League of Legends - Free Talk Friday - November 10th


Free Talk Friday - November 10th

Posted: 10 Nov 2017 01:03 PM PST

Hey there /r/leagueoflegends! It's late but it's here - this week's Free Talk Friday thread! Hope y'all have had a good week! <3

Preseason is here! And with it comes a plethora of wacky innovations, busted combinations and misguided setups. I've been trying all sorts of things, like Kleptomancy GP (I got an Elixir of Skill at level 4!!!!) Predator Rengar (FAST CAT ACTION) and Electrocute Zed (It's T-Lord's older brother), What have y'all found success with? Let's hear it!

With the Preseason comes the IP to BE change. Sayonara, Influence Points, I hardly knew ye. Blue Essence (other than being a kickass band name) is the new deal we've got now - managed to snag anything special? I'm still on the fence about Urfwick - it's so good but 150k BE is a pricey pricey asking. (Also, there's a ton of math that hurts my brain to read. Keep talking about it though, iteration is good!)

Sorry bout being a lil late this week! I'll leave the thread up a little longer so you won't miss out too much. Anywho, that's it from me! Same deal as always: talk shop, play nice and have a good weekend!!

PS, Vote Battlecast Illaoi!

submitted by /u/IcyColdStare
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Paths to Victory: Disco Nunu - League of Legends

Posted: 10 Nov 2017 08:16 AM PST

Slightly off topic, but 2-3 games a day is not "casual".

Posted: 10 Nov 2017 04:05 AM PST

I don't want to join the debate about IP/BE, champion unlocking ecc.

I want to speak about something else, which is pretty clear from the title.

Both Riot and large part of the community seems to promote the idea that 2 games a day is casual which I find kind of arguable.

First of all, 2 games a day (including launching your pc, client, joining lobbies, eventual remake or leave in champion select, a bathrooom, drink, social media break) is in my opinion around 2 hours of time.

While I do not consider this amount of time "hardcore" at all, I think that the audience of such commitment is much more easily to be found on this subreddit or forums, meaning people that care about League much more than the average and enter debates around the state of the League.

Most people I know in fact do not spend that much time here, and guess what, on average they also play less.

I myself have played more than 2000 games alone in S2 so an average of 5 games day per day, and that's what I could consider hardcore to be honest (it also had huge implications both on my social life and university career, but this might be a personal anecdote).

Considering the average person sleeps around 7 hours, this means that a "casual" commits 12% of his time during the year on League of Legends in Riot's opinion.

Really, 2 hours a day is "casual"?

Think of how many things you could accomplish commiting 2 hour a day.

If you meet somebody that spends 1 hour and half a day to the gym, would you consider him a "casual gym-goer"? I'm pretty sure you would not, in fact that's the time spent in the gym by only the very top percentile of muscle builders (excluded the very, very, very top, like Olympia athletes).

If you meet somebody that spends 2 hours a day learning a language would you consider it a "casual language learner"?

Even just for other stuff, would you consider somebody who commits to find 2 hours a day for reading a book something other than a pretty hardcore book reader?

Really, since when 2 hours a day has become being "casual"?

Casual is a person that plays League, when he can and most definitely not every day, and not two games a day.

Even just playing a single game per day is definitely not casual.

Casual is somebody who plays no game for days and then spends an entire noon playing it.

I am no fan of Blizzard's casualizing WoW but I gotta admit: moving most dailies on a week counter, well, that's helping the casuals, not expecting them to login every day. Just once a week or more for a longer commitment, meaning when they casually play the game.

Mind you, again, I don't want to enter the BE debate, but to consider even a one hour a day constant commitment to be "casual" feels distorting. Casual is not the right word: average is the best one in that case. Most people in my friend list in fact do play between 1 and 4 games a day, but they are definitely not casual.

TL;DR: Please, for the love of god, stop calling 2 games a day "casual", and call it "average" because if we keep giving the impression that "even casual players can eventually unlock at x or y speed most content" we're saying bullshit, because we're not talking about casuals at all.

Edit: Since people keep missing the point, I am not saying that playing 2 or more games a day is too much or automatically hardcore, I am advocating that it's "normal", "average", "regular", but not "casual". Casual plays when he can, regular plays regularly. It's not Carl the Casual getting the first win everyday but Carl the Regular. Real casual players do not get the first win every day. Maybe regulars do almost every day, but casuals no. There isn't just hardcore and casual, there's also normal. How can a person playing 2 times a week or less, a real casual, can find himself reflected in Riot's casual definition? Riot's Carl is pretty committed to get the first win of the day pretty much every day, which means he ain't no casual.

submitted by /u/ep1939
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OP.GG - We've renewed our Champion Analysis for preseason, with the data for new runes applied!

