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: Remakes and MMR
It has nothing to do with live either. This is a suggestion for a future version of the game.
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: Dominik's had its armor penetration reduced, though.
Ok, I see. That makes sense now.
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: Client Impressions, Annoyances, Questions & Feature Requests
There are too many issues for me to leave a comment each time so I'll just leave this last one. In the masteries, if I left click it instantly puts 5 points in whatever I select. If I right click, it doesn't remove a point like in the old client. It seems like the only way to have a 4-1 setup is using the scroll wheel. Also, I suggest that "Play Again" defaults to the previously selected roles. In fact, this should be remembered even if you close the client. Most people have 2 preferred roles and those don't change from day to day.
: Client Impressions, Annoyances, Questions & Feature Requests
Ugh, the same issue happens in champion select. It's like they had no UI designer at all. If I type in chat to communicate with my team, it blocks the last position's name, role and intended pick unless I click out of it. And what do I get out of it? Nothing! It merely lets me see more chat history (scroll bars exist for that too) while blocking what's actually relevant. This is some of the worst design I've seen in an interface. I know it's harsh but I'm just giving honest and detailed feedback.
: Client Impressions, Annoyances, Questions & Feature Requests
Some more issues from the post-game lobby: Chat covers player names if clicked. This is needless and annoying. For example, if I want to look at the stats or report/honor a player, I have to first click outside so names aren't blocked by the chat and then hover to display the buttons and only then finally click the appropriate button. It's another example of bad usability and inefficiency. The new client is in beta but it shouldn't even be in alpha. Its design is simply not providing a seamless and efficient experience. It constantly gets in your way and slows things down. BTW: There should probably be a higher contrast between players still in the lobby and those who have left.
: Client Impressions, Annoyances, Questions & Feature Requests
Another issue I've had with rune pages and masteries is how slowly I can rotate between them. In the old client, I could just click a button to access any page. Now, I have to click the dropdown menu and then select it and do that every time. It should at least have a back and forward arrow key so I can quickly go through them. I'll try the arrow keys next time and see if that helps. Finally, the queue timer should NOT be in the friends list section. The friends list should be a minimizable element. It's absolutely terrible design to have it waste space regardless of what I want or what screen I have. Moreover, it makes way more sense for the queue timer to be near the queue button. It's just basic UI design and logic. I think the new client's usability and efficiency went down a lot while also feeling less personal/warm. Its modern design seems cold and distant from a colors perspective and there's often insufficient contrast for categories. There are some positives too but I'm still using it mostly for replays.
: Hi! Please post ideas on NA boards (http://forums.na.leagueoflegends.com/board/forumdisplay.php?f=4) or Reddit (https://m.reddit.com/r/leagueoflegends/). You can get more visiblity there because the community is larger. The PBE boards are meant for feedback on content currently on PBE, not for suggestions. However, this is a brilliant idea! Posted from my phone- I can't use the shortened link and other features right now sorry ~Dan
These are alternative ideas related to a PBE change. It's in the right place imo.
: [Kog'Maw] Let's not pigeon hold builds
I'm also disappointed in the direction of the nerf because while I think he might not need it when other things are changed (assassin buffs, Rylai's nerfs), it shows that Riot doesn't understand the players who like AP Kog or what is nice is. We want a terrifying late game hypercarry. That's our fantasy and we're willing to take a hit early while also having a champion with many other weaknesses to get it. Kog has no mobility tools, minimal CC and only short windows of power. This is because W has a CD and his ult. is mana gated. This also makes him weak to engage comps. and split-pushing comps. He's heavily team dependent but he SHOULD be a powerhouse when he gets those conditions. I left my [thoughts here](http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/GiT6sELL-kogs-e-ap-ratio-nerf-is-a-double-whammy) and linked to another similar thread too. It would be nice to get some ackwnoledgement that Riot at least read those threads and is aware of the feedback.
