: And how about reasoning that most games will probably be over way before Elder even appears at all in the game? Wasn't S9 "League of games over at 20 minutes" ? {{sticker:sg-lux-2}}
Indeed. Give me back my sweet 30-45 min game
Eldian (EUNE)
: Elder dragon spawns in late game and that drake is supposed to be a game ender so I dont knwo what the %%%% you want game to last 1 hour and elder to give you +5 movement speed?
There is no turtling anymore -_- Forget about the situation, while you try to scale better
Rioter Comments
: you do know what we do with opinions then i assume
: purely subjective
Player's experience IS subjective. It can't be objective in any way
: yes those cases have been extremely reduced as well as my most consistent wins season 3 were by making my enemy laner give up and flame their team i was heavily abusing their weak mental solokill into a ? in all chat and their mental is destroyed and keep inting into me repeatedly until they surrender at 20 (opening wasn't a thing back then) what i would have done is to open mid and just move on to next game without destroying your mental im pretty sure you've faced those players you just omit them from memory as the win from a feeder isn't as valued in your mind as a loss from a feeder as an example i remember the aatrox going 0/3/1 that let his 2nd turret die at min 8 and kept following me in my jungle and trying to steal my camps but i don't remember the 3/20 bot lane that i destroyed a loss is worse in your mind than a win is good in your mind this is why people complain about matchmaking even when they have great win rates
I'm playing since S2. I'm sure that at s5-s6 game was pretty good. Now League is at one of it worst states
: i was thinking more in the lines that you are not experiencing toxicity at all compared to some lets dissect this abomination of assumptions Total toxicity is compared to early seasons extremely low i've been forced to mute once every 10 games compared to season 3 when i was regularly muting 3/4 of my team every game It has gotten a lot of attention you are just blind to it league is far from dying the revenue loss on which you might be judging your assumption is due to the global tech crash that occurred last year Ubisoft dropped 40$ || on their stock blizzard dropped 40$ || EA dropped 50$ || Square Enix dropped 20$ || CDPR dropped 25$ during that time as well Riot is 100% owned by tencent and tencent dropped around 20$ in that time Also due to the insane influx of new games that compete with League on a consistent basis and timed basis. Fortnite, God of war, Red Dead etc ie A lot and i mean A lot of good games that compete with players time The drop in the revenue is just an effect not a trend also last years ultimate skin was a relative disaster compared to sonas/udyrs/ezreals skins that sold like hot bread on a cold winters day ie as long as this years ultimate is great and as the tech crash doesn't get worse next 2019 total revenue for league will go back up to 2billion
While we were talking, I've got a middleplayer Zac, who has started feeding from 2nd minite of game. He ended with 0/20/1 (accidental assist) 5 lvl in a 23 min game. I have got a demote. You know what? I never faced an imbecile like that in the enemy team. -> Demoted. Great. So, statistically I should wait while I face enemy feeder and get free LP? Greeeeeeeaaaaat idea :(
: i was thinking more in the lines that you are not experiencing toxicity at all compared to some lets dissect this abomination of assumptions Total toxicity is compared to early seasons extremely low i've been forced to mute once every 10 games compared to season 3 when i was regularly muting 3/4 of my team every game It has gotten a lot of attention you are just blind to it league is far from dying the revenue loss on which you might be judging your assumption is due to the global tech crash that occurred last year Ubisoft dropped 40$ || on their stock blizzard dropped 40$ || EA dropped 50$ || Square Enix dropped 20$ || CDPR dropped 25$ during that time as well Riot is 100% owned by tencent and tencent dropped around 20$ in that time Also due to the insane influx of new games that compete with League on a consistent basis and timed basis. Fortnite, God of war, Red Dead etc ie A lot and i mean A lot of good games that compete with players time The drop in the revenue is just an effect not a trend also last years ultimate skin was a relative disaster compared to sonas/udyrs/ezreals skins that sold like hot bread on a cold winters day ie as long as this years ultimate is great and as the tech crash doesn't get worse next 2019 total revenue for league will go back up to 2billion
I have truly understood that. Just flaming and abusing is regular thing. I was more referring to cases of intentional ruining of games
: only once every 4th game damn man you are hella lucky
Sort of xD The total toxicity is too high. If it gets no attention... Well League will be dead pretty fast. Riots already have faced revenue decrease. The less people want play toxic game the worse the stituation is for Riots. And for us, unfortunately. I have been loving League for so long. Not anymore
: did me mentioning that league mmr doesn't correspond to chess mmr fly over your head ?
