: So would this be more of a case of just a few modern day spanish players still being cought up in colonial thinking or is he still considered an evil person by a majority of Spanish ppl today ?
I am not Spanish myself. I would guess these are just a few kids. I don't think it really makes sense to be offended by this name.
: I'm not even sure what I'm looking for myself. What has a Spanish Hero who moved to France and leaved as a noble anything to do with my name? was he like a killer of some random Spanish family I met or what the hell?
He is not a Spanish hero. He was a Spanish arch-enemy. He made the Spanish empire lose control over most of South America.
: Is my name toxic language in spain?
Simon Bolivar is the person who lead the liberation of most of South America from the Spanish Empire. (Actually Bolivia is named after Simon Bolivar) This is probably the answer you were looking for.
Gothrak (EUW)
: How does the grade system work?
I suggest you go to profile-> stats -> then press the relevant champion. You can see there 3 aggregate stats which are broken to 13 separate stats. Your grade is most likely a combination of all these stats. You can compare there what you did with the average obtained with the same champion at the same role at the same tier. This could most likely be used to identify where you had better improve. Notice that if you click the plots you can actually see the scores you got on a specific match.
ØFFDREAM (EUNE)
: Worlds 2019 mission duration
Yes, your understanding is correct.
dino0 (EUW)
: I don't actually I waste saround 800 euros on this game, why BCS I liked showing skins and being able to get all this new special effects and so, I still play the game been playing for 9 years now, but. The truth is don't trust riot why, imagine j get banned for some stupid reason, get Gona take my money again and block me out from the content I paid for.
Good. It seems the objective of this thread was to help you decide on whether to continue paying to Riot. It appears you now have a solid decision.
dino0 (EUW)
: Should i support riot again ?
My personal point of view is that when I buy RP from Riot I essentially donate money to a company which makes a good game. I don't care about all these cosmetics I get from these RP. (I guess you don't identify with my approach.) Anyway, this is my advice: If you still feel alienated towards the game since your recent ban then stop paying for it as long as this feeling persists. It is a matter of feeling and shouldn't be bothered with whether it is logically justified. If you no longer feel so, go ahead and continue supporting the company. Regardless, I suggest to do your best to never be negative to other players who essentially share the same hobby with you. The more of us who adhere to this approach, the more enjoyable this game becomes for all of us.
Wannes (EUW)
: Surprise Token objects
This is my humble advice: Adding more reward options over time happens in almost any event. The lesson I learned (already from previous events) is to keep the tokens until near the end of the event and only then choose how to spend them.
: I never flame, nor troll, nor ragequit, and after about 5 seasons, i have more than enough proof that i won't have to ever worry about punishments in this game. They only ones that have to worry, are, surprise suprise, flamers. I wonder why :D. Simple as that. {{sticker:slayer-jinx-catface}}
Same here. (I played Seasons 2, 3, 5, 6, 9)
: How is that not an S?
If you click profile -> stats -> and then click one champion you can see 3 aggregate metrics which consist of a total of 13 separate metrics Riot uses to compare you with other players that played the same champion in the same role. Most likely your grade after a game is a combination of all these scores. If you click on the plots you can actually see how much you scored on each metric on a given match.
Z3ko (EUNE)
: Honor system is so bad
I think that my personal honor progress is much faster. I think that conducting minor offenses to the code of conduct slow your honor progress without resulting in any direct punishment and this is what you experience.
: Very confused about lp gains in diamond
Each loss in the series of losses you had while having 0LP at Diamond 4 reduced your MMR without reducing your visible rating (you kept being Diamond 4 with 0LP). So now you have a large gap between your MMR and and your visible rating. The system aims to close the gap between the two and it does so by giving you less LP on wins and take more on loss. Each game you play (as long as you don't hit the 0LP bump again) gradually closes this gap. So the advice? Don't pay attention to this and keep playing. If your skill level suits Diamond this gap will close over time.
: I thought they wouldn't give a chroma for 3v3
There is no chroma dedicated for 3v3. Reaching gold+ in 3v3 does count towards the number of gold+ achievements you have. (In contrary to TFT which does not count and has a separate reward). The chromas you get are a function of this count.
