Can you pass me the game id's and server?
Can you pass me the game id's and server?
There's a bug with her spell recommendations logic where w max is being suggested 2nd that is tanking her winrate badly.
She also has a bit of a mastery curve, while also having a decent play against curve so it'll go up over time
We're monitoring how her frustration plays out and not overreacting for now, but have been testing a few changelist internally
At the risk of diving into a minefield here, I do want to separate the difference between idea and execution.
Chemtech Soul we definitely took as a point of comparison of things we want to avoid. The question is, do we think the concept of a "revive" to be a concept that is completely off-limits in League.
I think the answer to that is no. And given that one of Atakhan's [the LoR card] main thing is about reviving people we wanted to pay that off. But I do think the execution matters a lot. Chemsoul being permanent, having pretty minimal counterplay (you can't really do anything differently) made it notably different from Voracious buff in our mind.
For Voracious, we expect a lot more gameplay around waiting the buff out as it's one time, perhaps prioritizing trading objectives more than straight up fighting the opponents, etc. At the end of the day though, taking Atakhan is meant to give an advantage for the team that takes it and it's a new set of gamep...
Read moreWe know Ambessa is too strong when people have learned her at the moment; wanted to get a clean read on her power and optimizations before nerfing her, otherwise it can be challenging to understand how her mastery curve is shaking out when it's also conflated with power adjustments.
We're pretty sure she's balance able but will just need a little bit of fine tuning to get her into a good spot
We did try it, it was too out of the way and didn't lead to great encounters either. Team taking it is basically pinned and has nowhere to run
These answers aren't really correct. You can look at the the players at the top of the ladder and almost all of them will be roughly around +-20.
The reason they don't get higher is simply because they are winning just as much as they're losing (50 percent winrate), because they aren't maintaning a 65% WR when they're at rank 1. They might have been when facing master, gm but not at the top.
Part of this is also because if they are actually that good (eg. Say they are 4000 mmr when the other 9 players are closer to 3000), then the teams will be balanced such that each team has a 50% chance to win (ie. The 4000 mmr player will have the lower players on their team). If the player is good enough, they'll be able to maintain that higher winrate and start to push the boundary (similar to what srtty was doing last season on NA)
Another interesting case study would be if you were to put a soloq god like showmaker or canyon in a much weaker server, you'd see the lp ...
Read moreThere will be some updates in 14.23 including some adjustments to bounty accumulation in general and how bounties are tuned for losing team.
We're talking more about rules and system still needs some tuning.
We just swapped over to the "objective bounty method of determining lead" when bounty is active and that still needs some tuning to move to the new system.
Give us a few patches of iteration and it should end up better than the old system, but we need the live exposure to find such edge cases and things that are off. (more understandable, clear and fair)
Can you pass your opgg, we recently made changes to make this better
I'd be interested to see your riot Id plus tag. If you were high master, placing in emerald 3 seems very low likelihood of occurring. I'd be interested to dig in further to see what's causing it
Skill Level Consistency Across Queues
They imply your ranked MMR will affect your normals MMR, I have to wonder if it goes both ways (or will they potentially even share MMR?) I doubt it but if it does then things will be quite funny
Match Balance:
Role-based matchmaking: the return
There are some cases that are just egregiously wrong, eg. a Challenger solo queue player should never be rated as a Silver in normals.
We need to find the right values for this though, because we know that different people approach different queues with different motivations and play habits.
eg. Many people play different roles, play more with friends, play "trolly champions" and we don't want to apply a broad brush across all of these different motivations. So this will take some time
Like someone said, it adds a lot of systemic debt to the system (similar to mana potions), because in order to nerf early laning of a champion we have to tune it around the existence of biscuits (for example, historically tuning mage mana costs, Gangplank, etc.)
We don't think the mana is adding enough to the game that that systemic debt/complexity is worth it, in addition to excessively pro + elite skewing certain champions.
It's a valid concern that some champions are mana constrained and will find it hard to operate; we'll investigate case by case and follow up accordingly.
Can you post riot Id and tag?
I'm not sure what the original poster is referring to, but as far as I'm aware we're not planning on making changes to Voice Chat for China server
Have they applied the 10 games requirement?
We had to back it out due to some issues but it will be back on in a few days
Hi folks,
This accidentally got into non-ranked several queues where it's not meant to be. We're working on a fix, thanks for the patience.
Skarner also does not exist as a jungle champion in China. He is only played Top Lane!
A major goal this season was to make sure people's skill was closer to their visual ranks, which would help to make games feel more fair. So yeah, agree we hit inflation down a good amount
Can you pass me a riot Id and tag?