Morrhen (EUW)
: Honestly, I feel like supports right now have more relevance than ADCs themselves. Because with support you can also stick to fed toplaner/midlaner and protect them/set up kills even further. Even if you get your ADC fed, it feels like toplane/mid does better job at it. Recently I had a game you described. We absolutely destroyed the botlane. Killed them to point where they were worth less than 170 gold. Yet, we lost simply because toplaner and jungler were fed. Had more ways to catch up with the adc and kill it. And since I was playing Leona, if my ADC died, I died. Nothing can be done about that.
I just had 3 games in a row exactly the same. And sure you can try to roam and get your mid/top ahead, but if the skill gap is too big or if they got counter picked then there's only so much you can do. We got the first 2 or 3 drakes, we rotated, got the towers, secured vision etc. Did everything we should. But just lose because skill gap / champion gap in mid/top lane. It's just boring. It would be so much more satisfying if bot lane was able to compete with mid/top.
Rioter Comments
Shanî (EUW)
: Somebody tell me why Jhin exists like that
Jhin is highly vulnerable to assassins (which all have high mobility) because of his reload mechanic. Sounds like your assassins were not doing their job or his whole team were good at protecting him. Jhin is not a 1v9 champ, he is only good if his team play around him and if his enemies don't abuse his weaknesses.
: There needs to be an item that reduces shield power/shielding.
They already thought about this and even added shield breaking to Irelia's kit for a while (recently removed). Instead they decided to nerf all shield champs into the ground (Janna E now has a 20 second cooldown in early game, and the shield decays over time), Lulu shield destroyed, etc. Those champs are now balanced with around 50% win rate and plenty of counterplay opportunities, they are forced to interact and win lane or lose the game. Lower elo players just need to learn to abuse the long cooldowns. The exception is Lux support, she avoided shield nerfs because she was not really played as support at the time, and is now currently dominating high elo because her W is still totally broken. She has an upcoming prestige skin but once Riot has made enough $$$ off of that you can be sure that Lux W will be nerfed too. If they add shield breaking to items then they need to revert those changes or that whole category of champs will become trash tier < 45% win rate.
Noctiss (EUNE)
: Why do laners think that jungler is responsible for their performance?
Team game. Team performance that counts. Jungler included. If you missed an opportunity to get your laner ahead or secure an objective then its as much your performance as theirs. Yes its their fault if they feed - its not necessarily their fault if they lose lane/CS though; counterpicks are a thing.
Ηuawei (EUNE)
: Every 2 games i get a person who intentionally trolls. It has become an epidemic
: Why Ardents over Holy Grail on Janna?
If you are winning lane or going even then Athene's HG first item is a good choice, then ardent. If you are not winning lane then you are unlikely to be able to make good use of AHG without feeding, so just build ardent.
: Been always like this^^ remember when master tier first came out : +8 / -30. Sadly riot cant fix it.All you can do is: get a epic winstreak or wait untill they fix the lp gain ( prob near end of season like always :P )
True... I haven't played for a while and I forgot how much it sucks for a whole day of winning to be wiped out by 2 losses. Oh well.
Rioter Comments
Hansiman (EUW)
: > My argument is that the fair match system results in most players having a 50% (+/-1% win rate). It is the same as enforcing win rate. That's not the same as forcing a win-rate. If it forced a specific win-rate, the system would actively match you up in games you should not be able to win ever, something it doesn't. All matchmaking does is attempt to the best of its abilities to match people up who are equally skilled, so that the outcome of the game is decided on how the team works together in any given game.
Statistically it is the same thing and is the reason the majority of the player base have a win rate circa 50%. Of course it cannot force exactly 50% win rate because there are too many variables in the game. But it certainly does a good job of keeping most people on around 50%.
Hansiman (EUW)
: Tarolock provides a very good explanation on how things work. Just because a game ended up being a complete stomp, doesn't mean that both sides didn't have the same statistical chance of winning from the beginning.
Did you even read the comments? We are agreed on the fair match system. My argument is that the fair match system results in most players having a 50% (+/-1% win rate). It is the same as enforcing win rate. If you have a high win rate, the match making system still tries to give you a 50% chance of winning or losing. If it cant do that using players in your MMR bracket then you will continue to climb.