Sefi (EUNE)
: you need to be 2 ranked ques in gold +. Meaning you need to hit that flex, 3v3 or TFT rankeds to get that.
Let me add a correction: TFT ranked has separate rewards. Only solo/duo, Flex and 3v3 count for the Aatrox skin and chromas.
neropa (EUNE)
: Riot does care about inters and afkers.
Good post. Let me stress your point: If a given player has an indication he is 95% intentional feeder and 5% innocent Riot cannot allow itself to ban him since the impact of banning innocent players is terrible. As a result the system must be very conservative. This means many violations are not punished or at most get a soft penalty such as slowing one's honor progress.
: Happy 10th Error-versary!
On my machine changing my anti-virus from Kasparsky to Eset solved this issue and it no longer happens to me.
: Please give Champions that still talk to the summoner a Voice update.
I enjoyed reading your summary. Let me add my personal opinion: 1. I think that the old lore that forced the Summoners Rift to be canon was very cumbersome and inflexible. I agree that making it no longer canon allowed the lore of the champions to be much more interesting and rich. 2. Given that the SR is no longer canon, I think it is OK that some of the interactions in SR are not canon themselves. I find it cool that the champion occasionally speaks to me. It seems OK to me that some of the quotes a champion has adhere to his lore while others break the fourth wall and just adhere to his personality and not entirely to his lore. Anyway, the fact he participates in the SR typically already contradicts with his lore. 3. What I wrote above does not change the fact that as you suggest some champions had better get renewed quotes.
: Who is the champion that's played so rarely, that gets you surprised when you see him in-game ?
: I really like G2 winning, but that also means that I don't get poro icon this year ;(
Similar here. I am happy that G2 won though I gambled they wouldn't. (No effect on my icon since I already secured 44 points in the group stage)
Poroclysm (EUW)
: you do realize there was a time when max level was 30? If those people got matched with you, they were most likely also people who came back after a long break.
Just adding: I now had a ranked game versus a Jhin that seemed not to be familiar with the basics. I checked (and refreshed him) in op.gg. He was unranked level 31. Then I checked his history and he had at least 36 games in the last week (normal games, the last ones ranked) so this means he got to level 30 in the last week.
Mumbullz (EUNE)
: I think you can still get duplicates of permanents still in your loot due to you not unlocking them by not owning the corresponding champion it belongs to, but you can't get duplicate permanents of unlocked skins on unlocked champions.
: That's not true. You are guaranteed to get a skin you don't already own. That's why people who own all skins can get all new outcoming skins by rerolling. Even mythic ones.
CarryAll (EUNE)
: Hextech crafting question
Thanks for all the replies.
Rioter Comments
Poroclysm (EUW)
: you do realize there was a time when max level was 30? If those people got matched with you, they were most likely also people who came back after a long break.
I see. Interesting point. Let me add another piece of information: When I checked them at op.gg their level was below 30. It initially puzzled me (How can they play ranked?), but then I refreshed their op.gg profile to get level 30. This still does not contradict your theory but it requires an even more far-fetched coincidence: 1. OP.GG kept their status when they were at level ~28 and wasn't refreshed from then. 2. Afterwards they played many games and convinced the game they have gold MMR. 3. Afterwards they stopped playing for many years and also forgot how to play. 4. Afterwards they returned to play, went directly to play ranked, and got matched against me. This is possible. By Ockham's razor my intuition says there is a better theory than this one.
Poroclysm (EUW)
: The person you were talking about isn't new, he/she/it is playing since (at least) season 3. They just didn't play rankeds this season. New players do not get matched with gold players, they never have been. But looking at their match history reveals that they had a long break from league. So, tbh, it's no one's but their fault that they started playing rankeds just a few weeks after they started playing again.
