For BO1 games it is less of a problem, but even there knowing the VOD length is, for example, 33 minutes, minus champ select means that the team that gets an advantage will probably just win quickly with no chance of a comeback. But at least for those single games it is easier to avoid seeing the VOD length.
For BO3 the VODS currently are one big video containing all matches. This means if the video lasts around 1 hour you already know it is only two games, and if it lasts longer than 1.5 hours it has three games. During these longer VODs you might have to pause it occasionally, or skip some parts, which makes it more difficult to avoid seeing the VOD length at all. For me the time of the live games are not always realistic to watch, so I mainly watch the VODs a day later. However, it is disappointing to have all possibilities and hope collapse the instant I see the duration of the video, making it quite useless to continue watching.
In the past, every individual game of a best-of series had it's own video, or sometimes the videos where padded at the end so they always last a lot longer than the games itself. I much prefer Riot taking this approach. If somebody has a different solution than relying on squinting while selecting a video, or while pausing/skipping, I'd love to hear.
I would like to see the band Name Tags show up on the prospect icons as well. Like after you meet the requirement of unlocking the member icon. I know it’s something small but some variety would be cool. Like as long as the icon is related to the band in anyway and you unlock the other requirements the Name Tag should show. It’s something small but it would be nice.
is there anyone who is willing to help carry me to silver 4? im currently iron 1 and im not that bad but i literally cant climb for anything, i can admit im not the best player but i do find myself loosing a lot due to ignorant teammates and bad chemistry. im trying to become really good buts its demotivating when i keep loosing
You can only describe your current form as perfect. You've got the laning, you've got the team play, and most importantly, I feel like your mental has really stabilized
He's as steady as a kid who got scolded by parents, vowed internally to become a study machine, and never smiled again.
Xun
6.9
The three lanes' laning and mechanics were all fine; the main reason it was hard is that the jungle and support tempo was too sloppy. They took two hard-engage picks and kept hesitating, and got jerked around by the enemy.
RIP skin paying tribute to legends.
Knight
8.5
People still say you were invisible? I'm actually speechless. Besides getting ganked once in the brush, I have no idea what this team would do without you.
Why does everyone say Knight was invisible? His damage was 4000+ in every teamfight!
Viper
9.2
Played well. That flight at Baron was unavoidable; you couldn't just burn Flash. Anyone flaming you doesn't know a thing.
I honestly don't get how the mid, jungle, and support are failing to make any plays, yet people are here blaming the ADC for having no impact when the support just gets caught and dies instantly every time.
ON
6.3
You should go play right wing for Liverpool. I watched Salah play like garbage the whole match and still score at the end. That's exactly you.
Holy crap, god-tier hook. All previous misunderstandings are cleared, but I still can only give you one star. Against strong teams, you are the weak link.
Daeny
6.2
You've turned this team into something that can't play defensively, can't play aggressively, just a total mess.You've turned this team into something that can't play defensively, can't play aggressively, just a total mess.
KC
Player
Hupu Score
Top Comment
Canna
3.2
Do you know why the other four guys kicked you out and then went on to win three championships in a row?
Didn't understand you there, Viktor was out of mana why didn't you take Nautilus down? If you love giving games away you deserve to lose. Actually there wasn't much chance left anyway, just whatever.
Yike
2.8
I don't even need to watch your mechanics on this Lee Sin; I can tell you don't know how to play just by the skin you're using.
Purely a player with a fragile heart; once pressure mounts, their thoughts and mechanics completely fall apart.
Kyeahoo
3.6
You got stomped by Knight even when he had the worse matchup, and people still say Knight was invisible?
Is this what Viktor vs Orianna looks like? Knight didn't even treat you like a human being.
Caliste
6.5
Classic: die once, and the base explodes.
Spamming mastery emotes and then instantly exploding, hard to not cringe.
Busio
9.2
You did your best, your teammates are LDL-tier
24' FLY has no cowards!
Zeph
4.3
Copying someone else's roster, not realizing they copied the worst part.
Seeing the enemy lock in Jarvan IV and then you counter by drafting three immobile carries. Smells like it.
Some extra context:
Canna hovered twitch in 2020 while looking for trundle, and LPL fans took this as an insult to China and COVID. Twitch's name also apparently means 'origin of the plague', so LPL fans HATE canna.
