Rioter Comments
: Wtf is with auto attacks?
check your setting if you have automatic autoattack on
karolmo (EUW)
: 14d ban
Funny because 2 days ago I had a guy in my ranked game who spammed it to every teammate, reported him and he is still playing multiple games a day
Hansiman (EUW)
: > So why did I get a ban if i've barely said anything and everything i've said was a reaction to the 10 things that were said to me? Because you were toxic, it's as simple as that. Toxicity simply isn't permitted in this game, regardless of your reasoning for it. Your 14 day ban was your **final** warning, and any further violation of the rules would net you a permanent suspension. The ban you had specifically stated this. Since you didn't heed this warning, a permaban was the only next step available. --- > The system should be able to reset and bans should be more accurately given. It does, but it requires you to display good behavior over an extended period of time. Since you were permabanned this time, it indicates that you hadn't shown enough indication that you had actually reformed before starting to break the rules again. --- Someone breaking the rules does not give you the permission to do the same. When a player starts bothering you, you should mute the person and report them once the game is over. Once you start retaliating, you're just being the same type of person as they are. A team consists of 5 people. As annoying it is to have one person being toxic, how much fun do you think the other 3 members of your team were having when two of their allies were busy flaming eachother?
Btw Hansiman, since I catch you just now on the topic toxicity. What is the systems reaction to the 3 letter word that tells someone to quit his life?
Hansiman (EUW)
: But it's ok to play top, mid, bot, or support in ranked if you don't know how?
Any position hurts having someone who don't know how to play. Tho jungle does hurt more than lane positions if junglers don't know basic things like pathing. Many junglers get more easily higher elo by either duoqing and camping their premade's lane or just camping the most snowbally lane in soloq. Once they get a match where pathing has a much higher influence or they facw a, jungler who knows exactly what he's doing, they end up dragging the entire team down. Saying this out of experience as a jungle main
: Pretty sure top is far from the least favourite... support is still the least favourite, then jungle... top and adc are close but I think top is more popular (I think) That makes it the second most popular, still a lot less than mid though It’s difficult to tell though, can’t run surveys because they are always bias (for example if you believed the ones that only included board users support is the most popular), but generally support and jungle are the two least popular roles, with adc fluctuating heavily.
This is far from accurate. A friend of mine always queue's up mid primary and support secondary, he's getting majority of games midlane and rarely support. If I'm in the mood to play mid I queue up mid prime and jgl 2nd, giving me 60% of the time mid. When I queue up jgl first and mid second I get 99% of the time jgl with whenever I don't get it I'm autofilled as toplane, never autofilled as anything else. Top/mid players that prefer mid > top are complaiming about getting top 9/10 games. So yes, based of that it's safe to assume support has a higher popularity than toplane
: yea would make sense just wish they would give us an option of being in longer queues if it means we get our primary role
If everyone would use this, queue timed would spike heavily up, resulting in much longer queue timed for people who don't care about this option and don't mind getting their primary role. Passively punishing them
: thats all good but my que times arent even that long like just 1-2 mins waits max
The explanation isn't quite correct. The system checks how many people are queing up for which role. as example: 200 ppl queue for top primary 400 for jungle 800 for mid 400 for adc 300 for supp The system prioritizes to fill all lobbies as quickly as possible first so you're.left with 0 toplane prio 200 jgl 600 mid 200 adc 100 supp So the system starts looking for top secondary picks and fills them up, then it start autofilling until everyone gets a match. Since all of this happens at once rather than step by step, due to lack of primary toplane picks it throws people with secondary toplane picks in. Since this is all randomly, your chances of getting mid are pretty low since that role pretty much always has enough people queing up for
: Ranked roles
Toplane being the least favorite role while mid being the most popular role in the community is the reason you get top so often
Takumaron (EUNE)
: > [{quoted}](name=Señor Arzo,realm=EUW,application-id=39gqIYVI,discussion-id=v2jt1rrZ,comment-id=0003,timestamp=2019-03-15T07:35:55.261+0000) > As a challenger you should be happy about the reset to get more quality games afterwards instead of being queued up with 30% wr Grandmasters He said he thinks reset is right, but that they shoud do it right away and don't wait 2-3 weeks.
: so why you don't do it since you lack in that aspect :d taht I supposed to meant not to give me advices but is amazing you say to a level 20 that his fame is horrible :d !
Because that's what it is. 5 years ago gold mid was average on slightly above 100 at 20 min. Today most have 140 - 150
: easier to say than done , ehh :)
Practice makes perfect. Going into practice tool and practicing it will help a lot. You can also go to custom 1v5 bot games and try to get as much pressure on the bot while as much farm as you can get. Getting 200 cs at 20 minutes could be great, but if you cannot manage to watch the minimap and play the rest of the game it wont help you to much. The record for 300 cs in pro play is shortly after the 20 minute mark
Dtry (EUW)
: Demotivation because of ranked reset
The LP might be for nothing but the MMR isn't. As a challenger you should be happy about the reset to get more quality games afterwards instead of being queued up with 30% wr Grandmasters
: Looking for a Jungler Gold-Plat players for an already established team!