A few weeks ago I had a ranked game versus a bot lane duo that seemed to me unfamiliar with the basics which should be obvious to any Gold player. Afterwards I checked them in OP.GG. They were both unranked at level 30. Since normal games do raise your rank it means they didn't have much experience in Normal as well. So, given this evidence, you might rephrase your statement to "New players **rarely** get matched versus Gold players".
Big Hans (EUNE)
: I feel like there should be a voluntary reset/lower MMR button if you havent played for a year or more. I reached plat in season 5 and didnt play since a few weeks ago. Now my first ranked games were in gold 2 or so. Im defenetly not as good as I was back then but around gold 3 and 4 I feel about right again. Still I would not have minded starting from silver again. Sure I guess the responsible thing would be to play 100 normal games before or something but I feel it ultimately does little prepare for ranked if you have played a lot before anyway.
Same experience for me. I was a Platinum player and then quit playing for three years. After returning I had to experience a frustrating streak with low win rate till my MMR stabilized on my current skill level. I checked this with Riot support. They claim there is some slow MMR decay for players that don't play to handle this, but according to my experience it is probably **very ** slow...
: Aren't there Ranked icons this year?
In contrary to previous seasons I don't see in the announcement any icon and any ward skin mentioned. This is weird since it means no reward for players below Gold. My personal guess is that they were just mistakenly omitted from the announcement since I think not giving any reward for players below Gold is against Riot cause.
Nàxs (EUW)
: Why when i win i just get +17lp?
The fact you get a bit less LP on win than on loss indicates your MMR is slightly lower than your visible rating and the system gradually adjusts your visible rating to fit your MMR. The most probable reason for creation of such a gap is that you had a few games ago a loss with 0 LP or a few LP that did not result in demotion. In such a case your MMR goes down while your visible rating did not change and this gap closes gradually as you describe.
: > [{quoted}](name=CarryAll,realm=EUNE,application-id=39gqIYVI,discussion-id=xiKPbMXV,comment-id=00040000000000000000,timestamp=2019-10-26T21:39:27.334+0000) > > This is so since the MMR system is based over the Elo system. > > You can read a bit about the Elo system for example here: > https://en.wikipedia.org/wiki/Elo_rating_system yeah, based over it. Its not the same. I play chess once in a while and that elo system is so much better. Very honest. Then again chess is a 1v1 game, not a 1v9* game. *excluding all the losses due to reports, afk's, inters etc. that %%%% up your mmr.
The MMR system operates essentially according to the Elo system. There are many factors that introduce noise to it, including new accounts (smurfs), account sharing (including buying accounts), boosting using duo queuing, and general inconsistency of human beings (sometimes a person is tilted, or tired, or playing off-role, etc). The MMR system by itself ignores all these and just treats them as noise, but this is unrelated to the fact it is possible to describe how it operates.
: > [{quoted}](name=CarryAll,realm=EUNE,application-id=39gqIYVI,discussion-id=xiKPbMXV,comment-id=000400000000,timestamp=2019-10-23T10:19:25.119+0000) > > The indication for having a large gap between your MMR and your visible rating is having a large difference between your LP gain and LP loss. Since 18 and 17 are pretty close it means your MMR and visible rating are very close. So your MMR actually did catch up. (The MMR simply goes up every time you win and goes down every time you lose, so it is pretty simple for the MMR to follow win streaks) > > You currently have 60% since you had a positive transient. In case you already converged to your correct tier, then from now on your future win rate will fluctuate around 50% but it is not supposed to compensate for your past transient win rate. How do you know this? Where does Riot state something like this or do you have the code for it?
This is so since the MMR system is based over the Elo system. You can read a bit about the Elo system for example here: https://en.wikipedia.org/wiki/Elo_rating_system
: What happend to Taric
He was nerfed already pretty long ago. It was a response to the Taric-Yi meta that evolved a few years ago.
: Skin selection in prebattle needs a rework (or a fix at least)
: Make a support ticket RITO rarely looks here
To my experience, sending suggestions to Riot support results in a response claiming Riot support is not allowed to forward suggestions to the developers. You get this response even for polite, constructive and invested suggestions.
Spirtoulhs (EUNE)
: Teamfight Tactics (TFT) item recipes in the tab keyboard key.
