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For example, if you were toxic in 50 games... you aren't going to get back to a neutral state in 5 games of positive behavior.
Looking over the past 100 games, it does look like you have been making an effort; however, you had particularly negative games on 7/22, 7/23 and 7/25. Those 3 examples of chat logs were what resulted in your recent additions of chat restrictions.
If you want to discuss the specific chat logs, happy to do so.
So yes Gnar's W does a decent chunk of damage. I won't comment on whether or not it's OP (numbers can change) but I will throw out 2 things to think about.
Gnar's range is very low which requires him to put himself in some degree of danger when AA'ing enemies. It starts at 400 and reaches 502 at level 18.
The number of W procs Gnar can get is gated by the fact that every AA brings him closer to transforming at which point he loses access to his ranged AA's and his W proc.
-Gnar gains X rage every second while he is in combat. In combat is defined as dealing or taking damage.
-Gnar gains X rage whenever he AA's a unit or hits them with a boomerang. Minions and monsters give 25% rage.
-The amount of rage generated (X) starts low and increases with level, maxing at level 11.
-Gnar's rage will fall off slowly if he spends a very long time out of combat (much longer than Trynd or Renekton).
-When Gnar reaches 100 rage his next spell will be cast as Mega Gnar and cause him to transform. If he casts no spells he will transform after 4 seconds.
-Mega Gnar lasts for 15 seconds.
-After transforming back to mini form Gnar will become tired and be unable to gain rage for Y seconds.
- Small buffs in 4.13, aimed in particular at compensating him for the loss of CDR/health items that used to be good on him (CD reductions, increased W healing amp).
Some 'traditional' support stuff in progress:
- Alistar buffed in 4.12
- Small Janna buffs in 4.13.
- We looked at shifting some Soraka changes from her gameplay update to 4.13, didn't work well without the rest of the kit changes however, so there's love for her coming but it's further off.
- 4.13 also includes a moderate sized gameplay update for Sona, aimed at giving her a playstyle there's more room to balance properly (old aura's had low gameplay relative to their power).
- Nami's too strong, we're cutting a little power from her in 4.13
- Lulu's too strong in solo lanes, top in particular. We're cutting power from that case in 4.13, looking at whether we should add some to support Lulu and if so how
Important to point out here though that gameplay design's just a piece of what goes into a champion however. A wide range of people are part of making a character like this (animators, visual effects artists, modellers, producers, QA, 2D artists, sound designers, writers, software engineers, playtesters from a wide range of disciplines etc) - gameplay design's just one piece of the puzzle.
, and a whole bunch of other Rioteers have been involved in his development as well . CertainlyT's currently doing the gameplay for another champion in production.
Secondly, the current systems don't create more toxicity. Many players that are banned for racism, sexism or homophobia quit League of Legends and never play again, and that is exactly what we wanted. They'll rage on the forums and complain, but that's expected when you tell a group of players they don't belong in this community. For the small number of players that do make new accounts, they'll keep getting banned until they quit as well.
Third, there's actually a system in place at low levels already that separates toxic smurfs away from other players and then bans them. We knew some of the toxic players would make new accounts when they got banned, and we did want to protect new players. However, we see that for many toxic players a few bans does get them to quit permanently. Prisoner's Island systems don't solve this issue by the way... many players just create new accounts when they enter Prisoner's Island anyways.
I agree that for most players, making it 'worth it' to be nice is more effective, and we've been working on efforts to reward those players and give them more reasons to reflect on why being positive = awesome. However, we're always going to need pretty aggressive systems for the small % of players that refuse to change. For these players, we just want to ban them repeatedly until they take their time elsewhere.
If you're banned, why isn't it "damn I lost my account that I invested in, I'll make a new one and not be an ass or I'll lose that account too."
If you're in low reputation queue, why isn't it "damn I am stuck in low priority/low reputation again, that's ok! Time to make a new account and replace my old one in a week or two, no biggie."
For example, right now there's an issue with the Honor Ribbons where it's simply rewarded to the top 20% of positive players on every server. Most of these players tend to play modes like ARAM and Co-op vs Bots because these modes simply have really high Honor give rates; so, you won't see ribbons as much in Normals or Ranked. One of the fixes is making sure that we reward ribbons per queue, and not just per server.
Secondly, we have some rewards for the Honor Initiative that are more consistent. Right now, Ribbons are the top 20%, but there's nothing for the everyday player who wants to be recognized for being positive while working their way up.
Again, Prisoner's Island type systems work OK for behaviors like Leaving/AFKs which are binary, but are very, very counter-productive for subjective behaviors.
Having gotten stomped by a Zilean in mid, I feel your pain. It's all about taking advantage of your opponents' weaknesses and tricking them into taking more damage than they realise. Zilean's bombs are surprisingly versatile, and I think of it like a game of Street Fighter. Respond to your enemy's movements and predict the sort of game they want to play.
If your opponent sits at tower, you should try and bomb their minions so they are zoned way off. If your opponent is acting aggressive, bomb YOUR minions to prevent them farming (especially effective vs melee). This will push the lane and Zilean is pretty susceptible to ganks, but he's a wraith-farming mid laner like Mordekaiser and Katarina, in my opinion.
If they go all in, trick them with ults. It's all about your teamfight though. Unless you manage to get a good half-item (Rabadons over Needlessly Large Rod, for example) over your opponents, Zilean is useful in only a few circumstances, and again, he relies on the lack of knowledge of your opponents. If they realise that they can build early magic resist, the lane is pretty much dead in the water.
EDIT: Misread your original post, but my point stands!
Are you sure it's because you refused to communicate with your team?
Or was it because you spam games with:
Sythraell [All] (1:35): HEEEEEY FORUMS!!! THIS IS LYTE!!!!
Sythraell [All] (2:17): LLOOOLLL OWWWNNNEEDD
Sythraell [All] (3:21): What a heap of turds
Sythraell [All] (3:32): I SUCKKK BAAAALLLL@@@@
Sythraell [All] (4:21): LYTE SUCKS BALLS!!!!
Sythraell [All] (4:27): LYTE SUCKS BALLS!
Sythraell [All] (4:31): LYTE SUCKS BALLS!
Sythraell (4:35): AFK NOOBS
Sythraell [All] (0:23): Hello forums. This is Lyte here and I suck balls.
Sythraell [All] (17:59): If there is one thing Lyte ain't gonna stand for it's n*ggas.
Sythraell [All] (18:10): If you ain't white, you ain't Lyte.
Sythraell [All] (19:06): Seriously, what a bunch of n*ggas.
Sythraell [All] (0:36): I am currently sucking balls at this very moment.
Sythraell [All] (1:27): My name is Lyte and I enjoy licking fresh, salty, delicious balls.
Sythraell [All] (35:59): Get carried you **** smeared n*gs.
Sythraell [All] (36:17): Pointing out you, Nocturne and Jax.
The question we all need to ask ourselves is, does he weigh the same as a duck?
My most used skin is probably Riot Blitzcrank now. BEEP BOOP PULL OVER.