: It's a known issue that should be fixed next patch cycle. Basically anyone who had an artificially increased (Div 5 to 4) rank as their highest are having display issues with those highest ranks, and it's showing whatever other rank you have instead. They would have had to take down ranked mode to fix it so given it was only a cosmetic bug they made the decision to wait.
i mean, next patch cycle (in 4 days I think), we'll be in Season 9, and with the live ranked border update we won't have ranked borders from the last season anyway. So technically it'll never get fixed, they'll just brush over it.
GamexOver (OCE)
: > [{quoted}](name=Nightjar,realm=OCE,application-id=ATM3HYki,discussion-id=HHL68ceN,comment-id=00010000,timestamp=2019-01-20T11:58:09.104+0000) > > thanks captain obvious, it's not like there is a big text on the screen telling you, that you aren't logged in if you do that. > > No there is really a bug with some people's watch reward quests that causes them not to complete. I got it... It is region locked.... I played OCE ones on mute in the back ground while I played another game altogether. I got it done fast.
i watched an OPL vod, and it didn't work for me. {{sticker:zombie-nunu-tears}}
: Were you logged in when you watched them, it won't credit it to you unless you were logged in with the account that you want the quest to complete on
thanks captain obvious, it's not like there is a big text on the screen telling you, that you aren't logged in if you do that. No there is really a bug with some people's watch reward quests that causes them not to complete.
: Watched 2 live games and still no reward ??
VoDs don't work either. It's great.
GamexOver (OCE)
: Quest wont complete!
doesn't matter if you watch OPL or not, no matter which series you watch or which VoDs you go over, some people's Watch Missions have bugged out, and will not complete. On the plus side, the watch reward emotes this time are a bit unexciting.
: Learn More: OPL Split 1 Watch Missions
considering that this feature sometimes bugs out and doesn't acknowledge a game set you've sat there and watched for hours, despite being logged in, I'm kinda glad the watch rewards this time aren't too amazing.
: I mean, that was kinda a joke. Yea, thats the same reason why I don't like Yasuo. I like Variety, and Yasuo/Lee etc remove variety from the game. You'll notice that I don't complain about champs like Urgot much, even though they are overturned, I really don't care because I see one maybe once a week, so the way I see it, they don't really affect the game as a whole much. However, I deal with Yasuo on a face to face basis multiple times a day, every day. So every little thing he does that steps even a nanometer out of line, pisses me the fuck off, because I have to deal with that in my face every single day. Its like that saying how you start to hate even your best friend if you cant get away from them _(people on treks in Antarctica or shipwrecks etc)_. Yasuo was once my main, now I despise him. Lux's Q moves at the same speed as Zoe's Q, _(is Zoe's Q not poke?)_ Also she only has to position around half of the minion wave, as her Q goes through the first thing it hits. _(Zoe's Q doesn't go through anything.)_ Her Q is faster than Twisted Fate's Q, i don't think there's many people who wouldn't classify that ability as good poke. But like I said, she doesn't even need to hit, it just needs to keep you dodging and scared, waste your time, and keep you away from CSing easily. Sometimes knowing it **_can_** hit, and knowing she can use it anytime, is more scary than it actually being thrown at you. Look at Karthus, he doesn't need to hit you with his Q, he just needs to keep you running in circles unable to stand still long enough to do anything. > any other reasonably ranged mage is going to abuse her so hard She outranges almost every mage in the game. So unless she's a cabbage, she's got a pretty good chance of not being bullied too hard. Both of her abilities are longer than everything Syndra has. Certainly longer than Azir's _(and unlike the Shuriman shuffler, she doesn't have to stand still for most of the time when using it)_, her range is comfortably longer than Karthus' Q. She outranges Brand/Taliyah/Neeko/Karma/Veigar/Viktor/Cassiopia/Orianna etc. So i'm not exactly sure who these 'reasonably ranged' mages are? Including the hitbox, Zilean's Q range is still shorter than both of Lux's spells. So i'm not quite sure how she's getting out-poked by him either? Admittedly if I have ever had a Lux/Zilean matchup in mid lane, it was so long ago I cant remember it, but it doesn't sound like a common problem. ZIlean is a pain, always has been, probably always will be. But he suffers the opposite affliction to Yasuo. Turns out being a wind samurai is just a bit cooler than being a crusty old man with 5 voice over lines _(bad voice over lines at that)_. To map it out, both Lux and Zilean have 550 AA range. Lux's Q has a range of 1100 (including the hitbox, her E is longer still), which means if they are both attacking the melee minions from max range, she can still potentially hit him with both spells, but he cant hit her with anything without moving forward. It doesn't matter how slow or fast either of them are, it is **impossible** for his spells to hit from that range, but not impossible for hers. So as long as she maintains the range (which is where the skill comes in), he can never touch her, but she can touch him, even if she has to throw out 100 spells to do it. But even if Zilean does out-poke Lux somehow, thats not really a big thing. A champ tons of people play, gets poked by a champ no one plays, (and even fewer people play well). Hardly an issue for her. Maybe it'll affect mid lane Lux in 1 out of 300 games? Thats being generous, I cant even remember the last time I saw a Zilean in mid. Support Lux maybe is affected slightly more, but then the dynamic is so different in bot lane, that you cant know who has the upper hand without knowing what ADC's they are paired with.
i mean, Zilean bombs, if you include their generous latch range have around the same range as lux's spells, gotta remember that it's 900 range+100latch range and 300 explosion radius, and upto approx 125 latch range if you juggle the latch with the targeting bug, and if you're using the triplecast dbl bomb combo on a minion and if you use the edge of the explosion to clip an enemy, Zilean's maximum effective range is between 1300-1325 range, over the top of a minion wave, with a very short cast time. This sounds very complicated, but since Q is Zilean's only damage spell, Zilean mains get pretty good at this gimmick within a few hundred games of practice. For the most part, this becomes a braindead habit, which is rarely punishing since it also hard shoves the wave and can zone the enemy away from your backline cs. Admittedly it can expend a bit of mana if the Zilean start's carelessly using this combo all the time, but Zilean's tend to opt for items like Ludens/RoA/Seraphs naturally anyway. Lux q has 1175 range and her e zone has an an absolute maximum 1310 range. So I'm not sure what you mean by Zilean having to move up or being outranged? The range difference is basically nothing, and since Zilean can already have increased movespeed from e, and cast whilst moving if he cancels the wind down from his q cast with a move command, it's much harder for the Lux to anticipate and reposition, dodge and capitalize on this very brief window when both champions are mutually in range. Also Zilean has dumb auto attack animation, since the windup for his projectile is very short and all his other spells can be used during the wind down, so it's often not safe to assume you can harass him when he's last hitting a melee creep. Since he may very well be eyeing one of your backline casters, to get his damage off on you, whilst eating the caster creeps and still not missing the melee last hit. Also TF q is nice poke if it lands, but otherwise it's good waveclear, he can use it for both simultaneously, so the acceptable projectile speed and damage is lower. It's a good bonus side effect, if it didn't damage minions or was blocked by minions or only did a small AoE splash damage on impact, it'd be alot worse of an ability. Zoe can be creative on how she wields her q, if she isn't trying to get a massive windup, it can be pretty difficult to dodge. The massive windup is really only when you have other cc on your target such as sleep or Nautilus. Not to mention the psuedo blink adds alot to the surprise factor of Zoe. I personally consider her more of an artillery assassin than a true poke mage. Viktor laser range is 1125, but again, it can be used for both waveclear and poke, at the same time and has a faster travel time, since whilst 1350 speed sounds slower, it's 1350 travelling down 500 units, rather than 1200 travelling down 1175, and once upgraded the repeat damage is a good zoning tool. And I guess I'll correct myself, Lux is pretty long range, but she's sort of a member of the 'annoying range' club than a true poke mage, especially since her spell travel times, mean that opponents will often move back, and make her range sometimes feel shorter (against a 600+ movespeed Zilean, you will definitely feel your spell's travel times being sluggish).
