: Agreed. If I get hit with an ability, I want to know it, and I want to know why. _(Although I personally think that Nunu's R should also be visible.)_ There should be a standard, either everything is visible from bush, or nothing is. And everything follows those rules no exceptions. It seems weird to me that Xerath can slap you from out of a bush half a lane away, and you have no idea until half your HP is gone. Meanwhile Sol gets to be the ultimate hide and seek loser as he sits in a bush and everyone gets to see his stars orbit it. Anything that is ground targeted or has a hitbox indicator thats visible to the enemy, should be seen from brush. You can't have some working by different rules than others. ________________ On a seperate (but mildly related) note, the range on placing wards should be larger. The meme is: _"Never face check bushes"_, hahah we all laugh at someone when they die from it, and we all know its a silly thing to do. The way to prevent face checking: **Warding.** The issue is, damage creep has ramped up the damage output of every champ over the last few years, and now many champs _(especially those with CC or dashes)_, can still kill you relatively easily from the maximum range needed to place a ward. I feel like you shouldn't be punished for warding. If you know Rengar is in the area, it's actually safer NOT to go place a ward in the bush. Because if he is there, bye bye you. That just isn't on, _"Don't ward our lane ADC, because the enemy jungle might be nearby."_ is a sentence no one should have to say, ever. If you know Rengar _(or Zed, or Fizz or whoever else can 100-0 before you even know it.)_ is in your area, thats their bad for not being sneaky enough, you have countered their roaming play by either good MIA communication, or your own good map-awareness/warding. So you shouldn't be punished by warding your nearest bush in preparation of their arrival. Wards have a long cool down, and warding shouldn't be a task that puts you in danger _(seeming the whole purpose of them is to alert you to danger in the first place)_. Face checking the brush is lethal, warding shouldn't have to be.
> There should be a standard, either everything is visible from bush, or nothing is. And everything follows those rules no exceptions. gotta get that TRUE invisibility though...
: Why is the queue so long?
Flex Q is really bad at the moment. Estimation queue lengths are set at 3 mins but I've been waiting 10-15 mins... I think there's just too many queues to choose from. Probably time to kill 1 of them off
: I’m getting worse and it’s making me toxic
Maybe do some quick physical exercises (5-10 mins) every time you lose? This may potentially relieve some of the stresses due to the release of endorphins in the brain. Just a thought :)
: Giving toxic players the silient treatment; Is the same as telling them, nothing they says have values. Especially with pre existing dialouge leading up to the mute. What you're really doing with the mute is; Telling the other guy "Go do whatever you want, I'm done." _"There's obviously exceptions to the rule but toxic people ALWAYS look for an easy out. Don't give them the option and don't fuel their fire and you'll most likely see them commit a little more to the game." _ Your definition of toxic is be pretty loosely used. When a conflict turn toxic. Ha! Misery is all that matters. You are asking people to follow an ideal that is hard to apply. I can say awful stuffs to you right now; And i doubt you will be happy with just a mute. No, we are going to have it out in the parking lot.
Think of it like a "stairs vs. elevator" scenario. You are given the option to choose between the two in order to reach floor 15 of a building. My assumption would be that almost 100% of the time people will choose to go with the elevator, and why? Because it's "easier". Remove the elevator from the equation. You still need to get to floor 15 (for whatever reason you desire). What do you do? Obviously use the stairs as it's the only option and you know no better. Sure, you may not really like the idea but you do it anyway. That example doesn't explain everything we've discussed but it's why I believe if you give people an "easier" option, they will be more inclined to take it just because less effort needs to be invested. Give them the tools and they will use them.