Before I add you just some things about me. I'm a Jungler at G2 atm, kind of a rengar otp in soloq, tho I can play other champs too, rengar is by far my most comfortable pick, so it's up to you to decide if that fits in. As for clash, I've been chat restricted a few months ago and currently working on my honor lvl (which lvl 2 is needed for participating in clash)
Hansiman (EUW)
: The problem is that mid is a very popular role, meaning way more people queue up for it than other roles.
Not only that but his secondary role is at the bottom of polularity. Whenever I put top as my second I get it majority of times aswell. Not mention og I don't, whenever I get an autofill I get toplane
: What is a good farm for the midlaner?
140 at 30 min is horroble. 150 at 20 minutes shoudl be done consistently over multiple games. If you farm really good 170+ at 20
DeStRoY3R01 (EUNE)
: That sounds like a possible exploit...
How is that a possible exploit? As soon as the server gets connection problems Rito turns the switch to make people who lose because of connection problems not lose points for nothin while people who win don't win much cuz it might be undeserved. Usually after such a game ranked queue is disabled until the problems are fixed
DeStRoY3R01 (EUNE)
: Ranked low LP win bug
Connection problems: Loosing team gets loss prevented and looses no LP and winning team gets low LP amounts
: Suggestion to fix runes problem
because you have more than enough time to change up your runes before the game starts
AiFted (EUW)
: hey considered hotfix nerfs even, riot is aware of her and are monitoring her. they are doing a good job
A good job? A good job is to make calculations and test out things well before release, they even have a testing team for that purpose. A good job? Waiting 2 weeks for a hotfix is TO MUCH. There have been earlier issues which got hotfixes in under 48 hours. A good job? Took them a year to nerf akali
Vordo (EUNE)
: Yea sure, meanwhile drake is up and jungler keeps ganking top. Even after i tell him we should prep it or run the obj. GG junglers!
This is why people need to communicate. If you have a jungler who politely asks in chat for help, why wouldn't you give it to him? Chances are high he will listen if the team says they want to prep drake
Rioter Comments
: Well I had game when I freezed almost under turret , while they had Teemo , pinged for help multiple times and Jungler didnt come . (I do help jungler if he get invaded on top side or when he fights in river for scuttle BUT when wave isn't hitting my turret.)
Well in such cases the jungler obviously doesn't have priority for this side's scuttle if he isn't strong enough to just rek the enemy jungler completly. A good jungler will obviously see that you're freezing and that's pretty much a free kill if he stops by. I've had a game where I was rengar vs warwick jungler. Our toplane akali bullied the enemy toplaner out and her lane was even freezing pretty well that it would take YEARS until it walks into her tower. Getting invaded topside on my blue by warwick, which I litereally cannot contest against him since I clearly loose a 1v1 against him. Pinger multiple times for help and even asked in chat if she can come. Got ignored. she kept staying afk on her lane and last hitting a minion every 15 - 20 seconds. You can imagine after having to give up my entire topside jungle just because she refused to play in team, my entire early game was done for. All I could've done is to pray someone overextends enough to give me a comeback to equal it out
: > Translation you think to know what you say but this is the issue, you only THINK/BLIEVE you know and don't know wheter you know it or not. I know what I say, I’ve done plenty of research and I’ve been arguing my point about this for months, almost always I’m agreed on even by higher elo players, the people who disagreed with me get downvoted or speak complete nonsense. > Many players in top position complained how dumb it is to deal with tanks due to weird itemisation. No they complained because there was a group of fighters and assasins who where building tanky, dealing high damage, being hard to kill, and had stronger safety tools than tanks so became even tankier... it had little to do with itemisation. > That carries that go bork + guinsoos are common rn doesn't make the build good, it's just the "less worse" option for them to take. Except the build is good with a decent amount of them being in the meta at the moment. Even regardless guinsoos is still an extremly powerful item and many of its users are among the strongest adcs in the game, as well as among the most popular. So adcs get their % pen in their core build as a second item on top of a huge power spike... > a tank walking around with 300 armor and your shred 38 - 45% of their armor (depending on what item you choose) still leaves them with around 150 armor reducing your damage for around 60 - 70%, considering how little AD those armor shred items give you nowadays you won't be able to do more than tickling tanks as an AD as long as you don't have a big enough lead. Except when you translate that to gold you’d realise it’s a big deal. A tank losing 150 armour is equivalent to 3000 gold (1 armour is worth 20 gold)... by buying a single item you’ve completely removed an entire item from the tank, he’s now playing with 5 item slots, 4 not including boots. If that tank had a gold lead of 3000 (a very massive gold lead) over