Any MMR idea is the same: give a player a fair rival
: > Why don't we soften LP loss for such games? Why don't 4 players lose -10LP instead of -20 when they got a leaver? Because you als gain LP normally when there is a leaver in the enemy team. You profit from this exactly as often as you are harmed by it. To be precise, if you never leave yourself, you actually profit from it MORE often. Because your team has only 4 potential leavers while your enemy has 5. On the long run, you gain more LP because of leavers than you are losing because of leavers. Essentially, they help you ranking up. With your system, this advantage would be gone. Not being a leaver would not provide this statistical advantage anymore. But that is not the only downside: * Your system makes leavers feel less guilty for leaving, because the impact isn't that big. This would increase the overall amount of leavers. * Your system allows players to intentionally ruin the win for the enemy. The enemy is winning and you are salty and wan't to be a jerk about it? Just leave and ruin the enemies LP gains! * Your system invites toxicity. Game is not going so well for you and you think you will lose? Just harass your teammates and int until someones leaves out of frustration. This way you don't lose as much LP. Nice! * Your system promotes abuse. You are matched with your favourite influencer and you are losing? No problem, take a bullet for him and leave to get that shoutout on youtube and soften his LP loss. * Your system promotes boosting. Create a smurf, play with your friend, leave whenever the game is not going well. Create a new account when Leaverbuster gets too harsh. You can also let other people pay you for this service! These and many other problems are the reasons why this system doesn't exist, probably never will and also really shouldn't. You are not the first to suggest this, pretty much every day there is at least one thread about it and it has been like that for years. Sadly that doesn't make it a good idea, because there isn't really any actual advantage to this system and quite a lot of downsides. Essentially, this system would increase both leavers and toxicity, which is the exact opposite of what it's supposed to do. And all that for a fuzzy warm feeling about losing less LP when there is a leaver. A feeling that is completely fake, because it doesn't actually help you because you also win less LP when you win because of a leaver, which happens more often. So nothing actually improves. You accept all those problems for absolutely nothing.
The answer to your problem is very easy: - Player's current ranking must be floating. What i mean is that even if person doesn't play for a while it's personal MMR may be decreased or increased over time. Problem of existing system is that it doesn't follow the rules of NormalDistribution: the top and the bottom ratings are fixed, and the rest are recalculated every time. > Your system makes leavers feel less guilty for leaving, because the impact isn't that big. This would increase the overall amount of leavers. No it's not. I haven't considered stopping banning people for toxicity. >Your system allows players to intentionally ruin the win for the enemy. The enemy is winning and you are salty and wan't to be a jerk about it? Just leave and ruin the enemies LP gains! That is also a good feature, actually. Because at he certain point people usually are glad to have a leaver or feeder in the enemy team, because it grants them sort of a "free win" and LP bonus. In case if potential leaver cuts their win points there will be 9 of 10 players wanting to punish such a person, not 4 of 10. Existing system doesn't help to lower total toxicity of games. New would do it. > Your system promotes abuse. You are matched with your favourite influencer and you are losing? No problem, take a bullet for him and leave to get that shoutout on youtube and soften his LP loss. Well, It does not actually. Considering there are above 10 million people playing League the probability of facing a somewhat called "favorite feeder" is very low. I can memorise itself just few cases of facing THE SAME person in several games durin my 8-year playing experience. > Your system promotes boosting. Create a smurf, play with your friend, leave whenever the game is not going well. Create a new account when Leaverbuster gets too harsh. You can also let other people pay you for this service! It also doesn't. Because you have no option to get into exact same game against the person you want to boost but only wishing for a flat luck if you want to play via free matchmaking, but if you leave on purpose under new conditions your fake account get's punished very fast. And also, don't forget: we have **flex**. May be we should make a solo/duo type of thing into just a solo?
