critical strike icon critical strikes gain 50% bonus armor penetration. combine with {{item:3134}} = no armor
: The damage in the game.
>RIOT found out that their tanks damage is very high and ridiculous and that APs too. Well, nerfing the damage of just APs or just tanks would be very harsh, since these would then be inferior to others, especially APs, since the only thing they are good for is cc and high aoe damage. The greater issue are all the single target point'n click cc oneshot combos and there are many of them. {{champion:80}} {{champion:1}} {{champion:90}} , etc. However that is the only thing these champions are really good at atm. They'd need a kit rework to not be completely useless when you nerf their dmg. Same goes for champions that only have damage and nothing else {{champion:55}} {{champion:42}} {{champion:28}} {{champion:114}} {{champion:238}} {{champion:84}} , etc. Also - what are the other options? Poke or low dmg and high cc. But we don't need over 100 {{champion:98}} in the game and also not over 100 {{champion:17}} (though even Teemo can 3 shot people now with {{item:3285}} and {{item:3100}} )
kjono1 (EUW)
: Are the game modes for you?
Haven't played any of the newer ones. Of course I know Urf from 2 years ago and that game mode where everyone had the same champion, but they didn't keep my interest. I liked Doom Bots the most. Playing against something else than other people is a nice change of pace.
: #make aatrox great again
Actually, has he ever been great?
Rioter Comments
: Who is the healthiest champ in LoL?
Master Chief {{champion:223}} https://i.ytimg.com/vi/RueWe0fJdlI/maxresdefault.jpg and Master Chief {{champion:201}} https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fimg01.deviantart.net%2F5143%2Fi%2F2014%2F352%2F1%2F2%2Fmasterchef_braum_by_rmassarani-d8abi9r.jpg&f=1
Rioter Comments
NiuLogic (EUW)
: They build anyways {{item:3165}} and they get anways rewarded with alot of mana if they get an kill / assist and an alternative would be on some Champs {{item:3027}} {{item:3003}}
I know about the Morellonimicon and RoA passives, but those items are still not exactly reliable. For example when you use all your mana during a skirmish and everyone gets away alive, you wasted your whole mana pool and even if you ended up with full HP, you still have to recall and fill up your mana, since it doesn't really regenerate anymore.
Rioter Comments
Infernape (EUW)
: She's in a very rocky (kill me) place when it comes to casual play. In pro play, her roaming potential is just ridiculous.
With her ult, yes, but so are champions like {{champion:4}} and they are nowhere near as bad as Taliyah in soloQ. The main difference is probably the huge delay on all of Taliyah's cc abilities and the inflexible way of use.
: I was about to write my thoughts here, but then I had the idea of playing her first (since there has been a lot of changes in the past few weeks). First I wanna talk about the W/E E/W combo. The W is hard to land, yes. But that's really good, if it weren't, they would have to lower her damage output. And she is not squishy. I don't know how you build her but this is what I go for: Runes: 15 ap 9 mr/18 9 armor 36 ap/18 Keystone: Thunderlord's Decree Items: {{item:3152}} {{item:3020}} {{item:3027}} {{item:3116}} {{item:3151}} {{item:3089}} Depending on the game: {{item:3135}} {{item:3157}} {{item:3001}} {{item:3285}} {{item:3165}} I have a decent amount of Health and thanks to the slow from rylais and Unraveled Earth (E) it is way harder for the enemy to catch you or run away from you. EDIT: If you are interested in watching on some numbers from the match [THIS](http://matchhistory.euw.leagueoflegends.com/en/#match-details/EUW1/3036183529/207360467?tab=overview) should take you to the match history.
I found mana regen to work very well with her for laning phase, so I went for {{item:3092}} as first item with {{item:3020}} and {{item:3135}} following soon after. I then start building a bit defensive with {{item:3116}} and {{item:3157}}, but I still blow up instantly whenever something hits me with cc.
