/r/leagueoflegends
This is a subreddit devoted to the game League of Legends.
Match | Date |
---|---|
Worlds |
Schedule For LEC, LCS, LPL, and LCK
Organization | Date |
---|---|
Season 2024 Dev AMA | HERE |
/r/leagueoflegends
for you which is it?
for me, the default rule is to farm afk, i do afk farm, i clear wards and i try to steal camps from the enemy to keep farming
and i only try to help if asked and the laner sets the lane for a sucessful gank, so i dont waste time
This is for fun players not for boring rank focused no life cringe players. If you don't like fun, don't read. The idea is in this mode there are different ways to win. First idea is if a single player gets 30 kills (cant kill same champ again and again, 5 kills per champ then the other 5 is whatever) the game ends and your team wins, 2nd there's no elder dragon but whoever kills 7 dragons automatically wins or 5 dragons and 2 barons, 3rd whoever kills inhibitor 10 times wins, 4th whoever kills all enemy towers except nexus towers without any of your own towers destroyed wins, 5th if your team's gold lead is 20k above you win.
So the goal of this mode is to incorporate card game logic. In yugioh, you can win different ways. You can win by exodia, by monsters, by bleeding the enemy lifepoints, etc. This mode, you have different ways to end the game.
I am trying to farm up the worlds event pass before its gone in a day or two. Is the best way to farm up the xp for it by playing tft or is there another? if its tft what mode is the best. and if its not whats the best way to farm it?
No wonder you’re all so angry all the time if you have this mentality lol. Like it’s okay to get outplayed some time, even Faker gets outplayed on occasion
Do we not get them in the second broadcast? Cause I got all of the other loot, but nothing in League. I couldnt see it the first time unfortunately.
You will choke. It happens to everyone in soloq.
You either choked your draft....
After you just memed KenZhu yesterday on Weibo
Or you choked your gameplay...
after you just flamed ON and Doran last month
You probably will just CS all game to get strong....
3 weeks after you just memed Chovy CS
Face it. Choking is more common than placing wards
Either you're KenZhu, ON, Doran, or Chovy
Maybe some become toxic bc they cant Breathe in the stress of the game
Doesn't mean they're bad, they're just choking.
Remember, after this worlds, there is a chance that you are already a world champion
So, there will be times where you need to always clutch
And in that endeavor, you can choke
So, watch your replays and laugh at yourself from time to time
It's entertaining af
But remember, you are not Keria and your teammates arent T1
Now queue up and face MyYone
Mine was a back-to-back Vayne base defense that ended up winning us the match. My team was 3-0 votes on the surrender as I was mid outplay before we won the match. If you're curious what that looked like, i'll share the video here.
I made a pattern for my scroll saw based on the Jinx splash art and cut it on my scroll saw. Every color you see is an individual piece of plywood.
For the paint job, I use water-based acrylics.
Ok. So fundamentally, what do you consider leashing? Because I can leash as an adc and make it to lane before any minions die. Is it just simply understood leashing is bad. Jungler, fend for yourself?
Hey Reddit,
I’m trying to get my friends back into League of Legends, but they have a lot of complaints about the game. I think it’d be a blast to squad up with them again, but they’re pretty hard to convince. I’m looking for advice on how to counter their points or ideas that might get them to give it another shot.
Here are their main complaints:
1. Toxicity and Ranked Frustration: They say the community is toxic and that ranked is frustrating because the system isn’t based on individual performance. They feel stuck because they think bad teammates drag down their rank. They’d prefer a system that takes individual impact more seriously, especially when lanes feed or throw games.
2. Lack of Innovation & Outdated Champions: They believe Riot is “lazy” and aren’t doing enough to update old champions or introduce innovative ideas. He especially finds it “unacceptable” that so many champs feel outdated, and he’s frustrated with how slow reworks are coming.
3. Client and Missing Features: They say the client is buggy and outdated, and the lack of in-game voice chat (except for pre-made parties) really bothers them. They feel like Riot’s complacent because there’s no real competition in the MOBA scene.
For context, my friend has played on and off since 2012, and even hit the 11th best Garen in the US at one point! He’s never been past Platinum, though, so I think a lot of the ranked frustration comes from feeling “stuck” there. I can definitely see why these things bother him, but I’m hoping to remind him why League can still be fun and worth playing with friends.