Caliste got mega flamed for taking blue buff from his Viktor.
Busio had some negative scores because of people complaining about emote spamming confusing him for Caliste.
Putting an extra bin comment down here since it was too long for the table:
"Brother Bin, you're the anchor of our team. I truly hope you can be reborn at MSI and transform into a butterfly, entering your true godlike form. Signs are already showing after these matches.
Many might say you've lost your dominance and edge, but I don't think so. Flexibility is what makes a true hero; know when to retreat and when to strike."
As a contex, I've played league since 2013. Ended first season as bronze, second as s5, 3rd as masters and masters-gm ever since then.
Of course I occasionally quit the game and stuff in-between. One thing I noticed is that the game is a LOT less skill dependent compared to before. I see a lot of players in masters elo, but it seems like their level is around old platinum 1? Maybe d5?
A lot of these guys dont have basic game knowledge. No wave management, no macro. They mostly just know how to skirmish. If they win? Great they can get fed and hopefully snowball. If they lose? Try again until it is time to ff.
It is a lot harder for a single person to win the game now compared to before - but it is just as easy for single person to ruin the game.
Anyway, the lose streaks and win streaks was a thing in the old days too. You'd go on a 10-15 winning streak, and this would almost always be met by a 10-15 lose streak.
But back then, outside of early season, skill level did not vary too much within a division. However, nowadays, with the inflated elo, everyone seems to be masters ( thus the term low masters showed up). A lot of these guys, as said before, are just plain bad with no game knowledge.
The game depends on how many of these inflated players you have on each team and whether you are willing to suck up to their fragile egos when the game does not go their way.
Again, these types of players are not new. Players ruining thr game for others have existed as long as I could remember.
I came upon a post where Chovy, in NA masters, went on a 5 game lose streak. He also lost a game with 28kills. Now, if the matchmaking was truly skill based, this should never happen, right?
In high GM or chall, yes. But this is the terrible masters elo, and a player of chovy's caliber isn't able to win the games for the rest of the team?
I get that Riot is using some sort of player retention keeping matchmaking system instead of a pure skill based one. But is this for the benefit?
Do you guys actually enjoy winning or losing as determined by an algorithm?
I'm writing this because of "change this change that" narrative that we hear all year every year
No this world format has everything we want and need from a format
it's entertaining and competitive
if you are the best prove that you are
we don't need to change it just because an lck/lpl team unlucky with the draw.
the discord that we need to change format is just a lame excuse to cater ever more to LCK/LPL and make sure that upsets never happens, but what the point then?
if we are going to change the format cause AL couldn't win vs KC or TL and we have to make a format that make sure they can make playoff with it then why even call it WORLDS, just make the top 4 teams from LCK/LPL play each other in a playoff and lets be done with it.
BO1 are fine and the volatility of it make it amazing and the draw after each day is the most fun part.
TLDR I don't care that your favorite team or narrative had an unlucky draw and we need to change the format to make sure that does not happen next year and I'm writing this as a G2 fan.
I've been working on a new Kind of League tournament. Every team find scrims each week. It's time consuming, hard and sometimes unfair.
Tournament is 100% Free.
Core Features :
- Everything is handled by me : Tournament Code, Drafter Link, Statistics
- A bot discord send you opponent op.gg and all related infos on your discord channel
- Join Anytime, Drop Anytime : It's a continous League. No Weeks Off. If a team leaves, a "bot" hold the seat and we take one of the teams waiting for their turn.
Following up on my previous KC breakdowns, I wanted to look at the final Elder fight in T1 vs DK, particularly because I've seen a lot of discussion around Peyz not buying QSS, Caitlyn failing to one-shot Renata, and Career's game-winning ultimate.
Former multi-season GM/Chall player here, recently returned after a few years away from League.
I'll break down the initial setup, the individual decisions during the fight, and briefly touch on some of the earlier throws that allowed DK to reach this position in the first place.
TL;DR: T1 unnecessarily give up their positioning around Elder, fail to properly reconnect their team, and end up taking a disjointed fight. Caitlyn's lack of QSS is a consequence of a much bigger setup mistake.
