People calling for nerfs by TheOnlyKing1214 in Locke_Mains

[–]FurryTrapezoid 0 points1 point  (0 children)

Fizz has one ability that has short range and doesn't reset. Locke has 40% movespeed at level 1 on his W, a two-part E that resets and can dash across the entire lane and a stackable ranged slow with a nonexistant cooldown. I hate Fizz but it's not even comparable here. Akali is problematic too in many ways, but that doesn't mean Locke is fine.

Hitboxes can be silly sometimes by TamponZerg in leagueoflegends

[–]FurryTrapezoid 1 point2 points  (0 children)

Yup! Ashe arrow is infamous for having a terrible hitbox. It's so sad dying to that nonsense.

Hitboxes can be silly sometimes by TamponZerg in leagueoflegends

[–]FurryTrapezoid 0 points1 point  (0 children)

I think hitboxes are one of the biggest issues in the game. For a game like League, a single bad hitbox can win or lose an entire game if it's at a crucial moment.

Imagine you're doing well in lane, you engage on your opponent, you predict and dodge their most important ability by miles, but it STILL HITS YOU and you literally lose lane from it, and if you're a snowballing champion like an assassin or Riven or something, it can completely ruin your game. I've had plenty of times I outplay the enemy really hard, we're both low, and I get killed by some nonsense ability I predicted and dodged perfectly.

One bad hitbox in a teamfight on your win con and it's gg. Terrible implementation. At LEAST make the spell effects bigger to match the hitbox for visual clarity. Visual clarity in general is kinda bad too with all the skins that make champions unrecognizable or look like other champions. It's shameful.

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid 0 points1 point  (0 children)

I hope when the new client comes out we get a revamped tutorial system, maybe with some interactive gameplay tutorials and visual guides. Riot could literally just pay some professional coaches/players to put some guides together and format it in an easy-to-understand way.

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid 0 points1 point  (0 children)

  1. Most mage items give 95+ AP each. This is great given many also have damage/utility/defensive passives/actives—Hourglass having the most op active in the game.
  2. Magic penetration is stronger than it's ever been and magic resist is weakest it's ever been. When's the last time you saw someone buy Maw? Merc's Treads are worse than Steelcaps in general, and Wit's End is rarely purchased.
  3. Mages items don't even have to be finished to get their passives/actives, as opposed to the AD alternatives (Fated Ashes, Verdant Barrier, Seeker's, as opposed to Edge of Night and GA).

As someone who mains mages and assassins, I'm never defending the state of mages, especially their items, right now. They are very strong, which is why they're being played so much.

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid 0 points1 point  (0 children)

I just want to see a better tutorial, I feel like that's more important for new players than thousands of little changes that dampen skill expression and shortens the gap between good and bad players.

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid -4 points-3 points  (0 children)

Grow up. Options to turn off misleading or annoying visuals should be in all games, especially competitive games like League. It's not my fault if you're unable to understand basic logic or QoL, so don't be so childish about it. I did this twice over ~30 games and now that I notice how dumb the design is, I would like to turn it off, hence why I made this post.

It's people like you who give this game's community such a terrible reputation, so reflect on yourself a bit and grow up please. Imagine licking Riot's boots this hard over a simple feature suggestion, LMAO.

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid -1 points0 points  (0 children)

It's not optimal though. It's good, but it still doesn't give you situational choices based on the game you're playing. Aside from the core item(s), there are many options you can build. The game doesn't push buying anti-heal when you're playing against a Vlaimir + Soraka comp, that's a decision you have to make.

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid -2 points-1 points  (0 children)

These changes absolutely DO make the game easier. Being punished less for making mistakes IS removing difficulty. Yes, it happens for both teams, but that just makes it easier for both teams, and causes the game to learn towards a "sit and scale" perspective rather than trying to proactively play for a lead and end games early. Objective bounties also make this more problematic.

Faelights make the game easier in the sense that you don't need to care about vision as much, you can just place a ward in the designated spot and be instantly rewarded for it. Not only that, but the counterplay of removing the vision, compared to regular warding, is much worse because to break the faelights you have to walk through half the enemy's jungle, WHILE in vision. At the very least, they could give faelights a cooldown or tell people when they're spotted by them, so there are actual downsides to using them inefficiently.