Posted: 10 Nov 2017 12:19 PM PST

Hello r/leagueoflegends!

We are OP.GG and we just wanted to give you a quick update on a small, but redesigned feature everyone has been looking for - Champions Analysis for Season 2018.

As we all know, this pre-season is quite hectic with all the new runes. Even for us at OP.GG, we are asking questions like "who in the world uses these Inspiration Runes?" or "what does the same thing as ThunderLords?" and even "what do I need to take to deal the most damage possible with my Mid Sona?" (yes, we have some interesting League players over here).

To help us all out, we have updated our Champions pages!

By clicking on our Champions tab you can check the pick rate and win rate of different runes for each champion. We hope this helps you find efficient, new, or fun rune paths, and most importantly, we want to feed your cravings for that sweet LPs. Thank you all for your support of OP.GG, and we are working hard on adding new data and features to help you out on the Rift. We will keep you updated whenever we have something new.

submitted by /u/officialopgg
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First win of the day awards should be given when you win the first game of the day, not the first of the last 24h.

Posted: 10 Nov 2017 06:54 AM PST

Since i started playing way back in the days I have been wondering why it is called first win of the day bonus when in fact it's not. Sometimes after a couple of days of not playing i play in evening and the following day also have a chance of getting a game earlier in the day, however I won't be able to get the bonus due to the time of which it was obtained the day before, and therefore i will gain nothing when i win the first game of the day.

Am I the only one thinking it would be nice if the bonus was actually given when the first match has been won?

I know it's not a major issue, but it could easily be changed =)

Edit: In the comments i generally see two arguments against my proposal:

  1. It shouldn't reset at 00:00 as that would result in two of these quests completed in a row

The reset could be early in the morning like 05:00 where i suppose a very small amount of players play their first game.

  1. People live in different time zones

One way to prevent that the reset time is unfair to some, could be by lettings players choose their timezone (there might be some way for Riot to figure it out without asking i guess, definitely not an expert on this) - which would then depend on this trustworthy and honorable playerbase. I must admit I'm not sure what would be the best solution on this one - gonna let the Rick and Morty fans in the comment section solve this one for me.

submitted by /u/TheHawkOfDenmark
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YamatoCannon AMA

Posted: 10 Nov 2017 09:29 AM PST

Hello ladies and gentlemen,

I am YamatoCannon, headcoach of Vitality, formerly known as the headcoach of SPY and ROC. I played in the LCS and with a lot of big names on different teams before coaching and I have also spent a lot of time on various analyst desks talking smack. I am currently in the midst of forming the roster for the upcoming season in 2018 and I am here to answer a total of 500 questions. I like to do things properly and do them well and I have noticed a great deal of "bad" AMAs, so here is my pledge - I will answer a total of 500 questions.

Recently I reviewed every single game at worlds (80) except 1 (G2 vs FB Yasuo Fiesta) and I announced that I am going to donate the revenue from Youtube during the timespan of worlds to charity. I will continue to raise money throughout this AMA as I will stream the AMA live on: www.twitch.tv/yamatocannon - I have struggled to choose which charity to donate to because there is so many different great causes, please give me your suggestions and maybe we could reach a conclusion together.

Please feel free to ask my anything and your question might be one of the 500 I will answer! I will start answering questions 20:00 CEST.

Disclaimer: I will answer all the questions as we go on, if I cannot do all of them today I will continue tomorrow etc until we reach that number!

submitted by /u/YamatoCannon
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I hope missions in the future wont force us to use specific summoner icons

Posted: 10 Nov 2017 03:01 AM PST

With new new Mystery mini icons, ultimate skin icons, event icons and so on, there is allot of room for people to use different summoner icons. But whenever Riot choose to make an event, they force everyone to use the same icon, and it really grinds my gears.

submitted by /u/Ketieful
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SSG CuVee: "As soon as I won Worlds, I thought, 'Hmm... so how much money did I just make?'"

Posted: 10 Nov 2017 09:03 AM PST

Hello Reddit, Maxlore here. Posting my first youtube video here to get my channel rolling. Tell me what you think!

