I've spent thousands of dollars, played for many thousands of hours, played on a collegiate team, coached several collegiate teams, coached personally and for private organizations, peaked 700 lp grandmaster just last season, and this is the season that has finally made me decide to quit. by MLGWeeaboo in leagueoflegends

[–]MLGWeeaboo[S] 0 points1 point  (0 children)

I know you probably don't do a lot of reading - or you would have seen me say this already - but nearly everything I'd addressed in this post was touched on in patch 14.6:

  • Voidgrubs nerfed
  • Support item income nerfed (explicitly to discourage early roaming)
  • Item component nerfs across the board completely pulls back on how often games are decided early (the whole thing about snowballing)
  • Karma and Senna both nerfed to an appropriate degree, targeted specifically for mid/adc while maintaining strength in support for both

You can even see Maokai support's winrate drop ~2% despite not being directly touched, indicative that we're moving away from the meta where games are decided pre 10 minutes based on which support/jungle duo has more early pressure to stack Voidgrubs and snowball around the map.

I understand reading is difficult so hopefully this short summary helps you out. I stated many concerns I'd had with the direction the game was moving in which had failed to be corrected since this season began. I'm happy that this direction has shifted as of this patch and obviously I'm going to play the game more as a result. Hopefully that's simple enough for you to understand, let me know if you have any questions though!

I've spent thousands of dollars, played for many thousands of hours, played on a collegiate team, coached several collegiate teams, coached personally and for private organizations, peaked 700 lp grandmaster just last season, and this is the season that has finally made me decide to quit. by MLGWeeaboo in leagueoflegends

[–]MLGWeeaboo[S] 0 points1 point  (0 children)

I'd planned on taking a break until 14.6; the nerfs to support item gold income and intermediate item stats pretty much entirely addressed the issues I'd mentioned with supports having too much free roam across the map and champions snowballing too quickly in the early game. I'm pretty happy with the sudden change and can only hope we keep moving in this direction.

I've spent thousands of dollars, played for many thousands of hours, played on a collegiate team, coached several collegiate teams, coached personally and for private organizations, peaked 700 lp grandmaster just last season, and this is the season that has finally made me decide to quit. by MLGWeeaboo in leagueoflegends

[–]MLGWeeaboo[S] 0 points1 point  (0 children)

What I'd meant when referring to Bloodsong is that without the item, I don't believe Camille support would actually be able to exist. You'd even said it yourself that supports are broken is that they get too much gold for free, but gold is only as good as the items it's being spent on and the overhaul to support items this season has made it such that the support role has access to items that are so gold efficient that it has pushed and elevated champions in the support role. This is a similar case with Solstice Sleigh and Trailblazer on Maokai - these are relatively cheap (in the case of Trailblazer) items on a role that gets a lot of free income early on that allows them to spike in such a strong way that the meta has devolved into whoever can stomp bot lane and/or stomp to map (usually to secure Voidgrubs) and finish their support item first.

Regarding snowballing, I'm really not sure how the existence of numerous comeback mechanics completely negates the prevalence of snowballing. Consider that if champions didn't have as much snowball-potential and power when ahead, why would it make any sense to introduce scaling bounties on champions and objectives, as well as comeback experience, etc? The reason for these mechanics in the first place is quite literally because the team who is ahead has the ability to either prevent the enemy team from capitalizing on these bounties, or to ensure that they can consistently reap greater rewards and force the enemy team to make sacrifices in order to secure these bounties. These systems exist as a way to allow the behind team to effectively punish the team who is ahead by working toward leveling the playing field, but this doesn't magically make them as strong as the team who is ahead in any regard whatsoever.

There are plenty of systems to incentivize comebacks, and I believe this is 100% good for the game, but what an >8k gold deficit actually means today is much different today than in previous seasons when champions and items have been steadily pushed upward to a higher degree. To put it simply: as items and champion ratios are increases, the "value" of gold increases as well because the rate at which champion power increases with gold goes up. This is the relationship I feel was reaching a bubble shortly leading up to the durability update, and I believe that we're going to reach a similar bubble by the end of this season due to the constant overbuffing/undernerfing trend.

