League of Replays is primarily supported by these ads. Please consider disabling the AdBlock for our site so we can continue to add new features and improve the site. Thank you.
Category Red Title Date
3 hours ago

Vel'koz!!!

edit: shen'd



3 hours ago

Here, have a Leona painting I never finished!

Name:  Leona Color 2.jpgViews: 588Size:  629.0 KB



3 hours ago

ahhhhh, you guys win. GGWP



3 hours ago

Sion



4 hours ago

Quote:
I don't even think it's that, from what i've seen he's mostly referring to the melee vs melee fights, or as the LCS casters refer to it, "the wet noodle fights" top lane. When its 2 melee champs auto attacking each other, there is no kiting, no skill shot dodging, no real potential for outplay. THAT is what he is talking about (from my understanding at least).
Yes, this is what I meant.

Quote:
That can't be true, or else everyone wouldn't be spamming ranged champions in nearly all of my games. At my MMR people tend to play what works and the only melees worth playing atm are the mobile/bursty fighters (Vi, Riven, Yasuo, Jayce, Wukong, Pantheon, Lee Sin, J4, Gragas), assassins (Fizz, LB, Talon, Kha'zix, etc) and tanks with crazy steroids and innate mitigation via utility (Leona, Braum, Maokai, Ali, etc). Most bruisers are rarely played anymore and when they are seen they tend not to do very well.

Defensive/tank itemization is just so bad that it's become easier to just lock in a ranged champ.
APs in particular have it really good right now because efficiently counter-building against their damage is near impossible, plus their itemization is the best/most versatile in the game.
And this. The fun click bait has been "Ghostcrawler hates melee and thinks it takes no skill." That's not the discussion. The discussion is how to make melee champs more interesting rather than Riven blows you up when you try to disengage, and how to make melee vs melee wet noodle fights more interesting that what Mundo vs Shyvana currently looks like.


9 hours ago

Quote:
Originally Posted by Rastamon Ganja View Post
Hey Riot JxE,

This maybe the wrong place to post, but I have played the new SRU on the pbe and it is amazing! Great job! I am a little bit concerned about the performance. On the live NA client of SR I get between 40-60 fps. On the PBE I get around 50-60 fps for the first 5 to 10 minutes into a game. After that, the fps drops to around 10-20 fps. During team fights and camps can get as low as 5 fps. Why does this happen? I have no background programs running, etc. This even happens when i set the graphics to the lowest settings.
We're still working on optimizing it so it's far from done, unfortunately I don't know why that would happen off the top of my head. Keep hopping in there every once in a while and if it's still happening post something on the pbe forum


1 day ago

It is time to celebrate, and rekt each other!! What a big day!! Finally getting the cinematic out to you guys!!!!

Turn on show private games at bottom of client when you go to join game.

Search for -

game name - RiotBamDragon's game
password - yasuo7



1 day ago

It is time to celebrate, and rekt each other!! What a big day!! Finally getting the cinematic out to you guys!!!!

Turn on show private games at bottom of client when you go to join game.

Search for -

game name - RiotBamDragon's game
password - yasuoisgod



1 day ago

new game will be up in 5. need to let someone in the office.



1 day ago

Quote:
Putting aside champion specifics there's general play based around judging all in potential to make favorable trades, monitoring the position of creeps to know when you can fight or not based on the extra incoming damage, punishing someone for positioning without enough creep support, etc.
But aren't those all issues that any champion has to deal with? It feels like ranged champs have to deal with all of that, plus the additional challenge of managing things like range, area effect, skill shots, rapid target switching afforded by range, and kiting. What additional parameters do melee characters have that ranged lack?


1 day ago

Quote:
I did err on making skirmishers and dragons cool
Dragoons, not dragons. Thanks autocorrect. AOE3 had no dragons. Which is bull**** if you ask me.