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: Yeah, I really don't think that AP Kog deserves this nerf. I love playing AP Kog (I have level 7 mastery on him on live), and I think he is in a really good spot. This nerf would completely gut AP Kog and probably get rid of the pic altogether considering its an important tool for his AoE damage and to get enemies low enough for the ult to do more damage. If his wave clearing with the E is the issue you are trying to address, you can simply add that it does like 70% damage to minions or something along those lines.
Yeah and if they nerf Rylai's like they said, that will hit Kog indirectly too. Add some buffs to the struggling assassins and his winrate is sure to go down without touching core AP ratios. Although, like I mentioned, his worldwide Plat+ 6.22 winrate isn't even impressive. If AP Kog is performing really well, it's more a symptom of the game balance not being up to par for assassins, engage champions or split push strategies and possibly itemization (Righteous Glory's a bit out of the meta, no defensive aura from Locket etc.). It's almost never Kog himself that is the problem because despite his great strength in sieging as well as burst windows, he has a ton of weaknesses to compensate. This is why he's almost never banned even when he's very good. People generally find a champion with no hard CC, weak early and no mobility tools fair to play against. It's champions like Yasuo, Zed or Ekko - who have aspects that make them feel unfair even when balanced - that people don't want to deal with. Windwall can entirely nullify an MF ult. as well as many other champions. Ekko can chase you forever and then just ult. when he gets into trouble. Zed can kill your ADC and then just pop out on the other side of the screen. This makes them unpredictable and it makes it feel like if you punish them, it's more that they messed up rather than that you outplayed them. Kog's windows of power and weakness are fairly predictable and you know how, at least in theory, how to play around him.
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: Kassadin is finally balanced. Just let him rest.
He's not though His damage is abysmal. Diana's fine.
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: > [{quoted}](name=Straniu,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=PNwZaZqc,comment-id=000000000000000000000000,timestamp=2016-10-25T08:25:25.633+0000) > > It's amazing to me that your logic is so narrow-minded while simultaneously harassing others for what you perceive to be that exact minset. There's no way you can be anywhere above Gold. Kinda putting your foot in your mouth the the jabs towards people rank like a child there, buddy. > It's not about the distance itself, it's that if you do the camps, they are on CD, which is fixed time regardless. Someone who clears camps on CD rather than leaving them up minutes at a time will be far higher in gold and to a lesser extent, experience. But if this is a universal issue like you are making it out to be, this affects every champ and every jungler. Start Blue and then do gromp and wolves before moving towards raptors /krugs.. or you know, actually Gank at level 3. > And yes, you are indeed wasting your time because I'm sure your skill at jungling and understanding how to path properly doesn't qualify you to even discuss this. Your comments prove that you don't think ahead at all when playing, a characteristic common for weak players. This made my day, buddy. Instead of presenting anythign intelligible as an argument, you opt to spazz out like a 7 year old who doesn't get his way. Nice.
Sorry but actually demonstrating skill at something under discussion is not a "7 year old spazzing out", it's a mandatory consideration. The Dunning-Krueger effect is also well documented. Maybe you want your doctor to do surgery based on a Wikipedia page too. Unless you ARE at a reasonable skill level for jungling, your opinion is not informed by a caliber of play that is relevant for decision making. It would be like me giving tennis lessons to Federer based on what I learned from playing with a 7 year old. It may be exaggerated but the silliness doesn't go away in less extreme examples. You need to demonstrate mastery if you wish to have a valid point of view. It isn't about being elitist or insulting anyone, it's just reality. For the same reason, Riot doesn't really take into consideration games lower than Plat. for balance.
