Here we are then
*hugs* brah. GL on your adventure.
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Hey folks, thanks for the reports. We're now investigating this issue and engaging our partner (Cloudflare) to resolve the problem on their side. Issue is related to the invalid certificates and is not related to the entire playerbase.
Please give us some additional information, like country your're connecting from and your operating system version. This will help, as we previously tried to replicate the problem but were unsuccessful.
Stay in touch, we're working on it right now.
If you decide to mute or ignore people in the game, you're not doing anything against the Summoner's Code. Will people report you? Maybe, but if you're following the Summoner's Code you shouldn't have too much to worry about. Maybe try warning players in chat, politely, if there's something they need to know in the game as well, such as someone in your lane going missing?
Be sure to read the Summoner's Code here: http://gameinfo.euw.leagueoflegends....ummoners-code/
I'd always personally encourage people to communicate as calmly and politely with their team as possible, rather than resorting to using /mute or /ignore immediately, but if you feel it's necessary to mute those players that's your call!
It's okay. We don't need you to provide us with a screenshot of your ID to prove your identity. We already have a copy on hand that you provided us when you attempted to recover the account after it was sold.
There simply is no question in our minds at this point that the account sale is linked to you and I wouldn't expect any additional responses from Keyru on the subject. There's not much else to say.
We have direct evidence that the account was sold for $50 on 02/24/2014 through a third party website. You then contacted Player Support and attempted to recover the account in order to scam the player who bought the account from you. For these reasons, the suspension will not be lifted.
Iroctheworld had a pretty extensive conversation with Keyru on our support site last night. We won't be re-posting the conversation here out of respect for his privacy, but he is free to post the exchange if he is willing.
Unfortunately we still don't see eye to eye with him and he has been unable to provide sufficient evidence that he did not participate in boosting.
I can see why some of you guys would be confused, even fearful that we don't explicitly outline our evidence against a player. But our stance is pretty clear on this. We won't compromised the integrity of our investigations by revealing our hand to boosters or those that are boosted. All too often we see people trying to probe us for information on what we do and don't have so that they can evade it for next time.
But, if a player is innocent, we're always happy to take the time through tickets to work with them through any information that they might have.
I want to bring some clarification about what we consider as MMR Boosting and our investigation methods towards this. MMR Boosting is the action of a player (Booster) logging into another players account (Boostee) with the intent of improving the boostees ranking. Duo queuing DOES NOT fall under MMR Boosting nor does improving/being good at the game. We take many situations and scenarios into consideration when investigating for MMR Boosting to make sure that we are punishing the right players (vacation, logging in at a friends place, getting hacked, VPN, proxies, etc.).
I can understand the request of evidence or information that was gathered against a boosted/boosters account. We do not release the information requested to preserve our investigation methods. If our methods were revealed, this would allow other players participating in this offense to adjust their methods.
All investigations for MMR Boosting are done manually. There is no bot or automated system used in this process and completely done by a human. Each investigation is looked into thoroughly prior to issuing out a punishment. Granted, we do make mistakes. In the past, we have removed punishments from accounts after players wrote in to us and provided us with the information needed. I would like to emphasize that these have been minority cases. If a player feels that they did not participate in these actions, we encourage them to write in a ticket to us. We will then do another manual investigation to make sure that there was no false punishment made.
I have double, triple, and quadruple investigated your account manually. The account has been boosted during the 2014 Season. If you would like to discuss more about your account and its suspension, I would be happy to talk to you more in your ticket.
And in a teamfight, she's an ADC, so she's got plenty of protection.
It's like... If she was just as good as Caitlyn in every respect BUT ALSO got to run around assassinating people, she'd be broken. Everyone's got things they're good at and things they're bad at.
There is a 1/5 chance you get Pick Number X.
Say every League Player in the world plays five games today. There is a 1/3125 chance that any given LoL player just got First Pick all five games. Or Last Pick all five games.
There are way more than 3125 LoL players in the world. If any of them goes to the forums and goes, "WTF I just got last pick 5 times in a row, way to make a random system Riot!" I can easily say, "Well there are millions of us LoL players. Lots of us are bound to get that sometimes. It is random after all."
Seven times in a row is 1/78125. There have been way more than 78,000 Ranked Games played this season. 10 times in a row is 1/9,765,625. Odd are, someone has actually gotten the same pick 10 times in a row. Because there are just that many games played every day.
@Cryptidian I hope you are able to successfully address your issues over time. I am glad that league is indeed helping you. Ironstylus shared his experiences with depression in this thread. http://forums.na.leagueoflegends.com...07911#38907911
Realize that there are millions of players. By default, with a random system, you aren't going to get an exactly equal distribution.
Put those two together, and there's definitely going to be some people who always/never get 1/2/3/4/5 position.
Morgageddon pops in with a slightly informed answer.
I actually talked with some designers and balance team members when we were doing the testing on her reduced mana costs, with that exact same question. Why couldn't we use a vector to make her wall? It would allow the player more freedom for where and how the wall was to be made.
The answer was two-fold in both speed to choice, and visibility for understanding.
That sounds a wee bit complex, so let me explain.