Quote:
While you're here, do you mind speaking about Statikk's response in the Q&A about how you guys want flashier, "exciting to watch" champions to be more LCS-viable? Is that unanimously the balance direction you guys are heading? Is there a particular reason for this?
We believe there are champions that are more fun to watch than others. That is absolutely not our sole balancing criterion or design direction though. I would say that over time we want to make more of the champions more exciting to play. The guys with fewer exciting moments and just several varieties of "hit that other dude," are the kind we want to update.

Quote:
If you guys cant change lee because of worlds
I'm not sure if this was from me or Xelnath, but that wasn't the message we intended to send. Rather we try to be careful as we approach the end of the competitive season not to make radical changes to the game. Preseason has been our traditional time to upset the apple cart. That doesn't mean we won't continue to try to balance champions going into worlds, and that includes Lee Sin.

Quote:
Look at it this way, you're being a team player and tanking aggro for everybody. Every party needs a good tank.
Totally, and I have no problem with that aspect of the internet. It's the other half that bothers me. Imagine you've worked on say Braum for months, whether you were the designer or the writer or the artist making particle effects. Then the champion that has consumed so much of your life goes live... and some high level designer gets all the attention for it. That's really unfair at almost any company and it's particularly unfair at Riot. We really try to avoid the rock star thing. I'm fine with you blaming me for anything (and most Rioters would feel the same way) because I also don't want anyone to think I'm trying to pass the buck, but be aware there are a lot of people that work really hard on this or most games. Don't boil down the company to just a few people whose names you might know.

Quote:
By any chance did you help with the original AoE or 2?
I joined after AoE had shipped (and it is why I joined). My first published game was the AoE expansion, Rise of Rome.

Quote:
Ghostcrawler, how are your plans to turn all champions into OP frost mages going along?

Or is that a secret plan that I shouldn't be discussing?
It's no fun if they are all frost mages. You need someone for them to dominate.

Quote:
What is the high level direction of the league as far as riot is concerned?
That's a big question, and probably beyond the scope of a single forum post. But since I kind of asked for it, I will say that we want to improve champion diversity (both which champions get played and making sure they feel as different from each other as possible), we want you to play with friends (because that's often a better experience), we want to explore strategic diversity, and we want to look at those areas of the game that are starting to feel a little stale (not just dated like SR, but stale mechanics as well). I know that's vague and arm wavy, but like I said above, preseason is a better time for larger changes, and we'd rather socialize these ideas to a lot of you guys in different regions to make sure we have plenty of feedback. It's something we'll start to talk about more. Stay tuned.

Quote:
Do you have any intention of changing TP? As it stands, its almost always just toplane who takes it, and thats because you have to take it if the other person takes it, which in the past balance team has said they dont want people to have to do. It also promotes passive play which is anotherthing riot has said they dont want, lane matchups toplane have become irrelevant because TP CD was lowered so much that you can pick a horribly losing lane and still come out nearly even.
You touch on a couple of different issues that have a strong interaction. First, we agree that top melee vs. melee does get a little boring. Strategic movement (versus say just having short-term speed boosts) is a way to get those guys interacting a little more with the rest of the map, but we agree there are risks of passive play and having no consequences for bad play. Just increasing the cooldown might help with the second part but does nothing for the first part, and meanwhile means the summoner spell could just be dead. We don't have any changes to announce but we recognize the problem.


1 day ago

Quote:
Also melee vs melee lanes aren't boring to the people who like playing fighters top lane. Believe it or not there's more to laning skill than "dodge the skillshot".
Can you give me an example or two of what you consider an interesting melee vs. melee encounter in top?


1 day ago

Quote:
I just wish you guys would just balance **** all the time and not cater to Professional Players. At all. Professional Players will adapt because they're godly at this game. You don't need to baby them.

And not balancing a champion immediately just because they're popular is also really aggrivating.
We don't balance the game just for the pros. We do pay a lot of attention to how they are playing because A) they tend to influence what a lot of other players are playing, and B) their skill is such that they are very sensitive to small balance nuances that many other players might not notice.