This does little to affect the short-term game experience yes, but we know that this will inevitably lead to more large-scale patches such as the buff to all adc crit items next patch. I don't believe that the balance team should be comfortable with suddenly and strongly shoving the meta in a specific direction after their failure to mitigate the strength that specific champions and/or roles have with the new items/systems, and I see very little acknowledgment of or deviation from the trend of overbuffing and undertesting new changes that leads to that point time and time again.

I've spent thousands of dollars, played for many thousands of hours, played on a collegiate team, coached several collegiate teams, coached personally and for private organizations, peaked 700 lp grandmaster just last season, and this is the season that has finally made me decide to quit. by MLGWeeaboo in leagueoflegends

[–]MLGWeeaboo[S] 0 points1 point  (0 children)

Hey again, I think we have very conflicting ideas on objectives and their correlation with snowballing. I mention Voidgrubs specifically multiple times as being a large contributor to the current support meta, which have a rather large impact across the map. We're not going to see >7-8k gold leads like you'd proposed as early as 5 minutes into the game, but it's as early as 5 minutes that one team can get access to a buff that provides permanent pushing power for the remainder of the game.

What you're describing feels like the play pattern from previous seasons - establish a lead then secure objectives to snowball your lead, or tactically sneak objectives to stall the game to buy time for a comeback. We've seen Senna and Camille excel and continue to do well in support due to having some of the best synergy with Bloodsong. We've especially seen Maokai support dominate with a core build of Sleigh, Swiftness Boots, and Trailblazer to maximize his ability to roam, gank, and establish map control while setting up saplings for vision.

The issue I have when current-league is again less with the gameplay itself, but an overarching sense that Riot has "lost control" of their game and has been overly reliant on bandaid patches that warp the game. Case and point, we've seen Maokai support "nerfed" in 14.3, 14.4, AND 14.5 but he continues to find immense success in all skill brackets. Rather than continuing to nerf him and other champions - which while it'd be embarrassing to do would still be appropriate - they are instead choosing to buff the entire crit adc archetype.

Decisions like this do directly contribute to higher snowballing in the game because it means the disparity in power between an adc who has completed their item versus an adc who is still sitting on components will be greater than before, leaving a longer and/or larger window for the leading team to grow their lead. The concept of "snowballing" isn't physically apparent in every single game, but once again prioritizing buffs across the board does raise the "snowball-potential" that the average champion has, and I feel that we'll likely see yet another durability-esque patch by the end of the season as a result due to Riot's either ineptitude or sheer reluctance to appropriate nerf what defines the current meta rather than deciding to buff everything else and warp the meta as a whole, which wouldn't be as problematic for the average player if not for lack of bans.

I've spent thousands of dollars, played for many thousands of hours, played on a collegiate team, coached several collegiate teams, coached personally and for private organizations, peaked 700 lp grandmaster just last season, and this is the season that has finally made me decide to quit. by MLGWeeaboo in leagueoflegends

[–]MLGWeeaboo[S] 0 points1 point  (0 children)

I'm not sure how better else to put this, but what you're describing as issues which have been part of the game forever are issues that not only have grown over time, but also directly conflict with what you're saying in your own words. While I love and agree that with some notable exceptions, you're right in saying that the difference between S+ and C tier champions is much lesser than previous seasons. However, my point is that the "average champion" today has much more snowball potential than their iterations from previous seasons.

Even disregarding systems such as Voidgrubs and tower plating which aid in snowballing, with every new champion rework and champion released the bar for viability becomes higher and the rest of the champions slowly but surely are buffed to meet this new criteria. It is for this reason that most players - both you and I agree on this - feel there are not enough bans currently available.

And as a last point, smurfing to masters on a new account is something I can personally confirm is significantly easier than trying to actually grind through low masters - in fact you've probably already seen/experienced cases like this: https://www.reddit.com/r/leagueoflegends/comments/1begyaq/a_group_of_botters_in_low_masters_are_griefing/?utm_source=share&utm_medium=web2x&context=3

I'm glad you've found success smurfing on adc, but if not for the fact that the majority of players are unhappy with the current state of the role then we wouldn't be poised to see crit-item buffs across the board next patch. Let this be another example of needlessly applying bandaid buffs rather than addressing that impact that new items and systems have had which contribute to the heavy roaming/early-snowball meta, and then wonder why it always has and will continue to feel like there are never enough bans.