Anyone have tips or ideas that might convince him to come back? Or even personal experiences on how you or others got past these kinds of frustrations? Thanks!
When looking at what champs were played at worlds I couldn't find a common them between them other than mid being high burst/mobility champs. It made me wonder why some characters like sej is played a lot and not someone like fiddle
So if we remeber well, KC announce a long time ago blue stars.
Now they are announcing during the KCX 4, a new academy team in LFL 2 with the academy team in LFL 1.
They will use the LFL DIV 2 academy with only under 19 players prospect.
Is it the first western team with 2 academies?
Edit : french link sheep esports https://www.sheepesports.com/articles/karmine-corp-s-blue-stars-project-joins-lfl-division-2/fr
Aproximadamente cuantos pases hay cada año en League of Legends. Quiero comprarlos el siguiente año pero quiero saber cuantos habra aproximadamente.
I noticed that dying the bridge of progress ARAM event certain champions will appear only on one side (such as Caitlyn always being pilt and singed always being Zaun). But some of the choices seem…strange. Like I’ve only seen Camille on Zaun. Does anyone have a list of the champions that are locked to a side? I’m curious. At first I thought I thought it might be only arcane characters that are locked to a side but I keep seeing Ziggs and urgot on Zaun only.
Should i ? and if so what champ or character should i play i love arcane, and i kinda want to try out the game should i do it? and what about vanguard is it safe?
I've heard people mention that when you make a new account that Blind pick MMr gets taken into account for your first match once hitting level 30.
Does Quick play also do the same and get taken into account?
Trying to determine safest way to level a new account without hurting initial placement.
(This is my own post from r/AuroraMains)
Greetings, AuroraMains! My name is Felipe, and I'm here to talk and ask your opinions on Aurora's rework.
For context, I'm not really an Aurora main, I actually OTP Riven and plan on two-tricking Ambessa. As someone who plays one of the most privileged champions in terms of riot not removing any mechanics found by the community, it'd be hypocritical from me to NOT defend other champions losing their identity or parts of it, even if it strays away from the original gameplay.
As for my opinion on the changes, I've divided them in 2 parts: R changes & base kit.
R mini-rework
I'm not gonna lie, this one was kind of foreseen ever since release, and it's probably for the better that she loses the trapping aspect of it. Having an AoE Camille ult that also nukes people is very strong, so strong in fact, that it took a huge part of her power budget. If you've ever played Qiyana you know what I'm talking about, since up until this year's changes she suffered from a very similar issue.
Overall, this allows for a much better balancing of the champion and gives her more room to coexist in a good SoloQ-Pro balance.
Base Kit Changes
Just no.
Aurora in terms of role in the champions roster fits in a very niche spot, but not in a bad way. She's classified in the official wiki as a hybrid between a burst mage and an assassin. Although these classes do suit her, she's much closer to a mid range skirmisher: Balance between burst and consistent damage that's, overall, target agnostic, great stick potential, some sort of defensive steroid, in her case, mobility and healing. It's a playstyle somewhat similar to Lillia's, but better suited for laning & chaotic skirmishes, and especially better into squishy targets and higher range (outside of lane, that is), due to her superior burst damage and better flanking.
This gameplay is pretty unique for League mages, and clearly supports a very high skill ceiling, short range & high mobility has always been skill skewed (just look at toplane skirmishers, midlane assassins and now Ambessa). According to Phreak, these changes were proposed by her own designer, which is understandable; her gameplay & difficulty, especially, are very different from her original design. However, this dissonance between expected difficulty and real difficulty are much more of a wrong expectations issue, than a bad design. As I said earlier, mobility has always been high skill skewed, removing it for the sake of lowering her skill floor is just a bad design choice.
All of her characteristics that made her unique, made her attractive to her player base, made Aurora BE Aurora are getting stripped away. Low range & high mobility IS her identity, not only her spells themselves.
Conclusion
When Aurora released, we had League's first proper ranged/mage skirmisher. Yet all of the things that solidified this identity are now getting removed for the sake of lowering her difficulty & pro skewedness are not a good game design decision. I know that Riot has good intentions with this rework, and I respect that they want to keep her fun to the entire playerbase without getting her pro-jailed, but the way they're doing this is not good. Changing her AoE trap into a slow is more than enough to give her room to be balanced across SoloQ and Pro.
