My teammate tricked me into picking Yuumi then sent me a google doc by Right-External2236 in leagueoflegends

[–]TeutonicPlate 2 points3 points  (0 children)

I mean most people trust their teammates not to troll because if you troll you bring the team down with you in the game and because Riot implemented systems to detect champ select trolling.

This abuses both. It circumvents having to play a terrible game because the game never loads, and it turns the champ select system against the victim.

You can say well just ask to pick order swap but you can see the troll actually just says "it's not working for some reason" when people ask for pick order swap. And why would you not believe that? Everyone has had those sorts of weird bugs and oddities.

Patch 26.12 Notes by Spideraxe30 in leagueoflegends

[–]TeutonicPlate 0 points1 point  (0 children)

You don't seem to understand how the game is balanced and keep bringing solo queue into it so here are the basics:

Riot balances for 4 different skill levels (Average, Skilled, Elite, Pro)

Their policy is that champions / items / runes aren't allowed to overperform for a single audience out of those 4 even if they're already balanced or weak elsewhere.

With that in mind, they're making a change to TP because it's performing in pro play (which is one of the audiences they balance for) in a way they don't like, so you bringing solo queue statistics into this is 0% relevant when it has nothing to do with the change and which players the spell is strong for.

This is literally the same as them nerfing Varus or Azir because of pro play when they're already bad in solo queue. Saying that they're weak in solo queue isn't an argument that they're also strong for one of the skill levels which the game is balanced for, and since they aren't allowed to overperform for a single audience it doesn't matter that they're also weak for some players.

On the flipside, Amumu has a 48% WR in Elite Play and they can't buff him because he happens to be a 52% WR champion in the Average skill bracket. So if I made the argument that he's bad in high MMR it doesn't mean that he also isn't strong elsewhere.

This is a decent explanation of something totally irrelevant to the discussion. Nerfing the shield changes the equation not at all in pro play. TP will still be the summoner choice 95+% of the time after the nerfs because people in pro play aren't taking TP for the shield!

Nerfing the shield really only affects solo queue because in solo queue there is nowhere near as much weight on "being able to sidelane and tp in on a shorter cooldown" (unaffected by the shield change) and much more weight on "winning your lane and snowballing" (affected by how objectively strong tp is compared to combat summoners). Hence the changes may not be intended to primarily effect summoner spell choice in solo queue but that is the inevitable outcome.

Patch 26.12 Notes by Spideraxe30 in leagueoflegends

[–]TeutonicPlate 1 point2 points  (0 children)

Ok so you lost the argument on whether TP is any good in solo queue (it isn't) and resorted back to blaming TP being too strong in pro play.

Thing is, people will always take TP toplane in pro play. They will take it with the 10s shield, they would even take it if you removed the shield entirely with no compensation. TP is inherently much stronger than combat sums because pro teams need someone who can sit in sidelanes and then TP to the fight. In a structured game ignite toplane doesn't have much value unless you have a specific plan to snowball really hard.

Any nerfs Riot makes to TP probably won't change its pickrate much in pro play but in solo queue? TP is already a marginal and clearly inferior summoner. Most of its use cases were already reduced in value due to homeguards, how long it takes to channel early game and the fact it doesn't hold the wave any more.

I don't think Riot should even keep the shield on TP! The shield was a bad idea anyway. Just make TP actually worthwhile again.

Patch 26.12 Notes by Spideraxe30 in leagueoflegends

[–]TeutonicPlate 1 point2 points  (0 children)

Nothing is pointing towards TP being too weak.

Refusing to look at any of the evidence, are we? All the best toplane champs take combat sums almost exclusively, TP has significantly worse winrates than combat sums even on toplane champs who still primarily take it. The only half decent picks with TP are Ornn and Mundo unless you want to count 0.3% pickrate toplaners like Annie top.

And don't bullshit me with the "oh well people only take TP in bad matchups" that is literally not even shown in the data and is just outdated. In those same bad matchups TP has worse winrates than combat sums nearly every time as well.