1. T1 give up their winning Elder position for no reason
At 40:01, you can see both Anivia and Caitlyn begin channeling recall, although Caitlyn eventually cancels hers.
This is where I think the fight starts going wrong.
T1 already have favorable positioning around Elder, with an established Caitlyn trap line and control of DK's approach.
Instead, they give up that space and allow DK to walk into the river.
This should never be allowed given the game state.
My assumption is that T1 are concerned about their mid wave. They want Anivia to push it out so that even if they somehow lose an Elder flip, DK can't immediately end the game through mid.
That's a reasonable concern, but I don't think their solution makes sense.
T1 have two much better options:
Option 1: Commit to their existing Elder setup. Establish the Caitlyn trap line, maintain control of the river, and force DK to walk into them.
Option 2: Have Anivia clear mid and TP to the bot-side wave afterward, allowing her to reconnect with the team while also addressing the wave state.
Interestingly, DK recognize a similar issue with their top wave.
At 40:13, Viktor clears top and uses TP to reconnect with his team.
T1 have the opportunity to do something similar with Anivia, but don't.
Instead, they end up sacrificing their initial positional advantage without properly resolving the problem of reconnecting their team.
I think this is by far the most consequential mistake of the entire fight.
2. Anivia and Jayce's positioning creates another problem
One possible explanation for Anivia not using TP is that T1 want to maintain pressure through the banana bush.
I can understand the idea, but I think Jayce should be the one applying that pressure while Anivia uses TP to reconnect with the team through bot side. There's a ward in pixel bush that provides a potential TP option.
However, even if T1 decide against that play, they still have a reasonable alternative.
They can have Anivia pressure through banana while Jayce connects with the rest of the team on bot side.
And at around 40:24, this actually looks like what they're attempting to do.
The problem is that the banana bush is unwarded.
At 40:26, Jayce turns away from his movement toward bot side to Q the banana bush for vision, immediately before a blue trinket is placed.
This looks very much like somebody is calling for vision of that area, which makes sense given that T1 don't know exactly what's inside.
Unfortunately, by this point Elder is already around half HP.
Jayce no longer has enough time to properly reposition toward bot side before the fight begins.
So now T1 have essentially created the worst of both worlds:
They've given up their initial river control, haven't established a proper trap line, and don't have their champions positioned to connect cleanly when DK commit.
The actual fight hasn't even started yet, and T1 are already in a significantly worse position than they were just seconds earlier.
The actual teamfight
3. Why Caitlyn uses E-W-Q on Renata
I've seen some criticism of Caitlyn for using her E-W-Q combo onto Renata instead of simply one-shotting her with a different ability sequence.
I think this is a very understandable decision in the moment.
Renata is relatively tanky with her Locket/Knight's Vow setup, and importantly, she still has both Mikael's and Flash available.
That means Caitlyn can't necessarily assume Renata dies without committing the full combo.
Given how quickly the fight is developing, Caitlyn likely feels pressured to burst Renata before she can use her defensive tools or reposition.
Unfortunately, Kalista manages to get her R off and save Renata.
This leaves Caitlyn without E, which becomes extremely important just moments later.
With hindsight, we can obviously see how valuable holding E would have been.
But at the exact moment Caitlyn commits, I don't think it's unreasonable to use the full combo to try to secure the kill.
4. Vi's Q onto K'Sante instead of connecting with the Neeko engage
At roughly the same time Neeko engages, Vi uses Q toward K'Sante rather than moving toward Kalista and Renata.
I think the thought process here is fairly clear.
Vi is trying to create space against K'Sante so that Jayce and Anivia can connect with the rest of the team.
The problem is that the engage becomes disjointed.
There's a small possibility that if Vi instead Q's toward Kalista, she can connect with R sooner and potentially prevent Kalista from ulting Renata.
That would obviously make the subsequent fight much better for T1.
However, Renata still has Mikael's and Flash available, so it's not guaranteed that this alternative results in a kill. Depending on the timing, she may still be able to buffer or use her defensive options to escape.
I would consider this a relatively minor mistake, if a mistake at all.
The decision to create space against K'Sante is understandable given T1's positioning. The bigger issue is that their setup has already forced them into a situation where they need to solve multiple problems simultaneously.