Farce (EUNE)
: Replacing visual studio with N++? LOL Also, there is a free version of Visual Studio
> Also, there is a free version of Visual Studio Where? xd I always just end up being lead to the Community 2015 version and that's the 30 day test version one.
: she has very good roaming, and zoning, and thats why she is mostly played in professionals where they are all premades and have the communication for Taliyah to roam.
That her early roaming and ganking is good is obvious, even better with direct communication ofc. What interests me most is how the "pros" play her, when the enemy team is grouping, since that's where I had the most issues myself with her so far.
Farce (EUNE)
: 1. That's a matter of half a second if you are familiar with shop UI. 2. Nope, there is a portable version of N++ that doesn't require installation. But well, I'm not forcing anything upon you. If that's how you prefer, do it.
Nah, I already downloaded Notepad++. Needed a temporarily replacement for Visual Studio 2015 anyway, since my 30 days test version ran out xd
Rioter Comments
Farce (EUNE)
: 1. Notepad++ is way better to edit such things, if you dont want to spend hours finding the approporiate line. 2. Simply remembering the build path would be less time consuming...
2. Nah, then I'd always have to search the item ingame. I much rather like to prepare beforehand by making custom item sets with all my options listed up ready to be clicked on. 1. people would first have to download&install Notepad++.
Rioter Comments
Sephyrias (EUW)
: Discussion about the Support Role
I don't really have a main role, but I generally tend to avoid bottom lane. 1) {{champion:53}} {{champion:89}} {{champion:43}} 2) The focus on strategy and preparation, generally being sort of ignored in teamfights and always having a better overview on what happens on the map or in teamfights, due to the focus on providing chances and protection to allies, instead of having the focus on throwing everything on the opponent. 3) Everything about the laning phase. To me it always seems to be just sitting around in bushes, poking each other a little, clearing wards and having to wait for opportunities, that quite often never come. 4) The actives on Face o.t. Mountain and Solari are boring. Shield actives might be useful, but they aren't really "satisfying" to use. Mikael's can be good, when you can use it at the right moment and while it can be game-deciding in the lategame, it never feels like it really payed off buying that item until then. Talisman of Ascension and Frostqueen's are boring too imo. Sure, they are useful, but they don't really add much in terms of stats and their actives don't feel very impactful. Zeke's Harbinger seems interesting, but requires too much coordination for a solo game, since you have to play defensive until 100 stacks and then immidiately engage. Also crit isn't exactly a reliable stat, unless you play with Yasuo or Ashe. Sightstones are my favorite support item. They add a bit of tankyness and take away the pain of always having to buy single wards. It it just very comfortable having them and it doesn't take long, until you take them for granted. I even kinda miss the Sightstone when playing other roles. I like Redemption, since it has a long range and the active effect is very strong - not only does it heal a decent amount as aoe, but also deals a bit of true damage to enemies (and that at the same cooldown as Mikael's) and adds a nice amount of regens and max HP. Ardent Censer directly adds another buff to your champion's abilities, which is always neat, especially when the buff is actually useful and noticeable. And of course, it grants more cdr and a bit AP. 5) I don't think there is much you can do, except making more good support items with decent active abilities, but that's always more of a gamble. 6) I want a support champion with a focus on escaping himself and annoying the enemy team with spamable light cc and rediculously high movementspeed on top of mobility spells, at the cost of having absolutely 0 sustain or options to deal damage, other than normal autoattacks and items. Simply a literal scout. The champion could also have some trolly thief-mechanics, like stealing positive buffs (stat buffs temporarily, jungle buffs permanent), together with a flat amount of gold from whatever the player was currently holding via a literal pickpocket meele skill on 20second cd and for every gold that he/she steals, he/she also gains XP. The whole point would be to keep map control and generally be a pain in the *** for the enemy team, by delaying their lategame, annoying their jungler and assisting ganks with cc. The adc player would be a little more on his own, but the enemy botlane would be in huge danger when pushing too far, since the scout could also just be bluffing and be nearby together with his jungler. Though I don't know what the cc ability and ultimate could be though, they are the key to making the champion playable in our current meta. I would definitely play more support though, if I were more independant from the adc and could be so incredibly mobile with a champion like this.