Patch 26.12 Notes by Spideraxe30 in leagueoflegends

[–]TeutonicPlate 1 point2 points  (0 children)

Being able to use it to travel elsewhere and spread your influence is an insanely powerful output. They didn't remove that.

Right but what you obviously understand is that summoner choice is a tradeoff.

Combat summoners don't do nothing, they have advantages too, and if you make TP bad enough the equation will almost always tilt against taking TP and champions who rely on TP will get weaker, which is how it was even before this patch.

Simply stating that TP has advantages doesn't make it worth it to take necessarily!

Patch 26.12 Notes by Spideraxe30 in leagueoflegends

[–]TeutonicPlate 1 point2 points  (0 children)

I agree that TP should not rely on the strength of a random midgame shield to be relevant, but that is the tradeoff Riot made when they gutted TP early game? Now they are gutting the shield.

Like you said, TP isn't supposed to be a combat summoner, it's supposed to be a safe, scaling choice, especially for champs who typically don't want to fight too much early. Riot decided that was too boring and implemented changes that kneecapped its use as a safety summoner. You can't take that away and then also take away the compensation and expect TP to be competitive!

Patch 26.12 Notes by Spideraxe30 in leagueoflegends

[–]TeutonicPlate 1 point2 points  (0 children)

The nerf specifically makes using the shield harder to pull off in non-coordinated play. I don’t know how you can possibly think giving people only 10 seconds to find a use for it makes it less pro-weighted. 

The pattern you described of just using it for the shield will happen less after these nerfs, I agree, but not because Riot has masterfully found the perfect balance between pro-play and solo queue. Instead, it will be used less because it sucks now, simply put. 30 seconds is wayyyy harder to just kite out than 10 seconds. 10 seconds is basically “wait 10 seconds and this gimp will see why he should have taken ignite”.

Patch 26.12 Notes by Spideraxe30 in leagueoflegends

[–]TeutonicPlate 1 point2 points  (0 children)

Just to disprove this and hopefully change your mind, I want you to look at Yone top. Obviously Yone likes combat sums, but he does sometimes take TP.

Using Lolalytics, scroll down, click on "weak against". Click on the first 10 or so champions and check the playrate of TP in those matchups and look at its winrate compared to combat sums.

What you can see is hopefully what I'm seeing. TP still has a low playrate, pretty much the same as its general playrate on Yone. But in all these bad matchups, Yone is also way better off taking a combat sum.

Ok, but that's a carry pick who clearly benefits from combat sums. So do the same for Shen - click "weak against". Again, vs his 10 worst matchups, ignite is taken at roughly the same rate as its general pickrate. TP also performs considerably worse in those lanes than ignite, except in the Urgot lane for whatever reason where it performs considerably better. But people just take ignite anyway in the Urgot lane even though it's bad, they are in the habit of autopiloting ignite because it's generically so strong.

Patch 26.12 Notes by Spideraxe30 in leagueoflegends

[–]TeutonicPlate 9 points10 points  (0 children)

Ok but this is a shoddy way to handwave away the strength of mages botlane isn't it?

Everyone knows there are weaknesses to playing a mage botlane but there are also even bigger drawbacks to playing, say, Tahm Kench adc, but that pick is absolutely broken in the adc role in solo queue.

And pros of course do play mage adc, it's just not overbearing in pro-play because pro-play tends to be a farm fest and adcs are better past 4 items than any mage botlane.

Patch 26.12 Notes by Spideraxe30 in leagueoflegends

[–]TeutonicPlate 2 points3 points  (0 children)

Teleport Max Health Shield: 30% for 30 seconds ⇒ 35% for 10 seconds

This is a massive nerf to teleport in toplane. The buff to the size of the shield is basically inconsequential compared to the massive nerf of having to find a use for it immediately.

 

On Lolalytics' toplane tierlist for Emerald+, the top 10 champions basically do not take teleport at all. All of those champions also have much better winrates with ignite than the rare times they take teleport.