5. Why Caitlyn flashes Jarvan R
Shortly afterward, Jarvan ults Caitlyn, forcing her to Flash out.
This is where Caitlyn having already used E becomes a major problem.
Without E available, she has significantly fewer options to reposition safely.
Now, Jarvan probably isn't going to solo-kill a full Caitlyn here.
But that doesn't mean Caitlyn can simply stand inside Cataclysm and tank his damage.
If she loses too much HP, she becomes much more vulnerable to Kalista and the rest of DK as the fight continues.
In particular, Caitlyn getting chunked could create an opportunity for DK to secure a Bailout reset through Kalista later in the fight.
So I don't think flashing Jarvan R is unreasonable.
It's another decision that looks questionable when viewed in isolation, but makes sense given the situation Caitlyn has been forced into.
Unfortunately, it also means Caitlyn now has neither E nor Flash available for the next engage.
6. Renata's game-winning R Flash
Career then lands the massive Renata R Flash onto Jayce and Caitlyn, effectively winning the teamfight and the game.
I actually think Jayce could potentially have flashed this.
However, I don't think that necessarily changes the outcome.
By this point, Caitlyn has already used Flash, T1 have lost their initial positional advantage, and DK are in a significantly better position to continue the fight.
Even if Jayce flashes Renata R, Caitlyn is still extremely vulnerable.
Avoiding the ultimate might prevent Jayce from contributing damage onto his own teammate, potentially leaving Caitlyn with around an extra 1,000 HP. (and Jayce is dead to caitlyn anyways)
But Caitlyn is still in a terrible position against a DK composition with Elder control and multiple champions able to collapse onto her.
There's a possibility T1 survive long enough to prevent the immediate game-ending push, but I think they're still heavily favored to lose the fight.
This is another example of a potentially better mechanical play that doesn't necessarily solve the underlying problem.
7. Why Caitlyn not buying QSS isn't the problem
This is probably the criticism I disagree with most.
I've seen a lot of people blaming Peyz for not having QSS against Renata.
But I think this is largely results-based analysis.
At a high level, ADCs generally aren't buying QSS simply because the enemy team has crowd control.
It's much more common when facing reliable, difficult-to-avoid CC that directly threatens their ability to play the game, such as Lissandra R, Annie etc.
Against abilities like Renata R, ADCs are typically relying on positioning, spacing, their own mobility, and their team's ability to create space.
And given the initial Elder setup, Caitlyn should never have been forced into a position where she needed QSS to survive Renata R in the first place.
T1 had the opportunity to establish river control, create a Caitlyn trap line, and force DK to approach through unfavorable terrain.
Instead, they gave up that positioning, allowed DK to enter the river, and ended up fighting from a much worse angle.
By the time Renata lands the game-winning ultimate, Caitlyn has already been forced to use both E and Flash in response to earlier threats.
The lack of QSS isn't what creates this situation. It's the series of positioning and macro decisions leading up to it.
How did T1 even end up in this position?
I also want to briefly touch on the earlier parts of the game, because I don't think T1 should have been in a position where a single Elder fight could decide everything.
There were several pretty significant individual mistakes earlier on.
In particular, Jayce's deaths on both top and bot side, along with Anivia's earlier death around mid, were largely the result of overly greedy positioning and map movements.
These weren't necessarily situations where DK made some incredible, unavoidable play.
T1 repeatedly put themselves in positions where they could be punished despite having control over the game.
Those deaths gave DK opportunities to stabilize and prevented T1 from converting their advantages into a cleaner victory.
The game becomes close enough for DK to win through one decisive teamfight partly because T1 repeatedly give them opportunities they shouldn't have had.
The biggest mistake wasn't how T1 played the fight. It was allowing DK to take that fight in the first place.
Feel free to disagree or point out anything I've missed. I've enjoyed the discussion on the previous breakdowns, and I'm happy to keep doing these if people find them interesting.
I was not aware anymore, that last year, in the 2-2 pool T1 secured their quater final spot vs Movistar KOI. Faker was the MVP with a 7-0 Azir in Game1 and a 6-0 Ryze in Game2.
KOI for sure grew up since them and will have a better chance of winning the BO3 this year.