Posted: 10 Nov 2017 02:34 PM PST

There should be a rune which give a extra slot for control wards

Posted: 10 Nov 2017 05:35 AM PST

Now with the new runes we got introduced to the new keystone predator which gives ur boots an active. i think there should be a rune that gives ur boots a charge up for control wards so lets say when u get ur tier 2 boots they gain the power to hold the control wards u buy as an extra inventory slot or something like that

submitted by /u/EmSang
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Faker's last look on the summoners cup

Posted: 10 Nov 2017 11:37 AM PST

Taking Hexflash puts you at an Inherent Disadvantage.

Posted: 10 Nov 2017 01:01 AM PST

If you flash, the icon flash is in is replaced with Hexflash in the tab menu in-game. This let's the entire enemy team know you don't have a reliable escape, and even tells them when it comes back up!

I personally have not taken Hexflash, but a few have on the other team in my (way too many) games since preseason. As someone who plays a lot of Rammus, it's super useful FOR ME when an enemy mid laner takes Hexflash because I can track their flash.

submitted by /u/FrederickOfPrussia
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Xayah can't attack GP's barrel when she has feathers up

Posted: 10 Nov 2017 04:57 AM PST

As the title says, Xayah can't attack and destory GP's barrels when her passive feathers are up, but her normal auto attacks is able to.

Proof

Just ignore Sneaky's voice in the background (was watching his stream)

submitted by /u/SlorupTheRebel
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New Runes Experience suck and how to fix it.

Posted: 10 Nov 2017 07:49 AM PST

Hello, As the runes are out now for some time, I decided to sum up all the points why rune experience is bad and how to improve it. I am not going to talk about runes themselves and their balance, rather the experience of choosing them, having pages of them and trying to set them in pick phase. In this iteration, runes are confusing, struggle to navigate and set up, which leads to many players not being able to set them in time.

In their current iteration, runes suck in terms of user experience. RIOT clearly aimed to make them look good, and sacrificed alot of user experience in the process.

Here is all that is bad with them:

  • Players only care about them looking good for the first couple times, then they focus on the usability aspect more.

  • They feature alot of visual noise. This hinders the player's ability to make decisions quick because they are distracted.

  • It is hard for players to set up reference points to quickly swap between runes, as the unused trees are always hidden behind additional click

  • It is tremendously hard for players to quickly compare the masteries, as they have to reselect to that tree to even see it's runes, which also resets your already chosen runes.

  • If players only want to swap primary tree, it will reset their secondary runes as well. This means that they have to set runes all over again.

  • Making new runes on the fly is hard, at the moment it is created as some weird copy of existing preset. This means that when you make new runes, you have to wait first for presets to load, then you have to choose some and quickly edit the main masteries and secondary tree. If you at this point decide you want another primary tree, you are forced to re-do this process all over again.

  • You are limited to 2 custom rune pages. Seriously RIOT wtf?

  • You can't delete preset rune pages, as they are used to create new pages somehow. This leads to more confusion when picking runes inside lobby.

  • You cannot see all the runes at once, making it almost impossible to quickly compare and theorycraft on the fly (especially neccessary inside champ select).

  • All the animations add deley before you can set your runes. This wouldnt be problem if you saw the runes, because you could "buffer" mouse clicks. Now however, you have to wait for animations to finish before you can put points inside runes (even on Potato Mode).

  • Forgetting to use even 1 rune renders the entire page as invalid. In such case, your previous valid rune page is used, or preset page for the champion is used. This means if you play ADC after you played mage and you forget to fill 1 little rune, you end up with Arcane Comet on the lane.

  • There is alot of unused space in rune pages, which are only filled with rune emblem. This is pointless for players after certain time, as they now focus more on usability then visual side.

With all this, it seems to me as RIOT released the runes straight from deisgners, without running it first through the User Experience team first. I brainstormed on how the experience could be improved. I ended up using some elementss from previous mastery pages, as they were really good in terms of presenting you will all your options and allowing you to quickly navigate and switch between your options, as well as visualy providing you with reference points on what you can and cannot do at the moment.

Here are main points of how to improve the user experience:

  • Players need to be able to see all their options without having to click unnecessary amount of times.

  • Creating new rune pages must be quick, so that players can spend more time on weighing their options (as opposed to waiting for animations)

  • Creating new rune page should be from scratch, and the preset runes only confuse players when they know what runes they wanna go for.