: "About your point where people result in "word wars", there is already a mute system which helps with that. A lot of trolls thrive off reactions." If you mute them, they will simply act it out ingame. Which usually degraded down to feeding, intentionally getting caught, or afk farm; Mind you, that these just are some of the examples. The mute option is not an effective method to counteract hate. Lets be honest. How would you feel if someone just mute you while you are angry? A simple reaction would be. "Ahh, ok! You want to say your peace then mute me before i can get my return? Screw the game, ill make your time ingame as miserable as i can manage." It all come down to the depth of animosity they bear toward the player/players they hate. Take the bronze ranks population for example. Once the match starting to shown signs of degeneration; It cascade down fast. Why do you think bronze players says low elo behaviours are the worst? There is truth to it you know. You can only talk sense to those who still want to win. But once they've decided the game is not as enjoyable as seing the person they hate lose. There is nothing you can do. If they are a minority; There would be a less show of hands, from players claiming their 'toxic' team mate is holding down their rise to prominent high. The data and examples of toxic ingame behaviors, outnumbered cases of FF ever being a problem. Remove FF and you will increase the durations where players have to sit through it. Mute does NOT work. Verbal is but 1 path to hateful execution.
A toxic player has little to hate if no one responds to them. There's also a difference between a "toxic player" and a "troll". You really have no chance of reasoning with a Troll and they were always intending on making a miserable experience. Whereas toxic generally don't intend on making a negative experience but have such a short fuse that small things can make them explode (which can be due to a number of things such as a loss streak). Just talking to them can fuel the fire and trigger toxic players, so if there is no response to this sort of behavior their focus will shift back towards the game rather than focusing on abusing people. There's obviously exceptions to the rule but toxic people ALWAYS look for an easy out. Don't give them the option and don't fuel their fire and you'll most likely see them commit a little more to the game.
: It's because Riot allows for players of different divisions playing as a duo to exist in a "soloqueue" game. More likely if one of your teammates is duo with a shitter, then the support will be of a higher mmr to compensate, because support position is not as popular. This means a free loss because support cannot impact the game as much as the enemy player who is killing/outplaying the shitter. (in layman's terms) If you like in terms of numbers mmr: Top - 1500 Enemy Top 1500 Jungle - 1200 Enemy Jungle 1500 Mid - 1500 Enemy Mid 1500 Adc - 1500 Enemy Adc 1500 Support - 1800 Enemy Support 1500 Balanced? According to the regulations yes. In your Thresh game you are a whole division ahead of the others, however unluckily you are in the support role. In your Lucian game, you have a gold 1 mid laner Ryze that did less damage than Bard. Unlucky. It's BS like this that helps to keep people's winrates around 50%. It would be preferable to have an option for players to click a button that says "I prefer longer queue times to get better matchmaking". If Riot implemented this simple option, a lot of players would be happier. Oh and also delete blind pick normals, when we have draft pick, that would also help with queue times.
yeh too many queues... not enough people
: ADC META BROKEN or UNBALANCED
i think a simple way of bringing stereotypical supports back as well as ADC is probably just buff some support champs.
: "Surrender calls in most cases is a "loser's" mentality." When players stop trying and dont care about victory, that is when the game is OVER. If they are too deep in resentment, you're not gonna magically make a rallying cry and band together in the name of victory. All you'll have is a cesspool of angry people being stuck in a match, all the while scrutinising each others untill the enemy team land the final nail. The FF option reduce that exprience to a minimum. Your ideal version of working with those people, that've already decided to FF AFK; Is most feasible when their personality allow them to look pass the frustrations and aim for the desired end results. You can pulled them back with kind words or make plays that bring them hope. But. If some 1 else on your team dont "words "cuddle them, instead fan the flame? Forget it. There are so many factors that can go up against you in dealing with the above situation. If you think people saying FF15 is bad/annoying, then imagine how bad things can get if FF is removed. They will be ban, or you will be ban. Believe me, there is often no pleasantry when things fall apart.
I can see where you are coming from. Sure, there are those which you cannot sway into continuing but they are a minority after all. About your point where people result in "word wars", there is already a mute system which helps with that. A lot of trolls thrive off reactions. Mute them and you'll feel less inclined to react to their negative behavior. Also, if the matchmaking is extremely poor... the game wont last much longer than 20 mins either.
: ***
which adc roamers are you referring to?