As far as champion popularity, the issue isn't that we are afraid of player wrath if we nerf popular champions. Sometimes the champion is popular just because they're overpowered. But sometimes they are popular because they are fun or because others in the same role aren't as much fun. We try to be very responsive to players, and that includes having a game that is balanced but also a game that is fun to play. If you keep slapping players across the wrists for playing fun champions it's really easy to send the unintentional message that we don't want them to have fun.

Quote:
We have been told by RIOT employees numerous times that although this is a multi-million dollar company nearly all of the departments consist of like 3-4 people.

The balance department in particular has only shown to be 4 people, in any discussion that asks why everything takes so bloody long. Now you could defend this and post some number about how many of you are actually on the balance team, but that would be even worse PR then you create by taking the blame yourself, because then we know you have the resources to do things much quicker, with higher quality, and you are simply bad at your jobs.

So which is it? Are you a low staffed team, and therefore the blame rests on exactly what these forums think it does, or have we been mislead and your actual team is just lazy?
Riot tends to have small teams, but it depends a lot on what that team is working on. The live team has more than 3-4 people, but that's really not the whole story. A lot of Rioters contribute to balance, from playtesting, to live data analysis, to assimilating community feedback, to "Hey this experience happened to me last night, maybe we should look at it." There are also risks to having too many people working on a team -- it's hard to keep in tight communication and make sure two groups aren't trying to solve the same problem in different ways. In any case, "design" is my team. I don't tell the balance team what to do, except at a very high level. I talked a lot about WoW class balance, which led to this persistent myth that I did it all myself.

Quote:
The slowing of champion releases may be one way Riot is trying to help get the game balanced. Introducing a new cog to the wheel affects the whole thing....but what happens when league reaches 200+ champions. What is Riot planning to do at this point?
There are some solutions to having a huge champion roster. Yes, the game would probably be easier to balance at 100 champions or even 5, but that would be boring. One of the things that keeps League fresh (by which I mean it contributes but isn't sufficient to solve the problem all by itself) is a constant stream of new champions (and some updated old ones as well).

Quote:
With that in mind, what does riot want to do with other roles? Support has changed a lot with season 4's gold income, and there is currently a large gap between utility mages, tanks, and 'traditional' pure utility supports, what identity to you want supports to have, and how are you going to try to give all supports an equal opportunity to meet this identity?
Utility is fun. We don't want supports to just be warders, nor we want them to just be the dudes who don't get any kills in order to funnel all the gold to their carries. We also don't feel that we nailed the season 4 gold income, so it's something we're going to have to keep working on.

Quote:
The bruiser rework was promised for season 4, but we haven't seen much other than the Skarner and Rengar reworks, both of which were controversial. What is riot going to do for bruiser itemization? What are they going to do for making immobile bruisers viable? Will champions like Darius or Sion ever get a chance to be viable in higher tiers of play?
Promising anything is dangerous, because it implies we should ship changes that we aren't happy with just because we said we would. The game still needs a fighter / bruiser rework. Some of that is itemization changes. Some of it is just giving melee champions some interesting ways to interact with other champions beyond just smashing someone with an axe or be kited endlessly.

Quote:
And finally, where does riot want to balance League of Legends? Around the professional scene? Casual? Somewhere in between? What demographic of players is most important to the company when it comes to champion balance decisions?
Ultimately, we try to balance for the players who are playing the game, which means all of them. I know that's a tall order, but we wouldn't be happy with a model that was to only balance for the best players or to neglect them. We do want LCS to be fun to watch, but we also want League to be fun to play for the Bronze player who is still finding their way. Sometimes those directions are contradictory, say for a champion that is only good in organized team play but not solo queue, and in those cases, balance gets super tricky.