  • Creating more then 2 custom rune pages is necessary. (I used to have 1 mastery page in S6 and edit it on the fly, but editing runes in this iteration is so bad)

  • Deciding to switch your secondary tree shouldn't affect your decisions in primary tree, and vice-versa.

  • Preset rune pages lead to confusion. Players should be able to delete them.

  • Rune pages must not feature any visual noise. They must have easy to set up reference points so players can navigate them with ease. (This means they should ideally be always in same order, and on the same position.)

  • Players should be able to advance their choices, and if the animations aren't completly finished yet.

  • Making an error should be easy to fix, and shouldn't punish player by forcing him to re-do his page all again.

  • Players must be able to switch they keystones and secondary trees on the fly, without unnecessary clicks.

So I decided to design the rune page myself. Here are some examples of my designs, what scenarios they illustrate and what they improve over the current implementation.

Exhibit 1

Players have all their runes set-up properly. At this points, they can see all their other options, and they can decide for these options if they want to. They are also clearly shown which tree is their primary, their keystone is highlighted. Their secondary tree only has little accents like colored text and colored-up runes (as oposed to inactive trees). This helps players understand, which tree is primary, which is their secondary, and which trees are left unused. Notice the little X marks in the corner, which allows players to easility wipe that tree (to start again or choose another tree)

Exhibit 2

Players have just reset all their runes or started a new rune page. None of the trees nor keystones are highlighted yet. Players can still quickly compare all the keystones and which sub-choices they offer, compare them without having to devote to any choice yet.

Exhibit 3

Players have just chosen their keystone. The entire tree is now highlighted to signal that it is the primary tree. Players can now choose their secondary and primary masteries.

Exhibit 4

Players have their keystone set-up, but still didn't decide on their talents. As they already have chosen their keystone, then can now choose the secondary tree and return back to primary later. Notice how the sencodary tree is only subtly highligted with colored title, colored masteries and brighter description text. This is enough to communicate to player that this tree is an active one, but it still differs from primary tree, to communicate that this tree is not a primary tree.

-OR-

Players have just swapped their keystone to one inside precision tree. This has reset their choices inside Resolve tree, but it didn't affect their secondary choices. Players can now put more points into their primary tree, or they can continue with their comparisons.

If players clicked the Lethal Tempo on accident, all that it takes to return back to their original Resolve-Sorcery configuration is 4 clicks (Resolve keystone + 3 choices). This mistake didn't affect their secondary choices.

Exhibit 5

Players have set-up their primary tree completly. The now have the option to choose their secondary tree, use keystone from different tree, or further configure their choices inside the primary tree. If they are deciding the secondary tree, they can see all the bonuses under the tree titles (I forgot to include this), and they can easily visualise what choices will be unlocked by which tree.

The main advantages of my design are: Being able to compare all the choices, Runes are not gated behind unnecessary animations, Players are not punished for misclicking to wrong masteries, Players can easily reset their trees or entire page completly, All keystones and masteries are always shown on the same spot helps players set-up reference points and memorize them.

Players can also make more then 2 pages or delete the preset ones, to further set-up their runes to their convenience.

Having invalid choices in the rune page will result in players playing with such invalid choices - if they only choose 1 rune in their secondary slot, the 2nd one if left blank. Players will go into match with choices THEY made, and won't be defaulted to previous pages and default page - those often carry more choices that players don't want, leading to bigger frustration then missing out on 1 rune. Swapping runes inside champ select is now easy, as runes are not hidden behind additional mouse clicks, animations. Players can muscle memory their most used pages and set them quickly, without having to wait for the runes to show up in the first place (like S6 masteries). Then they just click save and continue in champ select.

TL,DR:

Runes are hard to navigate, I made it easier. This makes it quicker in champ select.

It's difficult to compare your options, I made it easier. This makes it quicker in champ select.

Runes were confusing, so I designed them with reference points in mind. This allows you to quickly select remembered patterns.

Runes features alot of unnecessary visuals and animations, I got rid of them

Link to Imgur album

Thank you and I will be happy to receive your input on this. Just to state I have powerful PC, and I don't have problem with animations lagging me out, rather that they were put the in the first place. It would also be nice to hear from someone in design, why they made such choices. RIOT clearly went for the nice looking design, but people in champ select or after many games focus more on the ease-of-use aspect then visuals. Happy to hear your opinions on this!

EDIT1: It appears the rune page limit is 2+amount you have purchased before. Still, people should be fine with only 1 page if the switching was quicker and easier.

