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spinesheath
Germany8679 Posts
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brobear
United States101 Posts
I hate how in match history the only thing I can see is my K/D/A and VICTORY or DEFEAT... There should be the score screen, the same one that pops up right after the game... Like in SC2, where I can check my opponent's build order, resources, etc... Wish I could see that stuff on other people's profiles also. Just something I personally want ![]() | ||
spinesheath
Germany8679 Posts
PlayerA klicks the myProfile button at the top right of the client. PlayerA tries to view PlayerB's profile again (through search or right click -> view profile), but it doesn't work. PlayerA has to view a random PlayerC's profile before he can switch back to PlayerB's profile again. The client probably prevents you from requesting the profile of the one player twice in a row (maybe to protect the servers from potential profile request spam). But when you switch to your own profile, the client fails to update some values. | ||
taintmachine
United States431 Posts
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crate
United States2474 Posts
On September 09 2011 19:56 taintmachine wrote: two things about party portraits (in-game interface). the most annoying thing about the portraits is that they do not update unless you are looking at your teammate w/ your camera. they should update constantly. also, it would be nice if we could make party portraits bigger. That's only kind of a bug in that your client just plain doesn't receive the information about a player's HP/MP unless you can see that player. This is why LoL Replay can't display accurate health bars. | ||
grs
Germany2339 Posts
On September 08 2011 04:23 r.Evo wrote: Hmm...I can't change it if you don't want to add it, but it is definately there. As I wrote it randomly breaks - with or without movement. Reproducing a randomly appearing bug is only possible by repeatedly trying. I get the bug once every 3-4 teleports.I believe the post below yours was the answer to this one. It's annoying, but dealable with imo. In case you think it's something different, please try and find ways to reproduce it / videos / replays of it. | ||
Craton
United States17232 Posts
On September 09 2011 19:18 spinesheath wrote: PlayerA views PlayerB's profile (through search or right click -> view profile). PlayerA klicks the myProfile button at the top right of the client. PlayerA tries to view PlayerB's profile again (through search or right click -> view profile), but it doesn't work. PlayerA has to view a random PlayerC's profile before he can switch back to PlayerB's profile again. The client probably prevents you from requesting the profile of the one player twice in a row (maybe to protect the servers from potential profile request spam). But when you switch to your own profile, the client fails to update some values. This one annoys the hell out of me. | ||
Attakijing
United States693 Posts
also many are entirely useless because of simple number issues, for example heal and clarity. you could argue that flash would be about as useful as heal if you got one flash every 10 minutes or something, so you could simply increase the CD for flash by some amount and absolutely nobody would have a problem with it because absolutely everyone agrees that it is overpowered. having varied cooldowns are the only way to balance weird utility spells and you have already done it with revive, clairvoyance and TP. as it is now there are no summoners spells that can completely turn a fight around other than by someone flashing out. it seems like you are going towards more general effects instead of using them as specific strategic counters when you changed exhaust to do less damage instead of blinding. this only encourages mindless picking of overpowered skills like exhaust. random idea: if you had a spell with an absurdly long CD like 25 minutes but it was a 3 second click stun or a huge amount of true damage or something like that, essentially something extremely powerful but with a long enough CD as to be useless, it would probably help a lot with really bad players who are also ragers because it could guarantee them that they will never go 0-15, instead letting them get at least one kill guaranteed. this would also enforce the idea that summoners spells are extremely important from an early level where most people just get ghost heal and forget to use them. as it is now, people at high level games still often forget to check the other team's summoners. however they will quickly learn to do it if there is a risk that they are ganking someone and then that person drops a 3 second stun on them under tower. additionally it could encourage chat--people at low levels would tell each other that the click stun spell is down and that the person is more gankable. then as these players mature and realize that other spells are much more useful they could start using them instead. | ||
RogerX
New Zealand3180 Posts
When you attack the minions besides the blue and red and leave them alone, run away without killing them. They hit you from ANYWHERE in the map (the attacker) as long as you have vision of those minions that you hit. A funny thing is that their attack looks like a lazer because they attack multiple shots seriously fast with those beams (Only activated once you hit them and run like mentioned) Its annoying because my enemy was following the attack and found me and the team in the bushes. Lol... | ||