Quote:
What are your thoughts on pigeon holing a champion to a certain role vs letting them be able to go multiple places. Alistar is a good recent example of this, back in I think season 2 he was buffed up so that he could be a jungler as well as a support but found his ganking power to be super strong so he was nerfed so that he was a much less appealing choice as a jungler. Now he's gotten some buffs to be a better support, and even more nerfs to be less of a jungler.
All things being equal, champions that can fill multiple roles are cool. There are two big footnotes to this. First, we haven't always been great at supporting novel use of champions. In the past, if an AD Marksman started to get played as an AP, we'd sometimes stomp it out quickly because it was unintended without really establishing if the play pattern was healthy (e.g. did it have sufficient team play and counterplay) and if players would be able to come up with strategies to counter that play. We are trying to be less reactionary to those opportunities. Second however, game health still is a thing we have for which we have to be mindful. Jungle Alistar tends to be pretty frustrating for the other team, so it's not something we're likely to support without some fundamental changes to his abilities. Support Annie, Mid Lulu, AP Ez are champion roles we have no fundamental issue with, as long as they don't eclipse the champion's performance in all other roles.

Quote:
How would you respond to accusations that your design goal is to make sweeping changes every now and then in order to drastically change the game to try to artificially keep people interested?
It isn't our philosophy to constantly reinvent the game. We think the core games is pretty compelling. There is a risk that League can get stale though. New champions and alternate game modes can help offset that, but you do see players who just get bored if they think the meta is too rigid or each game just feels too similar to the last. So in that sense, we do think it's healthy for the game to evolve. I think I am reacting most to the subtext of the accusation (which I realize isn't yours per se) that the changes are sweeping, arbitrary or thoughtless. There is a happy medium between the extremes of ossification and the wild, wild west.

Quote:
Is there truly no room for melee DPS? If it is because they have no outplay, how much outplay does an autoattacking ranged champion have? You can't block them, you can't peel them, they don't use skillshots and some ADCs such as Quinn can even build semi-tanky. Do you think that fighters should be buffed, and how would you do it?
There is room for melee DPS, but we're not there yet. It's harder to give melee skill shots. It's harder to give melee a reason to go in, do damage, then break off the attack, since they are designed to do damage in a small window (when they are in melee) and spend the rest of the time gap closing / being kited. It's harder to keep the distinction between fighters and tanks, since fighters have to be fairly survivable to even get to melee. We think we can address all of those issues, but they will take time, and sadly longer than we originally thought. Some of these changes are champion updates to give them more to do than just whack at an opponent. Some of these changes are more systemic, such as making sure fighters and tanks build items differently.

Quote:
How can we speak with the developers when they so rarely speak up or have discussions?
We are trying to get back to that. There was a time when more Rioters were all over the boards and Reddit. For a variety of reasons, that has eroded somewhat, but it doesn't have to be that way. I personally always loved that about Riot, and it's something I am passionate about trying to get back to.


1 day ago

Quote:
Baited.
I mean I ultimately understand that's what's going on, but I don't mind expending a little bit of energy to address player concerns, even if the concern is about how I roll.


1 day ago

Quote:
He does balance games, he just does it horribly and with blatant bias.
Hmm. I felt like Age of Empires 3 was pretty balanced. I did err on making skirmishers and dragons cool. That was the last game I balanced myself, and it was over 10 years ago.

Now, I have hired a lot of designers whose job it was to balance other games, so I'm fine if you hold me accountable for the work they do, but it's really not fair to the hundreds of developers who work on titles like WoW and LoL to attribute all the game design decisions to one guy, even if he does like to post on forums a lot.

If you have concerns about the high level direction of League, I'm happy to address those. If you want to talk about changes to individual champions, you're better off addressing the developers who make those changes. I'll point you to the recent Q&A with Statikk for instance.


2 days ago

Quote:
Originally Posted by Dyrone Darius View Post
Just another thing Iron Stylus, I do have tons of free time and was wondering if there are ways I could use said free time to teach myself how to do any of the things you listed?