EDIT2: Adressing the "3 days is not quite some time". We have had chance to play with this exact design of runes on PBE for little under 2 months now. I recognize this feels fresh for many players at the moment, but many players had time to figure out the querks for quite some time.

EDIT3: Grid mode is fine, but it doesn't do anything if you wanna compare runes between different trees. This requires you to change to that tree before you can see it's options, and resets your current choices.

submitted by /u/Jackar1
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A new player needs to hit at least level 322 in order to get all champions

Posted: 09 Nov 2017 08:42 PM PST

Current cost for all champions: 538,350 BE

Current BE gain: 910 non milestone level average then 2120 average every 10 levels

Only using champion shards to buy champs

  • Only buying champs you have the shard for decreases the total cost by 40% to 323,010 BE.
  • You will have lost the 20% disenchant BE from the shards you didn't disenchant adding 107,670 BE.
  • Grand total of 430,680 BE.
  • Using max BE gain (perfect capsule every capsule) you gain 13,380 BE every 10 levels
  • 430,680/13,380x10=Level 322 (This would require you get 1 of each champion shard then only 6300 champs in capsules, which to say the least would be a statistical anomaly)
  • Using average BE gain values above you gain on average 10,310 BE every 10 levels
  • 430,680/10,310x10= Level 418 AVERAGE

This of course is assuming you get one shard for each champion in the 322/418 capsules you will have received.

Choosing the order that you buy champs

  • Buying champs from the store requires the full 583,350
  • Max BE gain: 538,350/13,380x10= Level 403
  • Average BE gain: 538,350/10,310x10= Level 523

Both of these scenarios do not take into account the acquisition of champion shards from boxes.

TLDR: If you only get perfect rolls when you open capsules you can get all champions by level 322, if you get average rolls you can get all champions by level 418, if you only buy champions through the store and don't use shards it will take until level 403 with perfect rolls, or level 523 with average rolls.

Edit: See u/Dragongard 's full post or u/Jean-Hubert 's post to see how many games you'd need to play.

Another Edit: So initially i calculated that mystery champions (3950 BE) as being more expensive than a discounted 6300 champ (3780 BE). However, I forgot the cost of the champion shard in the calculation (5040 BE total)! Note: 4800 champs cost (3840 BE) with the lost BE from the champion shard so that is still not the quickest way. So now if you are able to get 1 of each champion shard, and then only 6300 champs in capsules, and then only get the 6300 champs when the BE store is available with the mystery champion... This makes the new lowest level for all champs LEVEL 246! Thanks for the input everyone who mentioned this.

submitted by /u/Rawkynn
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Top 20, Keegun, #1 Pantheon World, 3 Challenger Accounts, AMA

Posted: 10 Nov 2017 09:34 AM PST

Hi, reddit. I'm Keegun and I main Pantheon. For those that dont know me, I OTP this champ and was lingering around the top 10 for the majority of the winter/spring season. Recently I just finished the ladder with 3 of my accounts as Challenger and one as Master. Never would I have thought this garbage champ could make it happen but I've done it. This is my second ama that I've made here and since then I have gotten incredible progress. I reached rank 3 at my peak and for next year I'll be aiming for rank 1. (https://gyazo.com/9aa41d26279d7288a837126a12c40964)

Some vouches of my skill:

Most recent beyond the rift: Scarra https://clips.twitch.tv/TangibleFancyOwlShadyLulu

Doublelift: https://clips.twitch.tv/ResilientSpineyPheasantKappaClaus https://clips.twitch.tv/GiantSpoopyApeArsonNoSexy

My op.gg's:

Rank 19 Keegun 833LP: http://na.op.gg/summoner/userName=Keegun

Rank 39 KeegunS 702LP: http://na.op.gg/summoner/userName=KeegunS

Rank 116 Nugeek 500LP: http://na.op.gg/summoner/userName=nugeek

Master BoxeR KFC: http://na.op.gg/summoner/userName=BoxeR%20KFC

Twitch: https://www.twitch.tv/keegunlol

Twitter: https://twitter.com/keegunlol

Edit: forgot my guide http://www.lolking.net/builds/422204

submitted by /u/Keegunlol
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Why can't we just have the new rewards, with gaining a bit of BE per game?

Posted: 10 Nov 2017 01:28 AM PST

When I first saw the changes I didn't think they were going to remove the per game IP, I was under the assumption you'd just a small amount of BE at the end of each game instead of the IP.