: the best sports players lose games because their teams drop the ball in team games team play determines success not individual performance the reason why pro teams can have high win rates in pro play is because all 5 people play as a unit and it becomes a team vs team dynamic similar to a 1v1 Soloq is SOLO QUEUE in a 5V5 team game The only constant variable is yourself with 4 members with you and 5 members on the enemy team if you are consistently performing your best you are always at odds of winning the % at which you win games is only limited to your own performance but it's LIMITED what you deserve is irrelevant as the ladder doesn't have any biases it simply places you where you should be based on your average performance the higher your average the higher you get placed it's a simple concept and people just dislike the grind but like any competitive system it's simply a grind unless you are highly talented
> Constan VAriable WHAAAAAAAA....? xD The idea, that you need to play a lot of game to estimate your skill in a fair way is good. Problem is that this estimation works IF and IFONLY every player plays: a) honestly (no cheats, no scripts, no hardware advantage) b) under the same circumstances as every other player (ping, zoom, resolution) c) doesn't smurf (playing only from the one account) d) doesn't lose games on purpose e) doesn't leave games Considering that all of theese 5 features are true only at LAN tournaments, SoloQueue system needs tuning.
: it's not the point to win every game bro https://pbs.twimg.com/media/D55uHR-X4AERcjk.jpg here look he lost 96 games and he is undoubtedly the best soloq player 67% win rate a 65% win rate usually means that you are playing at your relative best every single game now if he were to play 500 games his win rate would go down to 58-60% and if he were to play more games he would go down to 55% as at the top of the ladder is his peak as was proven with his rank 1 account on NA that he kept for over 2 years you are complaining that consistency isn't good enough to climb... here is your proof that it is the best way to climb don't play the game with the expectation to get carried play your absolute best every game and when that isn't good enough try to figure out why it isn't good enough then you will start climbing at your current level you are just redirecting the blame even if say "im bad as hell" because you don't really accept those words https://na.op.gg/ranking/ladder/ https://euw.op.gg/ranking/ladder/ https://www.op.gg/ranking/ladder/ with very very very few exceptions having a win rate of 60% + with over 500 games is near impossible it's not riots forcing anything with their system it's how a working system works perfectly if league was a 1v1 game this would not apply but since it's a 5v5 game this is how things should be and how they actually are
First of all: 1) This particular person having 65% winrate means that matchmaking system doesn't work for this particular person. The main idea of an imaginable perfect matchmaking system is to grant every single player a 50% winrate. That may sounds NUTS but that would mean that at the every game teams are absolutely balanced. 2) Having 50% winrate, or 40% winrate or 60% winrate has nothing in common with "playing at your best" statement. You may be playing at your limit, and yet losing, because you face a stronger opponent, as well as you can be playing relaxed and yet winning, because of playing against a weaker opponent. 3) The main idea of Having MatchMakingRating (MMR) is pure mathematical, and it has it roots at chessmates tournaments. If u need some explanation google for **Normal Distribution** 4) There are some unique players who are very good, and those who are very bad (means those are having the highest and the lowest ratings possible). Any distribution system exists not for estimating those good and bad players, but solely for the average players.
: The orrn one I can comment on as I play both of them. You wanna rush black cleaver, orrn will be buying armour and his passive gives him a lot of it. You wanna keep poking him, he’s got low sustain but if you leave him in lane he can get items and get a lead over you, the more you push him out of lane the less that advantage appears... Orrn has mana problems you don’t, keep fighting and sustaining and he will be forced to back or die When he has his W mark on you don’t fight, it can mess you up big time and it’s where his main source of damage is Be careful of his Q and walls, if he lands a E knock up it’s a won trade for him. When fighting him try to time a Q knock up at the same time as when he tries to redirect his R, time it right and he won’t be able to robbing him of a lot of damage and knock up Besides that it’s regular aatrox stuff, you beat him in push so use that to roam, if he pushes call for a gank he ain’t that mobile, keep poking him and use the E and Qs to control distance so he can’t trade back. ___ As for urgot... main thing is dodging the Q and E... if he misses both of those he is pretty much dead as his W will target minions instead. Besides that ninja tabi really can’t hurt, try to stay on a side where the shot gun has already fired, poke as usual, be aware knocking him up during the windup for the E won’t stop the dash, and learn to recognise the R animation... you need to dodge that especially as your ultimate won’t save you anymore... if you do get hit run you are almost guaranteed to die if you keep on fighting. ___ Aatrox is a champion who can be countered hard, not just by fiora... I personally never blind pick him cause he has some very rough match ups, if you want to blind pick him you’ve gotta be ready for matchups like this, if you aren’t comfortable find someone else to blind pick and save him for when you know who you are up against
And also AA is counter by a single item of 800g cost XD {{item:3123}} I actually never had any troubles playing against him in lane. He has strong damage output, but it's easily avoidable. Cast times are huge, and if you can dash behind his back AA is pretty much dead.
