Welcome to this patch's General Discussion thread for the League of Legends subforum. This thread is for discussion around League of Legends. Free feel to talk about anything LoL related here that does not already have its own thread.
Little Demon Trist looks cool as hell. I really want to buy it but don't got the money to do it >.< Also that zac revert will make him good I think for pro play.
Irelia and Akali run wild on league for 6 months nbd, Amumu sees solo q play for the first time in like 5 years better nerf him immediately. I mean this nerf doesn’t really matter but it’s still annoying, as is the rammus nerf. The Janna changes also seem really stupid, I guess at least they didn’t buff Yuumi even though it was implied in the intro lol.
From my purview probably the worst patch all year the only thing I liked was the Zac changes.
They want to make Janna more interactive and nerf the ability she use to be interactive. Allllright. Riot never fails to deliver. The random Amumu and Rammus nerf makes it even better. The only thing I can say about this patch is "I dont even".
What if he ults Kalista that then ults Kench with Yuumi on him an ally in his belly and Shen ultimating him? Surprise 1v5? My guess would be Yuumi just is forced to unattach.
On May 30 2019 10:56 Slusher wrote: If they are going to keep giving me free emotes I wish they would let me have multiple emote loadouts or at least update it during select.
The technology just isn't there yet, Riot small indie company. Still haven't fixed death info either, it's riddled with bugs and only shows 3 sources of damage.
On May 30 2019 10:56 Slusher wrote: If they are going to keep giving me free emotes I wish they would let me have multiple emote loadouts or at least update it during select.
The technology just isn't there yet, Riot small indie company. Still haven't fixed death info either, it's riddled with bugs and only shows 3 sources of damage.
for the amount of money riot makes im constantly surprised at how shit their client and game interface is. especially since the current version of lol isnt that old
I remember when the new client came out, and I was so happy about it, 10 times better than the terrible one from S2. But now I look at it and realize it uses as much RAM as my 10 tab Chrome window, suffers from random input lag when selecting masteries/champs, and is missing some very useful features, like a detailed list of high elo games. The resource requirements to number of features just does not go together, it's so strange.
Rumour has it they're working on death recap.
Didn't promise they would be update it in S3/4? It's almost an elementary feature that should've been a priority years ago, just like the replay system. It never had to be big and fancy, but when I'm playing Lee Sin, and death recap tells me I died to my own W doing 50 damage, that doesn't help.
On May 30 2019 20:52 DarkCore wrote: I remember when the new client came out, and I was so happy about it, 10 times better than the terrible one from S2. But now I look at it and realize it uses as much RAM as my 10 tab Chrome window, suffers from random input lag when selecting masteries/champs, and is missing some very useful features, like a detailed list of high elo games. The resource requirements to number of features just does not go together, it's so strange.
Didn't promise they would be update it in S3/4? It's almost an elementary feature that should've been a priority years ago, just like the replay system. It never had to be big and fancy, but when I'm playing Lee Sin, and death recap tells me I died to my own W doing 50 damage, that doesn't help.
Yeah client is just awful to be quite frank. They rebuilt it to supposedly enable them to improve it more easily, but I don't think they've made any major change to it since that day.
I opened up the dota client the other day and it's just an entirely different experience. Everything feels like butter in comparison, and I honestly don't think that the resource usage is that different either, despite the vast improvement in features of the dota client vs. league client.
I think I've just grown used to having multi-second delays, blank screens that I need to toggle through, champ select that sometimes just doesn't work etc.
GPU acceleration and so on should let the client load seamlessly, especially with such a simple interface.
As for the death recap, yeah it's pretty useless. IIRC the reason they couldn't do anything was that the way events were recorded into the server logs was hard coded in a way that made it almost impossible to parse, and they didn't want to rebuild it for fear of breaking stuff.
Maybe not that many people from CN voted, or they weighted it differently.
I opened up the dota client the other day and it's just an entirely different experience.