Is MYTHIC SHOP "gatekeeping" Ashen Knight Pyke?
We are seeing skins that are in the mythic shop repeatedly, like senna, qiyana, jax, you name it. Some appear so often it's annoying. There are probably other skins that appear very rarely, but Pyke is for sure one of them and intervals of his appearances are so looong.
It can't be just chance that pick out these skins. I don't believe the process is completely random and if I'm not delusional I'd like to know how the process works of picking those skins for the shop. Do you think it's crazy or legit?
For context, this nami, went botlane ONCE, and it was do die to the samira, before that he was consistently at top or mid trying to take their CS, how is this not considered disruptive behavior?????
I'm sure this has been done before but I wanted to see the numbers myself, as I find this is generally the
more contested role.
I did only do options and not the ability to submit your own answers to avoid joke picks or useless picks. (I tried to include a lot of players though)
Who do you think deserves the title of the greatest ADC of all time?
In this pop-up, you can see the 7M giant LOL World Championship trophy, which is super eye-catchiing. Also, you can buy cool merch and take a picture in front of T1 and Dplus Kia player pictures! K/DA merch, t-shirts and other stuff looks super cool.
I'm not saying if it was group stage things would've been different or even if we changed the format they definitely make it to knockouts but an LPL 1st seed getting sent packing in just 4 games is insane they played the same amount of games in just the LPL grand finals alone
Being on elimination point after two whole games is excessive as hell it heavily punishes teams who could just be slightly slow to a meta read and puts them under extreme pressure almost as soon as they arrive to worlds
idk what the solution is but i would definitely like to see way more games in swiss stage and before somebody says it i'm not an AL fanboy.. i dont really care about lpl teams
edit: im saying that being on elimination point after 2 games and going home in just 4 games is the problem not that al had any chance of winning in another format or groups was better/more forgiving or that swiss is inherently bad just that i would like to see more than 2 games before a team needs to worry about elimination
im not engaging with people who cant read the first sentence of the post or somehow divined from this that i think groups is better/swiss needs to be a 100 game hand holding contest
I have built an app named Worlds Atlas: Esports, a completely free, fan-made League esports companion for the web and iOS and it includes hupu ratings! (https://worldsatlas.gg)
I've been playing League since 2013, when I was in high school playing AP Master Yi mid. I then moved to the US and have kept watching Worlds every year. I cannot imagine it has been 13 years ago now and wanted to treat something back to the community.
I built the app/site around three use cases: figuring out when the next series starts, checking the schedule without accidentally seeing results, and following a match when watching video isn't practical. I also built a virtual match watch room for friends to join the same space to watch the game (still in Beta).
For supported matches, the feed combines AI-assisted event descriptions with images and GIFs. Updates are delayed, with a target of roughly 90 seconds; they can fall behind. Coverage can be partial, translations may be incomplete, and mistakes are possible.
I specifically added Hupu ratings for I love their comments. You should be able to view Hupu ratings in English almost instantly after the match completes!
Hupu player ratings — screenshot
Thanks for taking a look!
My tech stack: Cloudflare, Gemini, DeepSeek, Google Cloud, and a local Mac Mini.
Riot's matchmaking focuses on hitting a pre-game predicted win rate of 50%, but that metric does not translate into games that actually feel fair. The distrust players feel toward matchmaking isn't just emotion or bias. It comes from this gap.
**1. A 50% predicted win rate only means something if MMR is accurate**
The predicted win rate is calculated from the MMR difference between teams. But MMR is a single number per account, so it can't account for game-specific variables like being autofilled into an off-role or playing a champion you have little experience on. When these variables are in play, a game that's 50/50 on paper can be heavily lopsided in reality. The feeling of fairness comes from that 50% actually showing up in the experience of the game, so if the experience consistently doesn't match, that's a reason to question how accurate the prediction is.
**2. A real example**
For 6 games in a row, the three upper-side players on my team (top, jungle, mid) each went 0/5 within 14 minutes, for a combined 15 deaths. One person's experience can't prove anything about the whole system, but it's fair to ask whether games like this happening back to back are consistent with a "50% predicted win rate."