Any free things I can download to try to teach myself these things then in the future I can potentially put these skills to work?


Just anything for any of these, I know this isn't really giving you anyone to help you guys work on these things but I can be a person who can do these kinds of things in the future.
Well, it might be hard to get the software, but there are trials, student versions, etc, of all sorts. But if you want to shoot for some extremely valuable disciplines:

Technical Art/Animation - Rigging, skinning, weighting, etc. EXTREMELY valuable and hard to find specialists in.

http://www.riotgames.com/careers/character-rigger
http://www.riotgames.com/careers/sen...chnical-artist

Visual Effects - painting your own textures, making your own models, and being able to implement them. Again, extremely valuable skill set which we always have a need for. Photoshop, Maya

http://www.riotgames.com/careers/vfx-artist


2 days ago

Quote:
Originally Posted by Awakezzz View Post
You mentioned that live balance was a direction of interest or possibly a position at Riot. Is this a specific position or part of a more broad position?

What exactly would be the qualifications necessary for someone to be a "live balance" designer.
I'd suggest looking here:

http://www.riotgames.com/careers/game-designer

That said, do your best to reach out casually to designers in the field. Whether it's at Riot or whatever. That's a big reason I actually tout twitter. Everyone from Morello to Scarizard is on there. Try reaching out. I know the design application process is really rigorous and I'm probably not the best person to give context on it.


2 days ago

Quote:
Originally Posted by Arcus Veles View Post
Everything that makes you not a ****** to work with.
Haha, I sometimes go to the cut-and-dry and tell people pretty much this.

"What are soft skills?"

"Basically don't be an @$$hole."


3 days ago

Quote:
Originally Posted by rtsRANGEL View Post
So what you are saying is that you will never be able to hire another person because the requirements are so specific?

In seriousness, I'm sure there are a ton of people with your skill requirement that would love to work at riot if you guys advertised at all that you were hiring. And if they don't have quite what you are looking for, you can't train people that at least have somewhat of a background in this? It was my understanding that the gaming industry was very competitive and all of a sudden these people do not exist?
No, we hire the people who are right. We're certain hiring, just head over to the jobs page. All the positions I've listed are available. The requirements we put down are industry standard. Maybe the only exception is hand-painted texturing ability and hand-keyed animation. Those are genre and sometimes company specific.

Not sure what "advertise" means, but we go to a lot of conventions, conferences, schools, etc. We're always looking to recruit.

You can indeed train people, but the skill sets I've listed are minimum requirements for pretty much any industry job. Also, it's best to have people who already have a great start than to train up someone from nothing. Just throwing more bodies at the project helps no one.


3 days ago

Quote:
Originally Posted by Fiora All Night View Post
I was a computer science major and would love to do stuff like this for a living, as would many of the people I know in the department.

Sadly these are very specific skills that don't seem to be taught in any school or readily available trade program that I know of. Unless you and the entire game industry wants to rely on there being enough people willing and able to master these tools on their own in their spare time...

...would you consider training people, possibly an internship?
It can be difficult to get a straight answer in school as to what skills (technical and personal) one needs to know to get into the industry. That's why it's super important to look at specific companies and what they specifically need in order to tailor your education. Part of learning is knowing what you want. Sometimes that's hard to find, I understand. No one told me how to get where I am, I had to learn in a fairly difficult way. Now I try to communicate best I can to students and aspiring professionals what the qualifications are for the industry.


3 days ago

Quote:
Originally Posted by I Smited Nexus View Post
Company that large shouldn't have so many issues to find a team. Post jobs around, take more initiative to find people.
We have a whole page of postings. We also visit a lot of places talking to prospective hires. It can be a challenge to find the right people who have the necessary skills in both technical areas and personal areas. "Soft skills" are super important to culture fit.