It's very easy to instantly drop a wall behind someone, click and it goes. This would let you naturally R E Q, any combination of the rest of your spells. The critical thing to note is that your mouse would be right where the wall was, which should make targeting your next spell easier. If you had vector targeting, even if you only had to drag it the smallest of distance, you then had to drag it back to select your target for your spells. It ruined the natural flow of the spell.
The second bit was visibility. With her W, it's actually very easy to see how long it'll be with the indicator. With vector targeting, it wasn't that easy to signal how large the wall would be at any level. Even if you limited the distance you could drag to showcase the size, it was still awkward to know how wide of an area you could wall off. Coupled with that, most people didn't naturally want to click *behind* the champion and then direct the wall past them, to try and line up the middle with them. Most players would click and drag, and from the starting point, that would allow players to just walk backwards the slightest amount to walk around and escape.
In short, it was considered and wasn't deemed better than the current system. Does that mean it'll always be this way? No idea, but vector targeting currently is out if her W was to change right now, to a different method.
The experiment saw improvements in queue times--but not enough to justify removing the ability for Solos to become Captains entirely. In fact, if we dig into the data at a higher resolution, some demographics of players saw improvements, while others did not--that's not a slam dunk. We're going to work on a feature that suggests more Captains or Solos depending on what's in demand, which is going to be the best of both worlds.
That's not back-pedaling, that's just making a tough call, but one we think is the right one.
About the restriction at Level 25 for now, that's an experiment. One, 95% of players playing Team Builder aren't below Level 25. In fact, the majority of players playing Team Builder are Level 30 , which is why we're seeing some queue time issues and match quality issues for low level players. We want to provide a Team Builder experience to players of all levels, but we need to take a moment to assess the data and see what the right next steps are.
Right now, we're trying to see different ways we can improve the Team Builder experience, and we're seeing some queue time issues and match quality issues with lower level players. The vast majority of Team Builder games are Level 30 games, and because there are fewer low level players playing Team Builder, queue times are longer for low level players and the matches tend to be pretty lopsided (and sometimes stomps!). This is ultimately a poor experience for brand new low level players getting their feet wet in League of Legends.
We'll collect some data for awhile with Team Builder set to Level 25 while we brainstorm ways in the future to make Team Builder accessible for all level ranges without the decreases in match quality. For example, maybe it's something as simple as allowing you to be invited into a Team Builder game by someone who is Level 25 or higher. But, we haven't figured out what we want to do here yet.
If we were to add more champion-specific filters like "I want to play Caitlyn, but only with a Taric," we'd 100% increase queue times and not optimize them! But, if we keep optimizing the system in other ways, and more players keep enjoying Team Builder (and reduce queue times through player volume), there's always potential to expand the capabilities of Solos or Captains in the system.
If you think about the psychology behind Team Builder, a lot of the reduced negativity / increased teamwork comes from the fact that you made a choice and got to play your champion, your position, your role, when you want. Your fellow teammates made the same choices, and together as a team you can now collaborate far easier than before. If we start paying players to play a specific role, you lose a lot of the benefits of Team Builder; this is related to research on the psychology of motivation, and how giving people a reward could change the motivation for why a person is doing something. We want players to play a Mage because they want to play it, practice it, or enjoy it--not because they are being paid to do so.
We use these in a few different ways. We usually do a random sample along with a sample that's just experienced the thing, so that we can get a read on general sentiment as well as for folks who are more involved.
So in Legal's case, the level 3 account was part of the random sample A rarity!
Hope you all find these surveys non-intrusive. We try to make them really quick little one-question things. They're a really handy way for us to hear from players all over the place!
Let's revisit this question down the line, when we've created a polished, awesome system.
Without getting in to feasibility or pros/cons, the main themes so far are IP to skins in a gated way (rental, expensive, Small IP gains etc), gifting/transfers, gameplay (pick priority) and other types of customization (icons, league names, profile banners etc). Did I miss any categories? Would love to hear some more ideas outside of these areas if you have them!
Just to reiterate, there are no immediate plans to tackle this but it would be good to have a longer list of ideas for when the time comes.
ヽ༼ຈل͜ຈ༽ﾉ Heimerdinger thread ヽ༼ຈل͜ຈ༽ﾉ
To my mind, any change to Heimer should keep in mind the massive disparity in power by skill and coordination; if the game is either plat+ or a ranked 5s, he sufffers. I feel Heimer's recent competitive play was quite healthy and enriched the games he was in--but I don't want to buy that viability with bronze blood xD
His power disparity has been the subject of a lot of my attention since the rework (before it, too :P ). It seems to come down to a few key factors: respect for the threat level of turrets, having to learn their counterplay, and turret AI being a help for beginners but a hindrance for experts.
I'm quite confident the recent buffs and nerfs moved Heimer in a better direction--better skill expression lategame, more difference between RQ and RW use cases, weakening the 'caught alone but coughed up RQ before dying' play, etc. My current Heimer strat is another period of data-gathering focused on understanding the power disparity, potentially followed by a second berf.
To that end, what factors do you folks think are most impactful at the extremes of skill, both high and otherwise? What about coordination, solo vs 5s?
Which one did you choose?