**3. Speed is being prioritized over quality**
Riot has openly acknowledged that it trades off match quality against queue time. The longer the queue, the wider the acceptable range, and the lower the quality of the match. A large part of the unfairness players feel likely comes from this trade-off.
**4. The only tool players have is punished**
The only way to avoid a low-quality game is to dodge, but dodging and failing to accept a queue come with stacking penalties of up to 12 hours. I understand this is meant to protect queue times for everyone, but the result is that players end up bearing the cost of matchmaking quality problems.
**5. Distrust grew as transparency disappeared**
In Seasons 1 and 2, the matchmaking rating was visible, so players had a basis for understanding their matches. Since the tier system was introduced and MMR was hidden, players have no way to check why a match was made the way it was. Even if the system is fair, distrust won't go away if it can't be verified. Hidden adjustments like the duo queue penalty, which were only confirmed after the fact, make this distrust worse.
**6. Riot already has tools to correct for uncertainty**
For accounts doing their first-ever placements, Riot estimates starting MMR using normal game history and allows larger MMR swings early on, correcting for the fact that the account's MMR isn't accurate yet. By the same logic, similar corrections could be applied to situations where MMR is likely to be off from actual skill, like autofill or off-role games.
**What I'm asking for**
- Stronger matchmaking adjustments for autofilled and off-role players
- At least minimal transparency, such as per-game predicted win rates or match quality metrics
- Reduced penalties for dodges with legitimate reasons, such as being autofilled
Riot is hiding the consequences of its own incompetence in matchmaking by imposing harsh sanctions on its players. It is truly something the Communist Party would do.
Forever ago I made an alt to try to learn Kalista. One of the most common suggestions is to use attack move on click.
My understanding of attack moves logic is this;
Move towards point. AA things as they enter range. If something is outside of range a bit, move towards it till it's in range. If no units are in range, move towards point until you reach it or there is. DOES NOT move in between autos. DOES prioritize units near the attack move location, making you AA casters and ignore melees if you A move towards end of wave. This extends to VERY far distances, completely ignoring minions all together if you A-move NEAR a valid target still within vision (like on a ward) pretty far away.
Since its only one input, Kalista will only use her passive hop on the first auto of the input, needing you to keep doing it to keep hopping. If you want to hit a specific enemy in a group of minions, you have to A-move towards it - which a lot of the times, I feel I should just be doing it the old fashioned way in that scenario then, bit I digress.
If there are units just outside of range and I A-move, she runs to them, autos, hops back if I was giving a movement input. Sometimes this screws me but I understand the internal logic; she's moving to get into range because there's an invisible circle that dictates that movement from an A-move input. The answer would then just be to move normally. Easily workable.
Sometimes, however, an enemy champion will be in range, closer to me than the minions, and I will A-move backwards, away from them, only for my character to run TOWARDS and then PAST them, to hit the minions.
If I was A-moving towards the end of the minion wave, I could rationalize it as "Well it's prioritizing the targets closest to the input location". But it's not, they're further than the enemy champ. It also cant be trying to put me in range, because there IS someone in range, and its ignoring them. I have tried the 'only target champions' toggle and it makes no difference because A-move will still hit minions. The time between AA's has no impact either. It's just a raw targeting problem and I have no idea what causes it or what to do about it.
I've been watching a lot of people with custom skins/chromas and I wanted to get a few of my own but I was worried about getting banned and losing my account as I only have the one, is that something I should worry about? Should I just ignore custom skins in general?