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: > [{quoted}](name=Straniu,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=PNwZaZqc,comment-id=0000000000000000,timestamp=2016-10-25T02:19:11.836+0000) > > Sorry, but I value efficiency and going from Red to Blue sounds insanely inefficient without doing at least two other camps. I fail to see how. Doing that and then gromp wolves gets you level 3 . Sounds more like someone is stuck in their rigid ways and is unwilling to adapt. >I'm sure it works just fine if you do it that way but that's nearly 20 seconds of walking without doing anything. Do u not know how math works? You are spending those 20 seconds walking said distance regardless. Doing other camps isn't gonna make the walk shorter. >All this will do is make junglers who don't need to run such atrocious paths much better. ...more like it will make drone junglers like you stop playing so we can have good junglers going forward, which is fine by me. Darwinism in affect, doing it's job. >It's the same as if jungle monsters are very hard, all it does is make it so that sustain junglers become nearly mandatory to be competitive. If you seriously think comparing that to your unwillingness to do a new jungle route is an apt comparison, I am wasting my time here. > A normal clear where you attempt to be efficient simply isn't viable for many junglers right now. If a "normal" clear for u is "how i used to clear before the jungle changes" then I am sure it is. That isn't a valid excuse to integrate and rebalance the jungle at the last minute around Jungle buffs again.
It's amazing to me that your logic is so narrow-minded while simultaneously harassing others for what you perceive to be that exact minset. There's no way you can be anywhere above Gold. It's not about the distance itself, it's that if you do the camps, they are on CD, which is fixed time regardless. Someone who clears camps on CD rather than leaving them up minutes at a time will be far higher in gold and to a lesser extent, experience. And yes, you are indeed wasting your time because I'm sure your skill at jungling and understanding how to path properly doesn't qualify you to even discuss this. Your comments prove that you don't think ahead at all when playing, a characteristic common for weak players.
Rioter Comments
: > [{quoted}](name=Straniu,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=PNwZaZqc,comment-id=00000000,timestamp=2016-10-25T01:36:43.509+0000) > > What are you talking about? The jungle is a lot harder to clear now with the change to Raptors, Krugs and the lack of Smite buffs. No it isn't. Smite now heals you for % missing health. unless you are smiting at the start of your clear for no reason, you should be fine as long as you smite when your HP is low. Do red or Blue first then to the opposite buff. The fact that you are stuck in this rut of how to do the jungle only exemplifies Riot's point about the old Buff system simply being a 1 off solved puzzle as opposed to an actual interactive element of the game.
Sorry, but I value efficiency and going from Red to Blue sounds insanely inefficient without doing at least two other camps. I'm sure it works just fine if you do it that way but that's nearly 20 seconds of walking without doing anything. All this will do is make junglers who don't need to run such atrocious paths much better. It's the same as if jungle monsters are very hard, all it does is make it so that sustain junglers become nearly mandatory to be competitive. A normal clear where you attempt to be efficient simply isn't viable for many junglers right now.
: Lulu can jungle. _LULU_ If anything, i think we will see a resurgence of S4 where we have all kinds of unique junglers now since it seems anyone can do it.
What are you talking about? The jungle is a lot harder to clear now with the change to Raptors, Krugs and the lack of Smite buffs.
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: > They just say it's not working when it actuality...it is. I feel like I have to contest you a bit on this when the start of my post is basically 'Jungle buffs are working. However, they make it hard to add new things to the game that we think will provide more value vs. their complexity cost.' I don't want people to get the impression that Smite Buffs weren't doing good work. They were - for me - this is an incredibly clear case of 'This system works but the amount of complexity it takes up is enormous. If we have something we think is better, we'll have to make the hard choice of streamlining one to introduce something that will better use that complexity.'
