Shamose (EUW)
: > Generally Twisted Fate would only get one Attack Speed item No one is building attack speed on normal TF. It'd just be a buff to onhit TF which doesn't need it.
Would that be a buff? I mean on hit TF would be losing about 15% AS overall wouldn't he? That'd be more like, less of a nerf
Rioter Comments
: Buff Sivir a bit and she becomes broken. She already can crit on her W and I personally find her laning phase good, and her later use in the game pretty high.
To be fair, right now I see her getting overshadowed by Xayah pretty hard. Xayah's feathers can hit multiple target's, same as Sivir's W and have pretty bonkers range without relying on a bounce. They aren't quite as damaging, but she can generally use them a lot more. With 50% crit and 200 bonus damage, hitting 3 of Xayah's feathers from her E will deal 711 damage and snare the target for 1 second. By comparison, Sivir's Q with the same stats will deal 798. This sounds OK until you realise Xayah will often hit with more than 3 feathers and will certainly have more than 50% crit (which has no effect on Sivir's Boomerang, but she needs it for her W and AAs). To top it off, Xayah's feathers will deal full damage to each new target, while Sivir's Boomerang will deal less and less. These two combined mean that Xayah is a far superior AoE adc to Sivir, which isn't great since her AoE is one of her core aspects. Sivir gets the magic shield, which is good, but has a built in mana shortage to nullify the benefit of the restore. But the block is hers alone if we don't count Xayah's ult making her immune to everything for a few seconds. Xayah's W is essentially a more frequent self-Sivir-ult, with 10% less attack speed and less movement speed. However, she also gains 20% extra damage on all her attacks for that time, a steroid Sivir lacks. This makes Xayah a better single target damage as well as a better AoE damage. Xayah also has a damaging ult that sets up her E. This means all of Xayah's abilities impact her overall damage. Only two of Sivir's abilities impact her damage as her Shield has no damage component and her ultimate is purely a speed buff (the attack speed comes from her activation of her W). Sivir has less crit interaction, her Q, which used to be the highest non-ult damage in the game, is now pretty meh, even when hitting one target and as she deal less single and AoE damage than Xayah, she is truly limited to a utility role with her only utility being her speed buff on a long cooldown. Overall it's looking pretty "meh" for Sivir.
Rioter Comments
Rioter Comments
Eambo (EUW)
: I can assure you that so long as you're following the Terms of Use and End User License Agreement, you have nothing to worry about :-) A lot of people travel around a lot, we have much more sophisticated detection methods than just "They logged in from somewhere else" :-)
This is what the "complimentary" suppository was for.
: > [{quoted}](name=Fikule,realm=EUW,application-id=39gqIYVI,discussion-id=E3I7eHZW,comment-id=0000000000000000,timestamp=2016-04-24T01:14:06.035+0000) > > Right, two different effects (You seem to think malz's passive has a CC block?). Glad we sorted that ^^ "Passive – Void Shift When he hasn’t recently taken damage or been crowd controlled in the last 23 seconds, Malzahar gains 90% damage reduction and crowd control immunity, lingering for 1 second after taking damage or blocking a crowd control effect. Damage from lane minions is not mitigated by this effect, but it does not trigger or reset its cooldown either." **crowd control immunity**
Then fair point, copy it is
: > [{quoted}](name=Fikule,realm=EUW,application-id=39gqIYVI,discussion-id=E3I7eHZW,comment-id=00000000,timestamp=2016-04-23T23:27:47.922+0000) > > Not sure how the first one is like the malz passive since they do different things Right. Yours doesn't have the damage reduction, but the CC block. Also less cooldown.
Right, two different effects (You seem to think malz's passive has a CC block?). Glad we sorted that ^^
: People are still unsure how to react to him... I still see people trying to fight during his ult etc. The thing about new champions/reworks is that there are 2 learning elements to them... people learning to play as that champion and people learning how to play against them. If players learn how to play as a champion faster their opponents learning how to play against them then that creates a window where the champion is deemed too strong because people are struggling to play against the players who know how to play him. This also works in reverse, if people learn how to play against a champion faster than people learn how to play as them then it creates a window where they are deemed too weak. Taric is the former, taric players are getting to grips with him faster than people are at playing against him which creates the illusion that he is too strong... he isn't actually too strong but people are going to struggle against him. So not op, we just gotta learn the best ways to stop him.