: I wouldn't say her CC sucks, but its certainly not as game-changing as a morg Q or a Zoe E, that's for sure. Her Q may or may not _technically_ be poke, but it doesn't cost her much to throw it out _(considering it doesn't leave her completely defenceless)_ and the payoff if you do hit it, is massive. So Lux tends to throw it out a lot more than other mages would with their CC. So regardless of wether its poke or not, it's still something you have to be dodging relatively often. Ahri isn't a poke mage, she technically qualifies as an assassin, but that Q is still flying back and forth like no ones business. Yea its not a Zigg's or Xerath poke, but it's still annoying as hell to have to keep dodging. The 1k argument definitely holds. Lux's Q has a longer range than Vel'koz's Q, and her E has a smaller range by 50, but because the range is until the centre of the AoE, not the tip, her E ends up having the longer range by 105. Lux is classed as an 'Artillery champion' under Riot's released sub-class regime Which's direct description is: > Artillery Mages are the masters of range, and they leverage that advantage to whittle down their opponents over time from great distances. the artillery champions are: {{champion:126}} (hybrid skirmisher) {{champion:99}} (hybrid burst) {{champion:110}} (hybrid marksman) {{champion:161}} {{champion:101}} {{champion:115}} {{champion:142}} Even Azir, and Syndra don't make that list. So she is a poke mage, I don't really think thats up for debate. We can disagree with it if we want, _(and I gotta say, labelling all the champs like that seems a little fruitless, considering the vast variety of niches)_ but thats what Riot has classified her as. > I hate people complaining about easy vs hard to play champions. Im not complaining about easy vs hard. I'm pointing out that champions who put little effort in _(doesn't necessarily mean they are easy champs)_, and require a lot of effort to VS, leads to frustration. Garen is a relatively easy champ who requires little effort. Azir is a relatively difficult champ who requires a lot of effort. Zoe is a relatively easy champ to play, but she has to put a lot of effort in to land her abilities. Katarina is a relatively difficult champion to play, who doesn't put much effort in to land her abilities. **Input > output**, doesn't necessarily mean "Hard to play", and **Input < output**, doesn't necessarily "Easy to play". > You decide what champions you play. Some people like easy to play champions so they can focus on playing around their opponent's champions, other people like to put it all on the line and believe they are mechanically superior. League caters to a wider audience, you aren't better simply because your champion is hard to play. I totally agree with this. We all pick the champions that suit us. For example Aurelion Sol is easier for me to play than Master Yi. Despite Yi being the training wheels champ, he just jarrs with my style of playing. I click with Sol, I don't click with Yi. So despite his drawbacks, I genuinely find Sol easier to play, (hella frustrating at times) but still easier. That doesn't mean I'm better than Yi players. My champion is simply different to theirs, and my brain is simply wired differently to theirs. In a fight between Sol and Yi, Yi will almost certainly win, but that doesn't make Yi players better than me either. Eventually players try out all champions, and we stick with the ones that click. Thats all that matters. _(but that doesn't mean we cant still hate on Yasuo players)_
I don't actually hate Yasou players, it's just a little unexciting when every 2nd game you'll see a Yasou in it. On the yearly review he is very likely the most common 'most killed and most killed by' champion for most people. Also Lux's q isn't as long range as it seems because it moves slowly. Again, it's not reliable poke because it moves slowly and needs to be positioned to avoid the minion wave. Also in practice, she's not really a poke mage, because any other reasonably ranged mage is going to abuse her so hard. Zilean isn't classified as a poke mage, but Lux will get poked way harder in this matchup.
: I seem to have hit a nerve here regarding Lux. Sorry about that. But I disagree with some of what you say, she can definitely poke/harass effectively. > 1 long range spell does not qualify a poke mage I mean, she doesn't have a single ability under 1000 range, that's hardly "1 long range spell". Secondly, you're ignoring her free Lich bane passive, which gives her a hell of a lot of harass and followup on her poke _(not to mention the actual lich bane that she also buys)_. And her AA range is second only to Annie and Anivia in mid lane. _(neither of whom actually use autos to fight or harass)_. > and isn't nearly as easy to land as you make it out to be I have never had issues landing it, and I'm on a permanent 220+ ping in Japan, so if I don't have a problem using it, its definitely not hard. Try landing all your stars in a fight without missing any, as Sol against champs with today's level of movement speed and mobility, then tell me how hard Lux's shit is. Lux's E is exactly the same speed as Zoe's Q. Yet Lux's is a very decent sized AoE, and goes through minions. Zoe's also has 80% damage reduction on enemies beyond the first _(in the tiny area that it hits)_. I don't see the same penalty on Lux's? So if Lux's is so easy to avoid, why do so many people seem to have such issues with Zoe? But it doesnt even matter if her abilities hit or not, it's not relevant to what im saying. Unless she's a complete cabbage and is throwing them behind her or into the river, you still have to dodge it. Which is draining, and takes up lots of time. > Lux needs to be very aware of her own positioning and her opponents positioning to land her poke You've just described 90% of mages. How is this somehow _special_ counterplay for Lux? _"Being out of position is bad for your health. and It's easier for you to hit people when they are out of position."_ That sounds like pretty standard gameplay for all champions. Lux doesn't have an escape, many mages don't. But her ult is the only ability she has that doesn't have a defensive capability. Most immobile mages can DEFINITELY not say the same. So its not like she's constantly at the mercy of the world around her. Yea if she blows all her spells and misses, she's probably gunna die, and deserves to, just like any other mage does. However because of the order of her kit, she never **_needs_** to throw out all her spells, unless she **_knows_** they won't miss. If she misses Q, she's still got a hefty shield and slow to get her out of scrapes, and obviously if she misses Q, she's not just going to willy-nilly chuck out E. But if she does hit Q, she just dumps everything on the victim for a kill. _(I.e. punishing to VS, less punishing to play.)_ If she misses E, it's not like she's forced to use her other abilities, she's still got a multi-target 2 second snare, and a shield as a crutch. So she can always throw out relatively aggressive spells, without compromising her whole defence. Yea she has tradeoffs like bad wave clear, _(still better than Zoe though, who everyone keeps telling me is an awful champion)_. But wave clear isn't really an issue in lane, which is where she is the most annoying to vs. Her last hitting is easy, especially if she uses her E to poke, because it gives her a lich bane on half the minions in the wave, as a side bonus after damaging and getting a lich bane on you. But ill say again, I still don't think Lux is a problem champ, she's just more frustrating than some. Yea I play Azir, and yea id rather not vs Lux when I do. But it doesnt mean Im completely ignorant about her (hell, I play her often enough). But it gets real old real fast, when you're playing someone who requires as much concentration as he does, and are VSing someone who literally is just chucking AoE/multi-target crap at you 24/7 _(from a relatively safe distance)_ just to upgrade forms faster. I still beat Lux as Azir on a relatively regular basis. But do I enjoy trying? No. _________________________ But despite all this, this post isn't even about Lux, she was just the example. Change it to whoever you want, if you must. The point was that some champions require less skill to play than they do to vs, and this is the element that causes frustration, not actually how strong or weak a champion is.
tbh I don't even like Lux, can't really play her well but I can play against her fairly easily. As much as I've been pointing out her weaknesses, she's one of my least favourite examples of kit recovery since her base damages are too high and whilst her cc sucks, if paired with any other cc, it becomes oppressive, and lategame Lux is always useful regardless of the competence of the player. Even then, there are plenty of mages who are less interactive to face, Zilean, Orianna, Syndra, Veigar, Ziggs, ect... Also with higher skillcap champions, you trade off ease to play, with flexibility, the ability to outplay, make big turn arounds through sheer mechanics and generally slightly higher innate 'kit power', as a trade off for this difficulty. Also to your 1k range arguement, firstly, her w isn't poke, so the range doesn't matter. Ults generally don't matter in early laning, and because of it's charge time, is only a finisher to be paired with her q or other hard lockdown cc, so again not poke. Her q moves slowly, and so is about as valid as poke as a Morgana q (which btw has a similar range, and isn't poke). Her auto attack range is 550, which is pretty good but not that unheard of for a mage, most mages have 550 auto range, and if you're walking up to let lux get her passive procs on you, you deserve to lose lane. It's an annoying zoning tool, but again that's why most midlaners either have ranged spells or mobility and alot of burst. I hate people complaining about easy vs hard to play champions. You decide what champions you play. Some people like easy to play champions so they can focus on playing around their opponent's champions, other people like to put it all on the line and believe they are mechanically superior. League caters to a wider audience, you aren't better simply because your champion is hard to play.
00shots00 (OCE)
: OK! Is riot going to update their MMR system properly or am dreaming again?
it's preseason, ranks is always screwed up in preseason. Last season I had diamond players and bronze players in a promo game from silver 4->3. This season, I've had Plat and Iron 4 players in the same ranked games as I screw around in low gold. Preseason ranked is always a mess.
: I agree, she has lots of other tradeoffs like you mentioned when it comes to winning the game in general. But most of these tradeoffs aren't felt when you're actually fighting her. Im not saying she is OP, or at all unhealthy in terms of winning/losing a game. I'm not saying she's impossible to fight, far from it, i'm just saying, it doesn't take much effort for her to throw shit at you, but it takes a lot of effort to dodge that stuff, and it is really punishing when you don't manage to dodge it. That kind of gameplay isn't fun. Id say that Kog'maw is far unhealthier for the game than Lux, but the effort input needed to play Kog'Maw is relatively the same as the effort input needed to fight Kog'maw, so he doesn't feel frustrating and groan-worthy to fight. Unless you're someone like Zed who can magically hop over all her stuff while simultaneously taking her out, Lux is draining to fight. Also she's hardly mid-range, Viktor is mid range, Malzahar is mid range, Karthus is mid range, Azir is mid verging on long range, and Lux outclasses even his range. Lux is in the weight with Xerath and Vel'Koz. She doesn't have a single ability under 1000 range, and all of them are muti-target/AoE.
no you don't get it, every champion has weaknesses, and sometimes it's not obvious in their kits. Lux suffers from short range in the lategame, and her poke isn't nearly enough to put her in the poke mage category since she has 1 spell for poke, which also serves as her primary source of waveclear (which is a very distinct weakness Lux has), and isn't nearly as easy to land as you make it out to be. Nor does it combo into the potential for alot of damage like true poke mages, since at maximum range it's hard for lux to follow up on the poke landing. Her ranges seem high, but her projectiles aren't especially fast, and she needs to position aside from the minion wave to land her abilities, since it is very hard for Lux to weave a q through a minion wave. Lux needs to be very aware of her own positioning and her opponents positioning to land her poke (unless her opponent is a moron who stands immediately within the caster minions and forgets that into mage matchups this is the worst place to position). 1 long range spell does not qualify a poke mage. Sion is not a poke mage, Morgana is not a poke mage. Zilean bombs have the same range as Lux e, alot more damage, and he has 2 of them, but he's not a poke mage (although his poke is absolutely more oppressive, he's still a midrange utility mage).