Now, I'd like to know your opinions on the matter, because as I said, I don't really main her so I might be wrong on what I said. Do you like the rework? If so, why?
On a side note, btw, would you boycott the champion if you don't agree with the changes? That worked for Rengar and Leblanc, right?
TL;DR: R changes are good, reduce pro skewedness; Base kit changes strip her away from her identity and uniqueness, turning her into a basic, generic mage.
I recently got in to league back again from 2 year break. Last time I really played the game i was about 150lp in master in about 400 games. Now when I got back in to the game i was placed to platinum and as a pyke main literally 90% time enemy botlane is destroyed complitely but i still lose majority of the games.
I have 45% winrate in 70 games and it doesnt seem to end. How is this even possible :D? should i change lane until i get back to lets say diamond or what
I want to check which champions I own from the league of legends website, because this data is useful when I do my research on the browser, running the client and browser together is little bit messy in my opinion, so it will be really great if I could access this data from the LOL website.
But I feel this is not possible but I want to confirm from you guys.
Kindly help me
What champion has the least counters in your opinion?
And also what champion has the least counters statistically that you've noticed?
Hearsteel, to me, is a fairly normal item, that's pretty much only seen on tanks, or maybe a bruiser/juggernaut? But even then, a few may need stridebreaker and later on, dead mans, to catch up to faster and more agile champs. Death's Dance is also a very good item that's not worth skipping over for some. Im not sure if that got changed a bunch though.
One of the only giga abusers of heartsteel that I know of is Skarner. Mundo actually has to scale, and play a bit careful in lane, mostly if he can hit Q's or the enemy top will shred him apart. I'm pretty indifferent to Cho'Gath, but sion becomes a raid boss ready to click demolish on towers, it feels deserved though. sunfire/warmogs is a better regular tank item than HS on tank supports too.
Outside of ARAM, i'm very, very sick of seeing heartsteel on some champs, Senna and Katarina mainly, for the illusion of scaling. People will see infinite scaling, such as black fire torch, and get baited into a very boring build (I only really disapprove of BFT on support since its very expensive for very little AP bonuses).
I was able to completely take over a game as Jinx mainly because the only thing the heartsteel katarina could do was tickle me to death, and I hardly had to use barrier, he even had a pyke to back him up.
A bit of a strawman is "you're playing ap blitz!" and that i am, however it's actually fun (if I dont walk into cc), and you can nuke people. There's a satisfying reward if I hit a Q on a squishy and there's actual AP scaling on my abilities. With heartsteel on non tanks, you're constantly trying to get 'one hit' on people, get baited, and take a really, really bad trade. Even when you are 'scaled up', you only have extra 100~ health after 10-20 minutes or so, and you're irrelevant anywhere on the map because you just don't do any damage, and you can't really tank anything either. It's genuinely uninteractive. There's a lot of items that deal x damage based on max/current hp too.
it doesn't matter if this is a low elo take because its loathsome to see this item on peoples builds and see them doing virtually nothing the entire game, whether its my teammate or the enemy.
It's very extreme to say it should be removed, and I dont actually want that either, I just hate people being misguided by 'infinite' scaling.
Can anyone explain what this new ARAM buff is? It makes the character big and purple glowing, but I am unsure what it exactly does. Thanks!
I want to play her so bad, that gauntlet looks so fun, i love the randomness aspect, if they balance it so that the worst isn’t that bad and the good parts aren’t completely busted, I think she’d be an amazing addition to the roster, plus shes also really really smart, a fantastic fighter, and all around just seems perfect.
What do yall think and what unorthodox probably not gonna happen ideas do yall also have for shows outside of the Arcane?
I know some of y’all might be against it but I think tons of kids and parents would jump on board and skyrocket game downloads.
Smolder is gaining a few new tweaks to his kit with the next patch, and phreak let it sound like he wants to change up smolders scaling away from stacks and towards gold. Which I personally can understand, but it is now another relatively drastic change in his damage and scaling structure, and I think they don't exactly seem to know how they want to let smolder scale.
To explain what i mean, i wanna show you a few parts of his balance history to let you see what i mean.
This is what Smolders basic abilities looked like on release:
Ok, so lets summerise quickly:
The passive increases all the damage of all the abilities to a percent part of his stacks.