the opponent he’s now equal... if he had a gold lead of 1000 which is around average for a won lane then he’d be behind 2000 gold Do you see what’s happening, by buying a single item you’ve forced the tank into a gold deficit because 3000 gold worth of items doesn’t matter anymore. And that’s just one item let’s assume worse. The top laner brought black cleaver and the adc brough lord dominiks. On a 300 armour tank (aka has spent everything into tank stats) that reduces him to 126 armour, a 3480 gold, more expensive than any item in the game. Now how about maths 300 armour reduces damage taken by 75%, with lord Dominiks that 150 armour reduces damage by 60%, 126 reduces damage by 56%. You might think that’s a lot. But we ain’t done yet. Damage reduction and health don’t matter for tanks... effective health does Effective health is calculated (1+(armour)/100)xhealth If a target has 300 armour, and say 3000 health. It would take 12000 physical damage to kill. With 150 armour it would take 7500 physical damage to kill With 126 armour it would take 6780... You’ve almost halved a tanks health with two items, one that’s core as first item on fighters and is a shred, the other is a must purchase on adcs. This isn’t taking into account true damage from conquerer, any armour shred from individual champions, or any lethality (lethality gets stronger the lower armour a champion has due to how resistances is calculated... so the more you shred the better lethality becomes). Suddenly you’ve cut the damage a champion can take in half, and removed an items worth of gold from them guaranteeing that they are behind everyone else in gold... and what can tanks do about this... nothing. And 7500 damage isn’t even much... in a teamfight that can be dealt by 2 champions (fighter and adc) in 2-3 seconds, and doesn’t even take into account magic damage. > Burst champions that were design for early-mid game get completly shit on by any bit of armor because until you reach lvl 18 you get less that 1 armor reduction on an enemy per lethality point. Burst champions where designed to kill squishies fast... adcs and such. They where never meant to kill tanks and if you are able to one shot tanks something has gone horrifically wrong. > OP on this thread complained about not being able to fulfill his tank role against AP scaling champions. Also just do the math and compare AD to AP, A full AD team is almost certain to lose without a big enough snowball that ends the game in under 25 minutes, while a full AP team isn't even close to suffer as much. Ap struggles more vs tanks. Firstly due to cooldowns. But also tanks actually have a generally useful item vs ap champions with adaptive helm, which can’t be reduced by magic pen. So op is wrong in that regard but is correct that tanks need a lot of help. > I wouldn't give a shit if tanks didn't just do so much %%%%ing damage compared to their tankyness against physical damage. Tanks don’t deal damage... unless they’ve brought a damage item (which is fair enough if you buy damage you’d expect to deal damage) tanks will have their damage fall off by mid game. The only reason they might feel like they deal damage is because others are squishy, easy to kill even with little damage. But tanks don’t deal damage, what you are thinking of are fighters. > Suggestion, Riot throws in a mid season 9 tank rework, removing 40 - 70% of all their damage while buffing their tankyness and giving every tank one or multiple decent cc/utility abilities. Cuz this is what a tank is for, to be a %%%%ing CCing Meatshield and not a with tinanum plated train with 200 miniguns Again your problem has nothing to do with tanks, you’ve got an issue with fighters, a group even us tank mains want to put in their place. Tanks haven’t done anything wring and honestly never have, it’s always been fighters and assasins with tanks getting the blame. Tanks have gotten a ton of nerfs because fighters are too strong or are abusing their items... it’s time to actually buff tanks for once and put fighters in their place... that involves sorting out the anti tank system so there’s counter play, something skill based so that’s it’s the better player who wins not a stat check.
I barely read through the first quarter of your wall of text and already had enough to not need to read the rest. You mention once the game is rock paper siccers. Resistence > damage > penetration > resistence Yet the way the stats on items are put. Armor is beating Armor pen in many cases. You have to invest way more gold for a stat to get rid of an enemies stat. However, not the tank stats are the main issue of this topic. Itemization is hella weird because you have to get the itembuild to shred tanks, yet if you just do one step to close to them, you're done for because in order to damage them you have no survivability whatsoever. As example, experienced once a game where a rammus rolled into me, Imidiatly broke his taunt with QSS, yet he killed me within 5 seconds, 2.3k of HP. If I attacked him through his thornmail and his W sure, that's what this champ was designed for, but I literally tried to run towards my teammate and Didn't attack him once. The main thing what I'm saying, either give better options to cut down tanks quickly and just make them a slightly tankier bruiser/fighter, or get rid of their way to high damage and let them be as tanky as they want to.
Shamose (EUW)
: If my jungler learns how lane priority works i'll consider it.