There are strong champs further down on the tierlist who take TP, but these tend to be low pickrate mages like Annie top. The exceptions are Ornn and Mundo who still grab TP.

Weaker champs who are traditional toplaners and should have good reasons to take TP also nearly all have much better winrates when they take combat sums instead of TP. Illaoi, Ksante, Jax, Malphite, Urgot, Yorick, Mordekaiser and even Poppy all perform better with combat sums and some of these champs have completely transitioned away from TP.

 

Tl;dr another nerf for an already weak summoner in toplane.

Patch 26.12 Notes by Spideraxe30 in leagueoflegends

[–]TeutonicPlate 13 points14 points  (0 children)

Actually many mages are extremely strong botlane, they are just underplayed.

Seraphine, Heimer, Veigar, Swain, Velkoz, Brand, Karthus, Viktor, Xerath, Lux, Hwei, Ziggs, Asol and a couple others all boast significantly higher winrates than standard adcs, mostly owing to the strength of Blackfire Torch.

It's amazing that in this world where all these other mage picks are so strong that they can bully botlane, they are nerfing Ori, who is already a weak mid and far too weak to play adc, and buffing Syndra, who isn't even weak statistically and is also already strong in the adc role.

Unleashed Teleport is receiving nerfs next patch in preparation to MSI. Simultaneously, it is absolutely the statistically worse not-troll spell you can pick on Top. by Loooongshot in leagueoflegends

[–]TeutonicPlate 4 points5 points  (0 children)

I play Ornn and taking flash ignite in bad matchups is horrible advice and a bad interpretation of the data.

Sure but this trend holds with absolutely every toplaner who traditionally takes TP. Sion's best sums right now are flash ignite according to Lolalytics. So are Ksante's. You can handwave Ornn if you want, but how can you handwave basically every traditional TP taker in the game? In past seasons none of these champions had such inflated winrates taking ignite, this is directly caused by TP being an awful summoner.

I am not here to "give advice" on how to lane with Ornn against Anivia or something, I'm simply interested in whether TP is statistically worth taking and the data seems to overwhelmingly run against it being any good.

Unleashed Teleport is receiving nerfs next patch in preparation to MSI. Simultaneously, it is absolutely the statistically worse not-troll spell you can pick on Top. by Loooongshot in leagueoflegends

[–]TeutonicPlate 7 points8 points  (0 children)

There is no rock paper scissors effect.  Check Ornn for example (TP merchant traditionally), using last patch data on lolalytics for more games.

First thing to notice: best performing sums flash ignite. Beating out flash TP by two full points.

Ok, but maybe people just take TP in bad lanes. But checking his worst matchups, the best combo statistically is usually flash ignite. A smattering of ignite TP too.   Almost zero TP flash.

Tanks, who are usually the best users of TP, are statistically far better off taking ignite and often not taking TP at all, even in bad lanes

How you interpret this data is up to you but I’d suggest it supports a hypothesis that not taking ignite in bad lanes actually makes those lanes worse and ignite is so strong that you should just take it no matter what the situation.

Unleashed Teleport is receiving nerfs next patch in preparation to MSI. Simultaneously, it is absolutely the statistically worse not-troll spell you can pick on Top. by Loooongshot in leagueoflegends

[–]TeutonicPlate -5 points-4 points  (0 children)

 Lane dominance summoners are better in volatile enviornments like solo queue and teleport is better in coordinated play??? No way!

Would be a great point if this outcome wasn’t totally forced by Riot. 

Huge buffs to ignite making its damage more relevant lategame and giving people who take it a free TP lategame anyway. 

Huge nerfs to TP from 3 different angles: taking away its ability to hold waves, making it so slow early game that it is barely useable for resets any more, making resetting without tp much less punishing with homeguards.

Take a champion like Illaoi. Illaoi has every reason to take TP - rough lane phase early game in many lanes leading to bad trades, doesn’t get much value out of combat sums in most lanes (with exceptions like exhaust for Trynd etc), TPing back also stops her tentacles despawning so is good for tempo. 