Rioter Comments
: Given that tanks are dying at the moment buffing an anti armour item is the last thing that needs to happen. And you don’t see the item because it’s anti tank, with tanks dead no one is playing them.
Those are not ADC who rekt them. Mostly they are mages atm.
: by the time level 18 hits... I would say on average so called squishy champs still have around 80 armour, your AP mage with {{item:3157}} will easily push that value to over 100: congratulations you now do less than half physical damage due to mitigation... Since rework of {{item:3036}} doing total armour not just bonus, its become very cost effective vs all high level targets.
It IS cost-effective. It's not slot-effective. When you build 6th slot, you want maximum efficiency from 6th slot item. And LDR just doesn't provide you with that. Though it's a cost-effective item, you are unlikely tu build it, because there are a lot of more viable options And since LDR is not good mid-game item, the fact that it's far not the best lategame item puts it completely out of meta
JustClone (EUNE)
: My argument, in case you did not comprehend it, is that the item should not have its price changed. LDR should remain an answer to situation, where the enemy is prioritizing in building armor. Not a common item that every marksman/ad assassin rushes to buy. There was a time where Zed and Talon players would build this early, because it was worth it even against squishy targets. I do not want this playstyle to return. I want this item to be worth buying against 150-200 armor, and not against 50 armor ap carry midlaner. End of the story.
against 50 armor apcarry midlaner LDR reduces armor by 16 -_- It's less, than any assassin item deals. Also assasin items are cheaper. Can't see the problem.
Vérontó (EUNE)
: He can farm up with Klepto very well. Laningphase is good for him. If he is so bad why do they play him in pro league?
During laningphase he got no THAT high damage burst other adc may have (tristana, vayne, varus, kog, ashe) Also he has no wvaeclear like jinx/cait/kog/sivir has. Very balanced pick and build
JustClone (EUNE)
: Hell. No. When I buy something, I want to know what I am buying. I do not want attack speed. I do not want critical, I do not want extra damage, I do not want life steal. I will buy this item IF , and ONLY IF I feel like the armor penetration is required to increase my damage output. I want to pay for it as little as possible, so I can get it pretty quick, in case of need. It is fine as it is.
You have given no argument VERSUS improving the item ) You want it as cheap as possible? Last Whisper part costs 1300g. U want cut through armor? LDR is not the best item as simple calculations give us. Point: make it better and best slot for armor penetrating case.
Rioter Comments
RayleighTT (EUNE)
: Question for veterans
More of a question for me is why any adc should prefer {{item:3036}} over {{item:3124}} ? Both last whisper items are way tooo useless atm.
PIue (EUW)
: Why aren't new champions banned in ranked.
Actually it's the good way to treat all the released/reworked champions. Because half of the time new champion is dominant broken sh1t, which gets nerfs for 2-5 next patches. Why new champions are allowed to be played at rankeds at all?!
Styros (EUNE)
: https://i.imgur.com/zQBcQoP.png learn to play kid
Gimme a reason to pick AA over any other AD-bully? He is better... At what? Damage? Mobility? CC? Sustain? He is below average at any point
Rioter Comments
: I main Aatrox in jungle, Iam plat IV and i agree that this looks like nerf, if he is behind he will be much worse than he was before but if he is ahead he is a little bit stronger than he was before, his stats are bad for a 3 years now and i think that is a first problem of his weakness, but maybe we need to find some build to play it right, i think i find something, try to play grasp of undaying and tenacity ( u need to attack to stack so tenacity is inevitably ) ur priority is HP and stacks, to build stack u need as and cdr, CORE ITEMS BLACK CLEAVER, SKIRMISHERS BLOODRAZOR, NINJA TABI, if ahead go offensive TITANIC HYDRA, if behind or need defensive go spirit visage, try it and comment.
That's the point. those items do not synergize. When the bruiser builds TH, he usually has 800-1300 bonus HP from other items, which AAtrox cannot afford: there is AS and AD to be purchased. We get Black Cleaver, but our damage from Q,E and R is magic, so we can't stack it fast (like garen, darius, panteon or vi). We build lifesteal, but it doesn't scale with any skill. We rely onto autoattacks, but we can't build crit. We would like to have PD, but we have no slot for it. Item kit we get is very unhealty. I like very much the gameplay of AA. I dislike a lot the way to build that particular champion. Even Spirit Visage does not increase our heal after ressurection, because it's not heal anymore - it is fixed 30% maxhp.
Rioter Comments
Rioter Comments

Wolferk

Level 160 (EUNE)
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