STS17
United States1817 Posts
On September 11 2011 08:04 Attakijing wrote: please, please, please work on new summoners spells. you don't have to balance flash if you make a bunch of other interesting utility spells that people would rather take. it and items are some of the biggest platforms for really interesting new strategy. a lot of item builds are getting pretty boring and there is zero synergy with summoners spells. if you have a problem with a particular part of the metagame, like invisibility, maybe introduce a new summoner spell that makes it so you can see invisible things. dominion specific summoners spells might also be really helpful in balancing things out. ultimately i just think they could play as big a role in a character's strategy as rushing a particular item but as it is now summoner spell choices are completely dead weight. also many are entirely useless because of simple number issues, for example heal and clarity. you could argue that flash would be about as useful as heal if you got one flash every 10 minutes or something, so you could simply increase the CD for flash by some amount and absolutely nobody would have a problem with it because absolutely everyone agrees that it is overpowered. having varied cooldowns are the only way to balance weird utility spells and you have already done it with revive, clairvoyance and TP. as it is now there are no summoners spells that can completely turn a fight around other than by someone flashing out. it seems like you are going towards more general effects instead of using them as specific strategic counters when you changed exhaust to do less damage instead of blinding. this only encourages mindless picking of overpowered skills like exhaust. random idea: if you had a spell with an absurdly long CD like 25 minutes but it was a 3 second click stun or a huge amount of true damage or something like that, essentially something extremely powerful but with a long enough CD as to be useless, it would probably help a lot with really bad players who are also ragers because it could guarantee them that they will never go 0-15, instead letting them get at least one kill guaranteed. this would also enforce the idea that summoners spells are extremely important from an early level where most people just get ghost heal and forget to use them. as it is now, people at high level games still often forget to check the other team's summoners. however they will quickly learn to do it if there is a risk that they are ganking someone and then that person drops a 3 second stun on them under tower. additionally it could encourage chat--people at low levels would tell each other that the click stun spell is down and that the person is more gankable. then as these players mature and realize that other spells are much more useful they could start using them instead. Personally, I think some summoners just need to be changed or separated. For example, if ignite was just a dot and they removed the heal/regen reduction from it but they added a new summoner that said "For X Seconds, your attacks and abilities reduce healing/regen on those hit by YY%. Stacking Z times." (Z could be 1) Alternatively, a summoner which reverses the effects of healing / regeneration for a short duration would also be interesting. Overall, a summoner like the two named above would serve as potent (but not definitive) counter-picks to both high sustainability and healing compositions. This allows those two mechanics to remain strong, as we have now introduced a better (subjective) way of dealing with them than we have now. In addition, Ignite still serves as an extra oomph spell when trying to kill someone, but could now perhaps be given slight scalability with AP/Damage to compensate for the loss of the heal/regen reduction. The scalability may come at the cost of true damage, where the spell does magic/physical damage, based on whichever scaling bonus is greater. Flash could be changed such that the maximum distance moved is based on your character's movespeed at the time the spell is used. Now champions which are slowed can't flash as far away and are easier to catch, while faster champions can more easily catch up / escape. It may be such that max distance is never increased, but only decreased when a character has a slow on him (perhaps something like maximum distance units flashed is reduced by 2x the % value of the slow, so a 55% slow would reduce the max flash distance by 110 distance units). Just a few thoughts / ideas about summoners. | ||
Attakijing
United States693 Posts