Rioter Comments
Rioter Comments
Rioter Comments
Rioter Comments
: this isnt a rip-off, it's a leaked picture of the upcoming talon rework where they're renaming him to Knight Nether.
Rioter Comments
Scrinnid (EUNE)
: Tbh, He just needs a small buff to his base stats. Now the problem here is: HOW to buff base stats without completely making him illaoi(As soon as you get in her range, you are dead, if you can't get out again.)
I'd just give him movementspeed during his ult (he even has an alternate flying animation during those 12 seconds) and give him more fitting attack range like Stahlvormund suggested.
Rioter Comments
Inaphyt (EUW)
: Aatrox is my most played champ in league and i have 400 ish ranked games on him. My view on him in general is that he's on the weaker side of things and i wouldn't argue against buffs, however i invested a lot of time into him and seem to do pretty well, his dark flight is great in laning phase to evade ganks this combined with flash means you essentailly survive any gank until your flash is off cooldown which means in some matchups you can play really risky. in teamfights combined with other peoples stuns like nami's Q alistars pulverise etc it's a great move to combo from ally cc and if used raw forces many flashes, combined with flash is great unexpected chasedown covering much ground and the reward for landing the move can be substantial. W, sustain is always good and reliant on auto attacks? great for laning and healing up if you take damage and blood price if used smartly in lane does great damage early even without items if you land q and W you chunk most champs down to around half at level 4. E, allows trox to kite alongside other kiting champs like velkoz and ezreal in those kinds of battles it's not very powerful but gives you something to do in odd standoff moments, is good waveclear and against ranged helps you cs in lane. R, If this is used after you land Q you essentially have assassinated a squishy by the time they land with 3-5 autos underrated damage output and the attackspeed is often enough to outduel other champs of a similar class and if you're really good at kiting with such insane attack speed can win most engagements vs melee although this is very hard and awkward to get used to. passive - getting a feel of when to use the passive on purpose takes a lot of trial and error most of the time just knowing you have it allows you to play much riskier like dropping turrets when under fire. Troxes strengths - Fairs averagely to great against most opponents at top lane only some champions will give you massive headaches - Quinn, Darius and pantheon beyond that he can handle most lanes, Great at dropping towers and objectives and is very mobile often dark flight is enough to dissuade many of the faster champs in the game provided you invest in some movespeed aswell, he can remove squishies solo if he lands q and combo's from ally cc nicely, can engage for your team and peel for your squishies ignoring aatrox is a very bad idea given his huge damage output if left unchecked like sure if they're able to kite you 1v1 it's difficult to apply damage but if they try to ignore you to drop your adc you will chunk them in a second or 2. Troxes weaknesses - Long passive cooldown without it you are half the champion you are with it arguably the weakest in the game with it however you feel much tankier, Without max "fury" you aren't as efficient keeping it charged at crucial times is often difficult, Burst champions are the bane of aatrox don't pick him if they have a le blanc or a katarina or an akali etc. Trox is great against full tanks and others in the same class as him can give yasuo and fiora a hard time if played well due to the sustain advantage. All in all i don't want to see my fave champ in league touched in terms of balance he's a niche and odd champ that has a lot going for it i love a champ that has clear advantages and weaknesses and trox is that champ and if handled expertly will perform well on most teams just my thoughts.
