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Category Red Title Date
General Discussion Fearless Let?s talk about Sona (Quick Preview) ( 12 hours ago )
12 hours ago

Alright, I'm heading out for now, so I'll probably be less frequent in posting, but I'll still be checking in, reading up tonight and over the weekend. Please keep posting your thoughts, and I can't say how much I appreciate everyone contributing.



General Discussion Fearless Let?s talk about Sona (Quick Preview) ( 15 hours ago )
15 hours ago

Quote:
Originally Posted by Algalaz View Post
Sona just doesn't feel very satisfying to play imo, bar ult
This is exactly the though that got this going. Sona deserves more high moments than just landing her ult.


General Discussion Fearless Let?s talk about Sona (Quick Preview) ( 15 hours ago )
15 hours ago

Quote:
Originally Posted by Postal Miku View Post
color me curious
Are you releasing any information on that today?
At this point, I just want to make sure that my thoughts on Sona were in line with the rest of the players. There have been some talks about where Sona could go, and things we can do to make her much more rewarding, but there's nothing prototyped. We're not even sure that changing Sona would be worth the disruption to people who love Sona already. I wanted to make sure that if we did anything, that every change we made would be something that solved problems that our players cared about.


General Discussion Fearless Let?s talk about Sona (Quick Preview) ( 16 hours ago )
16 hours ago

Quote:
Originally Posted by Mylotic View Post
Sona is fine as is. The latest Frostfang changes made her perfectly viable
The concern isn't that Sona is weak or strong, but that a ton of her power is in stuff that isn't fun. The goal would be to make Sona a lot more fun for Sona players, her allies, and her opponents with a lot more ways that everyone interacts with Sona's cool stuff.


Art Feedback Riot JxE In-game skin incorporation (Quick Preview) ( 16 hours ago )
16 hours ago

http://forums.na.leagueoflegends.com...83551#43483551

Looks like it's on their radar and they're looking to fix it



Art Feedback Riot JxE In-game skin incorporation (Quick Preview) ( 17 hours ago )
17 hours ago

It's definitely doable and a really cool idea, the question then becomes how much value does it add to create 500+ icons for something not all of our players will see. Would you rather we spend time doing that or something like the unique colors for your health bar, or the undo button, or some of the other stuff we've been bringing out.



1 day ago

Quote:
Originally Posted by Unseen Dragon View Post
What was the issue if I may ask?
I saw the warning but dumb as I am ignored it, is there any risk to my account now, or was it just that the certificate wasn't approved yet?
There should be no issue with your account, their Certificate was not configured correctly. They have now fixed that, so you can login normally.


1 day ago

Here we are then
*hugs* brah. GL on your adventure.



1 day ago

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.



2 days ago

Hi there,

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!



2 days ago

Quote:
Originally Posted by AceofJungle View Post
Except I can prove it with my facebook, and I already said I would take a SS of my ID.

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.


2 days ago

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.



Bug Reports Riot Exgeniar Master Yi unblindable? (Quick Preview) ( 2 days ago )
2 days ago

Quote:
Originally Posted by Fomorian27 View Post
Can you go into what a yi player has to do to consistently use alpha strike for the purpose of dodging spells? Is it more likely to happen if alpha early or alpha late?
As per my testing, the projectiles fizzles right when you cast Alpha Strike - right when the cast bar appears. Any targeted projectile cast AFTER you begin the Alpha Strike cast will still follow you.


2 days ago

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.



3 days ago

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 player’s account (Boostee) with the intent of improving the boostee’s 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 friend’s 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.



3 days ago

Come submit this to Teemo Scouts Europe! This is amazing!



4 days ago

Morgageddon frowns.

It's cloudy at work, I can't see it that well



4 days ago

Quote:
Originally Posted by My Pet Dinosaur View Post
I know you're not in charge of balancing, but can you at least temporarily hotfix the clouds here in PA until the balance team can take a better look at this weird bug? It isn't happening for everyone, but I know the issue isn't isolated to just me.
Yeah let me hit up the Release Team and see if we can't work out some sort of hotfix.


4 days ago

Quote:
Originally Posted by Shaella View Post
yes, but unless they're alone its useless
Good thing we're all playing solo queue :P

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.


4 days ago

Quote:
Originally Posted by ZankouHoshizora View Post
By the same token, though: flip a coin ten times, odds are you won't see 10 heads in a row. Flip a coin one million times, odds are you will see 10 in a row somewhere in there.
Think about it this way:

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.

Still random.


5 days ago

@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



5 days ago

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.



5 days ago

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.



7 days ago

Quote:
Originally Posted by EdenFinite View Post
So basically, even though the experiment saw improvements in the area that the queue was most highly criticized for, you decided to back-pedal because some whiny ******bags complained about not having a feature that they don't need in the first place, which doesn't help to make matchmaking queues shorter in any way and doesn't benefit the community as a whole. Way to have no spine.

On top of that, you made it impossible for those below level 25 to use the queue, decreasing the amount of people matchmaking is capable f finding by about 95% and essentially ruining any chance of this queue being successful.

I mean it, **** you, riot.
I'm all about feedback, but let's keep it constructive.

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.


7 days ago

He counters AP nidalee pretty well.



General Discussion Major Fatal Gotta hug 'em all! (Quick Preview) ( 7 days ago )
7 days ago

(っ⌒ ∗ ⌒)っ



8 days ago

Quote:
Originally Posted by RyuPhalian View Post
Until he gets a bug fix, he isn't worth playing.

The bug is fixed on the pbe as we'll.


8 days ago

Quote:
Originally Posted by Contra Malum View Post
We have to be lvl 25 to play teambuilder now??
We're running a lot of experiments in Team Builder at all times, and messaging for this one slipped a bit.

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.


8 days ago

Quote:
Originally Posted by The Legend Momo View Post
So lyte, do you think there could be a way for ad carries to choose what supports they prefer, to help them find the right support? Or, they could put in what type of champion should be in each role, kind of like being a captain. Wouldn't that help optimize queue times?
Right now, Team Builder only looks at Position and Role when matchmaking players onto teams. If you think about it, if you choose to play Karthus-Mage-Middle, the Team Builder system is currently only trying to find teams that are looking for Mage-Middle, and not specifically looking at your Karthus proposal.

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.


8 days ago

Quote:
Originally Posted by Vortex IV View Post
You're going to have to start offering supports something extra to que up, just like WoW had to with tanks and healers whenever they did their LFG que interface. I stopped using team builder completely because we'd spend an hour just waiting for a support to appear, and when one did appear it was something stupid like AP miss fortune. I do like everything about team finder except that, and the fact that it doesn't match MMR even close to correctly (or didn't whenever I tested it originally).

Or the balance team could balance traditional supports and make them fun to play too. Either or.
We're working on ways for players to see what's currently in demand by teams, and choose options to fill for those teams; however, I don't think we're at the point where we need to give players rewards for playing specific roles.

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.