I had TONS of games where MY laner had lane priority, yet they didn't give a single damn F for me
Rioter Comments
BesniStakor (EUNE)
: I checked the match. She had {{item:3006}} before she finished {{item:3153}}. She also had {{item:3086}} when she killed you. She is strong, but you don't have to embellish it.
Oh and I'm totally making up an emissary saying she will get nerfs imidiatly next patch
Rioter Comments
: Random spikes in dodging?
Maybe because there's an increase of people playing cancerous meta champs? If either their champ gets banned or a pick goes through people refuse tohe play against they dodge
: using rank to invalidate his argument is like using the fact that someone has no driver's license to invalidate his argument on traffic regulations even if he studied the topic for 10+ years and knows better than most other ppl .. just because he has a low rank (cant legaly drive himself) doesnt make him blind to his surounding and he is still able to bring valid points ..
Just read the last comment I wrote. Also just to summarize competitive games. In many games you can reach a certain high positioned rank while still being mechanicly utter garbage. By simply knowing the game's mechanics and how they work and interact with each other ontop of a good analytic and strategic abilities. Just take Dopa as example, considered the strongest SoloQ player in the world and reaching rank 1 over and over again, yet he said himself, considered to 80% of highelo people his mechanics are shit, he does all just by knowing how the game works. So it's fair enough to assume that in a majority of the cases, low tier player don't even know how the game properly works. I also litereally added, that everyone can try to go and do the maths to proove my point wrong, hint: you can't
: Imagine what Darius/Renekton/Camille would do to you in terms of Damage and you didn't do much with your combo because he probably used W which mitigated much of your damage. Edit: i also kinda feel like you're over exaggerating.
Want me to send you the replay? I'm not the only one who's annoyed that tanks are dealing way to much damage for the damage they have
: Garen Needs Work.
Garen is weak? Hmm let me rewatch the ranked game this happened: Me {{champion:107}}, Items {{item:3077}} {{item:3147}} {{item:3142}} {{item:3047}} {{item:3036}} , 7/0/2 stats and lvl 11 at that time Enemy {{champion:86}} items: {{item:3044}} {{item:1001}} , 0/1/0 stats and lvl 8 at that time. Flash Q onto me and oneshot me 100 - 0, even without his silence and entire full DPS combo of mine didn't even take half his health
: Translation, you don’t have a valid argument so you tried to invalidate what I’m saying. None of this is experience, I’m litterally stating meta builds... it’s really not hard to research that... fighters build BC first vs tanks (common knowledge), on hit carries buy rageblade second (again common knowledge)... what part of that requires skill It’s also not rocket science to know that assasins and burst champions struggle vs tanky champions, you just need to ply either one of those groups to know this. So instead of trying to be elitist and attempting to invalidate what I’m saying get off your high horse and actually contribute a valid argument against what I’m saying, cause most of what you’ve said is either outright wrong or implies you play assasins and expect to one shot tanks. Tanks are dead, that’s not opinion that’s fact. No one bothers with them anymore, not even pro play. None are in the meta and none are worth picking. The amount of anti tank in the game is stupid and without any counterplay making tanks extremly horrid to play (seriously what’s the point of playing tanks if you can’t tank), all of us tank mains are being forced off our champions... that’s why we are here, because anti tank needs a serious rework to actually be fair for both sides. And for the record I’m getting a lot of upvotes in this descussion as well as many similar discussions on the same topic, so despite being low ranked I am saying stuff that a lot of people agree with.