Nightjar (OCE)
: Lux has exploitable weaknesses, understand them and she's easy to play against, and it becomes far more mentally draining for the lux player. For instance, my old favourite meme Zilean. On paper Lux wins the 1v1, she seems to have a range advantage, but in reality, Zilean just bombs the wave constantly, shoves Lux in, and never really fights her to begin with. It's now upto the Lux to play risky, move up and try to catch the Zilean out in the very small window where he bombs the wave, and hopes that the jungler isn't going to murder her for overextending, or that zilean isn't going to dodge or she misses. In this matchup Lux has to play proactively, and if she makes a mistake she gets punished. Zilean on the other hand can mentally flatline. Another good matchup is Annie, where it's very necessary for Lux to play around the range of Annie's flash-stun, protobelt-stun, and the importance of using her q bind premptively as soon as it looks like Annie is about to charge her stun and walk up, because it's travel time means, that if Annie moves up and Lux uses her q as a reaction to this aggressive movement, it is already too late, and Lux will get full combo'd before the bind allows her to disengage. Another fun matchup is Karma, who similar to Zilean will just eat the wave, shove it in, and roam. You've also got Yasou, who can windwall everything and weave through minions to close the gap. This matchup is alot more stressful for the Lux player than the Yasou player. You've also got Ap Malphite mid, in high elo KR, this matchup devolves into pre-6, Malphite has to dodge everything, and post-6, if Malphite has ult, Lux has to leave. You've also got Fizz, the more reliable version of Ap Malphite.
basically I feel like you just don't know how to abuse Lux's weaknesses and you main Azir, possibly the worst matchup into Lux. Also Kindred is not hard to play, coordinating with your team and not getting bullied by mean counterjungling menaces like shaco is hard.
: I know how to vs Lux, but what I'm saying is that it takes so much more effort to vs her than it takes to play her, which leads to the frustration behind why players call "OP" rather than understanding what's actually happening. > Give me one mid lane champ that is not reliant on hitting one brainless ability and then collapsing. Aurelion Sol, (yes he has a collapse ability, but that is not what his play style revolves around), Azir, Karthus (mostly), Kassadin, Teemo, Ziggs, _(you can add Swain and Vlad as well depending on your definition)_. Not to mention the plethora of ADC's and fighters that people take mid nowadays. But mid laners are for the most part a glass cannon style, that's how they play. Pick a target, and throw everything at them. Most glass canons in most games rely on lockdown and burst. Its like saying _"Yea, well find me an ADC that doesn't use kiting." _ yea there are a couple, but essentially that's what the class is built around. If that's your complaint, might as well complain about tanks who have survivability spells. > You compared her to Zoe and you were right. Both of them throw out the same type of spell then blow their whole kit on it. Lux on her snare and Zoe on her sleep. But the way they do it is different, regardless of what people think of her, Zoe does need setup, and there is both room for her to screw up her combo, as well as time for you to reposition or use defences. Once you get hit by Lux, that's it, no second chances, and its virtually impossible for her to fuck up. There are so many ways to reduce Zoe's impact, _(the least of which being: Use the one and half seconds to walk behind minions)_ Once Lux hits you with Q, the rest of her kit stops for nothing. Maybe the windwall will do it, but if you had a windwall you wouldn't have been hit by the Q in the first place. And her kit's CD is shorter than Zhonyas. > You compared Lux to Zyra but the two are almost the exact same. No, that's the point, yes they can both achieve the same outcome, but Zyra can't achieve it after throwing out random E's, hoping they hit then dropping her combo on them, like Lux can with her Q, Zyra does need some degree of either setup or prediction. In lane, Zyra's E snares for half the time Lux's Q snares for, and she has twice as many spells to drop on you in that time. Zyra can hit you with her snare, then slap you with other spells, you're right, very few mid laners cant do that, but unlike Lux, Zyra cant maximise her damage by hitting snare first. If you want to maximise Zyra's damage, you have to place two seeds then land Q, THEN land snare, then ult. Otherwise the enemy spends less time immobile and thus less time getting hit by plants. > Who, in this game, actually takes effort to play? Aurelion Sol, Azir, Kindred, Kalista, just off the top of my head. Anyone who requires constant awareness and/or a decent amount of setup. > Zed, Yasuo, Yi, Tryndamere, Riven, Galio, Rengar, and Kha’zix are all champion that fit into your title with more accuracy than Lux. I 100% agree, but like I said in my post, Lux is the easiest to demonstrate it with. She's simple, you can easily analyse her kit without getting too deep. Try to analyse Yasuo without getting lost down the deep rabbit warren that is his fucked up existence. And i'm not going to talk about Yasuo if I can help it, it just drags the same people out of the woodwork and always ends in violence. I have almost nothing against Lux herself. Pretty much the only thing I don't like about her is how she (relatively) is Low risk high reward. I never said she was OP or was a problem for the game, like Nightjar said she has other tradeoffs that nullify her advantage over the game in general. Im just saying it takes effort to vs her, more so than it does to play her, and that style does not promote fun.
Lux has exploitable weaknesses, understand them and she's easy to play against, and it becomes far more mentally draining for the lux player. For instance, my old favourite meme Zilean. On paper Lux wins the 1v1, she seems to have a range advantage, but in reality, Zilean just bombs the wave constantly, shoves Lux in, and never really fights her to begin with. It's now upto the Lux to play risky, move up and try to catch the Zilean out in the very small window where he bombs the wave, and hopes that the jungler isn't going to murder her for overextending, or that zilean isn't going to dodge or she misses. In this matchup Lux has to play proactively, and if she makes a mistake she gets punished. Zilean on the other hand can mentally flatline. Another good matchup is Annie, where it's very necessary for Lux to play around the range of Annie's flash-stun, protobelt-stun, and the importance of using her q bind premptively as soon as it looks like Annie is about to charge her stun and walk up, because it's travel time means, that if Annie moves up and Lux uses her q as a reaction to this aggressive movement, it is already too late, and Lux will get full combo'd before the bind allows her to disengage. Another fun matchup is Karma, who similar to Zilean will just eat the wave, shove it in, and roam. You've also got Yasou, who can windwall everything and weave through minions to close the gap. This matchup is alot more stressful for the Lux player than the Yasou player. You've also got Ap Malphite mid, in high elo KR, this matchup devolves into pre-6, Malphite has to dodge everything, and post-6, if Malphite has ult, Lux has to leave. You've also got Fizz, the more reliable version of Ap Malphite.
Nightjar (OCE)
: Lux is relatively simple, but she also has things to consider. Her q is on a decent cooldown but if she wastes it, she generally doesn't have as many defensive options as other battle mages and she has no mobility similar to a poke mage, which can make her more vulnerable to sticky assassins compared to alot of other mages. Similar to most midrange battle mages, against competent players, poke mages tend to have an advantage in the matchup, and she has no fast CC that makes catching a fleeing enemy difficult. Lux also doesn't have good waveclear and next to no waveclear when forced to use her e as poke, and she cannot hardshove and instantly eat a wave like alot of other mages. Meaning often the way to win mid for some matchups, is just to perma shove mid and roam. She can't just willy nilly use her ult for bonus damage due to the long immobilizing and very obvious charge up, she needs to have landed her snare to make use of it, and lategame most of her damage gets loaded into her passive procs, which forces her to position closer than most mages in a lategame scenario to pump out acceptable damage. Lux is very much a basic champion with a very all around generalistic kit, she isn't an especially strong teamfighting playmaker, she doesn't have mobility, she doesn't have great range, whilst she has a strong combo, it requires her to use all her spells and does not hit many targets. She offers little in support besides a snare, a slow and a tiny shield, so she's mostly there for her high damage. Lux is probably slightly over tuned, as a beginner style champion, as is quite common in league, but she isn't really OP and even though it's often not really mechanics, she has alot of things to consider when being played properly.
it's also important to consider Lux in context and comparison to other champions in her role, to her own ilk, as a midlane Mage or mage support.