I tried to play Aatrox in both jungle and toplane over the years (always a couple of games with him every week until I took longer breaks last year) and it never worked out properly. On toplane ranged poke champions like Quinn, Vladimir, Gnar and even Teemo can zone you easily - you can't engage on them, because it is very easy to punish Aatrox for it with blinds or just general cc and disengages. You can heal up beneath the turret quite nicely, but you'll never be able to fight that toplaner and he'll be more useful in lategame than Aatrox. And the currently popular tops (Irelia, Jax, Darius, Ekko, Trundle or Riven) just have better tools to deal with Aatrox than the other way around. In Jungle you can't fight the opposing jungler in most cases, so you're usually dead whenever you get counterganked and your Q is on cooldown. Not to mention that counterjunglers in general just run Aatrox down. He is too weak for both offtank and fighter. You can't effectively play him as an offtank for teamfights, because 1. he makes himself more vulnerable to burst with his own ability costs and 2. because he has way too less cc to make up for the damage that goes missing when building defensive compared to other champions and as a glasscannon fighter he is too vulnerable and immobile right now. > he's a niche and odd champ that has a lot going for it i love a champ that has clear advantages and weaknesses and trox is that champ and if handled expertly will perform well on most teams just my thoughts. I can't agree on that either. To me Aatrox doesn't have any clear advantages over other champions that fit in his roles. Which is my main complaint about Aatrox - you're unnecessarily limiting yourself when playing him instead of a champion that is stronger.
Inaphyt (EUW)
: > [{quoted}](name=Sephyrias,realm=EUW,application-id=39gqIYVI,discussion-id=VfVZOYjw,comment-id=,timestamp=2016-06-20T22:52:26.049+0000) > > {{champion:266}} is argueably one of the weakest / least useful champions in the game right now. > He is one of the least played champions and his win rate is also very low on both top and jungle (According to http://www.lolking.net/champions and https://champion.gg/champion/Aatrox/Jungle). > > His kit is very odd - it has the focus on Attackspeed and he gets more Attackspeed the more he damages himself, until the Blood Well is full. > With Attackspeed he can deal more damage and heal back up. Problems are: > > 1. Champions don't stand still and he is a meele with only 150 base range (even Vi and Fizz have 175) and is not going to be able to make use of his Attack Speed. Not to mention that his jump with knockup has a long startup animation that will either be interrupted or dodged. Even with his ult he only got 325 range, that is still only 1 extra hit before the enemy champion gets away. > > 2. He has not a single movementspeed increasing ability. > > 3. If he get's slowed/stunned when his Q is down in a teamfight and the enemy team moves away, his kit is useless for the rest of the fight and he can only run away or walk normally towards the enemy team and die before arriving in most cases. > > 4. His passive-revive makes the Blood Well empty, causing him to lose all the attackspeed he got from it. That means he either has to fight without the attackspeed or fill it back up with his abilities, killing himself again. A while ago Riot patched his ult and made it fill the Blood Well for each champion hit. Problem is, when Aatrox's revive gets triggered, the enemy is either going to wait with some ranged abilities to kill him the moment he gets up and channels Q to get in range for R or just runs away before Aatrox can make use of his ult when he kept it for the time after his revive. > > 5. His Blood Well starts unfilling by 2% per second, as soon as {{champion:266}} doesn't damage himself again in 5 seconds. Which basicly means that you lose all the build up attackspeed while you're waiting for the next minion wave or while you're moving to lane for a gank or when moving from jungle camp to jungle camp. > > 6. His main damage tool for longer fights- Blood Price [W] - has a 25% Bonus AD scaling on the HP cost. So you basicly kill yourself faster when you buy AD. They probably thought it makes sense because of the Blood Well, but the faster Blood Well filling is not worth the HP cost, especially since you don't get anything out of the AD-scaling costs at some point anymore, because the Blood well has a cap. > > These are the changes I'd make in order to let Aatrox compete with the avarage toplane or jungle champion: > > - Remove the AD scaling from Blood Price > - Increase the Blood Well unfilling timer to 15 seconds > - Massacre gives Aatrox additional 60 flat base movementspeed that decrease again over the 12 second duration by 5 movementspeed per second > - Dark Flight cast range increased from 650 to 750 One last thing i forgot to mention the blood price recoil damage is something that takes a lot of time to get used to, primarily you want to use blood price until you get to half health then switch to heal, this is why landing Q has great potential as you will get 2 blood prices off at best which will heavily chunk most opponents, however if you don't engage the fight you may opt to ignore blood price altogether in favour of the fast attack speed heals versus high damage melees. etc takes a lot of experimentation and time invested.