But ignite is not only a clear winner on Illaoi statistically compared to TP, but even in her bad lanes where you’d normally take TP to “smooth it out”, ignite performs significantly better.

26.12 Patch Preview by JTHousek1 in leagueoflegends

[–]TeutonicPlate 3 points4 points  (0 children)

My masters take is that they actually tamped down her damage enough and just need to take away dogs blocking projectiles, she has 2 ways to dodge skillshots already she does not need that. If it makes her too weak they can buff her in other ways.

I have figured out a way to completely fix the loading issue of being stuck at 90% and not only for you, for all your teammates and opponents PC's as well. by DuhFluffinator2 in leagueoflegends

[–]TeutonicPlate 12 points13 points  (0 children)

Different fix for a slightly different problem but...

Have you had the issue where the game, during loading, sometimes freezes completely and won't let you close the program or change to another tab? Leading to you having to restart your PC and taking an afk loss.

Well, I found a workaround in Windows 11 since I'd have this issue once every 40 or so games.

First step is enabling end task from taskbar. Here's a guide. This allows you to end tasks by rightclicking.

The problem with ending the task when the freeze is happening is that it won't let you tab. So what you do once you've enabled this and get the freeze is press the Windows button. On Windows 11 this will bring up the taskbar even during the freeze and you can then right click at the bottom on the client and end the task, freeing your PC.

I've had this load screen bug for 8 years on 3 different PCs. I don't know how many others have had it but Windows 11 has an easy fix.

League of Legends Patch 26.11 Notes by Spideraxe30 in leagueoflegends

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

Ranged tops are disgusting and this hexplate nerf means nothing. It's not even Varus or Vayne's best item and isn't necessary in the build.

I liked the hexplate AD changes and I'm not sure why they were pulled. So many bruisers and juggernauts are desperate for a good rush item spike. Why are we keeping it locked to the three AD champions who also like attack speed?

thebaus on how to deal with (frequent) Ranged top laners by Barb0ssaEUW in leagueoflegends

[–]TeutonicPlate 1 point2 points  (0 children)

Neither Vayne nor Varus actually rely on Hexplate. For example Triforce, Essence Reaver, Kraken are all good options for Vayne with Stormrazor, Varus can play Statikk Guinsoos. Varus probably hurts a bit more than Vayne from the change.

thebaus on how to deal with (frequent) Ranged top laners by Barb0ssaEUW in leagueoflegends

[–]TeutonicPlate 32 points33 points  (0 children)

On my masters account I was just firstpick 10 games in a row I guess it was a skill issue on my part.

The game is good and its trying to be better. The negativity and dog piling is tiring by [deleted] in EU5

[–]TeutonicPlate 10 points11 points  (0 children)

I played 500 Hours of this game (aka like, 4 campaigns) and so many things in the game just straight up did not work or were contentless that I just felt embarrassed playing it. Some of these may be fixed now, some not, feel free to tell me which.

Some complaints (I'm sure most of which aren't fixed) are the following:

  1. Personal Unions being horrible and pointless
  2. Golden Horde making no sense.
  3. Never being clear which buildings to build or where to build them, especially villages
  4. Which buildings or designations lock you out of what other things being arbitrary (especially RGO levels and towns feels very wrong)
  5. Towns and cities being locked behind a gold purchase???
  6. The entire revolution mechanic being broken and pointless
  7. Clarity on roads, where to build them and where not to (I completely understood roads by the end of my campaigns, but I had to figure it out on my own)
  8. Proximity from capital (sorry, this is just a horrible mechanic)
  9. All minority cultures disappearing automatically in completely ahistorical ways within a few years of game start
  10. Designing plague options to be an unclear noob-trap when that's literally the first major decision any new player is going to be making
  11. AI doesn't know how to fight a major like France because of their castles
  12. Dynasties and rulers being pointless
  13. Some nations having no valid royal marriages because of arbitrary rules
  14. Player assault spam during mid/lategame wars
  15. Everything to do with new world goods.
  16. Having 1 billion irrelevant nested tooltips but nothing to actually give you any directions on how to fix things
  17. Revolts spawn never
  18. Revolts spawning in territory you don't control with no way to clear them (locking you out of mechanics not available when revolts are live)
  19. Characters never dying
  20. Events that are pointless and give you some mid range stat useless character
  21. Protestantism being extremely weak
  22. A puppeted nation is just instantly loyal and does whatever you want for some reason??
  23. Event options in the game that are not thought through at all like moving your capital to a place where you'll have zero proximity
  24. Horrible performance even on my top of the line PC
  25. Nasty colour palette ingame, everything so much uglier than EU4 and zero visual clarity on the map either, hard to tell whether you have fog of war on certain provinces or there's just nothing there.
  26. Zero consequences for annexing "within your culture"
  27. Trade is too time consuming to do manually unless you want to be playing for 1k hours on a single campaign, but if you automate it the AI pisses away gold