[W] The Call of the Pack bonus AD total AD ratio increased 20% >>> 22%
Rumble
"Rumble has been one of the strongest champs in Pro Play, but now that Pro Play patches are done, we're giving him a bit of power, as it's not like he's overly strong in Elite play either"
[R] The Equalizer AP ratio per tick increased 8.75% >>> 10%
"Our previous Smolder buff was a bit less impactful than intended, so we're giving another follow-up buff
He's been a bit weaker, especially after the adjustments to Deathfire Touch"
[W] Achooo! explosion base damage increased 10/35/60/85/110 >>> 25/50/75/100/125
Viktor
"Viktor's nerfs last patch overshot a bit, but we're happy with the power redistribution to make his mobility (base movespeed) a bit worse
This emphasizes his weakness of walking around the map unassisted, but in return pays for the power budget of his strong laning and good scaling
As a result, we're not looking to revert either of his patches from last patch but give him power back in some of that scaling power"
HP per level increased 100 >>> 105
[R] Arcane Storm initial conjure damage AP ratio increased 50% >>> 60%
Zaahen
[Q] The Darkin Glaive cooldown reduced 10/9/8/7/6 >>> 8/7.5/7/6.5/6 seconds
>>> Champion Nerfs <<<
Locke
"We've been trying to fine tune Locke's strengths and weaknesses post release and don't think it's too far off
One place we think is a bit off though is how much damage he gets, especially early from his Q, so there's a decently sized nerf here (keep in mind that this stacks up to 3x and is increased by 40% for 3 stacks to be ~30 dmg nerf at max)
The other place that we think is a bit off is Locke's W Movespeed
This nerf will make the spell a bit more windowed while trying to retain satisfaction while it's active and making it a bit more costly to spam while running around the map"
[Q] Ritual Nails base damage of Soul Nail stacks consumed reduced:
One stack: 18/26/34/42/50 >>> 15/22/29/36/43
Two stacks: 43.2/62.4/81.6/100.8/120 >>> 36/52.8/69.6/86.4/103.2
Three stacks: 75.6/109.2/142.8/176.4/210 >>> 63/92.4/121.8/151.2/180.6
[R] The Box base damage reduced 250/400/550 >>> 200/350/500
Yasuo
[Q] Steel Tempest total AD ratio reduced 105% >>> 100%
>>> Champion Adjustments <<<
Mel
"Mel's mini-update will be Live on Patch 26.22
When we released Mel, we intentionally went for a new ability that was pretty ambitious; we like to try to push the boundaries with new champions and mechanics to give players new puzzles to solve with each release
After being on Live for a while, it's clear that many players feel that Mel's reflect was too frustrating to play against
There are things in League that are allowed to be frustrating, as that can create a feeling of triumph when overcoming it and challenging players to grow, but there are some things that are too frustrating even given those upsides
Realistically, every champion should have something that they do uniquely that other players might feel is frustrating
So we're reworking Mel's W to keep the feeling of destroying projectiles, but not have it hard counter some subsets of the roster
We tried many versions of Mel's W that tried to retain the reflect, but we couldn't find one that would hit the mark for Mel players and would be satisfactory for opponents
We know this is disappointing for Mel players and we're sorry we couldn't uphold this end of the contract with you all
That said, we hope this will allow Mel to be balanced at relatively higher resting power levels and be more effective for Mel players"
Base HP reduced 630 >>> 590
HP per level increased 99 >>> 107
Armor per level increased 5.2 >>> 5.4
Base AD reduced 54 >>> 52
Attack Speed per level increased 2.5% >>> 2.75%
Base Mana reduced 480 >>> 455
Mana per level increased 28 >>> 38
[P] Searing Brilliance adjustments:
Base damage reduced 8-30 (32.59 at 20) >>> 4-30 (based on levels 1-18, linear, 33.06 at 20)
Cooldown now reduced 0.5/0.625/0.75/0.875/1 second if volley hits an enemy champ once
Mana cost reduced 70/75/80/85/90 >>> 65/70/75/80/85
Missile speed reduced 3800 >>> 3200
[W] Rebuttal changes:
New ability: Mel unleases a refraction nova that destroys enemy projectiles it collides with, within 400 units. Mel retaliates for 35/40/45/50/55 (+10% AP) magic damage. Subsequent retaliations against the same enemy deal 5/10/15/20/25 (+5% AP) magic damage instead (capped at 7 instances). The nova also grants 50/80/110/140/170 (+50% AP) Shield and 10/15/20/25/30% (+4% per 100 AP) bonus Move Speed for 2 seconds to Mel and her allies.