: Little effort to play, lots of effort to VS.
Lux is relatively simple, but she also has things to consider. Her q is on a decent cooldown but if she wastes it, she generally doesn't have as many defensive options as other battle mages and she has no mobility similar to a poke mage, which can make her more vulnerable to sticky assassins compared to alot of other mages. Similar to most midrange battle mages, against competent players, poke mages tend to have an advantage in the matchup, and she has no fast CC that makes catching a fleeing enemy difficult. Lux also doesn't have good waveclear and next to no waveclear when forced to use her e as poke, and she cannot hardshove and instantly eat a wave like alot of other mages. Meaning often the way to win mid for some matchups, is just to perma shove mid and roam. She can't just willy nilly use her ult for bonus damage due to the long immobilizing and very obvious charge up, she needs to have landed her snare to make use of it, and lategame most of her damage gets loaded into her passive procs, which forces her to position closer than most mages in a lategame scenario to pump out acceptable damage. Lux is very much a basic champion with a very all around generalistic kit, she isn't an especially strong teamfighting playmaker, she doesn't have mobility, she doesn't have great range, whilst she has a strong combo, it requires her to use all her spells and does not hit many targets. She offers little in support besides a snare, a slow and a tiny shield, so she's mostly there for her high damage. Lux is probably slightly over tuned, as a beginner style champion, as is quite common in league, but she isn't really OP and even though it's often not really mechanics, she has alot of things to consider when being played properly.
: It's a known issue with accounts that got their highest rank bumped up to div 4 with the new changes. Should be fixed next patch, as I understand it they didn't want to bring ranked queues down for what is basically a cosmetic bug.
except it says my highest rank was Gold 1, but I know for certain I've never bothered to try getting beyond gold 3. I mean if I got that far, I'd have probably pushed for Plat.
jadelink (OCE)
: Nasus sucks, when players learn to finish games, not mess around, when ADC's can actually kite and dont approach high damage low-mobility juggernauts alone (and know what Qss does), and when teams do not consist of 3 assassins, an adc and brand support. Still quite scary below somewhere in silver.
i mean, brand support is fuckin terrifying, the longer the game goes, the more chance he'll get a few items and reach the Brand %hp yolo damage, where he'll suddenly be the most dangerous enemy champion even though he's like 2-15-7. There is nothing quite so humiliating as the brand support who has done nothing but feed, get a pentakill from 3 landed spells at a crucial moment. And this is yet another reason, why it is necessary to press advantages and leads and close the game out as soon as possible. Also I'd argue that 3 assassins, for instance a Talon, a Leblanc, Leesin, with a Lucian adc and a Brand support, isn't a bad teamcomp if you can press the lead and end early. Nasus has bad innate tank scaling, so despite the seeming importance of 'stacks', he really needs to quickly get his tank items to scale, hence the saying a 'fed Nasus with 150stacks is scarier than a feeding Nasus with 300 stacks'.
Nightjar (OCE)
: the problem with Nasus is he loses like every toplane matchup early without alot of jungle help. > Darius > feeds > Garen > JUSTICE > Aatrox > feeds > Mundo > feeds and whole team will flame you when Mundo outheals the team's damage. > Camille > feeds > Cho'gath > feeds, yes your 100 stacks are great but Cho'gath has 9k hp, HOW DID THIS HAPPEN > Fiora > feeds (both earlygame and generally still loses lategame) > Jax > feeds and will both allow Jax to hit lategame earlier, and unless the game goes for over an hour, will probably still lose the lategame 1v1. > Gangplank > both free farms, but lategame Gangplank is a bigger menace because 1 full build barrel combo can literally 1shot the enemy team. > Gnar > will fall behind so far that will still be trying to hit midgame when everyone else is 6 items. > Illaoi > feeds and now can 1v5 your team > Irelia > feeds and is now the team > Jayce > oh god his q just 100-0d me > Kayle > feeds and gets outscaled > Kennen > will get zoned hard by kennen and be useless > Kled > feeds but at least Tacos > toplane Leona > will feed but at least it won't be too bad > Lissandra > feeds and now that Lissandra passive does like half your hp in damage this is a problem > Malphite > whilst Nasus might win lane, midgame the Malphite ult is more impactful > Maokai > feeds and is now impossible to kill, the more people you bring, the harder he seems to kill > Mordekaiser > feeds, how does a tank do this much damage, oh wait nasus is 0-8 > Nautilus > feeds and now is an immortal CC bot that does ridiculous AoE damage > Olaf > feeds and now the angry viking has no counterplay because the rest of the team can't CC him > Ornn > feeds and now whichever lane he chooses to be in is his. > Pantheon > oh god does he feed, oh lord pls give me the strength to survive till lategame > Poppy > feeds, ever been scared of a happy midget with a comically oversized hammer, well thanks to Nasus we get the full experience > Quinn > afks because the Nasus into Quinn matchup is like trying to tap dance barefoot on lego > Renekton > Nasus wins late, too bad that isn't happening because 12-0 Crocodile > Riven > feeds and now the riven tryhard has an over inflated ego but that doesn't matter because she's so fed > Rumble > feeds but at least the ult looks pretty when it melts your team's faces off > Shen > possibly the only good matchup... unless you get ganked. > Singed > oh this isn't too bad, I can last hit under tower whilst singed proxies... oh god my tower is going to fall at 10min > Sion > well I'd like to stack the minions, but if I do I die > Swain > fuck ranged toplaners > Teemo > no really fuck ranged toplaners > Vladimir > idc anymore I'm going to farm kruggs fuck ranged toplaners > Trundle > I take it back I want ranged toplaners back, please I'll let you have tower, stop diving me > Tryndamere > somewhere in a faroff land exists Nasus lategame, unfortunately the splitpushing Tryndamere means nobody has time to farm > Urgot > he isn't full ad lethality urgot nor is he full tank, but thanks to Nasus it feels like both > Udyr > Nasus still doesn't understand why he died or where that damage came from in the 1v1, but maybe this 10th death will help him work it out > Wukong > the days of lethality wukong 1shots are back, except he's tank, but he still 1shot > Vayne > vayne isn't too scary until she gets a few items, unfortunately, she has her items, and Nasus is complaining about %hp true damage > Yasou > Yasou now thinks he's a challenger smurf, and unfortunately there is nothing you can do to prove him wrong, thanks Nasus > Yorrick > that ugly thing is slowly pushing down a lane, and unfortunately as a team there is nothing we can do. GG report Nasus > Rengar > our adc has afk'd and I don't blame them
fun fact, back when I was new and thought Nasus was OP and I was looking for counters, I saw that in Plat+ games, the presence of an enemy Zilean lowers his winrate dramatically, last time I checked, Nasus has a 38% winrate above Plat if the enemy team has a zilean somewhere in the teamcomp. I assume it's because Zilean can basically immobile Nasus, and Vayne was a popular pairing with Zilean back in season 6 and 7, and naturally you can understand why Vayne+Zilean is frustrating. max cdr 99% slow for 2.5s, Stun for 1s, 99% slow again for 2.5s, now there is 1s window until he can repeat the rotation, Vayne condemn, repeat.
: nasus buffs are a joke
the problem with Nasus is he loses like every toplane matchup early without alot of jungle help. > Darius > feeds > Garen > JUSTICE > Aatrox > feeds > Mundo > feeds and whole team will flame you when Mundo outheals the team's damage. > Camille > feeds > Cho'gath > feeds, yes your 100 stacks are great but Cho'gath has 9k hp, HOW DID THIS HAPPEN > Fiora > feeds (both earlygame and generally still loses lategame) > Jax > feeds and will both allow Jax to hit lategame earlier, and unless the game goes for over an hour, will probably still lose the lategame 1v1. > Gangplank > both free farms, but lategame Gangplank is a bigger menace because 1 full build barrel combo can literally 1shot the enemy team. > Gnar > will fall behind so far that will still be trying to hit midgame when everyone else is 6 items. > Illaoi > feeds and now can 1v5 your team > Irelia > feeds and is now the team > Jayce > oh god his q just 100-0d me > Kayle > feeds and gets outscaled > Kennen > will get zoned hard by kennen and be useless > Kled > feeds but at least Tacos > toplane Leona > will feed but at least it won't be too bad > Lissandra > feeds and now that Lissandra passive does like half your hp in damage this is a problem > Malphite > whilst Nasus might win lane, midgame the Malphite ult is more impactful > Maokai > feeds and is now impossible to kill, the more people you bring, the harder he seems to kill > Mordekaiser > feeds, how does a tank do this much damage, oh wait nasus is 0-8 > Nautilus > feeds and now is an immortal CC bot that does ridiculous AoE damage > Olaf > feeds and now the angry viking has no counterplay because the rest of the team can't CC him > Ornn > feeds and now whichever lane he chooses to be in is his. > Pantheon > oh god does he feed, oh lord pls give me the strength to survive till lategame > Poppy > feeds, ever been scared of a happy midget with a comically oversized hammer, well thanks to Nasus we get the full experience > Quinn > afks because the Nasus into Quinn matchup is like trying to tap dance barefoot on lego > Renekton > Nasus wins late, too bad that isn't happening because 12-0 Crocodile > Riven > feeds and now the riven tryhard has an over inflated ego but that doesn't matter because she's so fed > Rumble > feeds but at least the ult looks pretty when it melts your team's faces off > Shen > possibly the only good matchup... unless you get ganked. > Singed > oh this isn't too bad, I can last hit under tower whilst singed proxies... oh god my tower is going to fall at 10min > Sion > well I'd like to stack the minions, but if I do I die > Swain > fuck ranged toplaners > Teemo > no really fuck ranged toplaners > Vladimir > idc anymore I'm going to farm kruggs fuck ranged toplaners > Trundle > I take it back I want ranged toplaners back, please I'll let you have tower, stop diving me > Tryndamere > somewhere in a faroff land exists Nasus lategame, unfortunately the splitpushing Tryndamere means nobody has time to farm > Urgot > he isn't full ad lethality urgot nor is he full tank, but thanks to Nasus it feels like both > Udyr > Nasus still doesn't understand why he died or where that damage came from in the 1v1, but maybe this 10th death will help him work it out > Wukong > the days of lethality wukong 1shots are back, except he's tank, but he still 1shot > Vayne > vayne isn't too scary until she gets a few items, unfortunately, she has her items, and Nasus is complaining about %hp true damage > Yasou > Yasou now thinks he's a challenger smurf, and unfortunately there is nothing you can do to prove him wrong, thanks Nasus > Yorrick > that ugly thing is slowly pushing down a lane, and unfortunately as a team there is nothing we can do. GG report Nasus > Rengar > our adc has afk'd and I don't blame them
: I get bored of each champion?