You said it yourself, LoL is most likely sitting on a massive amount of technical debt. On one hand, I can understand that adding functional death recap probably doesn't have any positive effect on profits, so why would the business implement it. On the other hand, it's amazing that the game has been able to do so well for so long despite having some gaping holes in terms of features. Dota 2 was coded by a big publisher with a large, experienced staff from day 1, while Riot really did start as an indie company. On the other hand, I have never heard anything positive about Riot's work culture, so I see it as the bigger culprit for missing features these days.
Makes me wonder what Riot as a company will do once League starts fizzling out. That might take another decade though.
I mean LCS was the biggest esport in the world for like 5 years while Marc Merril's brother was in charge of esports and then Blizzard out monitizes them in like one year. Reminds me of this clip
On May 31 2019 10:38 Gahlo wrote: To which I bring up again "Oh, so you're saying Riot should have been monetizing us even harder but didn't? Fine by me."
It really depends. Some of the broadcast would be improved by monetization, or simply not made worse. Running regular commercials right at the end of a game would actually be a good thing instead of the kind of awkward banter before they go to the desk. It provides pacing, kind of like comic relief does in a movie. Having the desk "presented by kia" or whatever they did is a no-brainer.
The bottom line is some form of ad monetization is healthier for the league, as it doesn't need to rely on VC and Riot sugardaddying.
I know this isn't yet updated for the new Patch 9.11 but I found this tier list super helpful when deciding who to play the past several months. I've been playing as Riven and they have her listed on God Tier for top. Good luck ya'll.
Clash update. TLDR: Some back-end changes to Clash. No longer a 3-day tournament, instead it will be 2 one-day tournaments with a rolling bracket start. Beta tests sometime in the summer.
On June 01 2019 14:20 evilfatsh1t wrote: wtf why are they reworking ryze again?
Because they continue to create iterations with 90% Pro Pick/Ban rates that win about 40% of the time in soloQ.
Also he's a mascot champion, when I think of League I think of Ryze and Ezreal. Both which have proven to be some of the poorest balanced champions in the game for years, but get away with it because of backlash. Lee sin was also in that position, but is pretty balanced now because there's 50 champions with do-everything-has-no-weaknesses kits. I personally look forward to a Ryze rework, he's too strong at the high level, but knowing Riot they won't actually solve his problems.
they are making the W root conditional, and to be fair to riot here since I am always the one saying removing all point and click cc from the game is a mobility buff in a game where mobility is already king, in this case they have pretty much tried everything they can to let him keep W and it hasn't worked. In any case the point I was trying to make is I'm not sure if the "machine gun" or the "machine gun + CC" was the problem but it's at least a part of it so he might be balanced this time.
well the new ult augments his mana scaling so it will be worth points in solo q now, but yes I too was hoping they would delete his underlord ult, maybe make it like his 2nd? passive, where he gets spell weaving cooldown reduction, making him only a machine gun during ult basically, personally I would prefer that to conditional W(lol) but one or the other had to go and both is probably too much
>Gives him an ult that is noticeably better in Comp and pretty much useless in SoloQ
Yeah, I really don't follow their reasoning for his ult changes.
making him only a machine gun during ult basically,
The old Ryze passive reduced the remaining basic ability CD whenever an ability was used, including when ultimate was activated (hence people would hit Q then R then rest of combo). Riot specifically removed that ultimate because mastery of the champ revolved solely around button mashing, and I'm not a fan of it coming back.
So many people have started super slow debuff builds, Riot needs to address this. Neeko/Ahri/Yuumi/Veigar stacking GLP/Twin Shadows slowing entire enemy teams, and completely shutting down any immobile champs. Veigar slows you from a screen away and you can't dodge his E.
The dumb thing about Ryze is that people have always tunneled on his W even though that's not the problem at all. The problem with the newest iteration is his ult being op in competition and his Q being basically the worst spell in the game.
making him only a machine gun during ult basically,
The old Ryze passive reduced the remaining basic ability CD whenever an ability was used, including when ultimate was activated (hence people would hit Q then R then rest of combo). Riot specifically removed that ultimate because mastery of the champ revolved solely around button mashing, and I'm not a fan of it coming back.