True, though on the other hand I just beat a Poppy and then an Olaf top lane with him. My Tactic for Poppy? Let her ram me into a wall and do her full combo, then proceed to beat her to death. Didn't even matter if I missed my stun :P Olaf was just a case of we'd fight toe to toe and I'd just win. When he used his ult it was close, but I didn't have to use my own ult still. Also, Muramana on Taric along with Gauntlet, Frozen Heart and Righteous Glory. Extra 1,100 damage after every ability. It was fun. But I already know his biggest weakness. Walk away. So hard to ever catch anyone on him. Had the Olaf and a Nautilus 2v1 me top just after I got the Muramana (I think I was 2/2/4). Killed Naut in a few seconds flat and then tried to kill Olaf, but he used "Walk Away" and I was useless ^^
: First one is a shameless copy of the new Malzahar passive Second one makes no thematical or gameplay sense whatsoever. Why would he need to move faster towards what should be dead already?
Not sure how the first one is like the malz passive since they do different things
: > [{quoted}](name=Fikule,realm=EUW,application-id=39gqIYVI,discussion-id=m8AwR4pR,comment-id=00010000,timestamp=2016-04-23T22:17:56.388+0000) > > With him getting a nerf soon, there must be something You realise that nerfs don't mean the champ is OP. A little stronger than Riot would like, but not OP.
OP is simply a shorter way to say it in this context. A little stronger than they'd like would still imply it's not "Nothing" though.
ShadWooo (EUNE)
: I played against him as Karma and basically get firstblooded at lvl 1 because I didn't dodged the stun. I know its not as hard to dodge it, but he seems really opressive on lane. Tanky version of Soraka.
True, though he heals for less than he used to (with two targets, better with 3+ at full stacks) and the stun duration is the same, just more possible targets and not targeted. That's what makes me wonder what's OP now. My guess is the Ult and the tower diving. Hoping it's not the passive, because that seems like the best part of his kit for solo laning.
: Nothing
With him getting a nerf soon, there must be something
ShadWooo (EUNE)
: I dont think hes op. But his skills are very hard to read - I have problem distinguish between shield and ultimate, actually i never even notice he uses ultimate, maybe after i do dmg and hes taking 0.
Haha. His ult is the large AoE on the floor. But as he is being nerfed next patch, it's safe to assume Riot think he is OP
Rioter Comments
Rismosch (EUW)
: > So, what makes Taric OP? His outrageous gems.
Damn, didn't even consider it!
Rioter Comments
: Assassins going tank, but still bursty like a normal assasin.
Uh, wat? {{champion:91}} Has low base damage with every ability scaling on BONUS AD, every. single. ability. And all his abilities are physical. That damage type that has a defensive stat that scales naturally per level as the game goes on. Without AD and APen, Talon will not deal damage. He hardly deals any at the start without buying early Pen.
Eido (EUW)
: I dunno man.. This just feels off. Why would honor have anything to do with your score.. Also this game is focusing on group play so you couldn't really get any honor if you play with your friends. Honestly honor should be just something in the side. Just nick the system from overwatch where in the end game lobby all players have to choose one player based on their feat to honor them. For example one game you could honor Caitlyn for most dmg dealt or Ezreal for biggest killing spree or soraka for least deaths.
> [{quoted}](name=Meoid,realm=EUW,application-id=39gqIYVI,discussion-id=2lclQWuO,comment-id=0003,timestamp=2016-02-15T14:40:47.408+0000) > > I dunno man.. This just feels off. Why would honor have anything to do with your score.. > Also this game is focusing on group play so you couldn't really get any honor if you play with your friends. > > Honestly honor should be just something in the side. > Just nick the system from overwatch where in the end game lobby all players have to choose one player based on their feat to honor them. > > For example one game you could honor Caitlyn for most dmg dealt or Ezreal for biggest killing spree or soraka for least deaths. Score pretty accurately indicates how well you played your role. Being an asset to your team is just a good basis. The idea is simply to make honor more active per month. It's still an aside as an icon or a banner icon on loading isn't a massive deal, but it can be something you'd like to have. In a 5-man group you and your opponents would be able to honor each other, but honors within a premade already count for almost nothing with the current system. Repeatedly honoring the same person, especially on your friends list has quickly diminishing returns. I'd think in a 5-man premade you'd be more interested in what your opponents thought rather than having people you already know pressing the button for no other reason other than you asking them to over skype.