: And I am curious why you have such a hard time connecting the dots, or why you have such a hard time taking the "anecdotal" stories at face value, because that's all you will ever get (which is the exact same as your fairytale of your son). I do find it cute that you try and be sarastic, when someone isn't bowing to your Riot propoganda attempt.., but maybe I (and everyone else who's ever "dared" speaking up on this fact) are wrong.
At this point it seems you stopped having a constructive conversation. You have to decide either the system is random or it is deterministic to prevent people from having a high win rate. Anyway, it seems I hurt your feelings. I apologize about this. Since the conversation is on the one hand no more constructive and on the other hand I don't want to further hurt your feelings I will abandon it.
: > [{quoted}](name=CarryAll,realm=EUNE,application-id=39gqIYVI,discussion-id=xiKPbMXV,comment-id=000400020000,timestamp=2019-10-23T18:36:45.721+0000) > > I was able to watch my son rushing from Silver to Diamond at very high win rate with no indication of any "monkies" summoned to punish him. It was very clear to see that the skill level of both his teammates and opponents got higher as he climbed the ladder. Furthermore I was able to repeatedly look via a third party site (op.gg) during his high win rate climb and see no indication to what you say. (Yes, I spend more time watching my son play the game then actually playing myself...) > > The rumor you mention here is not based on actual facts, it simply stems from the natural human psychology. No, it really does not, it's simple evidence (or circumstancial if you wanna be technical about it) based on player experience. Great that you see / know someone who had little to no artificial barrier along the way, all it proves is how RnG based match making is (Not accounting for Riots own boosting service from duo queing). This isn't the first time or even first season this problem have been raised on forums (or reddit). The simple fact is that nothing about the current match making has any evidence to indicate it's matching players per skill level, but merely a numerical value unattached to game related statistics other than wins / losses / draws / number of games played. Why do I call it fact?- because that is also evidenced through 3rd party sites when you gauge random players ending with low cs/min, low ward count, kp etc etc.
I am curios to understand the picture you have in mind: Does the system deliberately summon monkeys on you side when you have a high win rate, or is it RNG based?
: Wrong on your first point, as can be derived from most 3rd party sites without even talking about MMR (Which is a bs numerical value unattached to individual player skill). You face stronger enemies yes, but your own team mates become closer to monkies the higher your WR gets, to the point where even the best players in the world won't win the coming game(s).
I was able to watch my son rushing from Silver to Diamond at very high win rate with no indication of any "monkies" summoned to punish him. It was very clear to see that the skill level of both his teammates and opponents got higher as he climbed the ladder. Furthermore I was able to repeatedly look via a third party site (op.gg) during his high win rate climb and see no indication to what you say. (Yes, I spend more time watching my son play the game then actually playing myself...) The rumor you mention here is not based on actual facts, it simply stems from the natural human psychology. It rises based over three hooks: 1. The human brain is not "designed" to handle large statistical data. It tends to jump to conclusions based over a few examples, ignoring the fact they are not statistically representative. 2. A human brain is designed to be much more sensitive to situations in which it feels he is discriminated against than to situations it feels he is favorably discriminated. The combination of 1+2 is that people tend to remember the cases in which they jumped to conclusion that they are discriminated against and easily forget the opposite cases. The fits well into the third hook: 3. It is very convenient for people to believe in something that allows them to blame something else instead of themselves for their losses and then to actively spread this rumor. With respect to the MMR being unattached to player skill. The MMR is a simple ELO metric. It goes up when you win and goes down when you lose. It is the standard method to predict player skill in almost any competitive game whether electronic or not, and has a good mathematical basis behind it.