Yes that’s the passive I’m referring to, also optimal use was to ult at the end of your combo because it would make your w Cooldown short enough to start a second full combo, I actually feel like I’m in a time machine, the nostalgia of people calling 2nd version of Ryze button mashing whilst giving un optimal spell orders a sentence later
Ryze 2 was op because RoA + Frozen Heart + veil was a max damage build
You'd Q -> ult with Ryze 2 if you wanted to nuke the entire enemy team before they started scattering during a teamfight. Otherwise one rotation -> R -> 2nd rotation was better, notably against a single target.
On June 02 2019 07:24 Alaric wrote: You'd Q -> ult with Ryze 2 if you wanted to nuke the entire enemy team before they started scattering during a teamfight. Otherwise one rotation -> R -> 2nd rotation was better, notably against a single target.
IIRC E could bounce off yourself, and shredded MR so dropping E early with multi-bounces(+R damage), could be fine.
The champ honestly had a fair amount of depth, riot just didn't like the point and click aspect of the champ in combination with the amount of damage he could deal.
I wasn't a mid laner back then, so I barely remember his combo. All I do know is that ultimate was being used as part of the combo to reduce the CD on his other abilities.
The champ honestly had a fair amount of depth, riot just didn't like the point and click aspect of the champ in combination with the amount of damage he could deal.
The only depth was in how proficient you were at button smashing the right combo for the situation. In a game where control mages were basically the only thing in mid lane, he was different but his build path was so stupid. Building FH and Banshee, which used to be so much better, meant he was a half tank with extreme damage and the only AP champ with spell vamp that was viable (I think Vlad was trash in S2, no?). He was also so much easier to play than most other champs, while having a high skill ceiling.
To be honest I thought my own post was being too picky but this one is the same thing that agitated me in the first place. If you break it down outside of the game with no pressure this game is just easy in general. Saying that champ is easy all you have to do is read the situation and press the right buttons is hella reductive.
And yes this was full tank banshees, literally the only thing that “sucks” about this build compared to today was archangels didn’t have an active.
A lot of people were building wota on everything back in s2 and I’m not really sure in hindsight if it was good or bad. Spellvamp is significantly worse than we thought it was at the time, but the first iteration of wota was insanely cheap.
On June 03 2019 00:31 Slusher wrote: A lot of people were building wota on everything back in s2 and I’m not really sure in hindsight if it was good or bad. Spellvamp is significantly worse than we thought it was at the time, but the first iteration of wota was insanely cheap.
The real strength of WotA was honestly it was aura based and iirc it dropped out of popularity almost immediately when the aura was removed. If it was re-introduced in the aura version I'm 99.9% it'd be popular even in today's game. Imagine something like Ezreal with a free +30 AP and 15% spell vamp, that's pretty nasty.
yea I think your right, but it's crazy to imagine this was a t3 item that literally costed 2100g
but my memory of it falling out of the meta was basically someone asked Froggen why he never built it after the cost increase and he said because spellvamp was useless and people thought about it objectively for the first time and were like oh yea, it does kinda suck
That's not how I wanted to come across. My point was that old Ryze was a lot more about muscle memory rather than smart play. For example, Ahri predicting her charm, or Malphite flash ulting for a big engage. The new Ryze requires a lot more brain as well, like using minions to spread E to get Q dmg, the conditional long root etc. There is undoubtedly skill involved in chaining abilities rapidly and in the right order for the needed situation, but he was aimed to be a 'noob' champ since he was 450 IP, so one of the first champions any new player could buy.
And yes this was full tank banshees, literally the only thing that “sucks” about this build compared to today was archangels didn’t have an active.
His build path was stupid to play against, ironically I think a small reason the holy trinity of ADC did so well was because they weren't AS reliant so FH being built like every game meant they didn't suffer as badly.
Spellvamp did suck outside of WotA, but that's why Ryze ult was so incredibly strong.