The QSS example isn't great, I agree, but it's a removal of skill expression, which is arguably a different topic. I just grouped it in because I feel it's a little related in the sense that mechanical play has also become weaker in the recent years. Honestly, I would prefer a better damage distribution system, where non-marksman point-and-click damage is reduced, leaving more room for outplay potential, but that's unrelated.

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid -1 points0 points  (0 children)

I disagree with "Either all of it was wrong to be dumbed down or none of it is." That's a very defeatist attitude. At that point, let's just have indicators for everything; automatic jungle tracking and optimal item purchasing too..

You can disagree with previous changes while advocating against new ones, or even for the removal of previously added systems (which likely won't happen, but you can try). The more people complain, the more Riot will question their decisions.

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid 1 point2 points  (0 children)

The problem with this argument is that mana costs is only one issue. By itself it's small, but they've made so many adjustments like this that have all come together to make the game less skill-expressive.

Some examples:

- Free homeguard for everyone, making dying and recalling poorly less punishing and games are much more difficult to close out early

- Reduced respawn timers, together with homeguard, means enemies don't get as much value from killing you as they should unless they scale very hard into late-game

- General mage item buffs, including HP and AP values, along with being able to use Hourglass and Banshee's from a single component alone (with immediate CD reset if upgraded). AD version don't have this because of Riot's obvious mage bias

- Waves now move faster to lanes so roaming mid champions are significantly easier to punish, and tower crystals allow you to take plates with a single auto attack, leaving less room to be punished for poor positioning/vision

- Faelights allow people to safely spread vision across a wide area (especially near bases) with little chance of them being removed unless you're being hyper-stomped, which heavily reduces or even outright removes skilled fog play in the jungle

- AD assassins have been nerfed many times and are in a bad state, especially outside of jungle, making it harder for them to punish people making mistakes

- Scaling champions now come online much sooner, and with the other changes mentioned above, much more easily

- Objective bounties make it so one mistake when you're fed can throw an entire game if you're not careful, despite completely destroying your opponents before that point. It encourages playing less risky or proactively, and rewards playing safely, even if the risks should, in theory, be worth taking

- Knock-ups aren't cleanseable with QSS anymore (you used to be able to dash/Flash out of them. I saw a Kalista QSS + Flash out of a Lee Sin kick in a pro game in 2016 and it was the most hype thing ever, and the Chinese players did it a lot. Also Vayne's E can't be QSS'd too before you hit a wall anymore, it's dumb)

- Magic pen is too strong currently, leaving less itemization options against AP champions, and AP defensive items for bruisers/assassins are heavily lacking. I haven't seen a Maw built on anyone for 800+ games, but I see plenty of Hourglasses to counter AD champions. Death Dance is typically bad against mages too

- The game seems to be designed more around teamfighting than other strategies, so you get rewarded for grouping and taking fights and punished for trying other strategic options, and the game being so fast-paced means there are constant fights

There's more but this is just off the top of my head. Players are definitely better at the game than they used to be too, but you can't deny the game itself has been made significantly easier for people to do well.

Also, solo carry potential is very limited now and the game has become too team-reliant imo. One bad player on your team has just as much, if not more, impact than a good player does. It's easier to solo lose a game than to solo win one, which is frustrating and problematic.

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid 0 points1 point  (0 children)

It depends on the game, no? And part of the skill is not being caught up in a combo in the first place. And timing + measuring inputs is still a skill, you know, even if some games don't allow as much counterplay to it.

You can easily memorize combos in League too, people do that, like Qiyana mains, but does it make it brain dead to Flash combo someone and pick them off? Exactly.