4 days ago

Quoting Lyte from http://forums.na.leagueoflegends.com...php?p=48344274

There's been a lot of discussion recently about Leavers/AFKs, and I wanted to jump in and just dump some thoughts. We absolutely agree with players, games shouldn't start when a player fails to connect. We also agree that 4v5s in general are pretty terrible experiences, but there's starting to be a lot of misquoting and misunderstandings going around the forums.

Some players are saying that we wouldn't do any of the proposed "obvious" solutions like restarting a match or some type of heavy penalty queue because of potential abuse. This is false. When we talk about "Prisoner's Island" and separating playerbases or forcing players to play alternative queues with long queue times, we are specifically talking about Prisoner's Island not working well with nuanced, subjective behaviors like whether a player was toxic; this is completely different than a binary behavior like whether a player left a game or not. We're completely fine with some sort of solution that restarts the match or allows an early restart/surrender if there's a player that fails to connect to the game, or DCs in the first few minutes. However, we're not OK with allowing players to leave very late in games and still allow players to all abandon the match with no penalties. These are two very different scenarios. Most games (even DOTA2) still record stats/hand out harsh penalties if you leave after 5 minutes.

For awhile, there was a team (not Player Behavior) at Riot was working on this feature, but they were taken off to work on some other important issues.

To give you some more insight behind the scenes, the Player Behavior team has been working on Team Builder for awhile, and we still have a few things lined up; for example, we have finished designs that we need to implement for Honor to make the system feature complete, and we were also responsible for revamping the Tribunal to make it globally available while also improving some of the known flaws of the system. It's a lot of stuff, and they aren't trivial features so it takes awhile to implement systems that function at the scale League operates at.

However, we've known about Leavers/AFK issues in League for awhile, and have wanted to address it as soon as we can, in-between the larger projects above. Most teams have a big project they are focused on, but also work on "small scope" improvements to the game whenever they can; for example, the Player Behavior team recently worked on an improvement to matchmaking that will drop queue times for high MMR players to ~5 minutes instead of ~30-45 minutes or more--this feature is currently running in Team Builder so if you're high MMR, test it out and give us feedback. If it works well, we'd love to bring it to other queues. We also took some time off Team Builder to look into map issues between Blue/Purple and did a few fixes there to get it into a better state. We worked on these problems ahead of Leavers/AFKs because at the end of the day, they affected a lot more players.

When we look at Leavers/AFKs, we have to look at a few things. As a baseline, how often do Leavers/AFKs happen in games? What about in different queues? What you see is that even with a 5% rate of Leavers/AFKs in games globally across the world, you'll still have players who see up to 50, 60, 70, even 80% of their games have Leavers/AFKs. That's simply statistics and unlucky streaks--with millions of players playing the game, you actually have thousands (even tens of thousands) of players with streaks of games with Leavers/AFKs in all of them. But, globally, the Leaver/AFK rates in League is acceptable (but could be better). In fact, if you look at other MOBAs, you generally find similar Leaver/AFK rates and their forums also have a large number of players complaining about Leavers/AFKs. Feel free to do a poll, or run statistics on the last 10 matches of every player on the forums or game and see what the leave rates are--they will probably surprise most players even though they probably could be better still.

What's interesting is that if you look at Leaver/AFK data, you can see that a % of the Leaves/AFKs are due to hardware issues, ISP issues, or other issues outside of the game's control. There's nothing Riot (or designers in general at any studio) can do to solve those issues. For these types of "external" issues, we'd like to allow players to reconnect or restart matches if a player fails to connect at the start of a game. But, we won't be allowing full resets or restarts if a player "fails to connect" 45 minutes into a match for example.

There's also always room for improvement for Leavers/AFKs that are intentional (the rage quitter). We'd like to improve the LeaverBuster system to be a lot more harsh to these players; there's a few ideas on the table (including forcing them to play with other leavers, reduced IP per game, and other strong penalties like that). Hopefully, this gives you more info on what's going on at Riot regarding Leavers/AFKs, and why it's work that we do want to do. At some point, I'd love to go over the Leaver/AFK data in-depth for League of Legends and talk about how each feature of LeaverBuster affected the numbers, but that'll have to be when I'm not at home typing away.