On September 11 2011 08:47 STS17 wrote: this is the most important part. essentially summoners spells are far too vague and often too weak where they could allow low elo players more agency over their success as well as more interesting strategy in high elo. you should at the very least try making some of them hard counters. a click stun or click silence summoners spell would be a very hard counter to katrina or kassadin (both weak because low elo players bitch about them so often). a summoners spell that worked like alistar headbutt would be a hard counter to melee with one gap closer (also a big complaint in low level games). ignite is supposed to be a hard counter to sustainability guys like mundo but is really not that effective (this would help TT balance tremendously). old exhaust was a hard counter to ranged and melee autoattack dps and did nothing to casters.Personally, I think some summoners just need to be changed or separated. Overall, a summoner like the two named above would serve as potent (but not definitive) counter-picks to both high sustainability and healing compositions. This allows those two mechanics to remain strong, as we have now introduced a better (subjective) way of dealing with them than we have now. In addition, Ignite still serves as an extra oomph spell when trying to kill someone, but could now perhaps be given slight scalability with AP/Damage to compensate for the loss of the heal/regen reduction. The scalability may come at the cost of true damage, where the spell does magic/physical damage, based on whichever scaling bonus is greater. Just a few thoughts / ideas about summoners. you really should try separating spells into stronger and more specialized functions, they are simply too vague and too idiotproof. now exhaust just generally makes you do less damage and ignite generally gives you a little more damage and some slight healing reduction. ignite only reduces healing by half for 4 seconds so a lot of the time you can still heal and get away with your life. as it is almost every summoners spell is something you can jam down on in panic mode. oh no im dying, flash/heal/ghost/exhaust/ignite/cleanse/even fortify and maybe they will die or i will live or both. and all the summoners spells other than those and teleport are seen as underpowered. honestly i don't even understand why they are in the game, especially when some like heal and clarity are flat out useless just because they don't scale well, and absolutely everyone knows it. that just looks like lazy design to me, and really seems disrespectful to high level play. some ideas for different interesting summoner spells off the top of my head:+ Show Spoiler + a summoner spell that drops a ward somewhere, something that allows you to see invisibility, something that allows you to place a big anivia style wall for a few seconds, a skarner-like chain that could force someone to stay within range of you, a spell to prevent baron steals, an exhaust-like spell that sets someone's AP values to 0 for a short second, a zilean style revive on a very high cooldown, a spell that buffs a neutral minion so you can make baron harder to kill or fuck over a jungler trying to get blue, something to kill someone's buff like stifle, something that would allow you to switch positions with a teammate to save them and then take their place | ||
spinesheath
Germany8679 Posts
On September 11 2011 19:41 Attakijing wrote: as it is almost every summoners spell is something you can jam down on in panic mode. oh no im dying, flash/heal/ghost/exhaust/ignite/cleanse/even fortify and maybe they will die or i will live or both. and all the summoners spells other than those and teleport are seen as underpowered. Oh shit I'm dieing, QUICK, CLAIRVOYANCE so maybe he gets scurred and runs away! Oh shit I'm dieing, QUICK, SMITE so maybe he gets scurred and runs away! Smite is pretty much mandatory and so is CV. Yet they are absolutely useless "in panic mode". Besides, wasting your summoners when you either don't need to or it wouldn't make a difference is an easy way to throw a game. | ||
Craton
United States17232 Posts
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Attakijing
United States693 Posts
On September 11 2011 20:14 spinesheath wrote: sorry, more giant wall of tldrOh shit I'm dieing, QUICK, CLAIRVOYANCE so maybe he gets scurred and runs away! Oh shit I'm dieing, QUICK, SMITE so maybe he gets scurred and runs away! Smite is pretty much mandatory and so is CV. Yet they are absolutely useless "in panic mode". Besides, wasting your summoners when you either don't need to or it wouldn't make a difference is an easy way to throw a game. i know i am a noob here but please don't treat me like i am stupid. those spells are both mandatory and role based. that does nothing to encourage creative strategy at low or high elo. the fact is aside from those two spells that are assigned to roles, tp, and underpowered spells, every spell can be used as a panic button and most are exclusively designed for this. there is no reason that summoner spells must equal super mario style extra lives that require no skill or strategy to use except for "stay near tower." My actual point is that it would be very interesting at all levels of play to be given the opportunity to sacrifice an escape for an additional means of securing a kill, and an easy way to implement this and reduce the prevalence of flash would be to make some interesting summoners spells that are offensive. Right now the only strategy or skill involved with using summoners is trying to figure out how few you need to spend to get away. essentially my worry is that it seems like people can't even comprehend summoners spells being something other than flash plus another panic button like exhaust. i know it is hard to imagine, but it really doesn't have to be that boring. even though people see that everyone only uses flash, their answer is like riot's answer to everything prevalent, nerf it. instead, it would be a lot more fun and interesting to have spells that were high cooldown but gamechanging when played correctly--the "everything is op so nothing is op" mentality. revive is like this, and it takes a guy like dyrus to break the stigma of nonstandard summoner spells to make a creative strategy like zombie karthus seem at least plausible. consider that other than running revive tp on karthus, the only other way to play him creatively was which of 3 ap items to get first...its fucking boring. side note, exhaust and ignite can be used offensively as well, but in exhaust's case, reducing your target's damage is pointless when ganking, and slowing them is also pointless when they can flash or use an escape move to return to tower range. | ||