Smite buffs are trivial and easily learned even by novices. They provide tooltips and have clear visual indicators. I don't think anyone can Smite Wolves or Krugs once and not understand. Moreover, you're using them all the time so if you jungle with any regularity, they become second nature. Complexity would only be an issue if it was something which was almost never used. If Smite buffs applied only to 1/200 games, then sure, maybe it wouldn't be super easy to remember how it works. Smite buffs aren't half as complex as you suggest and you don't give either new or existing players enough credit. There's no point to ruin one of the best changes to the jungle in several seasons. I also hate the suggestion that it's some rote system you learn like a poem rather than something adaptive. We all know this isn't true and while some things are optimal 80%, it certainly isn't 100% and this sort of logic can apply to any element in the game. Plants might be good but they certainly don't require Smite buffs to be removed. Every year, the game becomes good around the end of Worlds and then gets turned upside down. I don't like change for the sake of change and Riot seems to be afraid to do without it. You have a massive userbase and you make enormous game-wide changes every year and often times in the middle of the season. Whole jungle items and styles are removed! That's complexity. That's what you should worry about. Your game is less stable than an alpha product for a garage startup. Nothing can be relied on. Not game mechanics. Not knowledge. Not itemization. I wrote a private guide for AP Kog and then found my champion no longer viable mid after the W bot style rework (which was boring and partially reverted). That's real complexity. What makes the game difficult and frustrating is a lack of stability and continuity as well as a ridiculous amount of unnecessary changes. If this were a real sport or if it were a business product, you'd never get away with this. People would be up in arms about constant rule changes and basically playing a completely different game every season or even in the middle of a season. What if you had the French Open now have a tennis court that's 2x the size, next year bring it back to 1.25x, the year after 3x and with balls which are 2x as large etc.? What about the people producing tennis training content? You can only get away with this if people don't take your game seriously enough as a competitive activity to care much. If the NFL tried this level of change every season, it wouldn't go over very well. It actually feels bad to take this game seriously because what I learn, what I note, what I test... it all becomes useless even in the context of the game after a few months. If I invest in chess and become really good tactically or strategically, that will always be true. There's immense complexity in chess and my expertise only becomes magnified with time. The same applies to most things. You become a better tennis player this year and you'll likely be at the same or higher level next year. Your effort is rewarded. To sum up, Smite buffs are not hard at all and are applied so often that the cost is negligible. In the same vein, tying your shoes might not be so simple if you do it only once a year but considering we practice this every day, it's not an issue. The real complexity comes from you guys making so many changes to parts of the game which are working just fine. That's creating a massive cost for both experienced players and those just trying to learn the game but finding it's a different game before they even understood half. It's pretty hypocritical to say that you don't want to overburden players with Smite buffs and yet change the gameplay almost beyond recognition from a season's start to its end (not to mention the even bigger changes from season to season).
Rioter Comments
: Certainly something we considered: we didn't think IP was a really engaging incentive for ranked players and with LP we couldn't give you a meaningful amount without causing negative side effects. There's also the meta side effect of giving people extrinsic rewards for doing something can make it feel less intrinsically rewarding. What are your thoughts on this?
Bonus LP for picking support would be completely retarded (basically condoned boosting to fill queues). Please never even consider this. Bonus IP is more reasonable but still a bad solution since it may encourage players to "grind" support for IP rather than because it's their best role and what they want to play. This could lead to lopsided games. Say that a new champion just came out and now all the sudden you have a bunch of new "support mains" to get the 6300IP. These guys may be ranked X but now that they've switched to support to grind IP, they perform far below their rank and ruin games for their teams. Higher key/chest drop rates is the most I'd consider a decent compromise in this direction.