DELDE115 (EUW)
: Hmmm, its not bad, but its not good either. 1) One honer per player, seems very limiting. Simply because they could ever be a game were you found a player who was helpful, you found an opponent honorable and you had two teammates who were friendly as fck. 2) Another problem, you gain honor via the score of the game. So a racist discriminative A-hole can flame and wish death to others and can still get honored. Seems great, dont you think? A flamer getting honored just because he got a good KDA, what I way to promote health (attutide wise) gamers. 3) You now get honored by playing well (even if it means flaming, being racist, wishing death, etc), instead of actually earning it. GREAT! ([Insert sarcasm]) __________________________________ Here is my opinion. The honor iniciative as it is is great. Only one problem... Its a one way ticket to nowhere. The system is actually good. You get honored based on what players think about you. You should to others that you´re friendly, you took your time to help other players or you did something amazing that made them learn something new. You showed great sportsmanship towards the enemy and they reward you with honorable opponent. You showed great teamwork skills and cooperation. The system works fine, however, its a system that doesnt really reward a player. And the topic its self is very controversial because you shouldnt get physically or in this case digitally rewarded for being a nice guy. "Hey, we here at Riot found you to be super nice, and because of that we are giving you this for free". You shouldnt be rewarded for being nice, because its like being rewarded for not accomplishing anything, because naturally, we are all nice. So you end up getting rewarded for being yourself, hooray(?). So far the only reward the honor iniciative gets you is a banner, and that banner isnt permanent. I think this is where Riot can fix the honor iniciative, and it should be something related to the loading in game screen and your in-game profile. Right now, out of the top of my head, the only reward I could think off is a special border. Like the one we had before that Riot took away from us (THANKS ALOT RIOT >:( ), however, this new border (that Im thinking off) is permanent and different in every season. Let me explain a bit in detail. Each season players who reached a certain number of honors combined get a permanent honorable border. This border stays for ever and it changes depending on certain special factors. - If you´re a ranked player above bronze, you get a special honorable ranked border. A border that represents both your ranked and that you are honorable (by that I mean that you also got the honorable border). These ranked honor borders dont change much in order for players to still identify in what ranked they are in. - If you only play normals or you´re bronze, you simply get the honorable border. - Honorable border being different each season. So, here is the catch and I will give show it with an example. [From here on out, imagine that what you´re reading were real] Riot introduced the Honor iniciative and with it the speial permanent honorable borders. I managed to achieve the honorable border and now I keep it for ever. Now, playing in Season 6, I still have my Seasone 1 honorable Border showing. However, I find a player who started playing in Season 1 but managed to get the honorable border from Season 2, his honorable border is also permanent AND DIFFERENT FROM MINE, the different from the honorable borders from Season 3, Season 4 and Season 5. You guys get the idea? [Back to reality] Each season has a different Honorable border and you only get to keep your first one. NOT only is it a permanent reward, it also shows how much certain players playing the game. And again, for ranked players, they get special border, different from the regular ranked borders and the honorable borders. To avoid confussion, Riot can figure something out. And in the case you stopped playing ranked, you get the regular honorable border from the Season you achieved it from. Is this somewhat complicated? Yes, but is it something better than what we have now? Yes.