Örnn Bot (OCE)
: Assassins
zed with just a few items can almost 100-0 someone without even using ult... thats fun to play against
Rioter Comments
: roaming adc mids use to be a thing back in dota 07-09
Örnn Bot (OCE)
: ***
If your read what i said carefully u would have noticed i said "in MOST cases". Majority of the time you get people calling ff15 at 7 mins and in this case I'm being held hostage till 15 to 20 mins... are you kidding me??? The reason why people call FF so often is because they've been given a specific time where they can surrender and then people think they can save time (for what... 5-10 mins?) to move to next game. Don't give them a time and you'll see how much longer they will try for. If you give people the choice, they will use it more often than not. I would rather an afk troll every 1 in 20 games rather than people giving up before 15 mins every second or third game.
: When you see Riot are nerfing ADC items in the next patch
ADC role needs to change and evolve like the rest of the game has. The high risk high reward investment is too taxing and boring for early-mid gameplay.
Örnn Bot (OCE)
: About afkers and surrenders
Remove surrender option all together... Surrender calls in **most** cases is a "loser's" mentality. Having a surrender function only gives people the option to give up well before the game is even over. I'm sick of people saying "FF15 .. afk".
Excited (OCE)
: so let me get this right, you are complaining about people who can tower dive and suppress under tower.. but you play the very thing you despise? {{sticker:zombie-brand-mindblown}}
its basically the saying "if you cant beat them.. join them". Flash exists only coz of how league was back in the day. Since then the game has evolved so much and old mechanics eaily become outdated and in most cases non-viable. Gap closing was kept to a minimum within champ kits. Hence why flash was practically picked 100% of the time. But now champions can have up to 3 gap closing abilities including flash, making mistakes less punishing. This is turn makes a role such as ADC which get minimal escapes harder and harder to play as, granted the may get some utility here and there. ANywayz, i would like ot see ADC role evolve with the times too...
: If every champs get a 20% innate crit, then ALL HAIL irelia, zed, talon; Pretty much any champ that isnt an AP caster. Which make for a terrible RNG based game. 2 lucky crits and laning phase is over.
True to some degree. My suggestion includes a reduction to crit dmg % which is significantly lower than it currently is in league at the moment. So with that in mind it may not be as strong as you might be imagining. Crit chance would also be capped at 20%.
Rioter Comments
Quinncest (OCE)
: Your Ban Picks And Why
{{champion:157}} Literally counters all marksmen in just one skill...
Rioter Comments
Rioter Comments
Rioter Comments
Nikkip (OCE)
: I would love if Taliyah could fling herself with Seismic Shove as a way to jump walls, now that would be spicy. The character fantasy of Taliyah is like.. the map itself is your ally, and a way to pass over small walls would play into that so well and synergize with her ult. :)
Reminds me of ziggs haha
: Im pretty sure Riot tentatively came at Lee with the stick, Lee held out his hand, they gave him the stick, he smacked them with it, then snapped it over his knee. I never said Vayne's wasn't more useful :P I said it was less interesting. Vayne's movespeed is hella more OP! but it is boring _"Gains move-speed when walking towards champs"_ as opposed to "**Surfs a** **rock** but only when near walls, but you cant use it after being in combat, not to mention has sick af animations, and you can do skateboard tricks with it when you switch between walls." You cant argue that it definitely is more 'interesting' :P despite being not as strong.
Good point! It may be more interesting but it is not 'interestingly useful' lel
: Having a spicy kit is good, but you can over-spice it! Lee Sin and Yasuo are examples of champs who just have way too much spice and become overloaded with useful shit. There is a balance between being unique enough to be interesting, and having a wacky game-breakingly good ability on every key. Personally I think that Taliyah's kit has hit the sweet spot.
> [{quoted}](name=Lord Sesshomaru,realm=OCE,application-id=Ntey9fRZ,discussion-id=x8jcKrb3,comment-id=000000000000,timestamp=2017-07-25T07:07:42.578+0000) > > Having a spicy kit is good, but you can over-spice it! > > Lee Sin and Yasuo are examples of champs who just have way too much spice and become overloaded with useful shit. > > There is a balance between being unique enough to be interesting, and having a wacky game-breakingly good ability on every key. > > Personally I think that Taliyah's kit has hit the sweet spot. ...but leesin only just got touched recently with a fragile nerf stick lel ... took long enough and lets be honest, Yasuo is a whole other story. Back to Taliyah, I don't really think my ideas would OVER spice her kit. Riot is really starting to get experimental and generous with newer champs which I think Taliyah may have missed out on some of her potential. My point however, is more about her passive being super dull. Btw, Vayne's passive at least plays a role in team fights and is further empowered when her ult is activated. Taliyahs is just... "conditions apply". If we had to keep it practically the same, Id rather they just give her boots of mobility effect without a wall condition. At least that way she can still invest in sorc boots.