spinesheath
Germany8679 Posts
On September 11 2011 23:06 Attakijing wrote: i know i am a noob here but please don't treat me like i am stupid. those spells are both mandatory and role based. that does nothing to encourage creative strategy at low or high elo. the fact is aside from those two spells that are assigned to roles, tp, and underpowered spells, every spell can be used as a panic button and most are exclusively designed for this. there is no reason that summoner spells must equal super mario style extra lives that require no skill or strategy to use except for "stay near tower." My actual point is that it would be very interesting at all levels of play to be given the opportunity to sacrifice an escape for an additional means of securing a kill, and an easy way to implement this and reduce the prevalence of flash would be to make some interesting summoners spells that are offensive. essentially my worry is that it seems like people can't even comprehend summoners spells being something other than flash plus another panic button like exhaust. even though people see that everyone only uses flash, their answer is like riot's answer to everything prevalent, nerf it. instead, it would be a lot more fun and interesting to have spells that were high cooldown but gamechanging--the "everything is op so nothing is op" mentality. revive is like this, and it takes a guy like dyrus to break the stigma of nonstandard summoner spells to make a creative strategy like zombie karthus. side note, exhaust and ignite can be used offensively as well, but in exhaust's case, reducing your target's damage is pointless when ganking, and slowing them is also pointless when they can flash or use an escape move to return to tower range. It's hard to not treat you like that when you think that Dyrus came up with Zombie Karthus. Ignite is ONLY used offensively. Flash on burst AP and most tanky DPS is often (if not mostly) used offensively - see Annie, Galio, Amumu for prime examples. Exhaust on tanky DPS is used offensively. Exhaust often also is a big "FOCUS THIS" sign (except for stuff like Tryndamere) since it also reduces Armor/MRes and makes it harder for the enemy to escape with low HP. If you ever want to kill Singed, do it while he's Exhausted + Ignited. Obviously Flash on ranged DPS is mostly used for defense. The nature of ranged AD just doesn't make offensive flashing very useful. | ||
Attakijing
United States693 Posts
On September 11 2011 23:26 spinesheath wrote: oh i thought he made it legitimate. i know it was possible and used in troll games but i assumed nobody would ever run it in a tournament game, but in the replay dyrus said he wanted to use it in a tournament.It's hard to not treat you like that when you think that Dyrus came up with Zombie Karthus. Ignite is ONLY used offensively. Flash on burst AP and most tanky DPS is often (if not mostly) used offensively - see Annie, Galio, Amumu for prime examples. Exhaust on tanky DPS is used offensively. Exhaust often also is a big "FOCUS THIS" sign (except for stuff like Tryndamere) since it also reduces Armor/MRes and makes it harder for the enemy to escape with low HP. If you ever want to kill Singed, do it while he's Exhausted + Ignited. Obviously Flash on ranged DPS is mostly used for defense. The nature of ranged AD just doesn't make offensive flashing very useful. you are right about ignite. and the visual aspect of exhaust is helpful as well... anyway what do you think about some increased variety in summoners spells? is there a reason i don't understand that there are very few spells with niche uses like revive? | ||
spinesheath
Germany8679 Posts
The game is hard enough to keep somewhat balanced as it is, creating more potential issues by fiddling with summoners is probably pretty low on Riot's to do list. In any case: The really game canging stuff is better placed in a champion's kit than a summoner spell that anyone can use. This discussion seems pretty off topic to me, btw... | ||
Offhand
United States1869 Posts
Say at 20 minutes with a 1:3 score ratio between the teams. It would be a lot nicer than having to tab back and jiggle the mouse every once and a while to prevent AFKs (oh, did I mention half the team tends to go AFK in these situations, myself included). | ||
clickrush
Switzerland3257 Posts
