Ekko R every 10 seconds OwO
Ekko R every 10 seconds OwO
This is riot's equivalent of LS saying "nemesis don't have a champ pool issues, in fact he has a champion ocean" and proceeds to lose because of champ pool issues. She's braindead in the sense that after people play enough games on her they never make punishable mistakes. It's a mistake to have put her in the game.
Hi, we respond to this in the post. Yuumi should indeed be more punishable, which is a counterplay issue and makes her non-interactive. A champion can be both hard and non-interactive—that means opponents are likely to think she's "braindead" when she's actually not. That's not an excuse, but instead a more accurate statement of the problem, which should still be resolved as much as possible. If a champion has to play 34-dimensional solitaire to win but is permanently invisible and untargetable and never leaves the fountain so opponents have no input into their outcomes, that's no good.
For some reason you cannot comment their blog posts?
Are they afraid of what people think about this champ?
Nah, we're actually working on bringing back comments (hopefully this year). It's something we lost we launched the new website, and it's taking a bit longer than expected to re-add them. But we wanna see your comments. BRING ON THE FLAME :')
Ah darn, didn’t think any players on the Japan server would be reading this. JP opted out of the promotion due to some legal risks that weren’t sorted out in time. So, yes, Japan not included. Sorry about that
I feel like I'm making a mistake every time I lock in Swain.
:C
I feel like I'm making a mistake
Ahhh yes, UCB
Edit: I guess I started something here?
How dare you
Wait is this for real lol
Yes lol. Although Monday is just the meme. I'll probably check it out tomorrow.
I'll fix it on Monday
Edit: Did a bit of digging, and it actually seems like this is working properly. Do you happen to have a video of the replay where it breaks?
People always talk about pick rate when it comes to balancing. There's this notion within the community that lower pick rate automatically means only/primarily mains play that champion. Could you shed some light on whether or not this is true?
For example what fraction of the total number of ASol games is played by ASol mains vs. what fraction of the total number of Ezreal games is played by Ezreal mains? Ideally also how this compares to a champion with average popularity.
It's not. There's an easy metric for this: Depth (and Breadth). There was an article about it a while back: https://nexus.leagueoflegends.com/en-us/2017/11/champ-popularity-mixing-math-art/
Low-breadth high-depth are champions who are mained really hard. Low-breadth low-depth champions don't have experts on them. One doesn't really cause the other in either way.
will support be giving the bonus rp since it was stated publicly that there would be bonus rp?
Alright, my bad. Last couple days have been hectic. Support will help you if you write in a ticket and say you bought RP expecting double bonus RP due to the incorrect dates in the article. It’s our mistake not updating the article, sorry about that!
Dont think regions outside of the ones mentioned in the article get this bonus RP campaign
Edit: Confirmed for all regions https://www.reddit.com/r/leagueoflegends/comments/hjcbjk/incoming_pricing_changes_to_league_and_tft/fwlnlux/
Can confirm, all regions
Wouldn't this lead to a different meta in proplay? I thought since the juggernaut fiasco you guys were much more cautious about making some big changes in pro play just before world's/MSI.
It would suck watching some top teams reaching world's playing akali (or whatever other FOM champ) just to nerf it right before groups and make a mess with champ pools.
we take in account meta picks in playoffs when we are making the worlds patch
think of Asol, who the f plays him? only onetricks so his winrate is much more towards his actual strength
You have no real data for this baseless claim. It's possible for a champion to be both unpopular in general, and have not many mains dedicated to it. You're using one of the most common myths/misconceptions to formulate your opinion.
Unpopular =/= high % of mains. Some champs people just don't like to play and don't like to main.
Actually very accurate btw. sure there are champs that are main heavy, but other times it's just an unpopular champion.
Read morepickrate represents a lot more than just power - namely popularity.
Thank god you guys at Riot understand this. Some others tend to forget people like to play what's fun in a video game, regardless of power.
we do want a diversity of champs. We do want a wide variety of champions to be played so that each game is different from the last.
Is there inherent value in trying for diversity? If it's easy to achieve, then sure. Otherwise, IMO it's better just to let people play whatever they find fun repeatedly, rather than forcing(by making less popular champions stronger) them to play different picks.
pro is an exception where pick rate is used due to a mixture of sample size limits and the fact we general consider that pros prioritize playing to win much more than to have fun.
This is an impossible task tbh. But I guess it's the best you guys can work with. But even ...
There is inherent value. One game being different from the next is key to replayability
Can you explain how Yuumi factors in this logic? You say you aren't interested in nerfing based on popularity but that's exactly what you did to her, now sitting at 44-45% winrate when she was already sitting at 50% in low-high elo and very poor in pro matches (45% WR overall, 38% in Korea) before the massive nerf.
Yuumi was nerfed because she crossed the ban rate threshold in elite iirc. And maybe also pro, sorry don't exactly remember
Are objectives supposed to spawn in the enemy top side jungle? It makes some objectives like training dummy completely unwinnable, as the Golem runs over and f**ks everyone's metaphorical couch.
Sometimes, yes. Many events have rubberbanding mechanics to help out the enemy team if they are behind. If an objective spawns in the enemy's jungle, that means your team is pretty far ahead, so we want to give some help to the other team. The alternative is that the event is just unexciting because a team that's far behind in gold and levels doesn't have much of a shot of winning.
This is a known bug :( While the XP isn't accurate, you are definitely earning XP.
What's up beluga,
I'm curious to know your thoughts regarding Ryze's mechanics (and how balance changes are using them). Recent changes have focused on base stat improvements and base damage adjustments of various kinds, with the exception of the movespeed changes.
Is this the agreed-upon path forward if Ryze doesn't show up in pro? Are more fundamental kit changes on the table? It doesn't seem like the current kit is receptive to more focused changes (specific to pro vs. solo queue or even across skill brackets in solo queue).
generally understanding is that base stats and damages are utilized roughly similarly across skill brackets, with scaling effects being better in lower skill brackets (where people don't know how to push an advantage) vs early game power spikes being better in higher skill brackets (where advantages can be capitalized on). its likely ryze will continue to receive small buffs that match that understanding as long as he remains non-existent in pro play.
I can't say for what we would do if we decided to work on larger mini rework scope changes.
yes, the data publicly available often does not match the data we see
And this is the biggest reason why this framework is not that useful for us as players. Like, great, we can see the criteria that Riot is using to determine balance... but we can't verify anything on our end. So the end result is that we just have to trust that you guys truly are going to adhere to the framework. Are there any plans on making these numbers public?
I'm in agreement with you here - I think its a bit silly we allow scrapping websites to gather incomplete winrate data rather then either not releasing any data or just releasing all of it. but i don't think we have any plans to make that data public.
I don't know all the arguments for or against this so I don't really feel like I can have a conversation about it here.
52% winrates champ with 0% ban rate in platinum gonna get nerfed? that's half the roster. epic move riot
i believe you've misread Mr/Ms.furf*cker69. for skilled (plat group) the threshold is 52.5% if they have 5x the average banrate.