: Position Preference In Testing
This is a step in the right direction and should lead to more consistent performances and thus higher quality games. Right now, game quality is subpar Plat+ regardless of game length. The MMR spread is just too large and I've seen low Challengers in the same game as Diamond 1 players. This is greatly exacerbated if your team has more autofilled players than the enemy team. Rankings are very inaccurate when players get autofilled. If your 600LP ADC Challenger is placed as Support in an otherwise Diamond 1 to low Masters game and the enemy Challenger gets his main role, it's already pretty much over. Likewise, if your team has 3 autofills and the enemy team has 1, you pretty much lose and I hope this is being factored into matchmaking. Moreover, if the support autofills Mid, it's usually worse than if the Mid autofills Support. One autofill is't always equivalent to another autofill. If you're playing with people 2 tiers lower/higher than you it makes one question the meaning of these ranks. A Challenger game and a Diamond 1 game should be very different in the skill levels of everyone there. The idea of ranking up is playing with better players, not just having to maintain a higher winrate for a superior rank. It's better than allowing premades in Challenger (although it should apply to Masters too) but the spread is too high for the games to be reliable. It makes one feel comparatively powerless because the higher MMR spreads tend to lead to snowbally games which are decided by big mistakes rather than small outplays like being +30 CS in lane. It randomizes the result, much like premades did even if the result is still in line with what the ranking predicts. Although premades were even worse since they made it impossible to determine what one's rank meant. Is this guy just good and experienced playing with his friends or is he good at "solo" carrying? You just don't know what it means and it's still a huge issue below Challenger. The emblems are really pointless and utterly meaningless. I could get to Diamond 5 with my friends by just getting carried and not feeding terribly despite getting crushed in lane by 30+ cs etc. I can then start playing just enough solo to get the emblem. Because you need Plat 4 or worse performance to drop out of D5, it's very misleading. The emblem wouldn't even mean that I perform at my rank's level solo. I suggest you guys get rid of this silly addition and bring something viable. Emblems are worse than half baked... they're gimmicky and should have been discarded before they were even implemented. And really, it's 2016, it shouldn't be hard to click a name and get filters for performance by role, by last X # of games, a pie graph of solo vs premade etc. It's incredibly basic. The other issue is players dodging when not getting their primary or secondary. It negates much of the benefit of autofill for queue times. Moreover, a player who always dodges when not getting his 2 best roles will tend to rank up faster than someone who chooses to play. Thus a "less fun" decision which slows down games is rewarded in terms of performance. I'm NOT saying dodging should affect MMR. That would be incredibly stupid but players who dodge games when they're autofilled should subsequently get the same position every time so that dodging due to position isn't a valid reason. For example if Mr. ADC & Top main just dodged when he got Mid, the next game should make him Mid and if he dodges that too, he's still Mid. Autofill rates should also ideally be balanced so that players who favor certain positions such as Mid & JG aren't disproportionately forced to autofill relative to let's say Support & ADC. To be fair, there needs to be a relative balance for the entire player pool regarding autofill frequency. Alternatively, there could be an option to just wait longer in queue and not autofill. This way, everyone who dodges for that reason won't waste people's time. The issue is that again, this will probably make it a competitive advantage to wait longer. I think one of the best ways to solve this is to actually force a certain role distribution for everyone. For example, Primary, 50%, secondary 25% and autofilled 25%. This would apply even for someone picking Support and ADC as primary + secondary. Right now, I think Support gets primary something like 85% and that is a bit unfair in a sense relative to someone who mains Mid. Finally, why doesn't the role picker remember past choices. It's really dumb that I have to enter it each time as if I suddenly start maining new positions each time I play. Ideally, it should just let you order every role from primary to fifth and remember those decisions.
: Nerfing the Rat's Early & Late
this is the change I'm talking about: Contaminate (E) damage per stack of Deadly Venom lowered to 10/15/20/25/30 from 15/20/25/30/35 the other changes make a lot of sense to me.
Rioter Comments
: Nocturne Balance
he will never be too strong due to the nature of his kit. low CC, basically no AoE, no dash for jg safety/invades, no inherent tankiness, somewhat high gold requirements etc. they could make his ult. do 200% AD and I guarantee you that he still won't be a competitive staple.
Rioter Comments
: I hate the Rift Scuttler change
Nope, I testeted it and it worked just 2 seconds after I was attacked.
: Is the Nerf on yasuo live on PBE?
Objectively, I don't get why he'd be nerfed. He's barely viable in competitive as it is and I can't remember the last time he was picked this season. Are we really balancing around suboptimal play? That's guaranteed to just gut champions for those playing them at high level.
: I hate the Rift Scuttler change
Oh, I guess I just happened to be out of combat if that's the case. I still wish it didn't work like that. Are you 100% sure about this? I felt like it didn't matter if out of combat or not before.
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Straniu

Level 30 (PBE)
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