set goals each game to improve. More cs, more aggressive laning, snowballing harder, earlier firstblood tower, denying the enemy laner cs, keeping them in lane, possibly getting fed enough to get a pentakill. other than that, rotate your champion pool, there are like 140+ champions, and it's hard to be good at more than about 10 of them at a time.
: Solo/Duo queue Ranking System
the person with the highest grade in a game isn't always the most deserving of victory. I mean it's often indicative, but that's only assuming a standard playstyle. It's very easy to abuse grading systems, and many people already have expertise in doing so, some people still religiously farm Hextech chests weekly and it doesn't take a good player to do so. There are actually some very counterproductive ways to Hextech Grade Farm, that will both set your team behind, whilst increasing your end grade. In the end, the game matches you with teammates and measures your ability to win based on each players match history. So over the large average, a good player will win slightly more often and climb. A grade based system might be more satisfying or more adaptive to a good player on paper, but long term players will break and abuse this system.
: Riot is tracking what i search
every company is doing it nowadays, who even cares anymore, we have no rights. The world is horrible and will continue to push the limits of greed. Happy New Year 2019 though.
XD haha (OCE)
: Viktor's ult... um what?
awkward as it may be, the ult does have a visual indicator for when it's about to strike, the zone will begin to spark a little more, and then it will strike down with a zap, and I figure most Victor mains either watch for the lightning spark, or they just set the chaos storm loose and hope it hits.
: Just to rephrase what I said in the other comment; You're not giving anyone more free base damage. No number shifts. All you're doing is taking the damage they ALREADY get from base AD growth, and repackaging it to be inside of the ability rather than inside "% Total AD". The Yorick numbers I gave in that post, the two arrays + %scalings I provided, are IDENTICAL in values. Yorick ghouls aren't going from 2 AD to 21 AD at level 1, they're ALREADY on 21 AD currently - this just makes that more visible, and means Riot can potentially buff Yorick's AD incentives without giving free damage to tank Yorick, just like how it would allow them to buff Sion's AD incentives without buffing tank Sion's damage. :)
it might be clearer just to show it has double scalings, such as with shaco e, it has an ap ratio and an ad ratio displayed but in different colours.
: Heyo, I think I was't clear enough in what the the conversion is here. I'm not talking about splitting the base AD into 5 tiers that increase when you rank a skill up. I'm talking splitting the base AD into 18 segments that go up with your level, the same way Zoe passive currently does and a number of other abilities. You already get that extra damage on the skill when you level up, from base AD growth: All I'm saying is shift it from "Hidden in total AD scaling" to "Hidden in base skill damage". You can change your leveling and building order and it wouldn't matter; the conversion is PURELY cosmetic, not a single number in all of Lol is altered, no matter what you do. We'll consider your Sion example. His Q is: 90 / 150 / 210 / 270 / 330 (+ 135 / 157.5 / 180 / 202.5 / 225% AD) This is identical to 90 / 150 / 210 / 270 / 330 (+ 135 / 157.5 / 180 / 202.5 / 225% base AD) (+ 135 / 157.5 / 180 / 202.5 / 225% bonus AD) From there, the initial "white" base ability damage and the damage that comes from base AD are converted into a new white number. So you get x1 / x2 / x3 / x4 / x5 (+ 135 / 157.5 / 180 / 202.5 / 225% bonus AD), where the xs are the appropriate number; 18 different level increments from base AD, 5 different rank increments from skill rank, all combined into one white number. Alternatively, because Sion's an odd case in having this "scaling total AD %", you can just leave it as 90 / 150 / 210 / 270 / 330 (+ 135 / 157.5 / 180 / 202.5 / 225% base AD) (+ 135 / 157.5 / 180 / 202.5 / 225% bonus AD) These 3, 90 / 150 / 210 / 270 / 330 (+ 135 / 157.5 / 180 / 202.5 / 225% AD) 90 / 150 / 210 / 270 / 330 (+ 135 / 157.5 / 180 / 202.5 / 225% base AD) (+ 135 / 157.5 / 180 / 202.5 / 225% bonus AD) x1 / x2 / x3 / x4 / x5 (+ 135 / 157.5 / 180 / 202.5 / 225% bonus AD) Are all numerically identical. AD Sion does not have a single number change. Tank Sion does not have a single number change. Q max Sion does not have a single number change. E max Sion does not have a single number change. They are algebraically identical in every way, they just look different. It is PURELY a coding side cosmetic change, a balance team "Quality of Life" change, if you will, that allows them to tweak the champ's values easier. They are algebraically identical in every way, they just look different. For example, right now, say that hypothetically Tank Sion is too strong and AD Sion is too weak. If they increase his total AD scaling by 5%, you just handed tanks free damage, since you gave them 5% base damage scaling packaged away inside of total AD. You just buffed tank damage alongside AD damage, thus meaning it's always gonna be better to go tank. However, with the "cosmetic change" I suggest, Riot can directly buff BONUS AD by 5%. This will give you 5% of whatever AD you buy, but will give tanks *NOTHING*. And so with this slight repackage, suddenly Riot can balance AD Sion without the collateral damage of overbuffing tank Sion in the process - or they can buff/nerf tank Sion without making AD OP. The change itself does not change a single number in all of LoL. What it DOES do is make the scalings more accessible independently of each other, making it far more viable and far less collaterally damaging to consider balancing AD Sion to be viable ALONGSIDE Tank Sion. It means these niche styles you love can stop being overlooked by Riot, lest they break the more mainstream styles.
wait, do you mean, you would like to display a ratio as (base damage) + (base ad scaling) + (bonus ad scaling) = total damage ( x ) + ( y % ) + ( z % ) = total damage because if you are, you could have definitely made that clearer in the first post. That makes sense, however I do wonder if that would look a little cluttered in the tooltip. I guess you could colour code it for added clarity? maybe make base ad scaling pink and bonus ad scaling can be orange? or would that not work for colour blind people. Tbh from your intial post I though you were talking about moving the base ad scalings into base damages, but I realize now I was just confused with your resuse of the Y variable.
Nightjar (OCE)
: there is actually some point to using total ad scaling instead of bonus ad scaling + base damage, since levels don't always equate to gold, especially on tank champions, whose win condition in high elo lanes is more dependent on a level advantage than gold distribution. Additionally in some matchups, a champion would much prefer to change their build or levelling order. For instance Sion's q is a total AD spell, which gives him good value when building tank due to his high base ad, but also balances the possibility of Sion getting a lead in lane and buying bruiser items. In this case, Sion is rewarded for level advantage through both base ad and levels in the skill, and he even gets a bonus for being ahead in lane and possibly having a bruiser item like Steraks/Black Cleaver/Titanic. These 3 factors are critical to Sion's role as a lanebully tank and his role in the meta. However Sion's q also has a 200% damage bonus dependant on channel time, which would generally make lethality/ad Sion builds ridiculous if it was a bonus ad ratio significant enough to reward bruiser Sions for winning their lanes equally to the total ad ratios currently used (since bruisers with level advantage get a feed in from base ad + bonus ad). It's very important to consider how base stats impact dynamics of laning, especially toplaners, and particularly tanks. A 'buff base damages' and convert it to a 'bonus ad ratio' approach is very shortsighted, and assumes wrongly, that levels are equally valuable to all champions in all lane matchups.