> primarily you want to use blood price until you get to half health then switch to heal, that should be obvious, everyone who has played Aatrox knows this
Rioter Comments
: The first ad midlaner with the highest winrate is Talon with 51.75% winrate, and being just the 18th midlaner with the highest winrate. http://champion.gg/statistics/#?sortBy=general.winPercent&order=descend&roleSort=Middle Vel'Koz is actually really strong right now, sitting in more than 55% winrate. In my opinion, an ap midlaner will always have so much more utility than any ad midlaner, which in general need to all in to do something, which places them in a very compromised position. Ad items were buffed and changed, but so ap items were before. To be honest, I think that a part from some items like Guinsoo or some champions (mostly ap mages like Brand, Anivia and almost all the control amges) which are overpowered, the meta is not really unbalanced.
Lets take a look at why AP mages could have a high winrate by comparing them to other possible picks for the damage role, they have: - Less damage Less relyability (most of them use skillshots) more mana and cdr dependency a weak early game no to little self-protection no benefits from the Preseason gold increase (due to cost increase) + cc (Brand, Anivia or malz with {{item:3116}} ) and point 'n click cc (Annie) range (lux) Meaning: 1. Both teams have a shitton of damage 2. But only one team has cc 3. The ads can kill the enemy ads while they're cc'd -> Mages are not main damage dealers anymore, but cc machines for the real carries
: Don't mind me. I'm just sad about syndra's balls not being poros
That skin suggestion is so old, it gives me nostalgia.
: The story of when i fed.
> The story of when i fed. Opponent locks in {{champion:157}} / {{champion:238}} mid. You're playing a mage. {{item:3070}}
Stell (EUNE)
: What does the announcer say when Illaoi gets penta?
I wonder how much further tentacle champions we'll be getting. {{champion:161}} {{champion:420}} {{champion:143}} {{champion:103}} ... oh wait
: I want {{item:3115}} {{item:3001}} {{item:3100}} {{item:3020}} for true damage one shot combo (RWQ, point blank Q, impossible to miss) on squishy targets thats why, i don't care about cdr, but i do reach 30% because of Nashors and Sheen
I actually dare to say that {{item:3115}} is unnecessary on Diana, unless you get it very early and it is your key to snowballing. If not, then other AP items support her burst more than Nashors, {{item:3285}} for example. Nashors is only good when you're sure that you'll have the opportunity to get more than 1 or 2 passives off.
: [Answered] Is this supposed to be fair?
You probably played teambuilder, there you run into diamonds and plats as silver every couple of games.
Cypherous (EUW)
: You're forgetting {{item:3158}} Hitting the 40% cap really isn't that hard and lets not forget the mastery that actually gives you 5% and raises the cap to 45%
I would agree, if it still offered 15%. Now you'd have 15% from this and the mastery, you'd still need {{item:3165}} and {{item:3057}} for example to reach 45%. At that point you spend 4400 Gold for 40% cdr. By then the enemy mid assasin has got 90 bonus AD from {{item:3142}} {{item:1053}} {{item:1036}} and does enough damage to instakill you.
Vuks (EUNE)
: 3xscaling cdr + 6xflat cdr. 5% cdr at start, 10% with mastery. Scaling up to 15% at 18. I don't think anyone needs more than that 30-35%. If you do, you have 2 choices - either pick up {{item:3158}} , which comes with a tradeoff of damage for utility (cdr), or grab an another {{item:3108}} . (Or get Sheen -> lich, it's good on many mages as well. {{champion:103}} {{champion:7}} {{champion:99}} {{champion:115}} {{champion:4}} ) Although it would be nice if Riot gave {{item:2139}} a cdr bonus, mb scaling with level up to 10%... Also if your jungler isn't going to give you blue for that exact missing 10% cdr, ~~flame the shit out of him~~ ask him to help you steal enemy blue or kill the enemy that has blue.