Translation you think to know what you say but this is the issue, you only THINK/BLIEVE you know and don't know wheter you know it or not. Pointed the previous comment out because I'm tired arguing with people who have no idea what they're talking about. Many players in top position complained how dumb it is to deal with tanks due to weird itemisation. That carries that go bork + guinsoos are common rn doesn't make the build good, it's just the "less worse" option for them to take. Flat armor pen doesn't matter? a tank walking around with 300 armor and your shred 38 - 45% of their armor (depending on what item you choose) still leaves them with around 150 armor reducing your damage for around 60 - 70%, considering how little AD those armor shred items give you nowadays you won't be able to do more than tickling tanks as an AD as long as you don't have a big enough lead. This could be played a bit more effectively around for all, carries, bruisers and bursters with a better flat pen option. Let's say you have LD + maybe 2 or even 3 other penetration items, which would throw off around another 35 - 50 armor for those tanks, leaving a 300 armor tank with less than 100 resistence left, reducing your damage for roughly 40 - <50 % Burst champions that were design for early-mid game get completly shit on by any bit of armor because until you reach lvl 18 you get less that 1 armor reduction on an enemy per lethality point. OP on this thread complained about not being able to fulfill his tank role against AP scaling champions. Also just do the math and compare AD to AP, A full AD team is almost certain to lose without a big enough snowball that ends the game in under 25 minutes, while a full AP team isn't even close to suffer as much. I wouldn't give a shit if tanks didn't just do so much %%%%ing damage compared to their tankyness against physical damage. Suggestion, Riot throws in a mid season 9 tank rework, removing 40 - 70% of all their damage while buffing their tankyness and giving every tank one or multiple decent cc/utility abilities. Cuz this is what a tank is for, to be a %%%%ing CCing Meatshield and not a with tinanum plated train with 200 miniguns
: > Flat pen sucls heavily You don’t buy flat pen vs armour stackers that’s for squishies. > buying a %age pen item as first or second on most damage focused champion are huge stat wastes because they won't do much until later into the game. You buy guinsoos second item on on hit carries You buy black cleaver first item on most fighters vs tanks. Buying % pen early is useful, black cleaver guarantees a better first item than your opponent, and you buy guinsoos for the rest of the item not the pen. > Bork is good? M8 since they changed bork from doing magic damage to physical damage it suffers again from armit building. Except guinsoos users tend to build it first, then get guinsoos, aka a % pen item. So the combonation covers that weakness. > Any type of champ who isn't a bruiser, tank or dps champion sufferes severly from the poor item choices. What about burst champions? You have literally only the lethality build that sucks ass against armor. Black cleaver? To slow. Bork? Doesn't provide what you need in the slightest for those champs. The game works on a Rock Paper Scissors system... dps beats tanks, tanks beat burst, burst beats dps. A burst champion shouldn’t be able to kill a tank, if that was the case then something has gone horrifically wrong. > Also due to lethality being a nessecity for some champions, fitting in a dps tank shred build is impossible, since you already lose 4 entire item slots which provide no attack speed, on top of those champions already having very poor base atk speed And those champions shouldn’t be targeting tanks in general... if you are playing a lethality champion and you’re trying to kill a tank in a fight you’ve either already won the fight or you’ve messed up big time.
Sorry that I have to point this out, but.. unranked.. silver most of the time and managed peeking gold last season. I'm honestly tired of arguing with lower players about game balance and that they're trying to be the type of “all knowing challenger“
: Unless you’re a fighter, where you get % penetration on the first item (and it’s a shred so adcs benefit from it as well), as well as converting a % off you’re damage to true damage. Or an on hit carry who gets their % pen on their second item, as well as a massive spike in damage. Not even talking about Bork which can be built first for a decent amount of adcs (usually the ones that then buy rageblade). Ad itemisation isn’t weird against tanks in the slightest... it’s among the most effective things in the game, and for the two classes that deal with tanks it can be itemisied as early as their first item.
Flat pen sucls heavily. buying a %age pen item as first or second on most damage focused champion are huge stat wastes because they won't do much until later into the game. Bork is good? M8 since they changed bork from doing magic damage to physical damage it suffers again from armit building. Any type of champ who isn't a bruiser, tank or dps champion sufferes severly from the poor item choices. What about burst champions? You have literally only the lethality build that sucks ass against armor. Black cleaver? To slow. Bork? Doesn't provide what you need in the slightest for those champs. Also due to lethality being a nessecity for some champions, fitting in a dps tank shred build is impossible, since you already lose 4 entire item slots which provide no attack speed, on top of those champions already having very poor base atk speed
: THAT'S THE POINT lol. You just have to buy some penetration, and boom, tanks dies in 2 seconds.
Yeah in most games penetration isn't effitient to be buiilt until 3rd or 4th item, especially because an AP champ with only void staff barely deals damage. On the other hand, any champion scaling with AD sufferes HEAVILY against tanks cuz AD itemizations are hella weird agaisnt tanks
: Why isn't there a voice chat yet?
There isn't really a need for voicechat. First of all, the risk of getting way more toxicity with voicechat are pretty high. Following that problem: Let's say the Blue team has only nice people who can communicate well, on the other side: Team red has a douchebag who only yells into his mic like a hyperactive preteen and thinks he's funny so he gets muted. That instantly puts the red team on a disadvantege, sometimes this one small difference can change the entire pace of the game. Smart pings and the chat are more then enough to communicate to set up most macro plays. Every player needs to build the "awareness" skill, which is one of the most important ones. It starts with always having one eye on the minimap to see all ally and enemy movements constantly, sometimes the enemy crosses a ward in an angle you only see him for a split second, without looking at the map well enough you won't see him. Secondly is understanding rotations, which either benefit yourself, a teammate of yours or result in a heavy loss for the enemy. As example when your jungle pings he's on his way to scuttle crab, he often wants the midlaner and/or sidelaner on the specific side, to push his lane out and move slightly towards scuttle to be able to contest it in case the enemy jungler is there too or if the enemy jungler even gets help from one of his teammates. Overwatch and CSGO are more action based games and are VERY fast, it's entirely different from league, this is why voicechat for those games is a nessecity. League is a way slower paced strategy based game and smart pings with some quick chat commands, which everyone should understand and don't take much time to be written at all, are more than enough as for communication in Solo/duoQ
BIAz3 (EUW)
: HEY RITO UR GAME IS GARBAGE!!!!