I will admit that Yorrick is a sad case though, and whilst the total ad scaling helps provide an interesting lanebully dynamic for some toplaners, it can also lead to polarized Champions. Also yet another factor which makes balancing more difficult is the possibility of a champion migrating into a role they weren't intended for. For instance reducing the value of base ad on a toplaner, whilst also feeding them more base damage, might see them migrate into the jungle, such as Jarvan4 in season's past, and possibly becoming gamebreaking or alternatively irrelevant and near impossible to gracefully bring back into the meta (eg. OG Yorrick and Morderkaiser).
: There is NO purpose in total AD scalings.
there is actually some point to using total ad scaling instead of bonus ad scaling + base damage, since levels don't always equate to gold, especially on tank champions, whose win condition in high elo lanes is more dependent on a level advantage than gold distribution. Additionally in some matchups, a champion would much prefer to change their build or levelling order. For instance Sion's q is a total AD spell, which gives him good value when building tank due to his high base ad, but also balances the possibility of Sion getting a lead in lane and buying bruiser items. In this case, Sion is rewarded for level advantage through both base ad and levels in the skill, and he even gets a bonus for being ahead in lane and possibly having a bruiser item like Steraks/Black Cleaver/Titanic. These 3 factors are critical to Sion's role as a lanebully tank and his role in the meta. However Sion's q also has a 200% damage bonus dependant on channel time, which would generally make lethality/ad Sion builds ridiculous if it was a bonus ad ratio significant enough to reward bruiser Sions for winning their lanes equally to the total ad ratios currently used (since bruisers with level advantage get a feed in from base ad + bonus ad). It's very important to consider how base stats impact dynamics of laning, especially toplaners, and particularly tanks. A 'buff base damages' and convert it to a 'bonus ad ratio' approach is very shortsighted, and assumes wrongly, that levels are equally valuable to all champions in all lane matchups.
Tonedeaf (OCE)
: Penalties for players that ruin the game
the problem, once again lies with the players. there will be players who abuse this system. there will be players who will report the player who failed to carry for failing to utilise the kill gold they 'ksed' (I hate these self centered invertebrates). and implementing any leniency systems like this to an MMR based system, will have a cost, since mmr gains have to be paired with mmr loss in a ranked system, otherwise inflation will start to affect the integrity of the ranked system.
: Nami is a fine Enchanter but struggles a lot against Ability Power Supports, such as Zyra, Brand and Vel'Koz. For Lulu, I do agree that she is amazing to play as once you have mastered her kit. In the current meta now, is Lulu still a good pick?
lulu isn't really meta atm, but even when she's a bottom of the barrel support; running into a Lulu Kogmaw duo botlane in soloq is a nightmare. She's best suited for atkspeed reliant adcs who might suffer limited mobility (think Kogmaw, Twitch) , and kai sai. Lulu tends not to synergies too well with Lucian, Caitlynn and especially not with Ezreal. It can work, but in these cases picking Soraka, Janna, Nami or Karma would have probably been a better choice. That said, Lulu is somewhat of a 'worst case scenario, do it yourself enchanter supports', in a similar bucket to Karma, Sona, Morgana, Bard and Nami, so winrate isn't really the most important factor. Since if you're good, you'll still be able to harass the enemy laner enough to hold your ground for half the game, regardless of how incompetent your adc is.
: Maybe it could be tweaked to allow for that? Idk Like the difference between armour pen and lethality, or blind and disarm. Make a clear distinction about what is and isn't affected by Tenacity or whatever new name you wanna call it. Knockups suppression and stasis already aren't affected by Tenacity. If you're going to have exceptions, why not just go full hog and divvy up the CC into what can be reduced further and what cant. Maybe when the game used to be simpler, adding in more situationally specific shit wouldn't have been a good idea. But it's 2018 now and there's so many stats/stat modifiers/on-hit effects now, that its practically impossible to keep track of it all, especially in a team fight. In a team fight you're never going to mentally do the calculations of what happens if you have X tenacity, but get hit by Morgana's Q after being brittle from Ornn, but are also sleepy from Zoe's bubble. We have well past the point of in game clarity now, unfortunately. So adding yet another semi-similar-but-the-same-but-also-different stat, probably wouldn't be too much harm (as much as that pains me to say). Because while you don't want to have monsters like Garen who just cant be CCed, you also don't want tame CC just being a death sentence for squishier champs, like it often is currently. Even a medium+ slow will put most immobile champs in the grave now in many situations. What would you recommend to counteract how the Damage/MS creep affects CC potency?
personally I've a very big fan of cleanse items, and I am very very very unhappy that Mikaels Crucible has been relegated to such a super niche proplay item. I used to be very proud of the fact that my carries didn't need to build a qss, because I could do an instant cleanse. I want to see Mikaels come back, Qss already exists for adcs, but Mikaels was given dump stats and so is rarely built on even hypershield supports.
: #Sexuality in League characters. Agreed with you in the sexuality part. Theres no need to complain or be over the moon. I think it fits her character to a T. And that's great. She's shy and curious and exotic, and the suggestively around her sexuality just adds to that air of mystery and curiosity. Filling her out more as a character. Just like Taric's supposed sexuality aids his character development. He's strong and muscly and _**extremely**_ camp, if he had 3 girls under his arm in his splash arts, it would just seem wrong and out of character. Likewise with Evelynn. If Eve was all about girls and couldn't care less about men, the whole impact of her character as the seductress would be diminished. Vi too, she suits being the tomboy 'lesbian', because that's how the image of her character was designed. Obviously Xayah/Rakkan's orientation too is highly key to their character. The only champ whose sexuality I have a problem with is Varus. You don't just pick a champ and random and just twist and mangle their storyline beyond recognition until you manage to fit two gay men into their body. It'd be fine if you wanted to make that story for a brand new character _(you could even have 3 seperate voice overs, it'd be awesome)_, but don't change characters that people already know and love the way they are. To be clear, I have no problem with a character being gay or straight or whatever, I have a problem with them taking an existing character and changing it just cos. It'd be no different than if they were suddenly like "Oh yea btw, Yasuo is trans." After all these years and all the people who are invested in the character, we thought we better tell you now, turns out everything you knew about him was a lie. Yasuo already has a set story, just like Varus did. You don't fuck with the story. If it doesn't aid the story, don't do it. Neeko fits the story. Thats good. People from all walks of life can appreciate that. _____________________________ #Fictional characters and how they DO affect us. I have to disagree with the last part of your statement. Fictional characters can highly affect us both individually and as a society. Think of a world without Batman or Superman, (or Pikachu). How different would that be _(for a start Marvel comics probably wouldn't even exist, or at least not be well known, and we damn well wouldn't have any Avengers movies)_. Superman was actually used to support the war effort in WWII, he inspired soldiers and civilians alike to do their best for their country. How instrumental has Wonder Woman been to inspiring young women? How has her existence affected various feminist movements? The UN actually officially named Wonder Woman an "Honorary Ambassador for the Empowerment of Women and Girls" _(before, ironically enough, the very people she empowered voted her be stripped of the title.)_. The character Spock inspired real people to become scientists, and do work that benefited the world, and one day may actually get us to other planets following the character's footsteps. How many people in the civilised world haven't seen or heard the word 'Pikachu'? What would the internet look like without our little yellow friend and everything he has inspired since his creation? Does the internet not affect us? Would modern Japan be the same? That little character deeply affects an entire country. > "character who in no way effects you" No one knows how the world will adopt a character. JRR Tokien wrote a book about wizards and dwarves. He never in his wildest dreams through that an entire country _(which had nothing to do with it at at the time)_ would adopt that story into their very essence of their nation. This is one of the reasons you don't just add crap into a characters story for no reason. They do affect us. And if the character is inaccurate or improperly represented because you 'just wanted' them to be X, then that decision affects us too **E.g.** If I were gay, I wouldn't want Varus being the poster-child for my community. What values would that bring? Varus' sexuality was clearly an afterthought! Its not a stretch to assume someone caught a bit too much SJW flak and though _"Shit, better appease these guys! We better make one of the champs gay real quick."_ Is that how you want the gay community to be viewed? As an afterthought to be appeased? Thats what adding random shit into a character 'just cos' does. They didn't even bother to change Varus' appearance or VO. Thats how little it meant to them. I would much rather be represented by someone like Neeko or Vi. They're cool, they're interesting, yea they don't hide that their orientation, but it also doesn't define them. Their sexuality neither restricts, nor defines who they are. It's not something to be ashamed or proud of, it's just how they are, and what they are is a badass enemy-team-killing machine. They have always been this way, and didn't bow to the pressures of society like Varus did. Thats the kind of character that is meaningful, and if they did catch the right eyes and bounce out into the world at large like Superman and Batman. I assume they'd have a far more beneficial impact than Varus. #TL;DR: This turned into a long post xD, but the moral of the story is: 1. Don't force fit things if they don't fit. 2. Don't underestimate the importance of fictional characters. 3. I like Neeko, she's pretty cool. _(still getting accustomed to the voice though.. opinion withheld for now)_
japanese or spanish Neeko sounds much better, if you disagree, fite me 1v1 aram.