Nikkip (OCE)
: I have disliked her passive because it tends to be buggy for me in every single match, both visually and mechanically. Sometimes I can be running along touching a wall for 3 or 4 seconds before it triggers, and that's not the combat timer. That always seems to happen on jungle walls where I guess the detection can get confused or has to think harder. Also when playing you'll always end up going close to walls, turrets, etc for just a moment in the regular course of moving around so she's always jumping on a rock for 1 second and then right back off and it looks clunky, and if you stop moving or start moving at around the same time it decides you're leaving or entering the rock surfing it can cause abrupt animation switches. Yeah I think it was better in theory than it is in practice. If Riot were to change it up I think they'd start with trying to make the rock surfing a bit better rather than getting rid of it first, although I do like your 1 and 3 ideas. Something that comes to my mind is to get rid of the being near walls requirement and replace it with a not being on worked ground requirement. So you'll have a more reliable bonus for getting back to lane or roaming, won't be jumping in and out of it all the time, and also playing into that worked ground mechanic in a way that would have interesting interactions with laning and such. Maybe even combine that with the being near walls thing, so it's slightly faster still if you are near a wall or structure.
> [{quoted}](name=Nikkip,realm=OCE,application-id=Ntey9fRZ,discussion-id=x8jcKrb3,comment-id=0000,timestamp=2017-07-25T00:58:17.217+0000) > > I have disliked her passive because it tends to be buggy for me in every single match, both visually and mechanically. Sometimes I can be running along touching a wall for 3 or 4 seconds before it triggers, and that's not the combat timer. That always seems to happen on jungle walls where I guess the detection can get confused or has to think harder. Also when playing you'll always end up going close to walls, turrets, etc for just a moment in the regular course of moving around so she's always jumping on a rock for 1 second and then right back off and it looks clunky, and if you stop moving or start moving at around the same time it decides you're leaving or entering the rock surfing it can cause abrupt animation switches. Yeah I think it was better in theory than it is in practice. > > If Riot were to change it up I think they'd start with trying to make the rock surfing a bit better rather than getting rid of it first, although I do like your 1 and 3 ideas. Something that comes to my mind is to get rid of the being near walls requirement and replace it with a not being on worked ground requirement. So you'll have a more reliable bonus for getting back to lane or roaming, won't be jumping in and out of it all the time, and also playing into that worked ground mechanic in a way that would have interesting interactions with laning and such. Maybe even combine that with the being near walls thing, so it's slightly faster still if you are near a wall or structure. Yeah, it would be nice to see alternative executions of the current passive also and what you mentioned is definitaly worth trying. I just feel there are so many little things you can add to her unique kit that'll just give it that extra spicyness.
Rioter Comments
: Ocean Week Community Goal
KINDRED ... coz theyre two faced DJINN :P
: Yeah her w is but useless now can't throw it over the wall whats up with that like all of a sudden she can't arc her poison any more :( an yeah twin fangs feels a lot slower now i don't mind the change were is doesn't go extra cool down on none poison target but over all pretty crappy make's me think i don't want too main her any more an that sucks, The no boots feels awkward nice having extra space no need to buy boots but anymore but ill have few more goes on that to see if its any good but shit all round and why did they think oh we will just change her an not ask any1 :(
i just think its funny how they were happy to release malzahar the way he was (which was OP af) but change cass into a functionally challenged champ. Restriction after restriction.... no wonder it feel awkward playing her. I hope the small tweaks they add in the minor patch alleviate this but i have doubts.
: Patch 6.9 notes
Cass changes really werent great at all imo. Twin fangs delay seems rlly clunky... and her miasma is just so limited and find it so hard to utilise properly. and mana...ow. RIP Cass

gkrit

Level 131 (OCE)
Lifetime Upvotes
Create a Discussion