Im pretty sure the bigger advantage for them came before anyone built FH. Early on they pushed so much harder in lane and could 2v3 if the jungler came against someone like Vayne or Kog.
Speaking of throwbacks. I was reminded of my Diana 1-trick days. Crystalline flask into double dorans into abyssal mask. What a classic build. Playing Diana now feels so bad ;(
What are everyone's fav old items/old iterations of items?
On June 03 2019 05:31 JimmiC wrote: My fav time even though it was so short lived was full AP mao after the update. having adc's 100-0 when your not even around was fucking hilarious.
Hahaha yeah, the bushes were really scary back then
On June 03 2019 05:21 AdsMoFro wrote: Speaking of throwbacks. I was reminded of my Diana 1-trick days. Crystalline flask into double dorans into abyssal mask. What a classic build. Playing Diana now feels so bad ;(
What are everyone's fav old items/old iterations of items?
Honestly think Diana is in a decent place. She's not release level broken or even close to it but it doesn't seem like a struggle to play.
On June 03 2019 05:30 Uldridge wrote: I really loved Deathfire grasp. Using it on midlane Eve or Akali, with gunblade. It was so much fun trying to blow people up.
Which one? You're talking about Eve so I'm assuming it's the % total HP nuke that scaled with AP.
I remember the first one, %damage amp that you'd build on Veigar.
My favourite builds were probably the utility junglers that actually wanted Shurelya for the active, like Maokai punishing mispositioning, or Mundo running people down with cleavers and FoN providing movement speed. Also Olaf during s2 an early s3, when W provided AD instead of AS, and his ult flat ArPen instead of AD, so you could build a single damage item then tank from lane (he could jungle too but his clear was more dangerous compared to new W), and you actually both felt like an actual threat during your ult, and capable of dueling people because at low health the combo of very high AS, high bonus AD and lifesteal made you hard to finish off in long grindy fights without burst damage.
Also Jax. Not even the one from %dodge runes + %dodge on E (I barely played him before the E rework and didn't get to experiment the glory days), just the actually tanky one who was great at scrap figthing with og Gunblade. His kit didn't change that significantly from then, he hasn't really been nerfed in terms of numbers of utility and stuff. However the number of champions with aa modifications or aa-based spells and the amount of things that go straight through his dodge (amongst the popular laners of the time Riven was the big one since her numbers were even more overtuned and her passive meant that her autoattacks pretty much ignored E, dunno if that's still the case), mobility creep and item changes hurt him more.
Overall you could it sum up with actual juggernauts and tanks before the "class rework", with initiation tools and staying power that relied on picking your timing to enter fights and tailoring your build to the opposing team.
Pre-rework Viktor was fun too. Overall weaker, sure, but his strengths and weaknesses were better defined (and his passive gave him a distinct power curve) and I enjoyed using his unpopularity to surprise people. His highs were higher in terms of strength so it was more satisfying to make an impact at the right timing.
Building Locket 2nd item on Wukong top because he was good at getting ahead in lane and from there you didn't need to keep building damage. An item with CDR, HP and an aura to transfer your lead to the rest of your team (especially since the soloQ consensus at the time was "build locket on junglers only, if at all") did everything you wanted: more spells to nuke people, more health to synergise with the 24~40 resistances buff when you dive in, keep your team alive so you don't ever have to 1v5.
On June 03 2019 05:21 AdsMoFro wrote: Speaking of throwbacks. I was reminded of my Diana 1-trick days. Crystalline flask into double dorans into abyssal mask. What a classic build. Playing Diana now feels so bad ;(
What are everyone's fav old items/old iterations of items?
Shurelia and Heart of Gold in it's own right by far.
For older builds I really liked when shurelia+boots was full build on support. I dont know why but I really liked it back when you had so little to work with, you sort of had to play smarter to be impactful?
Tank Kat was probably the most fun besides the old TP/Smite toplane bruiser vs bruiser meta.