Your issue with fps drops in teamfights sound pretty much like a configuration problem. I can play this game constantly on 300 fps (gapping it at 60 tho) with barely any frame losses on big teamfights
: created a discord for girls <3
Best of luck finding other girls to join your discord. Could tell the girls I know in league to check it out {{sticker:slayer-pantheon-thumbs}}
Hansiman (EUW)
: > Would it be really that hard for Riot to code an algorhytm taking your MMR into account and deciding if you should get demoted or not? That's how it already works. Your MMR has to be quite low in order to be demoted that quickly. If your MMR is high, you'll have to lose several games before being at risk of demotion.
It happened to me last season several times that apparently it doesn't work ad it should. Being at g1 matched with plat 2 as the lowest rank enemy up to d4. Hitting 0 Lp and getting demoted after 1 lost game to g2. I think I could've assumed to have a pretty good mmr due to that matchmaking. Especially cuz I got between 28 and 30 lp per win
Smerk (EUW)
: You get demotion protection for 3 games after winning promos, result of those games doesn't matter. Once that protection is gone you can demote after any defeat if you have 0 LP. It's normal behaviour of league system, so ther's nothing to fix
insta demote on 1 loss on 0 LP after that initial 3 game protection is gone is somewhat harsh tho. Especially when you have an MMR that gets you matched with people over an entire league above your rank and then you get demoted on one loss if you hit 0 lp. Would it be really that hard for Riot to code an algorhytm taking your MMR into account and deciding if you should get demoted or not? But here on EUW people with less than 40% WR are sitting in GM rank for months
TylerxO (EUW)
: Please help me
and now in english please?
Rioter Comments
Paper1 (EUW)
: > [{quoted}](name=Señor Arzo,realm=EUW,application-id=39gqIYVI,discussion-id=TNvXVdQA,comment-id=0004,timestamp=2019-03-01T20:12:23.736+0000) > > Whether someone says they are inting or feeding doesn't matter, in majority of cases both are used for the same means. > > Autofill is no justification on going 0/8 in 10 minutes, if you have such feeder stats as soon as you have to play something out of your comfort zone, then you're simply at the wrong rank. > > On a certain rank you need to start developing a feeling and knowledge for other lanes and matchups outside of what you play, simply because if you want to roam you need that knowledge aswell to not make horrible mistakes. > > If someone goes 0/8 straight in 10 minutes, this indicates for me that they aren't even trying. Even on an autofill position, avoiding even soft feeding isn't that hard until you reach a certain rank. > If an autofilled toplane dude picks riven, engages all the time on the enemy toplane and tries to pick fights (even tho it should be obvious af that neither all ins, nor trying to trade will work) and they end up feeding with really horrible stats, I'm going to hit the report button in the category for "intentional feeding". > > You're autofill, so you're on an unfamiliar position, perhaps even in an unfamiliar match up or the champ alone. You do NOT have the priority on your lane over someone who isn't autofilled. You are NOT in the position to try "Faker, Faker, playmaker" stuff. Your job is simply to suck your teams D's, chill out and just focus on not throwing your team behind and just follow the lead of your team to get carried. > Many people can't even carry on their main role/champ, yet they want to try to carry themselfes autofilled? If you play that way and end up feeding, you should get punished for INTING, since your feeding is indirectly intentional This highlights a problem with the report system, rather than as a justification for intentional feeding. The unfortunate truth is in the scenario that you described, it is at worst really poor decision making rather than intentional feeding, but the lack of a category in the report system to distinguish the two leads to players reporting under intentional feeding. Perhaps if they added a category for exceptionally poor play then that could assist in altering the ranks of those players more towards the bottom of the ladder. Not sure how (if at all) effective that would be though.
Those scenarios of "very poor decitionmaking" can be put almost equally to inting. Dopa once stated, a good player is capable of playing all roles to a certain lvl. This shows off in high lvl ranked by people having to know the paces of other positions to properly adjust their decition making on their strongest role/champion. So technicly a good player should be able to still have decent to good decition making even playing offrole. Another thing is, doing a poor decition that causes one death happens to every player. Yet repeating the same mistake again and again? If you misjudge a situation, go in by trying to get a lead and end up %%%%ing up for whatever reason, why would this person try it several times again later into the game?