Q Deals little base damage and has also little damage increases per level but 100 percent ad ratio, 15 percent ad ratio, scales up to 30 percent based on crit chance, gains a tiamat and hydra passive based on stacks, and addtionally deals a fix 6,5 percent max health true damage burn and has a scaling execute. This is the most important ability here. (Btw for all people not exactly understanding smolders kit: His Q is essentially a glorified Auto attack, that's why they give them all those extra properties with on hit effects and the lifesteal)
W is a long range missile AOE attack that deals decent damage and scales primarily with ap. Hits do an explosion that deal additional damage.
E is a movement speed steroid that deals additional damage to enemies nearby. The amount of bolts scale with critical strike chance and minimal ad.
R is another long range AOE missle that deals damage, but interestingly doesnt scale with stacks. It also heals him and slows enemies a bit.
His first significant scaling changes (Not counting number adjustments) came with 14.5
(14.4 had already a minor one where his W Explosion damage now scales with 25% bonus AD.)
Here, his fix 6.5% true damage burn on his Q now started scaling with 2% bonus AD, 1% AP and 0.8% stacks, his E bolts now started scaling with 2 per 100 Stacks instead of with critical strike chance (which got hotfix nerfed later), and his R healing scaled now with bonus AD.
In 14.6 they set the minimum execute threshold to 6.5%, but it no longer scales with stacks.
Ok, so here I want to pause for a moment and want to let you think about what his Q with 225 does now. At release, it had a scaling execute threshold and fixed 6.5% max health true damage. Now it has scaling max health true damage and a fixed 6.5% execute threshold. Am I the only one who thinks that both metrics got accidentally swapped before the release, and now they changed it? Not to play conspiracy theorist, I am just asking.
In 14.11 they tweaked his critical strike ratios. The damage from his passive scaled now with 40-70% of his stacks and crit chance and the rest of his Q (aside from burn and execute for some reason) scales with 0-75% damage based on crit chance.
Here we pause again and reflect for a bit. Smolder was always intended to be an bot lane adc. However, his kit does not inherently synergise with crit chance, which is why they give him those crit scalings. At his release, his E bolts used to scale with crit chance, now they do with stacks. Also, his Q and passive damage only scaled with 40-52% of his stacks based on crit chance and 0-30% damage increase based on crit chance. The auto attacks of Crit marksmen grow on average in power by... *uses google calculator...* 18,75% per 25% crit chance or 28,75% with infinity edge, while smolders damage only scaled with 7,5% per 25% crit chance. A common missconception about smolder is that he is more of an mage because he is mostly an ability caster forced into bot lane, but he is in that regard more like Zeri in that he has instead a very important Q ability that serves as his main source of damage. Thats also why its point and click and also has those boons on 25 and 125 stacks respectively. They are at the end of the day just a glorified Tiamat/hydra passive. Anyway, my point here is that while they very clearly intended smolders q to be a glorified auto attack, yet didn't let it scale like one at the beginning despite being a designated scaling marksmen? And the worst thing is, despite that they still don't give him synergy with infinity edge. I am complaining about that since quite a while.
In 14.18 his AP ratio on his Q was completely removed. There is not much to say about it, its just weird that they gave him so many AP ratios despite also wanting him to scale with crit.
And now, in 14.23, they give him basically a mini-rework of his scalings, with multiple goals in mind: Getting him out of pro jail, and out of midlane, and back into bot lane (which is his best role anyway). Overall, they nerf his stack and level scaling in favor of gold scaling and nerf his wave clear so he cannot infinitely stall out games. The goals overall are fine, but what do they actually propose?
Q: -Stack damage on all metrics, his true damage scaling with stacks actually gets removed, they change the AD ratio from total AD to bonus AD, reduce the minion damage and give a mana refund.
W: costs are changed, minion damage decreased, damage shift and more ratio
E: massive ratio buff, changing his stack scaling
R: massive minion ratio nerf, cd buff.
The Q Damage changes are the things that bother me a bit. It's supposed to be a glorified auto attack, yet it doesn't scale with your base ad anymore like other auto attacks? Also, the buffs are as far as i understood only on his AD ratios. WHERE IS HIS SYNERGY WITH IE??? One big problem with smolder was always his poor itemization. Essence reaver was good for him before they took the Sheen passive away, and Flickerblade doesn't even have AD. That's why he goes for this weird ezreal builds with Triforce and manamune. If they gave him at least Q ability haste based on attack speed that would be absolutely fine. Also, nerfing his stacking scaling can lead to a point where it becomes redundant. One thing many smolder mains are complaining about is that stacks after 225 don't feel that impactful anymore.