{{item:3100}} is absolutely terrible on someone {{champion:134}} , {{champion:127}} , {{champion:99}} though. Lux only has time for very few autos. And using it to poke in lane is bad with most APs as well, since the enemy assasin can just jump on you when you get so close.
: on azir maybe, but on diana building morello or athene is redundant
On Diana {{item:3100}} / {{item:1410}} should already be enough mana, Morellonomicon or Athenes Unholy Grail are over the top. And even though they got nerfed, {{item:3158}} are still a thing... more or less xd
: WE NEED more CDR items for APs!
We need overall support for Aps. If you have payed attention during the latest 2 patch notes, you'll have noticed that Riot completely killed mages. They made sure that Mages do not benefit at all from the Gold increase (by that I mean real mages, not AP Assasins that are still viable due to the new cdr on Lich Bane and so on), whilest almost every AD champion (and especially the mage-counter assasin) was making benefits of it. Not to mention that they even buffed Zed really hard this patch. The only mage you could possibly still play successfully could be {{champion:1}} due to her stun and high base damage. But there is absolutely no point in playing someone like {{champion:34}} , {{champion:268}} , {{champion:63}} ,{{champion:69}}, {{champion:30}} ,{{champion:99}} , {{champion:61}} , {{champion:134}} {{champion:161}} and further. They get completely obliterated by assasins, are unable to keep up with the AD damage and are less relyable due to mobility creep. And a full AD comp is not really a disadvantage anymore due to a 1300 gold {{item:3035}}
: Tilting Hard, Need advice.
> But I dont wanna get rusty. No point in playing right now, the games balance status is completely thrown over and it will take a couple of patches for Riot to clean up. Come back when the preseason is over, everyone will have to get used to the game again after.
Voidner (EUNE)
: ^.^ Aatrox and Vel'koz
Mh I found Aatrox to be very underwhelming. Not because of his kit, he is a fun champion to play and looks cool. But he is really weak. At least in S5. Haven't made attempts on playing him after the preseason started, but I wouldn't expect him to be significantly stronger. With a full AD build, Fiora and Riven are way stronger. As a bruiser you could as well play ... well pretty much every bruiser instead and have more success. Also the Patch was a punch in the face of mage players, so you should avoid Vel'Koz when you want to win the game. By the way the creator of Aatrox: http://forums.na.leagueoflegends.com/board/showthread.php?t=3561831&page=1#post38825478 >I'm thinking it's Classick since he was answering questions in the Reddit AMA, but I want to confirm. >You know, our creative director is named Aaron, and the Darkin 5 are his concept, so there might be a link. Vel'Koz was designed by Subninja: http://leagueoflegends.wikia.com/wiki/Subninja
MistWind (EUW)
: This is not the LoL i used to enjoy!
Mhh, I actually like the timers and announcement, since it was kinda unnecessary to keep it secret. Doesn't matter if the player has to look into his chat or at the timer. But I do not like that wards are completely gone. Takes away a lot of the players freedom on how he wants to fill his item slots. Though I apreciate the autotrinketupgrade. Minions pushing more on their own when ahead is bad, because it takes away the options of one team preparing a wave, forcing the enemy team to lose turrets or lose a teamfight. Not its just a snowball tool that works on its own. Bonus Exp when behind? maybe I skipped it but I haven't seen anything in the patchnotes lately refering to that. But with the minion change it makes sence, because it compensates the extra snowball-effect. More free gold, but free Gold for the winning team too. It doesn't change much, just makes champions who need items better (except Mages, because their items got nerfed). And no, writing the baron timer into the chat does not mean you are playing smart. Neither does the gold change effect the required skill of the players. But by giving no-brain-strategies like "just group from 20 minutes on mid and siege turrets until one team wins" an advantage over the other possible strategies, it does take awaay a lot of the fun. Also they are limiting your pool of viable champions further, forcing you to decide to either lose a lot or play the champions they want you to play by giving certain champions an advantage over the others.
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