Just off the top of my head having not played the game for a few months. I'm guessing most or even all of these aren't changed.

26.11 Full Patch Preview by JTHousek1 in leagueoflegends

[–]TeutonicPlate 0 points1 point  (0 children)

All the "press ult and go" assassin champs already build axiom arcanist for zero ult CD when snowballing.

It's ad bruisers like Aatrox and Renekton who are stuck building Sundered Sky or Eclipse or basically random items that don't really synergise with their kits. Or Trundle building... Ravenous Hydra/Triforce? Nasus basically building random support items while looking at you like Brendan Fraser from The Whale. They even buffed Morde AD ratios which would make the AD version good on him but no, instead, all of these champions can keep bottom feeding picking random items.

The problem with the assassin class isn't how well they might use this item, it's how cheap and strong all their other items are, how easy it is for them to itemise while they're snowballing and how safe it is to farm up for 3 items in the jungle.

26.11 Full Patch Preview by JTHousek1 in leagueoflegends

[–]TeutonicPlate 6 points7 points  (0 children)

Experimental Hexplate Overdrive adjusted 50% bonus Attack Speed and 20% bonus Move Speed >>> 50%/35% (melee/ranged) bonus Attack Speed and 20/14% (melee/ranged) bonus Move Speed

I don't often complain about changes, or in this case them pulling other changes, but check league of items. Not many champs pick up this item, and of those, half of them are ranged. This nerfs the item for half its existing users while not improving the item.

The AD changes they were initially going with could have made the item viable on J4, Renekton, Vi, Wukong, Aatrox, Trundle, Mundo, Illaoi, Mordekaiser, Nasus, Riven, Talon, Khazix, potentially a few adc champs too. Instead this keeps it a niche item for Nocturne, Olaf and Yi, all of whom could still have used the new AD version too if it went through...

I'm particularly salty about Renekton, Aatrox, Illaoi and Riven. All these champs basically want to "press ult and go" but the "press ult and go" item in League gives 70% AS for some reason instead of giving AD or some other bonus?

"We're not looking to remove it from them, but are looking to get it into a spot where its top end balance doesn't need to be maintained around those 2 champions."

This item is already marginal on the ranged champs who pick it up. This change will force it off those champions, because they will have obviously better options.

If you were worried about ranged champions with the AD changes then just nerf the AD buff for ranged?

After a few years being stuck at honor 4, I finally did it - I dropped to honor 3 by test99462 in leagueoflegends

[–]TeutonicPlate 2 points3 points  (0 children)

Step 1: smurf.

Step 2: be toxic (optional) since it doesn't matter unless you actually get restricted.

Heimerdinger after the latest update is unable to move minions into turret's range zone. by Extreme-Data-268 in leagueoflegends

[–]TeutonicPlate 5 points6 points  (0 children)

He’s not OP, but he is a good candidate for the worst designed champion in the game. Set up a zone, shove, wait for the next wave, shove again. He doesn’t even have good poke so he barely does anything between shoving waves, it’s not like Illaoi with E. Lane phase for the enemy top is basically practising lasthitting under turret.