So what i am getting at is that despite Smolder having a massive amount of different ratios and scaling metricts to tweak, they often seem to shift his power budget around in such a way that it feels like there is no consistent philosophy behind his scaling. Is he supposed to scale with AD primarily or also with Crit? Can he scale with AP? How important are his stacks? Is he primarily an evolver stacker like Sandra or an simpler infinite stacker like Asol? It almost feels like they just wanted an infinite scaling ADC without really envisioning how to do an infinite scaling ADC.
*sigh*
Ok, so after all that said, I don't just want to complain of course. So, let me give you at least an idea of how such a vision could look like.
Smolder is still in his concept an infinite scaling Crit Caster ADC, that did never change and i don't try it here. However, he cares about many metrics. He needs AD, Ability haste, Crit chance, crit damage and stacks, and we want now that all those metrics build up on each other. Partially, this is already accomplished with his Crit scaling on Q. The bigger problem are his itemization choices. If smolder wants to build Crit, he usually has to spend some amount of gold on stats he doesn't care about, like attack speed. He also cannot really build IE, as mentioned multiple times. And AD caster items like Triforce or spear of shojin give health, which he might appreciate so that he doesn't get one-shotted as hard, but It's not exactly healthy game design. Even Rapidfire cannon, despite being build very regularly on him, is not exactly great in terms of stats (and i already argued that it should give ad instead of attack speed in general, since it's a hit-and-run item). He only cares about the passive. Thats why it feels he scales mostly with stacks and not with gold - its in general just very inefficient on him.
SO! To fix those issues, there are actually 3 simple changes that could be done without changing smolder too drastically. FIRST: Crit scalings are now affected by increases of crit damage. This effectively only affects his synergy with IE. SECOND: give his Q ability haste based on attack speed. This is not that crazy of an effect on him, there are other champs like Yasuo, Yone and Belveth that have similar effects on their abilities, and unlike them, smolder gains only more damage from that and no dashes or knockups like those other champs, so it has less potential for crazy outplays or chain cc bullshit. It also allows him to stack up faster without the need of building an ad caster item like Shojin. (he of course still can, but it doesn't consume his build) THIRD: Let his Burn on his Q now be affected by Crit chance. Now this sounds dangerous, and it might be, but here me out. Smolders scaling with stacks after 225 stacks isn't that crazy to be honest, and the reason why i want to give him that is so that he always cares about stacks even as he already gets more damage from crit. A common problem with infinite scales is that if you don't intertwine their stack scaling with the stats they build in terms of items (Yes I am against the removal of the stack scaling of percent max health true damage. Call me insane if you want to.), Then they start building items that compensate for their weaknesses. This is most visible with Veigar, who has the luxury to build tank after deathcap because he starts now oneshotting stuff. Nobody wants unkillable burst mages, and I think nobody wants unkillable ADCs. (greetings from ardent censer meta)
And... well that's actually it. That's what I would personally change about smolder. The build that I personally would recommend now would be essence reaver, spear of shojin, rfc, IE, Mortal Reminder. This would be now a full crit build with one AD caster item.
tldr: Smolder would be perfectly fine if they just would apply all the important scaling metrics of AD, Stacks, Attack speed, and crit chance and damage on his Q. This would make all of them equally important and now he scales with gold as well as with stacks - just like he should.
I dislike that all available randomizers are either 100% random leading to troll builds most of the time or constrained by hidden rules that I can't control.
This tool has a few options that make random builds less chaotic. you can reroll each individual item multiple times . and there is a counter on each option so you can set your own rules.
And you can select specific classes for champions or specific stats for items. so if you just want all items except AP because you play ADC you can select that and your choices are saved locally.
If you use it more often you can click the cog icon at the top and exclude specific options.
The tool has some logic built in. so it won't choose two secondary runes from the same line, won't suggest boots for cassiopeia. It only prevents the things you can't select in-game. but it allows everything that is available, you can set rules or just go fully random depending on your appetite.
link https://hexfuser.com
I also added a challenges section with some fun options. let me know if you have better challenges to add, or any other suggestions are also welcome.