: The damage in league has ramped up dramatically over the seasons. CC times haven't changed as much however. So in the past a Morgana Q was a movement impairing ability that put you at risk. Now, it's a death sentence, no two ways about it. The same with other abilities, things like Ahri's charm or Xerath's E gave the champ a little bit of CC to help land a few spells whilst in a brawl. Now, if you get hit by the charm, 7 times out of 10, you will be dead by the time it wears off, and 2 of the other 3 times it wears off and you're on so little HP that there's no way you can effectively retaliate. Even CC that was once just 'disruption' like Riven or Zac's kit, are now lethal, due to how little time it takes to 100-0 a champion. This is also partially due to MS creep, champions move at a far greater speed than they used to, so removing that movement capability further compounds the effectiveness of CC. So in all fairness, I don't see why tenacity shouldn't be added into the game in a slightly larger capacity. We should keep in mind through that hitting CC isn't always easy, and if you do hit it you** should** be rewarded with a window of opportunity. However, this opportunity shouldn't mean a free kill. This is my opinion anyway.
the problem with adding tenacity is that it reduces the impact of light zoning cc more than it affects hard lockdown. Hard lockdown CC such as snares, stuns, knockback/ups, tends to be a very effective stop gap when a bruiser or tank is trying to engage onto an immobile adc, albeit a high investment solution, they don't last long anyway and are designed to quickly peel or lockdown. Light zoning CC such as slows, silences, interrupts, grounded, and basically just slows, are designed to make landing skillshots, follow up cc, and positioning around a tank or bruiser easier, especially for low mobility adcs who have to rely on the support for peel and the bonus movespeed on their zeal based items to kite. Light zoning CC typically has a long duration but a low impact, and are a bit more plentiful in team fights but are important for a team's overall ability to peel. Tenacity is a very dangerous stat to mess with, if you've seen a few of the tenacity stack monsters that existed for some times on PBE you'd understand why Riot is very careful when adding tenacity to items or champions.
NanoGod (OCE)
: She needs a nerf she is way unbalanced. They killed the fun in the game by making her so over powered what was riot thinking the dumb asses
every new champion comes out OP (except Ivern, Bard and Tailyah), but people don't know how to play her yet, so Riot leaves it be so people can play the new champion and have fun. It's preseason anyway, and she'll likely be tuned down a little in coming patches. Imo I feel her power is too heavily focused on her ult (like what is this, the damage is ridiculous, it slows, stuns and has a very short channel time, most of which can be masked) and her base damages are a bit too high (I play tanky bruiser neeko on my alt, and it's just as good, maybe better since her other AP ratios are bad but her base damage is high), but she also lacks damage in some areas, namely I feel her e and her w passive have their damage numbers the wrong way around, and lategame she is literally her ult cd and nothing else.
: Why are high elo YouTubers allowed to do "Iron/Bronze to ____" if they break ToS?
buying, trading or sharing accounts isn't allowed, but the rules are a little more lenient for receiving an account as gift, especially if there is no intention to smurf and you play seriously on that account. The ToS and Summoners Code, really focus on boosting, smurfing, and trading accounts for money. It's not like Riot couldn't take action technically, but more like, it's not a blatant violation. A bit like jaywalking and whilst it's technically illegal, unless you do it on a busy road and disrupt traffic, the police really don't care.
Niji (OCE)
: Wha do I build on jungle janna
personally I like to do Jungle Janna as onhit, ap would be fun but unfortunately it's a bit difficult in the current meta to clear the jungle early whilst keeping up pressure, even with the dps of an onhit build. AP jungle Janna just doesn't have the ability damage or cooldowns to clear the jungle early with an ap build. Generally you'll want to start atkspeed first row, ad in your second row and armour in your 3rd row of rune stats with fleet footwork, because otherwise clearing jungle will cost too much hp. Your primary precision tree should be very similar to jungle adcs like twitch. Your secondary is personal preference, Celerity and Gathering storm from Sorcery give you amazing lategame but are a bit slow, Shield Bash and Revitalize are pretty strong in the early-midgame. Your choice between Runic Echo or Bloodrazor, but I generally find Bloodrazor to be the better early powerspike, and whilst worse for ganking, Bloodrazor actually lets you duel the enemy jungle if they decide to invade and in some matchups can give you control of scuttle. Warrior is also an interesting lategame choice and isn't bad if you aim to focus on ganking and only clear the Single target camps. Then I like to itemize into either ad, tankshred or magic onhit. {{item:1419}} {{item:3085}} {{item:3153}} {{item:3087}} {{item:3031}} {{item:3047}} endgame replace Bloodrazor with Lord Dominicks {{item:1419}} {{item:3085}} {{item:3153}} {{item:3071}} {{item:3124}} {{item:3009}} eventually replace Runnans with Frozen mallet. {{item:1402}} {{item:3030}} {{item:3100}} {{item:3115}} {{item:3091}} {{item:3020}} eventually replace Runic Echos with a Rageblade. This is just what I've found worked it's probably not ideal, and I DO NOT CONDONE DOING THIS IN RANKED.
Rioter Comments
vts (OCE)
: xerath flash slower when charging
unintentional but hard to fix and so riot sort of leaves it in. there are alot of these types of interactions that are just left in because it would be too much work to fix each one.
Maniakk (OCE)
: Ranked borders in 2019
fun side note, if you don't care for the icon or the victorious orianna skin, it doesn't really matter, since next season ranked Borders will be based off your current rank, not your rank in season 8.
Niji (OCE)
: Can we nerf Volibear!!!
git gud? voli top is ass, he has the 43rd highest toplane winrate out of 53, he falls off lategame, and the only elo where he's semi-decent is bronze where he has a 48% winrate. If you want a melee faceroll champion, Garen is better in basically every single way.
: It doesnt actually change my argument at all. You just never understood the argument in the first place. The viewpoint you are now approaching it as with the whole "individual contribution" swap is how you shouldve been approaching it from the beginning because thats what i meant from the beginning. The issue is you think contribution cant be objectively measured when in reality it can. Vision score. Objective damage. Damage per gold. Where did you get your kills (roam dominance) How much damage to towers did you do via baron buff minions that you were present for. Etc etc. The vast majority of stuff in this game that actually matters to winning and losing is measurable. The only thing you cant measure is a few outlier cases where you do something so completely out of the norm to win a game that it would be literally impossible to model (for example lets say you literally run in 1v5 into the enemy team and suicide in order to secure a baron by distracting them, but even in that example you can measure it in abstract ways like "what objectives were taken around the time of your death, etc etc") There is quite literally a way to measure and quantize contribution since contribution is a tangible thing.
i mean, the objectives taken around the time of your death could mean something, or nothing. It could be a splitpushing trynd allowing for a free baron, or it could be a an inter just happens to get caught out around the time of a big teamfight or objective push. Vision score can actually be quite hard to obtain in some games and easier in others. The value of vision can also vary between game winning or rarely but often enough to be of note, nearly a waste of time. You gain vision score when your wards sight an enemy, your ward survives or you clear a ward or vision plant. However if you run a particularly aggressive teamcomp, if your stomp lane down hard, the enemy jungler feeds, then warding isn't really a priority. In some games it can literally come down to trying to end the game pre-20min. In which case you'd be hard pressed to get vision down in the spare moments and the enemy team is not likely to leave their turtle formation in the base. You could place down 20 strategic wards in this 17min game, and yet your vision score would be limited to ward survival, which would be worthless. Objective damage is generally a good indicator, but sometimes splitpushing is the wrong call. A malphite with their tp burned and no demolish keystone could still possibly get decent objective damage through purely splitpushing and then fighting whoever decides to stop them (if anyone ever felt the need), but the damage and push is so slow it would never be anywhere near as useful as a malphite who groups. Damage per gold can be a bit of a feels bad too, A tank playing selfishly and not peeling for their mages and adcs, could actually get more damage off per their gold, but it would often be dwarfed by the value and damage that could have been achieved if they had decided to protect their damage dealers. Roam dominance is a bit subjective as well. As an assassin jungler, you could gank a lane, kill their laner, but if the laner is too low hp to push the wave out without risk of an enemy ganking them as soon as you leave, and you don't help them bounce and reset it, it can actually put the laner in a worse position than before you ganked since the enemy would have a perma freeze, which would be worth more lane pressure and potential gold than the assist you gave your laner. Baron Buffed Minion damage could also be a bad measure, sometimes it would be more efficient to all-mid, and just go for the end, if you got baron and the enemy jungler died trying to steal it. That 1 pick could be more valuable than the 3 lane baron minions, if you already had a lead and the enemy jungler was necessary for their teamfight. ----- If there was a perfect measure of individual skill, I would be fine with it. However I know enough about how to game the system for champion mastery tokens and hextech chests (I used to farm these for months when they first came out, never missing a single refill), cheap ways to improve your apparent scores, and how scores don't always correlate with leading your team to victory. The scoring system has gotten better, but it's impossibly far away from being a fair ranking system, since it is still quite easy to manipulate and there are forums of people who have a very clear idea how to warp it. Also as you point out, even in an idealized system, there would be strategies that you wouldn't be able to measure by a standard metric because they are completely out of the norm. These people have strategies, that, though obtuse, are legitimate strategies to win the game. Do they not deserve a reward and recognition for their efforts?