Mana cost reduced 50/60/70/80/90 >>> 40/50/60/70/80
[R] Golden Eclipse cooldown reduced 120/100/80 >>> 120/90/60 seconds
>>> System Buffs <<<
Overlord's Bloodmail
"Overlord's Bloodmail has been pretty weak overall and it's pretty hard bound to Sett as currently tuned
We're looking to try to buff this for other users who should be interested in an item that converts Health to Damage (Mundo, Sion), but some aspects of the item make it too Sett skewed [eg. the missing HP portion]"
AD increased 30 >>> 40
Retribution bonus AD total AD ratio reduced 0-12% >>> 0-10% (based on your missing HP 0-70%)
>>> System Adjustments <<<
Doran's Bow
"Doran's Bow has been a bit too strong relative to Doran's Blade, especially at higher levels of play
So we're looking to balance out the relative tradeoffs of the items a bit
We're overall happy wtih the direction of how the tradeoffs are playing out though! Just that the magnitude is a bit off"
i know everyone's been talking about this but i gotta do it too lmao.
okay, just wanna talk about how k/da has been weirdly treated in-game since the start, as the biggest fan lol. i really am a huge fan of their music, the whole concept, the skins, everything. i was always confused tho about how they could produce a whole animation-quality music video, as well as some visualizers for the second comeback, and then just give them epic skins like it's nothing? i feel like it would make sense for them all to get legendaries, but i guess they wanted to make them more accessible to everyone, which is fair.
but now, this time, it's even messier. the music video is literally BREATHTAKING. it's one of the best things i've seen, not exaggerating. the music and production are FLAWLESS. literally, the song is one of their best. the b-sides are also really fun, but firestarter obviously takes the throne. and yes, i miss madison so much, but i'm not gonna talk about it since everyone's already done so. full respect to sophie tho, i enjoy her voice too!
now they've decided to complicate things... two members get an epic skin, one gets a legendary, and one is completely locked behind a gacha system. why separate them like that? the shared splash art was very confusing at first, but i've grown to accept it. at the same time tho, akali being in the shadows and having a different splash art feels so inconsistent and wrong (i'm upset because i'm an akali main and have literally been waiting for this comeback for 6 years)
not gonna talk about the hitmaker gacha evelynn skin. it's a cool concept, definitely a connection to the "girls" song with dj sona, which we'll learn more about when the mv comes out. but it feels like an addition, even tho i'm against all the gacha sanctum stuff. okay, i can get behind that, BUT NOT MAKING AKALI'S SKIN AS ACCESSIBLE AS THE OTHERS IS CRAZY. and the saddest part is that it'll sell, but they could've just given them all legendaries. also, akali's being a variant of true damage while having completely different models and animations, whereas hitmaker evelynn is lowkey just a chroma, is crazy.
the akali skin is amazing, i cannot lie. i literally have no complaints, i love it so much. ahri's has a nice model, but i do agree with other people that they could've made her tail more fiery. kai'sa's skin was very weird at first, but i'm glad they fixed the hair color, eyebrows, and eyes. they also incorporated the heat texture into her recall and abilities more. evelynn's is nice, i like it, but nothing breathtaking tbh. and she's also a very random pick for a legendary because i felt like this era is very kai'sa- and akali-focused, at least when it comes to the title track.
also, why does wild rift get separate splash arts?? kinda makes no sense. and okay, i understand the business perspective behind making skins exclusive to another game to encourage people to play it. i'm not even mad about that because i actually like the firestarter looks more than the heatbringer ones. i'm just confused about why they have separate splash arts in the first place?
and the prestige evelynn skin on wild rift makes zero sense. there's literally no correlation whatsoever to the concept. they just made the wild rift stuff look kinda cheap tbh. even the splash arts don't hit as hard.
(i know it's not that deep, they're just cosmetics in a game, but like, they can do so much more/better with them and they just choose not to 😭)
First to preface, league for those who don’t know already had a 6v6 mode which ended due to lack of engine support mainly. Meaning 6v6 will be able to return after the client update.
I have an idea that i think makes 6v6 a viable fun mode which solves problems from 5v5 let me explain,
The rules of summoners rift remain mostly the same. However a new “hunter” role is added. This role essentially is another jungle however, they do not need to farm camps.
To solve the problem of hunters overly pressuring or camping lanes could be to give them their own objectives.
One objective idea could be to invade a marked enemy jungle camp.
Another objective could be a new neutral river camp.
Another could be a hunter only objective in the top lane alcove and bottom lane alcove too.
Think about the plays you could make it would be so much fun.
Thats where my ideas end, i would love to hear any thoughts or additional ideas to the mode.