CJXander (EUNE)
: > [{quoted}](name=CarryAll,realm=EUNE,application-id=39gqIYVI,discussion-id=xiKPbMXV,comment-id=0004,timestamp=2019-10-23T07:06:37.603+0000) > > While you correctly understand that the system brings any player to a 50% win ratio you misinterpret the details of how it is done and take it to a wrong unhealthy direction: > > 1. The method to get anybody to 50% win ratio is as follows: If you win more than 50% your MMR will gradually go up. Higher MMR means you are matched with stronger teammates and stronger opponents. This will keep happening until the skill level of your surrounding equals yours. At this point your win ratio will stabilize at 50% and your MMR will stop changing simply because in average you can no longer carry your games. This is a long term mechanism, it is not a short term micro-managed one like the one you describe. > 2. The method aims to bring a player to 50% win ratio **in the steady state**. It does not try to punish a player for a successful transient. If a Diamond player starts a new account he will experience a long period with high win ratio until his MMR stabilizes at Diamond levels. After the stabilization his win ratio will converge to 50% but it won't compensate for the initial climb, so his overall win ratio for the season will be higher than 50%. > 3. The method aims to bring a player to 50% win ratio **in case his skill level dos not change**. If you improve over time your MMR will rise over time and this gradual increase in MMR will translate to a win ratio of above 50% as long as your skill level keeps rising. Stonger teammates? That's a pretty solid joke. It's usually stronger enemies vs boosted allies.
The system indeed does not have the means to differentiate between "stronger" and "boosted". So by trying to provide a "stronger" player it might provide a "boosted" one. Anyway, it does not try to put the "boosted" on your side and the "stronger" against you. They have equal chances to get to any position. It doesn't have the necessary information to do this against you even if it wanted to. From another angle, if a "boosted" player stops receiving systematic external help his win ratio will start being below 50% and his MMR will drop over time while the "stronger" player will keep his rating.
: I've climbed two tiers this season, standing at 60% wrate right now, my mmr didn't even flinch, it's like I was advancing so fast that my mmr couldn't catch up; right now I'm at +18LP per win and - 17LP when I lose, at 60% wrate :')
The indication for having a large gap between your MMR and your visible rating is having a large difference between your LP gain and LP loss. Since 18 and 17 are pretty close it means your MMR and visible rating are very close. So your MMR actually did catch up. (The MMR simply goes up every time you win and goes down every time you lose, so it is pretty simple for the MMR to follow win streaks) You currently have 60% since you had a positive transient. In case you already converged to your correct tier, then from now on your future win rate will fluctuate around 50% but it is not supposed to compensate for your past transient win rate.
Mztah (EUNE)
: Matchmaking system, the forced artificial 50/50 win/lose ratio
While you correctly understand that the system brings any player to a 50% win ratio you misinterpret the details of how it is done and take it to a wrong unhealthy direction: 1. The method to get anybody to 50% win ratio is as follows: If you win more than 50% your MMR will gradually go up. Higher MMR means you are matched with stronger teammates and stronger opponents. This will keep happening until the skill level of your surrounding equals yours. At this point your win ratio will stabilize at 50% and your MMR will stop changing simply because in average you can no longer carry your games. This is a long term mechanism, it is not a short term micro-managed one like the one you describe. 2. The method aims to bring a player to 50% win ratio **in the steady state**. It does not try to punish a player for a successful transient. If a Diamond player starts a new account he will experience a long period with high win ratio until his MMR stabilizes at Diamond levels. After the stabilization his win ratio will converge to 50% but it won't compensate for the initial climb, so his overall win ratio for the season will be higher than 50%. 3. The method aims to bring a player to 50% win ratio **in case his skill level dos not change**. If you improve over time your MMR will rise over time and this gradual increase in MMR will translate to a win ratio of above 50% as long as your skill level keeps rising.
: where do i see my mmr?
The MMR was visible only before the league system was introduced. The entire idea of the league system is to hide the linear boring MMR and have a skin over it with choke points and achievements. Ever since then, any site that claimed to show your MMR was just estimating it since the real MMR was hidden.
: Thanks for all replies and advices guys. I'll try to keep chatting to a minimum, avoid using anything even remotely offensive (im not a trash talker at all but i tend to get into an argument explaining why i did or didnt do something), and pick champions from one of the recommended tiers.