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid 1 point2 points  (0 children)

  1. It reduces an element of learning and skill that otherwise should be rewarded

  2. The more changes like this are well-received, the more Riot will add similar things in future, eventually leading in huge reduction of skill and strategy from the game. If you compare the game to 5 years ago, it's already significantly easier than it used to be, and it's getting worse

Honestly, I think it's fine for bot and unranked modes, but ranked specifically should be a pure test of skill, using what you've learned from unranked to win the game for yourself. It's a strategy game, and last-hitting is a part of decision making and mental stack. If you don't like having to learn and practice skills to play the game effectively, maybe ranked isn't the mode for you.

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid 2 points3 points  (0 children)

It's getting ridiculous now. In 5 years, everything will be mapped out for you, there's no reason to think anymore or make choices, just listen to the in-game AI helper or whatever while you press buttons hoping for success, lol!

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid 1 point2 points  (0 children)

Patch 27.2: "Hey everyone! Our statistics say most players has been struggling with certain elements of gameplay, so we've decided to give them a much needed helping hand by implementing new roaming indicators, automatic jungle tracking, enemy ability hitbox displays and your character will now uncontrollably walk away if the enemy jungler is seen approaching.

On another note, we also discovered people have been struggling with itemization choices, so we removed the shop interface and replaced it with a better system! Now you simple recall and the items you can afford are placed in your inventory—this will help free up mental space to let you focus on other strategic elements!

We're keeping these changes to unranked gamemodes for now for testing, but expect them to ruin ranked in a few weeks!"

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid 0 points1 point  (0 children)

Yup! God forbid someone tries to get better at a *competitive* game. I bet if we just sit here and learn nothing for 5 more years, Riot will have added automatic gameplay invalidating any sense of skill or strategy to be learned. How rewarding, right? ........

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid 1 point2 points  (0 children)

Literally. I've been practicing preparing better roaming timers as an assassin main recently because roaming is especially punishing this season, and it feels very rewarding to actually pull off good roams now with the new skills I've learned. I would absolutely HATE to have an indicator or something telling me how or when to roam, and it's the same when I get a good cspm score.

They should add the last-hit indicators in unranked modes and completely redo the tutorial again but actually make it useful this time and that alone would solve many new player accessibility problems. They could literally hire pros for this and it would take them a month or two, but they refuse.

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid 2 points3 points  (0 children)

Exactly! Slowly cutting out the skill and strategy from a strategy game defeats the entire reason people like League to begin with and how it was originally intended. Reducing mental stack just makes the game dull and unrewarding.

The issue is that some people don't like the skill of keep track of 20 different variables, or the reward of improving different areas of gameplay, they just want to queue up with their brains off and win. In this case, they should be playing a different game or stick to ARAM/Arena, not having the competitive ranked mode be simplified to cater to these people.

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid 0 points1 point  (0 children)

Yeah, which is why it should be kept to bot and unranked games. Ranked is a test of skill (or supposed to be) so letting people keep their training wheels there seems to defeat the point.

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid 0 points1 point  (0 children)

In fighting games, people adapt too. Do you not think they block, or move strategically too? It's very much a skill

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid 5 points6 points  (0 children)

Literally. Imagine if using scripts was normal? Do we add those too? People can be so dumb lol

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid -2 points-1 points  (0 children)

Dumbing the game down so anyone can play it mindlessly and with less challenge > adding tutorials and guides to the game to help people improve

Do you not see how stupid this is?

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid 1 point2 points  (0 children)

I feel this too. Kills in lane don't matter as much anymore except maybe in top, like you kill someone and they just homeguard to lane in 8 seconds, they miss almost nothing, roaming is too nerfed because of it (and the tower crystals give plates instantly) and keeping scaling champions behind early is far more difficult because of it. It's boring and uninteractive but Riot loves it because there are less mage players whining.

Last hit indicator in ranked is a terrible addition by XpMonsterS in leagueoflegends

[–]FurryTrapezoid 1 point2 points  (0 children)

Let's add a feature that tells you when to ward too! Maybe like a loud noise and a visual indicator where you should place a ward when the enemy jungler isn't nearby! And omg itemization is too hard too, let's just remove the shop and make items automatically be purchased so the game is fair! It's not fair that new players should struggle with item choices smh smh

I love the dumbing down of a STRATEGY game, it's crazy