Tarolock (EUNE)
: just so you know "each team has a 50% +/-1% chance of winning" is NOT!! 50% winrate.... i can win 10 games in a row which would give me a much higher winrate, but the games were all 50% +/-1% chance of winning, THIS is what ppl have to understand, and once you get this then you will know that the more games you play around your skill lvl the closer your winrate will be to 50% it does NOT give everyone 50% winrate, it gives everyone a FAIR match, and from that point only your (and your teams) skill will decide the outcome, not the matchmaking
I don't know what statistics class you took but those two things are the same thing.
: Make them so you can throw one in the air and Lee can kick it and send it on the enemy base so you can spy on them.
And so that Lee can hop onto it right after kicking while its still in the air to travel with it across the map into the enemy fountain.
Tarolock (EUNE)
: first of all put on your tinfoil hat, thats a must then just ignore the other replies because thats not how matchmaking works heres the real deal: if you get 70% winrate you start to climb fast, once you reach your skill lvl the 70% winrate wont stop suddenly, but now you get matched with ppl who are better than you, that is when you start your losing spree, it will last until you reach your skill lvl or until your winrate will be a stable 50% over a lot of matches there is no hidden "this guy won a lot of games lets give him a lose streak" system in place, and the matchmaking doesnt care about winrates either, matchmaking is just looking at your mmr and matches you with ppl who have around the same mmr, there is no hidden systems, there is no witchcraft, not even riot employees stalking you, this is how the system works, you win a lot then you lose some, nothing strange about that and that 50% that is not forced, noone goes around and slaps ppl with 50% winrate... 50% winrate means you beat half of the players at that point and lose to the other half, in other words you reached your skill lvl
> then just ignore the other replies because thats not how matchmaking works Yes it is, its not quite "lets give him a losing streak"... but it definitely is "lets make his games harder". The game gets harder the more you win and that is absolutely how the system is designed. I'm not saying that's right or wrong, just that is simply how it is. It does try to give everyone a 50% win rate. It literally says it on the [matchmaking page](, so you can stop downvoting people that are saying that. > Fair matches > To the matchmaker, a “fair” match can be loosely defined as a match in which each team has a 50% +/-1% chance of winning. In a perfect match, ten individuals with identical MMRs queue at the same time, each having selected a unique position that they’re well-suited for. That situation is incredibly rare depending on who is queueing at the time, so sometimes teams can have very slight skill differences (on average, no more than 4-5 MMR). > While we know some matches may feel like stomps, we do try to make sure all teams have a 50 +/-1% chance of victory using all the information we have, because part of what makes League so competitive is getting to face similarly-skilled opponents.
karolmo (EUW)
: Platinum IV is eloboosted town. It gets better from P3 onwards
Its still super toxic, and people give up so easily... too often in plat they are surprised they lose laning phase with a late comp and then FF at 15, should know better by then.
vazzir (EUW)
: Am I gone mad, or matchmaking works really strange?
This is pretty much how it works. The match making algorithm tries to keep you at around 50% win rate. So if you keep winning a lot you will climb fast, until you reach an elo/MMR in which the algorithm can find enemies that can out perform you/your team mates to give you a lower chance of winning until your win rate balances out. The solution is just to keep playing.
Pyke is literally meant to be built AD/lethality. Nothing new here. And you are just stomping iron players in normals... boring. **Also you didn't link the video**, I got all this from your
Mártir (EUW)
: How to know, the ELO you REALLY/TRULY belong to?
Something that has a BIG impact on whether you climb or not is consistency. You are now consistently making less mistakes, and more consistently successfully making plays. That is why you reached platinum. Not because of some massive skill improvement.
Mártir (EUW)
: It would make sense, that Zilean's "E", slows enemy's AS (Atk Speed) too, since he goes in "Slowmo"
Fine but then make it a skill shot. The game is too fast paced now for point-and-click CC that ALSO reduces damage output. Riot has been slowly getting rid of these kind of toxic abilities and I don't want to see them return.
Trefzz (EUW)
: Is this how we want the game to be like?
> can u never just give something for free to us players Like the whole %%%%ing game?

always be urself

Level 65 (EUW)
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