> [{quoted}](name=Scratch Massive,realm=EUNE,application-id=NzaqEm3e,discussion-id=wHqvWt9x,comment-id=000b,timestamp=2019-10-19T21:06:49.363+0000) > I'll avoid using anything even remotely offensive. This is the most important take you got here. You are playing over the internet with people you don't know, it is best to avoid anything which is even remotely offensive, and there is no reason or justification to do otherwise. This is my advice to you: 1. Use the chat for polite and positive messages that improve the overall atmosphere and lower the chance of players getting tilted: "gj" - Good Job, when some other player does something good or successful. "u2" - You Too, When somebody complements you while he also participated in the action. "ty" - Thank You, when somebody helps you or saves you. "mb" - My Bad, if you identify a mistake you did. "np" - No Problem, as soon as somebody admits a mistake. 2. Never write anything even remotely negative. It never helps the situation and often worsens it. 3. Never respond to something negative told to you, unless you think "mb" is suitable. 4. Never discuss mistakes that happened in the past, neither yours or others. It wastes your time, and usually only worsens the situation. 5. Do discuss plans for the future when suitable, but do it in a polite manner. Stop doing so and stop the discussion if a teammate responds negatively to such a suggestion.
: I'm 2 RP short
The common practice in this case is to prepare a drawing (unrelated to what you prepared for Riot SeeTheWorld) and send it to Riot support while explaining that you need these extra 2RP. They will give you these 2RP as a token for your effort on the drawing.
Timarius (EUW)
: League of Runeterra progress
I guess they will take the standard approach - reset your progress but leave you a token rewarding your achievement and investment.
: My thumbs up emote is gone
The same thing happened to me as well, and then it returned to me a day after.
Uraraka (EUNE)
: Honor 5 tokens
Yes, everyone gets only these specific four options.
oMehzinyy (EUNE)
: But is 15 lp gain the same as your mmr or is it lower? because it feels like im lower than my mmr even though im winning.
Watching games of my son (who is a Diamond player) I think that in Diamond when your visible and invisible ratings are the same the LP gain and loss are both about 16. (According to my experience in lower leagues this number is higher) Notice that if you play many games your visible rating and your MMR will become the same regardless of whether you win or lose. (Unless you have an event that opens a gap between them as explained before)
oMehzinyy (EUNE)
: MMR system is so strange
Here is an explanation of the system with respect to LP gain: Background: You are rated in two methods. The visible rating (League + Division + LP) and the invisible rating (MMR). The true rating is your MMR. It goes up when you win and goes down when you lose and it is the only rating that controls your match making. The visible rating is just a skin over the invisible one. It is there for psychological reasons only, to make the progression system feel nonlinear with choking points which are the promotion series. To the point: The LP gain amount is built so that the visible rating to gradually tracks the MMR. It is unrelated to how many wins or losses you have, only to whether there is difference between your visible rating and your hidden rating. Why did you have high LP gain when you returned to play? The decay you experienced lowered your visible rating but did not lower your invisible rating. As a result they opened a gap, so your LP gain increased to close gap. Why did your LP gain get lower as you play? Due to your high LP gain the gap between both ratings got diminished over time. Since the gap diminished your LP gain got lowered, until when both ratings became the same your LP gain and LP loss became the same. Notice that the gap between both ratings closes gradually regardless of whether you win or you lose. What can open the gap again? The gap can open again whenever you have a case that changes one of the ratings without affecting the other. Two most common examples: If you have 99 LP and have a win your visible rating goes up by only one LP while the invisible rating goes up as usually. This makes your invisible rating higher than your visible one, increasing your LP gain. If you have 0 LP and lose without demoting the opposite happens. (Visible rating unchanged, invisible rating goes down). This lowers your LP gain. Bottom line: If no "gap opening event" happens your LP gain will settle gradually to be identical to your LP loss regardless of whether you win or lose.
: Need some offline advice
The best approach is to keep trying. If you try and fail your situation is no worse than the situation if you don’t try. In the long run you’ll get better with this. No worries, you’ll settle down in the end.
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CarryAll

Level 72 (EUNE)
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