: >I once got a chat restriction of 10 games for blaming adc/mid for not building morelloes/executioners when the enemy team had darius, warwick, vladimir and a soraka and just overran us with all their heales. I haven't said anything that should've been considered toxic. All I said is "Guys stop fighting, you didn't even realize you had to build grievious wounds and yet you blame and insult others for the lost game" That's not how it works at all. You don't get a chat restriction for one game, it's when it's a becoming a regular pattern of behaviour that restrictions kick in. I'm sorry. I don't believe this example, especially without screenshots of your reform card to back your claim. ---------------------- To err is to human sure. That's why you won't get banned for just one game (unless you're going way over the mark with zero tolerance words/intentional feeding/death threats etc). You will only get a restriction if it becomes a pattern of behaviour. So the "erring" excuse kind of fades away here, because it has to be done multiple times.
Sorry but do YOU have in particular the script codes for the bot handling reports/punishments? Do YOU have a precise insight in what patterns get punished and how "many" such games are needed for you to receive a punishment? Do you have ANY waterproof material to back your words up? So everyone has just enough reason to take what you say as complete rubbish as you take mine as.
Mártir (EUW)
: People abuse the "Int/Inting" concept
Whether someone says they are inting or feeding doesn't matter, in majority of cases both are used for the same means. Autofill is no justification on going 0/8 in 10 minutes, if you have such feeder stats as soon as you have to play something out of your comfort zone, then you're simply at the wrong rank. On a certain rank you need to start developing a feeling and knowledge for other lanes and matchups outside of what you play, simply because if you want to roam you need that knowledge aswell to not make horrible mistakes. If someone goes 0/8 straight in 10 minutes, this indicates for me that they aren't even trying. Even on an autofill position, avoiding even soft feeding isn't that hard until you reach a certain rank. If an autofilled toplane dude picks riven, engages all the time on the enemy toplane and tries to pick fights (even tho it should be obvious af that neither all ins, nor trying to trade will work) and they end up feeding with really horrible stats, I'm going to hit the report button in the category for "intentional feeding". You're autofill, so you're on an unfamiliar position, perhaps even in an unfamiliar match up or the champ alone. You do NOT have the priority on your lane over someone who isn't autofilled. You are NOT in the position to try "Faker, Faker, playmaker" stuff. Your job is simply to suck your teams D's, chill out and just focus on not throwing your team behind and just follow the lead of your team to get carried. Many people can't even carry on their main role/champ, yet they want to try to carry themselfes autofilled? If you play that way and end up feeding, you should get punished for INTING, since your feeding is indirectly intentional
: "He started it" isn't really a valid excuse in these scenarios, nor in most similar verbal (text here) conversations or exchanges. You have the power to be the bigger person and ignore it. If you take the bait and break the rules yourself as well... well I'm sorry that's on you. No one forced you to make that decision, it's a conscious decision you made yourself. This is all regardless of the fact that the person baiting you is held to the same standard. The system doesn't randomly pick and choose who to ban. That's not how it works. So if you report them, and it's more than a "once off" then it's likely they will face repercussions too. It's also worth noting that these restrictions are based off regular patterns of behaviour, not once offs. Reform cards just provide the most recent examples. EDIT: >does so by actively rewarding chat toxicity and punishing those who've been victim of it. Can you provide a source for this? I see toxicity punished on the daily. Most of my posts are usually player behaviour related at some point. I've also never had an infraction or restriction, and I've been playing since season 2 - and I can pretty much assure you that I'm not toxic...nor have I ever seen toxic behaviour been rewarded in my years of playing.
Nothing new that punishments are given out on pretty vague players. "He started it" might not be an excuse for breaking the rules, but give us atleast the satisfaction to give the player triggering others into missbehaving atleast the same punishment, if not a harder one. Erring is human and not everyone posesses ALWAYS enough patience to resist emotions taking over. Someone might have had very stressful past days, maybe even a death of a relative that set up a really bad mood already. Getting across players who quickly start to flame other people for their dumb mistakes and might even start trolling cuz "they aren't the star of the game where the entire team guards up their butt so they can feel like Faker", that might be the drop that makes the barrel of negative emotions overflow. I have come around countless games as jungler, where one or multiple lanes did stupid actions where majority of the cast would put the mistake equal to "just running it down". Countless games where me and my Duoq Midlaner have set up really good vision controll, the enemy jungler passes FIVE, i repeat; FIVE freaking wards walking to botlane. I wrote in chat "care enemy jgl bot inc", spamm pinged on every ward he passed. Yet the botlane had to greed so heavily that they both get caught with less than 20% HP (and no summoners) and obviously give a double to the enemy jungler. 