RP1TUP (OCE)
: The very fucken problem with OCE staff
OCE is a mixed bag of a server, and can vary between one of the friendlier regions to one of the worst. It's also hard to moderate this server, when Australian's and New Zealanders (a fairly large portion of the OCE community), have unusual terms of phrase, commonly swear as forms of endearment and have unique and creative combinations of explicit language with which to garner emotive reactions. Riot uses the same enforcement measures on OCE that they do on most other regions, personally I believe this is inadequate but it's not favoritism at least. Also most of the Forums here and elsewhere are run by designated volunteers with few actual riot staff, so your odds of being seen by anyone important would probably be higher on twitter or facebook than the forums.
: Except in the majority of cases if a player is "trashtier" in individual skill they will also be "trashtier" in teamplay. The chain is only as strong as the weakest link. etc. You cant honestly comprehend the complexities of teamplay unless you have your own personal play down pat first.
mechanics aren't the only factor to being a better player. I've had games where the most fed person on the team is literally the least valuable member, and games where a feeding leona or alistair pick up a bit of gold and after channeling out the tilt, make the winning 5man engage. Some people have good solo skills, some people have good teamskills. Every player is different with different roles, champions, strengths and weaknesses, and the only fair comparison is who wins more. It's not a matter of luck, climbing is the average of alot of games. In the end, Ranked comes down to, in this role I play, am I making a better impact than another player at my current rank would?
: Either take Heart's advice. Or if you can't wait, If you see them in lobby, just dodge? It's 6 minutes and 3 LP.
you should never be forced to dodge. That's wrong, and a blacklist of maybe 10 players you could choose isn't really going to impact queue times, and I can only see this as an improvement, albeit minor. On another note, we should be allowed to report people in lobby, because I don't want to have to play with some racist idiot just so I can report him.
: Ok so this feature is implemented, you proceed to use it to blacklist players who had a bad game and made costly mistakes that may or may not have cost you the match, along with those who either had one negative game, or who will soon be punished anyway. Your queue times are now hours long and queue and matchmaking health dies a painful death.
if you aren't challenger where the pool of players is so tiny it's more like a bird bath, and I'd imagine most people aren't. Hour long queue times aren't realistic. You'd be seeing more like a 20-30s longer queue time on average during even the quietest times on the OCE server. For Ranked Soloq this wouldn't be a bad idea, maybe even Flex queue. I could imagine this being a problem for pre-lvl30 players, or for the TwistedTree line queue which already needs some love to help increase the player pool. But I feel like this could be a major improvement, because I wouldn't want to have to play with the same feeder more than twice before I decide to stop playing that night. Other ways to reduce the effect of a blacklist on queue times, make it so that you can only blacklist a cap of 10 players at a time? Also you could further reduce this effect by making the blacklist only prevent a player from being on your team, not on the enemy team, so maybe you'll reconsider that hit or miss Syndra mid who either carries or feeds.
: created these skin ideas years ago
here are some suggestions I've seen people on the forums make which sound amazing: Kandy Kayn Pool Party Lifeguard Illaoi Dark Star Aurelion Sol Surprise Party Rengar (I'd imagine this one would be pretty tilting)
: Can we finally update mmr to include individual skill in the algorithm?
I've had games where I was seemingly playing well, but I was actually disadvantaging the team. The Stats tab is objective, but each game is subjective. The right call, the right way to play, depends entirely on the champions, the players and the gamestate. ----------------- There are games where as a support I literally didn't ward the entire game, because we didn't need to, we just needed to keep applying pressure and hammering lanes before our teamcomp fell off, and we won fairly easily. There are other games where we won literally because we had complete vision control, and managed to make rotational comebacks. Not warding in the vision control game, or focusing on getting wards down in the hammer rush game, would have both been the wrong call. I've had games where as a shaco, I literally had to suicide an Oriana ball onto the backline and cripple my KDA, so that we could win teamfights. In terms of an S+, this was a bad idea, but in terms of winning, the sacrifice was worth it, we managed to assassinate the backline. KDA players who just trying to get alot of cs, ksing kills, will get S's in all their stats, but they aren't playing to win, they're playing for scores. They don't climb but their scores are always impressive, and it makes you think they're unlucky or that a skillbased ranking system would be an improvement, but these people are arrogant self centered, toxic and generally the worst. If you're playing well, climbing is pretty easy, I normally reach gold 5 by the end of a season. About a month ago I started my climbs with bronze mmr, in both flex and soloq as a solo player. Nearly 300 games later (which is alot but I tend to be more of a soft-carry player than a snowballer), I've achieved my climbing to gold. That was about 130 games in flex queue, and 160 games in soloq. As a true low Gold player, it took me slightly over a 100 games to climb an entire tier and a bit in a queue. I wasn't hard stomping these games, my stats were good, more importantly consistent, but even in bronze 1-silver 5, I didn't appear much better than my opponents. However, I was consistently better, my stats didn't show it, but my shotcalls, my macro plays, my choices were impacting my team positively. I climbed fairly quickly, whereas under your proposed system, this would all count for nothing, and I'd be stuck in bronze because I'm not a selfish stats player. ---------- I bit my tounge and made the 'winning play' not the 'soloskill play', and that lead to the climb. If League introduced a soloskill based climbing system, achieveing a rank would be more about gaming the system, than being a better player, but I guess at least **you** would feel better.
: I sort of sounds like even if you win lane and get a few kills you will just be spending the entire laneing phase hitting the tower, if you roam to another lane or something like that you will be missing out on a lot of gold.
if you deny the enemy laner xp and gold, you eventually become able to towerdive them fairly easily. A longer laning phase actually creates a larger difference between the person who won lane, and the person who lost lane. Roaming has impact too if you roam to a lane, kill that laner, and then break 1 of the turret barriers. It can mean more gold as well as spreading your lead, but yes, it seems this change is intended to increase the focus on laning phase in the next season.
: You build shaco AP on ARAM. It all about the traps, and finishing them of from half HP with an E.
well, you build both. Since the e is physical damage, but you need the ap to make your ratios and poke work. The traps get disabled by vision trinket, so you need to be creative in placement. You need both magic and armour pen, you need ap. If your team gets harassed too much by poke, it becomes far harder to assassinate anyone. It takes a fair amount of shaco experience and a large amount of general experience to make shaco work in aram, compared to someone like Ashe or Velkoz, who don't need to deviate much from standard builds and playstyle to be very effective (though a cheeky serated dirk and w max on ashe is very good at getting alot of early pressure).
: The idea behind it is to make laning phase last longer, not about protecting the base. Rather than getting pushed out of lane, then when you come back you get ganked and thats it, your towers gone, hopefully they can last longer. It is a tricky balance between rewarding a solo laner for smashing their lane and not letting towers fall due to 1 play. Which is why when you destroy a section of the new amour you are granted local gold. Also the armour falls off after a certain amount of time, so it will hopefully not make the games take too much longer overall, but allow people to play in lanes a little longer. https://boards.na.leagueoflegends.com/en/c/developer-corner/NPBRPjqf-preseason-dev-update-number-3
Another way to put, is normally when first tier towers are up, the tower facilitates bouncing back minion waves, allowing denial and lane dominance. When a tower goes down, it exchanges the ability to more safely and easily deny a losing laner the minion wave, in exchange for opening up the map, teamwide gold and the possibility of roaming and pressuring other lanes. By adding a buffer to the first tier tower that is worth considerable solo lane gold, laning phase is extended, and winning lane becomes more profitable, since you can get alot of gold from the buffer, whilst also denying your laner gold and xp advantage by crashing and resetting freezes of minion waves. Creating a larger gap between the losing laner and the winning laner, whilst also keeping laners in their lanes and delaying the arrival of midgame teamfights. Imo this shift feels alot more like DOTA2.
: worst s+ ever
depends on which champion, some champions like Zilean, Velkoz, Ashe, Ezreal, ect... are really strong in aram other champions suck in aram, such as shaco, kindred, udyr, and basically have to opt for strange teamcentric builds and hope their teamcomp can make it work or the player has to be very experienced to perform well in the howling abyss. Shaco for instance has difficulty making a strong team impact, falls off lategame due to his kit in the aram setting and needing to be very good at reading the enemy team to be effective, since just jumping in with q in aram, especially when the enemy team picks up the vision potion, is very suicidal, and normally shaco e is poor poke, especially now that it's a physical damage ability which primarily scales with ap.
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Nightjar

Level 143 (OCE)
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