On June 03 2019 05:28 Sent. wrote: It's not that old and not exactly optimal but rushing the old Banner of Command against Singed was quite fun.
Rushing Banner against Singed was even more fun. edit: I cannot read
I miss old Graves and going BT first on ADC. The current meta encourages AS builds, and while I do enjoy it, I do sometimes like thinking back to the days where it was possible to lane against Sona/Soraka without fear of being seriously out sustained if you don't murder them.
Diana is garbage now.
OTP Diana's do exist in D1+ EUW, so I think she's playable. She's a bit like Kassadin, if you give her a finger she'll murder everything on the map and become undealable unless you drafted some comp against her.
On June 03 2019 21:43 DarkCore wrote: I miss old Graves and going BT first on ADC. The current meta encourages AS builds, and while I do enjoy it, I do sometimes like thinking back to the days where it was possible to lane against Sona/Soraka without fear of being seriously out sustained if you don't murder them.
OTP Diana's do exist in D1+ EUW, so I think she's playable. She's a bit like Kassadin, if you give her a finger she'll murder everything on the map and become undealable unless you drafted some comp against her.
Because she can currently RQ and is boom/bust. Riot has no idea wtf they're doing with her.
On June 03 2019 21:43 DarkCore wrote: I miss old Graves and going BT first on ADC. The current meta encourages AS builds, and while I do enjoy it, I do sometimes like thinking back to the days where it was possible to lane against Sona/Soraka without fear of being seriously out sustained if you don't murder them.
Diana is garbage now.
OTP Diana's do exist in D1+ EUW, so I think she's playable. She's a bit like Kassadin, if you give her a finger she'll murder everything on the map and become undealable unless you drafted some comp against her.
Because she can currently RQ and is boom/bust. Riot has no idea wtf they're doing with her.
Think she's quite different to Kassadin. Kassadin has a way of simply scaling. Diana is a champ that is required to always be half an item ahead. She has good matchups but if the enemy jungler has half a brain, she's so ez to shut down. Compared to S4/S5 Diana she's just not as fun anymore Also my Diana only account got hacked so that sucked
On June 03 2019 21:43 DarkCore wrote: I miss old Graves and going BT first on ADC. The current meta encourages AS builds, and while I do enjoy it, I do sometimes like thinking back to the days where it was possible to lane against Sona/Soraka without fear of being seriously out sustained if you don't murder them.
OTP Diana's do exist in D1+ EUW, so I think she's playable. She's a bit like Kassadin, if you give her a finger she'll murder everything on the map and become undealable unless you drafted some comp against her.
A lot of stuff exists at D1 these days, I wouldn't put too much worth on that to be honest.
My point was that if people are able to play her to moderate success (There's a GM Diana with 61% win rate on her, 50% overall though) in high MMR, then she can't be all that bad.
She has good matchups but if the enemy jungler has half a brain, she's so ez to shut down.
I agree, but I have seen streams where really good Diana's where getting their ass camped during the laning phase, their opponents never fed them kills in lane, and they still managed to somehow get the ball rolling and dumpstered the game. So I think it's possinle, just requires serious good understanding of the champ (and game ofc).
You just reminded me that I once made a Vayne only account, it's almost lv 30, maybe I'll try to play ranked with it.
Aww man I remember laning with Sivir and Graves and saying "screw kiting and last hitting, I have damage spells to get useful even when I get blown up / missclick besides the enemy hero!"
On June 04 2019 07:11 Alaric wrote: Aww man I remember laning with Sivir and Graves and saying "screw kiting and last hitting, I have damage spells to get useful even when I get blown up / missclick besides the enemy hero!"
On June 03 2019 05:30 Uldridge wrote: I really loved Deathfire grasp. Using it on midlane Eve or Akali, with gunblade. It was so much fun trying to blow people up.
Which one? You're talking about Eve so I'm assuming it's the % total HP nuke that scaled with AP.
I remember the first one, %damage amp that you'd build on Veigar.