1. Balancing Philosophy. Champions: - As mentioned allready in this thread. I dont like the streamlining the powercurves. Riot often talks about making champions more "consistent" which only means that the champions are more the same with every patch in terms of early-lategame power. This narrows the strategy part of LoL immensely. - Taking away "frustrating" mechanics makes champions less unique and lessens the requirement of knowledge, awareness, tactical decision making and counterpicking. With the introduction of more tenacity and consistent weakening of unique but powerfull mechanics such as sustain, disables, burst damage or harrassing power etc. that are considered "frustrating" (eg. noobs can't handle them and complain in the forums) the game only becomes dumbed down with every patch. General - What Riot seems to be ignoring so far is that the early game strength of turrets is the main reason for passive early game play. The proximity of the outer sidelane turrets and their raw damaging power gives too much safety so that good players are forced to only pile op little tiny harassing advantages which leads to a bit more CS so they can play aggressive in after 20min of "passive" gameplay. This problem creates even champion balancing issues such as sustain champions being too powerfull and they forced themselves to indirectly address the main issue by nerfing those champions when in fact they aren't really one but they abuse the passive metagame which is towerhugging and creepwave tanking. If the turrets were farther away from eachother and they dealt less damage early on then passive play would require a lot more effort than it does now. The game would be much more action packed and the laneing phase would end much more quickly if one side would gain an advantage. Items: - Wards are way too cheap and they can be bought infitely. The downside of placing wards in less needed locations is almost 0. Mapcontrol should not be for (almost) free. It should be earned and chosen well. I suggest giving much more bounty for wardkills and also increasing the cost by a couple coins. - gp10 items give too much income and are boring. I would rather have an item that gives me more gold/assist than gold/time on my support/jungle/roaming champions. This would promote ganking and force a more action packed gameplay. - Snowball items such as leviatan, meja's and occult are what LoL needs on paper. In practice they suck balls. I suggest rebalancing them, giving them a faster stat gain but a more reasonable cap. Levi and occult even better basestats for not being completely useless. I think (and I'am pulling this out of my arse) getting 3/kill 2/ass but capping them at 15'ish would make them more viable but not too powerfull for gankers, supports and junglers to buy and would also lead the game into more action. - I like the recent nerf of deathcap because the item is a freaking nobrainer for most ranged mages. We have so many interesting AP-based items which are outshined by dc-rushing. I would love to see what happens if the AP-scaling on deathcap was higher but the base was lower so we would have about the same stats with 2-3 ap items beforehand. The item is just boring design because it adds too much to not be rushed on almost every mage. - I don't like that bigger base items get you more stats/gold than small ones. They allready free up item slots. If we had the option to buy 2 wands instead of 1 rod when behind then this would lead to less "one side gets 1 kill and dragon into win"-games, because you could go all-in with elixiers and cheap base stats to come back into the game. This wouldnt be a nobrainer though because the other side can allways stall out an all-in attempt. - almost the same thing as above: cheaper finished items are not costefficient enough to warrant stacking a few of them to get ready for forcing an early teambattle etc. which makes the game more dull. 2. Content - Give Progamers a plattform to share their knowledge! There are alot of very good players that provide good content for the community. Instead of only showing your funny champion spotlights, invite specialists and make good videos about things that concern the community. If you feel that a champion isn't as appreciated as it should be then invite someone real good who plays it and make a short video with them explaining why the champion is good and how to use it well. If you think that a champion is played alot and "frustrating" to play against then invite someone who knows how to deal with that champion. If you can pull this off then I foresee a dramatic change in the community's mindset with every of those videos. | ||
Niton
United States2395 Posts
Healing yourself is a natural thing that occurs all the time if you're the focus target - you shouldn't need additionally to tag everyone attacking you to make sure that you get an assist from it. ex. I'm playing Janna. I see Warwick coming to my lane at level 6, shield myself, and try to back out, but he catches me. Garen follows up with his silence, and I'm dead before I can get another ability off. During (and right after) this time, our jungler came in to force a 3v3 and 2 of them die - but I don't get assist gold for being the focus target. Really, it's just that this set of results for shielding focus targets is inconsistant as hell: Shield AD Carry: assist Shield Jungler : assist Shield Solotop: assist Shield Solomid: assist Shield (fixed)SUPPORT: no assist It's a dumb mechanic that punishes people for trying to keep the focus target alive (but only sometimes!), and it really needs to be looked at. I don't really know what the right answer is to add an assist flag without making it trivial, but my suggestion would be something involving damage taken granting assists. | ||
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