(Apologies on the brain dump)



4 days ago

When I first played League, Sivir had just been introduced.



4 days ago

Quote:
Originally Posted by MasterOfTheOrder View Post
I'm not trying to be a jerk here… but all I understood from that was "these are good reasons, but the only reason it'll never happen is because we want you to buy the champs instead".

I may only feel that way because what you wrote is EXACTLY what I would say instead.
Can't stress enough how much the above is not the case. I believe L4T3NCY was referring more specifically to how the re-roll system in its current state doesn't necessarily work as well in a situation where all the champs are unlocked. Imagine 2 situations:

1. Current situation, player has a limited amount of champs available in ARAM (assuming it's a non-ARAM only account). These are likely Champions they are familiar with or have been interested in at some point, even if they're not great ARAM champs. Rerolls will consistently get them something they are likely to know.

2. Unlocked situation, player has access to all champs available in ARAM. The day this gets turned on, you're likely to start playing with a slew of unfamiliar characters. This isn't necessarily a bad thing in the long run, but it is very different. Your re-rolls mean something a little different now. Instead of rolling out of a champ you don't want to play into another you're familiar with, you're much more likely to get another champ you don't know which can feel pretty disruptive.

If we're going to design something new, we want to keep that second player experience in mind. I think exposing players to more champs is probably a good thing in the long run, but not at the expense of a really poor initial experience. Don't know the exact solution, but it likely revolves around revamping the re-roll system in some way to give players a little more control, or some alternative that meets the same need.

Anyway, as someone who plays a LOT of ARAM I'm pretty passionate, if we do ever do this I want us to approach it in a way that feels good for my fellow ARAM players


4 days ago

Anivia in the Beta, then onto Morg

Took a long break for a while though!



5 days ago

Quote:
Originally Posted by lojician View Post
Would the vayne thing just be because it increases her movement radius under stealth? If anything I'd think champions with repositioning skills would be affected less. Or is it speed effectiveness scaling inversely with range or something?
Not completely certain, couple of things I'm inclined to attribute it to though. Vayne doesn't have any way of projecting influence beyond her auto attack range. Combine that with the way ADC trading/CSing/harassment bot often skirts just around AA ranges (to the extent that a 550 AA versus a 575 AA is a really noticeable difference) and a small difference in MS can make the difference between being able to land or avoid a hit or not. Similarly kills or escapes will often come down to a single AA's worth of health, often just barely landed or escaped.

Agree with your point that dashes/blinks should be expected to reduce such impacts. In Vayne's case however I think the factors amplifying movement sensitivity are strong enough to outweigh the mobility she gets from her kit though.


5 days ago

@Feataler We could create the system, however I have my concerns if the system will cast you in the skilled players list. I will do the necessary research and get back to you Soon™

/ducks from the incoming hate missiles



5 days ago

Quote:
Originally Posted by Lulu Our Goddess View Post
One thing I'd like to know if the hitbox could be increased a little because I swear varus ult feels like it's far more difficult to hit than other skillshots.
A higher hit rate, via width, was something we've talked about as well. Agree it feels like it's missed a lot, it's a pretty fast skillshot (2000) with a fair bit of width already (around 100 from memory, not certain off the top of the head) though so I'd be a little hesitant to make it too generous (would also reduce the current cases we see of chaining it with allied CC from your support which can add some interesting play to bot lane comps, CD reduction by contrast supports that).


5 days ago

Quote:
Originally Posted by doublelift fg View Post
then why don't you buff his slow? it had 18 seconds cd, and only 20-36% slow
No shortage of champs with slows. As above we're seeing if there's mileage in buffing something more distinct. On top of that a slow's fairly or completely ineffective against a fair number of diving champs, in contrast to a root.