I seem to recall DFG always had a flat damage part and a damage amp part. Maybe I'm wrong? Anyway, it was S3 that I started to play and WOTA was still in the game.
Alaric is correct the %max hp that scaled with ap was a rework of the original which was an amp.
If I recall the reasoning was dfg was meant to make Assassins not awful vs tanks instead of 100-0 carries on 1 item as it was being used. The end result of this change however was hilarious especially combined with eve ult where you could reach >100% max hp on like 3 items lol
Oh I get it now. The active had AP scaling to its max% damage, woops.
Deals 15% of target champion's maximum health in magic damage (down from 15% of target's current health + 5% per 100 AP ), then amplifies all magic damage they take by 20% for 4 seconds. 60 second cooldown.
Is the last iteration of the item before it was removed. And that's from V1.0.0.152, so I've always known it like that. I also seem to recall I've played the little bit it was 120 ap instead of 100, but that's not relevant lol.
The only annoying part with the combo was the range differential, so you had to make sure to get close enough and time the DFG projectile with her instantaneous ult to deal as much damage as possible and run in range for E before they get what's happening and flash away.
Everything else was annoying too, but for the enemy team instead.
Maining Vi jungle during the assassin meta was fun. You didn't even have to coordinate with your laners to get ganks off, just keep track of the enemy Zed's / Fizz's / Ahri's ult cd and which side is warded, then walk there a couple seconds early and wait for them to all-in each other. Never failed to ruin the opposing mid's day.
Granted, I was only hovering in high gold at the time, and stuff like minimap buff icons and global objective announcements didn't exist yet, so simple things like timing dragon or knowing routes enough to be able to predict (and call) the opposing jungler's position and likely gank timings were enough to give you a pretty big edge as long as a lane wasn't feeding.
A lot of people consider him to be overtuned, his numbers need to be toned down but the kit seems to be in the right place. Think even with Exec you'll have a hard time trading with him, either outscale or play a ranged top laner.
Possible changes coming to PBE for Haunting Guise and RoA:
Basically seems to be encouraging item sets, stronger together than individually. Cool idea, however Riot has never done something like that except for the interaction between slows and Haunting Guise, so I hope they look at using this kind of interaction to differentiate late game and early game builds, which haven't really existed since the removal of things like Brutalizer and Wriggle's Lantern.
I mean it’s a better item if the average game time stays where it is now, and for marketing reasons I can’t see them extending it intentionally. I like the design of the current ROA better but it doesn’t make sense at the moment.
It's a neat idea though, easy to understand for both player and opponent, and I can see it being comboed with something like Gnar ultimate. Champ looks a lot better than Yuumi in terms of balance, but we'll see for sure in the next few weeks.
In the trailer when they show the ultimate on baron wall it reminds me of a bug on release Elise. Where if you changed to spider form next to the wall in the right spot the spiderlings would path all the way around scouting the entire back of the wall and the tri for you
(I guess this was incredibly random but it just made me recall it idk)
- Lots of different classes with a variety of champions (Graves is a Gunslinger and is MELEE in the game) - Item system designed by certainlyT! Joins two base items to make core items (e.g. two bf swords to make IE). FON also makes a return. - Carousel mechanic in middle square where players need to "run" to pick up items.
On June 11 2019 09:50 chipmonklord17 wrote: I task you all with an unanswerable question. How do you make Blue Kayn not suck, and one better, how do you make people not think it doesn't?
You have to get ahead and then make one of the enemy lanes ragequit.
Its a game mode that I don't care for all that much. I play non-boardgames for the twichy factor, but I can see why it would be $$$ on mobile. Its just like Clash Royale and a bunch of other top scoring apps, just with LOL branding.
- No real nerfs on Aatrox, but they decided Irelia needed to be hit again??? - Corrupting potion heavily nerfed. On one hand that's nice, on the other hand a few champs took it to sustain early in hard matchups until first back.
Good Yuumi's are too good, bad Yuumi's are too bad, so we nerfed the passive stat transfer????????????????????????????????????????????????????????????????????????????????????????????????????????????