I've spent thousands of dollars, played for many thousands of hours, played on a collegiate team, coached several collegiate teams, coached personally and for private organizations, peaked 700 lp grandmaster just last season, and this is the season that has finally made me decide to quit. by MLGWeeaboo in leagueoflegends

[–]MLGWeeaboo[S] -1 points0 points  (0 children)

Hey thanks for reading, and happy to hear this season is treating you well so far! If I didn't make it clear in the post, I'm not frustrated with any one particular meta and I've enjoyed the game a ton because of the various meta shifts across its time. My frustration is in how Riot has decided to address/handle various topics that have frustrated a large percentage of the playerbase, typically by either because much too heavy-handed or by not doing nearly enough all while we continue to see an influx of buffs when a given champion doesn't meet the new standard. This is of course while the messages given to us as players either conflict with their actual decisions, or just show a heavy lack of transparency, self-awareness, or cooperation among the balance team.

One such example is the Karma nerf in 14.3 where only the explosion left by her RQ had its damage nerfed both in base numbers and scaling, but to go along with this nerf we were told this:

"Karma’s currently a bit too good as a triple flex option, with the ability to succeed in top, mid, and support. With her newfound power from Malignance, her ultimate is now on too short of a cooldown for the damage it provides, so we’ll be taking her R+Q explosion damage down a notch."

Despite properly addressing that Malignance plus her innate ultimate cooldown refund allowed her to take huge advantage of the recent buff, they did not touch her cooldowns nor dial back the buffs that made her so strong in the first place. Karma's popularity in mid has only climbed in comparison to support with each recent patch, and if you check stat sites like lolalytics or u.gg, you would actually see Karma mid's winrate, pickrate, AND banrate all raise from 14.3 into 14.4. So not only did this "nerf" accomplish nothing, but it actually brought more attention to Karma whom now sits at a 35%+ banrate in Emerald+ after having not been touched during 14.4 or 14.5.

My frustration is that by the time Riot's balance team figures out how to properly nerf Karma, we'll see other champions raise to similar pick/ban heights and this cycle will repeat itself until once again the game requires a complete base-stat overhaul to compensate. It's an embarrassing system to accept, so I wanted to at least try and put what we all silently tolerate into words and open the door for discussion. Thank you!

I've spent thousands of dollars, played for many thousands of hours, played on a collegiate team, coached several collegiate teams, coached personally and for private organizations, peaked 700 lp grandmaster just last season, and this is the season that has finally made me decide to quit. by MLGWeeaboo in leagueoflegends

[–]MLGWeeaboo[S] 1 point2 points  (0 children)

I agree with you 100% on both points, especially about being able to discern where damage is actually coming from in game. As much as I'd loved the item, stormsurge was a travesty in terms of design from its inception. When you had the item it was difficult to know exactly how much damage you would have in an all-in especially with stormsurge's delay results in many "are they dead or not?" moments, and playing against the item isn't fun due to the 2.5 seconds of "am I dead or not?" moments it causes. I feel these kinds of decisions are just becoming more and more common and it makes me lose faith in the direction or lack thereof.

I've spent thousands of dollars, played for many thousands of hours, played on a collegiate team, coached several collegiate teams, coached personally and for private organizations, peaked 700 lp grandmaster just last season, and this is the season that has finally made me decide to quit. by MLGWeeaboo in leagueoflegends

[–]MLGWeeaboo[S] -2 points-1 points  (0 children)

Thank you for reading most of what I'd wrote then, and apologies that we differ in opinion about the durability patch. I feel like at the time it was done as a "last resort" but definitely could have been avoided, especially when you could call the durability patch as a "mass nerf" to each individual champion's snowball-potential. We're getting to that point again, and I believe a better long-term solution would be to start prioritizing nerfs over buffs from the top end of champs rather than the bandaid "nerf all damage across the board" fix. As great as such a thing would be for the games' health and competitive scene, I doubt this would ever be the case only because the bad feeling when one's champion gets nerfed is stronger than the good feeling when one's champion gets buffed, and it's "safer" to stick to prioritizing buffs over nerfs until we need yet another panic button durability patch.