Even if it's less BE than we got IP, I still think this might solve some of the issues we're having with unrealistic expectations on the amount of time someone would have to play to get a good champion collection.

submitted by /u/Wormy173
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I’m confused, when was unlocking champs not long and tedious?

Posted: 10 Nov 2017 05:51 AM PST

I've been playing since Preseason 3 and only just finished unlocking every champ, and that was only because of the extra 23k BE Riot gave me for that mission and the 6.5 mulitplier I got on my current BE. I'd still lack about 10 if not for that.

So forgive me for being confused, but so many posts are acting like unlocking champions wasn't always a grind. It always has been. People saying "if you hit X level, you'll finally get all champs!" and I'm over here like "I would have been that level years ago with how much I play, so sounds faster to me".

Criticisms are fine, but can we stop rewriting history?

submitted by /u/FatedTitan
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Eyes on Worlds: Episode 4 (2017)

Posted: 10 Nov 2017 10:00 AM PST

The NEW NA LCS will be announced soon - thoughts and expectations: Travis Talks

Posted: 10 Nov 2017 11:00 AM PST

Press the Attack breaks when attacking clones

Posted: 10 Nov 2017 02:46 AM PST

Hey all,

Yesterday we discovered an issue that, when it occurs, completely disables the Press the Attack keystone.

In short, if a clone expires with a stack of Press the Attack on it, then Press the Attack will no longer work for the rest of the game for the champion that has the keystone.

The video above details a few of the different interactions, but I'm sure there's more out there. Thanks to BlacksmithGod and Yeezus4 for helping test!

From our short experiments, this works on Wukong W, LeBlanc ult, Shaco Ult, Morde Ult and Illaoi vessel. It persists even after death, and affects any champion that takes the mastery. We tried it with Vayne and Gnar W passive, but those work as intended.

submitted by /u/Styluxi
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When you mute someone in-game they should stay muted in post-game lobby.

Posted: 10 Nov 2017 01:53 AM PST

I muted them for a reason: I don't want to interact with them. So I feel like giving them a platform to feel like they "have the last word" is bad for the game. There should be an option to unmute them post-game, if for some reason you want that.

Example for those that are interested: support holds me hostage in champ select, locks in Tristana and I don't want to give in to this so I pick Cait. Proceed to compete for botlane farm and somehow we win the game with Trist out-damaging me (also suiciding to achieve this) . I had muted this person from the start to focus on my game. Then in post-game they type "that's why you let me adc" followed by immediately leaving. I just tried to laugh it off but it is a bit tilting that they can feel like they got the last word like this.

submitted by /u/ljampophos
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Taking Hexflash Puts Rengar At An Inherent Advantage

Posted: 10 Nov 2017 08:49 AM PST

https://www.youtube.com/watch?v=UIO31FTHGQ4&feature=youtu.be

Super easy to do, and makes ganking mid possible without flash.

Hexflash > spam right click target > int > spam FF and ? pings :)

submitted by /u/Dekar173
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Quick Gameplay Thoughts: November 10

Posted: 10 Nov 2017 08:43 AM PST

If I can't re-roll champion shards anymore, then why the hell am I getting champion shards for champs that I ALREADY OWN!?

Posted: 09 Nov 2017 07:01 PM PST

Title, basically. Just leveled up to 31, got 3 shards, all for champions that I own. With BE disenchant being worth less, and the ability to re-roll gone, then what exactly is the point of this? I've been pretty understanding with most of the changes so far, but what the hell with this one?!

I don't even own a lot of champions, either, maybe like 50 or so.

EDIT: I see a lot of people complaining about the removal of BE after games in this thread, that is not my issue. While I understand the reasoning that says "just disenchant your champ shards for BE", that doesn't work when I'm getting 450 IP/BE champs that give me 60 BE for disenchanting.

My main point is i think the reward for leveling should be

A. Shards for champs you don't own, or

B. If you get a shard for a champ you own, it should be work a set amount of BE that at least somewhat makes up for that.

submitted by /u/CarnivorousGray
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Which champion would you love to have voiced for your GPS?

Posted: 10 Nov 2017 06:40 AM PST

Seen this thread around a few sub-reddits thought it would be a fun one here with so many different options.

I'd honestly have either Mordekaiser:

"YOU MUST TURN RIGHT ONCE FOOL."

submitted by /u/Calamity25
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