#so far, what do you think the season is lacking?
1 messages · Page 1 of 1 (latest)
its lacking support items. why isnt my team going 5 sup items
Kaisa buff
interface upgrade
the leaverbuster screen is just cancer. it doesn't allow you to do anything else in the client except wait.
no rune editing, no spoils, no store, nothing
It has to be annoying
It's the whole point
stop leaving games smh
Feels like this season lacks damage. Maybe some buff to damage would be nice.
they alr buffed lethality and ap items r quite strong so i dont think they need a damage buff
Mages with stormsurge
Better non-crit based on-hit itemization would be nice, there's a few items that support it, but it's still very hit and miss. I miss the old Malady and Zephyr.
i would prefer 600 dps by 200x3 rather than 600x1 tbh
gives more room to outplay, and just looks cooler
game lacks balance
Its lacking people that dont deserve a bullet in the head
#Iwantgoredrinkerback
its only been 2 weeks
I second this.
this seasons is lacking good changes to champions who have been too strong or weak for too long, a few changes went through i guess but some champs havent been touched at all which really sucks, im done seeing the same 30% cause theyre always good at all times
everyone that is not a tank player is complaining about too much damage, and I must agree. botlaners/midlaners start one shotting each other at 15ish minutes, I don't think that's very fun
Lacks damage?
have you not been seeing what burstmages have been doing lately
the game literally becomes a one shot fiesta pre 20min
Tanks also get one shot no need to leave them out
Yes it’s not 0.04 seconds like the other classes but, especially for their whole identity it’s awful how bad the damage is balanced
my opinion is biased though. I play mundo jungle with an average of 8ish cs/min so I'm normally ahead in levels and items compared to almost everybody else in the match, so I don't get one shot. It is understandable that tanks die as well but just not as fast
Thats the point lol
I tend to see a huge problem which led to a lack of fun in my part : it is either you destroy the enemy team, or the enemy team destroys you. There is no in-between, there are no close games, it is literally league of one shot, and even if it is fun to be 8-0 at 10 minutes, I think I like games where you were rewarded for your skills and not for your itemisation more. And I haven’t even played lol for a long time, 2 years at max.
I wonder how much of a factor the coinflipiness of the player determines if they share this kind of sentiment
What do you mean by coinflipness ? (English not my first langage sorry)
Someone who will consistently either hard stomps the game or completely throw the game
personally i have a lot of close games
you gotta to be focused the whole game, it almost always comebackable
^ I been playing a lot of scaling champs lately and I tend to comeback p often
Maybe I haven’t tried enough then. I don’t want to say the usual “it is impossible without a team” cause even if some of my teammates don’t have a great game : 1) it happens to everybody, you can’t have perfect game all the time, 2) then it is my role to help or carry them. The thing is, when enemy team is fed, it’s very hard to comeback with champions I play or my play style maybe, and let’s say I feed, my team is gonna have a hard time carrying me cause I gave to much ressources to the enemy team. Anyway, this is my feeling about the new season so far, it will probably change in the future (I hope so)
I’d say it’s probably thin then, since from my experience so far in this season, getting ahead early in two roles leads to an almost always automatic win. I’d lie if I said there were no close games, but they’re lacking
Fps
The real problem is the 0/16 support who refuses to ff, not the jungler who goes afk because the game was over 20 mins ago.
Riot tackling symptoms and not causes.
Haste. It's really boring
Been this way for years now. Tower plates were only the most recent thing to exacerbate this problem. Game is setup in a way where having a lead tends to lead to getting a bigger lead overtime (even beyond what just being ahead can do for you). Dragon being worth considerably more than towers is another thing that has contributed to this (now drag for tower is 100% worth for the team getting the dragon, which the team with the lead will usually be because they are ahead and can force it). Super minion pressure is also crazy strong conpared to the distance past, used to be 1-inhib wasn't making it almost impossible to get out on the map and actually contest a late game objective 5v5. Now you have maybe 1 minute tops to make that play or the supers are back in your base even if you pushed them out past halfway (which is harder to do/takes more time now).
They buffed tower gold for T2. It’s arguably worth it to take a few waves and T2 tower in place of an early dragon.
early maybe, but outer towers are still usually up early game. Also, the benefits you get from dragon scale as the game goes on, the gold from a tower does not.
nothing can replace it
Fr
it's not like it was op or anything
it was so satisfying to press goredrinker in a 1v2 as riven or something when it's really close, like you're aatrox all of a sudden.
AHAHAH
We got hydra with active back and this guy wants to downgrade into the worst bruiser meta again
Damage reduction, I am not talking about armour items but just the fact that there is too much dmg
What are you even talking about? Goredrinker was a fine item and Bruiser meta is worse than it was. Now it seems like its Tank or Attack