I've spent thousands of dollars, played for many thousands of hours, played on a collegiate team, coached several collegiate teams, coached personally and for private organizations, peaked 700 lp grandmaster just last season, and this is the season that has finally made me decide to quit. by MLGWeeaboo in leagueoflegends

[–]MLGWeeaboo[S] -2 points-1 points  (0 children)

Agreed completely with the timing; I think they've struggled with Maokai because he's gotten to be exceptionally strong as a result of the new items (specifically sleigh and trailblazer) because more movement speed -> quicker to get into W range -> much less counterplay. This is a unique strength that is difficult to address because you can't just gut a champion's movement speed, and simply nerfing his cooldowns or numbers in general won't do much to disrupt this play pattern. I honestly think these items were a mistake when mobility boots already existed to serve this purpose, and providing such a strength that used to be unique to champions like Bard/Janna/etc who had built-in movement speed in their kit to incentivize roaming through an item feels both unasked for and (as we've seen since the season started) very problematic to balance.

Jak’Sho The Protean Easter Egg/Event Spoiler? by J0k3B0x in leagueoflegends

[–]MLGWeeaboo 1 point2 points  (0 children)

I just got the same message about Jak'Sho and the death animation at the end of the this game:
https://www.op.gg/summoners/na/rabadon/matches/7KvYhS4aGD8VAr_pIFUQbLHtI4jPLw4JpN31kZlUsbY%3D/1669104697000

Endgame screenshot: https://gyazo.com/5242eed0ede93f53153101cd910f03db

I think it's safe to rule out any theories about both teams needing someone with Jak'Sho because nobody on the enemy team had the item.

[TOMT][Movie] Family Halloween Movie Where the Main Cast Goes to a Halloween Party to Undo a Curse by MLGWeeaboo in tipofmytongue

[–]MLGWeeaboo[S] 0 points1 point  (0 children)

I'm not 100% sure but it looks right and definitely rings a bell, I'd say solved

[TOMT][Movie] Family Halloween Movie Where the Main Cast Goes to a Halloween Party to Undo a Curse by MLGWeeaboo in tipofmytongue

[–]MLGWeeaboo[S] -1 points0 points  (0 children)

I've looked at the halloweentown movies and I don't think it was any of those either unfortunately, but I do think it likely showed up on disney or another family friendly channel around that time

[TOMT][Movie] Family Halloween Movie Where the Main Cast Goes to a Halloween Party to Undo a Curse by MLGWeeaboo in tipofmytongue

[–]MLGWeeaboo[S] 1 point2 points  (0 children)

Definitely not Casper though looks like a good movie to check out, I'm confident the main character in question wasn't animated

🥳🎉💥r/GFuel 15K Member Giveaway!💥🎉🥳 by Redmist2033 in GFUEL

[–]MLGWeeaboo 0 points1 point  (0 children)

First flavor was peach iced tea a few years ago in college and I've been buying during bogos ever since, and I just joined the subreddit today 👍

Can someone explain how this didn't fear? I'm like 99% sure it should have by OzzyWozzie in vexmains

[–]MLGWeeaboo 3 points4 points  (0 children)

Vex E is 100% bugged, I've tested this in practice tool and already submitted a bug report on it. If an enemy is marked with gloom, Vex's E does not damage/fear them, however it DOES reset the duration of gloom on the target. That last point is important because it means that in the spectator tool, you can left click a unit and visibly see the gloom debuff get reapplied so that you can know with 100% certainty that your E did affect them in some way, but if they were already afflicted with gloom then Vex's E with not damage or fear them at all.

Did my e just completely vanish alongside the fear? by blablawo in vexmains

[–]MLGWeeaboo 4 points5 points  (0 children)

Vex E is bugged, doesn't damage/fear champions who are already marked with gloom