10 seconds after they die, classic "if you lose your lane, blame your jungler" mindset comes up. Classical "better jgl wins" or "jgl difference again". Now tell me, isn't it human to loose your nerves at some point when you come across dull people like that all day, or you already had a hella bad time lately and thus are easier to crack into breaking the rules? Isn't it justified for the jungler to get mad who has twice the CS lead over the enemy jungler due to counterjungling, solokilled the enemy jungler twice? Set up a lot of deep wards gaining vision controll to take the enemy jungler completly out of the game? And then the greedy botlane, who refuses to listen to the rest of the team, puts the enemy jungler back into the state of being equal in strength or getting a huge comeback ruining all your ingame efforts for the first 10 minutes of the game, putting you back where you started. Now I just mute those people and accept the defeat if they refuse to cooperate with the team in most cases. But if I wrote a SINGLE comment back to defend myself, I would've run into the risk of getting punished for 2 other players being hella toxic and basicly trolling the game. What I personally mean when I say "but he started it" isn't that my behaviour was appropriate, it's about the most toxic guy in the game who started the entire cluster%%%% to get a punishment aswell. I have countless examples where I litereally needed inhuman patience equal to a monk training for his entire lifetime to hold back and not say anything inappropriate back. What I also see very often, that normal communication or actual good critism towards your fellow players gets recognized as toxic behaviour way to often. I once got a chat restriction of 10 games for blaming adc/mid for not building morelloes/executioners when the enemy team had darius, warwick, vladimir and a soraka and just overran us with all their heales. I haven't said anything that should've been considered toxic. All I said is "Guys stop fighting, you didn't even realize you had to build grievious wounds and yet you blame and insult others for the lost game"
Aezander (EUW)
: > [{quoted}](name=Señor Arzo,realm=EUW,application-id=39gqIYVI,discussion-id=xc2yUiAu,comment-id=000c,timestamp=2019-02-28T03:05:40.912+0000) > > [...] everyone is free to play whatever they want, if they play something they never played before, they know they are going into a risk of loosing. [...] I would have agreed if this was a Solo game. It being a Team game knowingly increasing the chances of losing by deciding to play a character that is unfamiliar or completely unknown to you is like intentionally sabotaging your team. > 2) Every player already is getting individual LP. If your MMR is good, you get a lot of LP and barely loose any. If you have a bad MMR you lose more than you win, simple as that. You always have to keep in mind that even the best player in the world can get hella unlucky. Either due to their team or just simple unlucky ingame things that make them fall behind heavily. Even harder because the game is very dynamic and it's not always easy to tell who was at most fault to loose and who was at most right to win the game. The MMR(or Elo) as it is now is based on Win-Loss. Given that a Win or Loss has a baseline contribution from you of 20%, implying that is individualized just because we get "*individual LP*" is a bit stretching it. Individual performance is not taken into account when distributing LP, but it's equally split among the team.
You're misinterpreting SoloQ then. There are people who perform well, there are people who perform poorly, which you get onto your team is simply a chance. SoloQ isn't about how your own performance was in particilar, SoloQ is about at what lvl are you performing most of the time and whether you can have a big enough impact in your games to win or not. You lose a game, guess what, system says your performance wasn't good enough to carry the game. SoloQ is basicly a competition of which of the 10 players has the carry pants on. this is why there is a flex (was better when it was teamranked tho) and Solo/Duoq. Solo/duo: determines your skill lvl when playing with 8 - 9 random people. the way it's designed simply states how well you can carry, or what your maximum is. It doesn't nessecarily say your are better than player X cuz you're a higher rank. You're just better at constantly carrying games flex 5: determines your skill lvl in a team of known people against other organized teams
Vichious (EUW)
: Please Riot explain to mentally challenged that Normal Draft games are for serious play!
Normal blind and normal draft have their own MMR just as ranked does. If you're constantly matched with such players, you must be on the same level as a troll then. You get 9 random players in each lobby. 4 are in your team and 5 in the enemy. Lets say you have ONE person in the game that wants to try out weird stuff and doesn't want to play seriously, according to you ruining your game experience. You have a 4/9 (44.44%) chance of getting that player in your team. Meaning theres is a 5/9 (55.55%) chance that this player will be in the enemy team. So just because of that, the system is theoreticly falling into your favor over the long run, just sayin.
: I think LoL should improve their match making system for Rank
1) Kinda agree, kinda disagree, everyone is free to play whatever they want, if they play something they never played before, they know they are going into a risk of loosing. There are a lot of champions who share the same playstyle and are pretty close to one another. Why shouldn't a Xerath be allowed to play Velkoz just because he doesn't have enough points. Both champs work similar with high ranged AoE skillshots 2) Every player already is getting individual LP. If your MMR is good, you get a lot of LP and barely loose any. If you have a bad MMR you lose more than you win, simple as that. You always have to keep in mind that even the best player in the world can get hella unlucky. Either due to their team or just simple unlucky ingame things that make them fall behind heavily. Even harder because the game is very dynamic and it's not always easy to tell who was at most fault to loose and who was at most right to win the game. There was even once a reddit post talking about Faker feeding in a bronze game, just unfortunate
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Señor Arzo

Level 47 (EUW)
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