> [{quoted}](name=DELDE115,realm=EUW,application-id=NzaqEm3e,discussion-id=plexIoeu,comment-id=0001,timestamp=2016-02-14T20:07:09.373+0000) > > Hmmm, its not bad, but its not good either. > > 1) One honer per player, seems very limiting. Simply because they could ever be a game were you found a player who was helpful, you found an opponent honorable and you had two teammates who were friendly as fck. > > 2) Another problem, you gain honor via the score of the game. So a racist discriminative A-hole can flame and wish death to others and can still get honored. Seems great, dont you think? A flamer getting honored just because he got a good KDA, what I way to promote health (attutide wise) gamers. > > 3) You now get honored by playing well (even if it means flaming, being racist, wishing death, etc), instead of actually earning it. GREAT! ([Insert sarcasm]) 1) This point is describing the existing system as being the solution, but it's just diluting it. Limiting it to one honor does two things. One, it means you think about who actually deserves it and two, it stops you giving honor to everyone every match as a way to farm it. 2) "The amount of honor you can gain from one game is based on your score for that game and how many people honored you! Do well, obtain greater honor! **Multiple reports over your games impact how much honor you gain! (Be good!)**" "Honoring someone else lets you see their score for the game and awards you a small portion of honor based on that score. You are great by proxy, yay! **But beware, your honor is impacted by both yours and their "attitude score" too! Beware the meanies!**" Mentioned in two separate cases that reported users give less honor. If someone is being a jerk but scored well, you'd likely get less honor from them than someone who played average or even badly. This means how they act in your game does indeed impact how likely you are to honor them, as their reports directly impact what you gain from them. On top of reports, their attitude directly impacts their likelyhood of getting honors from others who don't want a low reward. I get the impression you overlooked these two large parts of the post entirely. 3) This is exactly the same point as #2. Not sure why you repeated it.
: I like some of those ideas, actually, my very first post way back on the old forum was about exactly the same topic, it's nice to see some people still care about the honor initiative. Though I'm not sure if the rest per month is a good thing. You can somewhat compare how positive you've been in your games and how you develop as a teammate - motivating players to work on getting that score higher each month would have a nice impact. The negative side, you don't get to farm tons of honors and feel good about it. Seeing all those honor points has a good feel to it ^^
The downside is, without a reset, you stop caring if you fall behind.
Rioter Comments
Rioter Comments
: So lets disable all the champions except 1 hey the game is free right? No need to complain right? and lets disable all game modes permanently except dominion blind/draft... no need or reason to complain it is a free game after all
I think the main reason to not complain is due to them already saying they're fixing the problem and have both non-ranked and ranked queues available still. The only reason to complain when you know a problem is already recognised and is being fixed is for the sake of complaining. And if you're complaining for the sake of it rather than for any purpose, then it is indeed just entitled whining. Free or not has very little to do with it.
Fikule (EUW)
: 0.5-1 Second Freezes (NOT Lag or Disconnects)
Yeah, also, to clarify. I have done a fresh install today. Same issue. same errors.
Rioter Comments
0GameDos0 (EUW)
: the rework removed all of her dmg and replaced it with utility however comparing her utility with lulu's we can see that lulu is way better thus she is now bad in solo lanes AND is outshined by other supports
This is mostly just wrong. If you are ulting her Q, you gained damage in the solo lane. All it requires is for you to alter your playstyle. Her Q is the same. Her W went from 0.6AP to 0.9AP. Her E lost damage on the ult. Net solo-lane gain using Ulted-Q = +0.3AP The difference is that late game you can choose to trade your damage out for utility, which is so much better than every ult being "deals more damage" and having them all compete. Since the update I have used all her ults with similar frequency. It is so much nicer to have that option. But yeah, 750AP mark is nice. 1,000 ult shields and a W + RQ combo deals about 3,000 damage. And lets not forget that she can now do 2-3 ults per fight quite easily.
Riot tmx (EUW)
: > [{quoted}](name=DarthRap,realm=EUNE,application-id=eZuvYsEr,discussion-id=npVc3rcA,comment-id=00190002,timestamp=2015-06-05T08:45:55.375+0000) > > I actually connected to game,does that mean its fixed or im just lucky? Yes, this was fixed some time ago and it was indeed a problem with network provider's DNS server. Issue not only affected EUNE, but also impacted multiple other Web services, mostly in NA.
I actually got disconnected from a game. Stillin a skype call with my friend who was still playing fine. Tried to reconnect to the game, the button went grey and nothing happened. Re-opened the client and got this login error. yay. Assuming it is affecting more than the queue since I got booted from a game with no actual loss of internet.
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Rioter Comments

Fikule

Level 97 (EUW)
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