Category: league of legends (Page 90 of 163)

Player with 500 alleged leaves finally gets a ban

Banhammer.This is dumbfounding, but there’s also a lot of missing evidence so please, take it with a grain of salt. There’s a post on the forums right now asking that Riot “Free RickoniX,” a player who, according to the post, was recently banned for his leaves. How many leaves? Again, according to the post, more than 500.

From what little evidence can be gathered, it seems the account has been banned. There aren’t any games past November 23rd, and his ranked info has been deleted (I’m assuming. It also seems as though people know who he is, so this is either some highly forum troll work, or there’s some decent amount of truth to it.

Let’s leave the 500 number out of it for now, though. What’s an acceptable number of leaves? I’ve personally seen people over 100. So why aren’t they immediately banned. Even if 100 games is less than 5 percent of your games, as it would be in my case, why aren’t you immediately served at least a month long ban. I’d say it’s more likely than not you’ve ruined or negatively impacted a good 75 percent of those, in most cases more, which is just way too many. It would be easy to have some sort of ‘leave decay’ so that, should you stop raging or learn to manage your team or even just get a better internet connection, you could get back to playing the game without immediate threat of a ban.

To think that someone might be out there with several hundred leaves yet still playing the game is baffling.

My take on Summoner Flash

minotaur_splash_1

One of the first things you guys said on the patch impressions was that you were hoping Flash would get removed. I’m not a fan of Flash, but without implementing another Flash mechanic (like the Flash boots they made some time ago) I don’t think we’ll be seeing Flash disappear any time soon.

The problem is that just too many champions rely on Flash to effectively use their skills. The most obvious example is probably Alistar, a character for which Flash is all but necessary. And what of Fiddlesticks? Often by the time his ultimate is done channeling his targets are gone. The channel is also long enough that he can’t really afford to ult in the middle of a teamfight. The list goes on – basically any champion with an AOE ult could be in regular need of Flash. Think of ulting with Kennen just to see Shaco Deceive, Gragas Body Slam, or Kassadin Rift Walk.

Flash is definitely most frustrating when used as a defensive tool, but as an offensive tool it really improves the pace of the game. Imagine laning as Annie and just waiting for the perfect moment to drop Tibbers. You need an element of surprise, and Flash provides it.

I would love to see them change Flash so that it can’t be used when you’re considered ‘in combat.’ That would eliminate most of the defensive use and encourage players to keep it only for those characters who need it most. Without that kind of change, I don’t see Flash going away any time soon.

Heartseeker Strike may not have a balance point

Bondage Pantheon

One of the most fervently discussed issues for Pantheon players is the damage of Heartseeker Strike. When he launched it seemed to deal very respectable damage, then there was the period in which it could hit people for three quarters of their health at any point in the game. That was soon nerfed, to the point that most players didn’t bother ranking the skill past rank one, and then only to get the critical strike bonus. Well, it has been buffed again, this time at the cost of some Spear Shot base damage.

While it is nice for Pantheon to have the skill back to a level of usefulness, it’s also back to being extremely unfun to play against. The problem, in my mind, is that he has a targeted stun, which allows him to always land Heartseeker. With the new damage buff, he hits incredibly hard. As Shaco, I was getting hit yesterday for 700+ at level 15. With Aegis and Spear Shot in one rotation, that’s more than 900 completely unavoidable damage that comes, as is usually my problem, at very low skill cost. In my current game, I’m level 11 with nothing more than a BF Sword and Heartseeker hits for 700 damage on heroes. His ultimate does the same damage at that level and is infinitely more difficult to land.

I think Heartseeker is hard to balance for a couple reasons. One is that it basically stuns Pantheon, and during that time he can’t deal any auto attacks, so it has to feel ‘worth it’ to use the skill. Second, there’s the fact that it deals double damage to champions. I’m not sure why that has to be a part of the skill. Is Riot worried he’ll farm to well? That wouldn’t be as big an issue if Heartseeker didn’t hit so damn hard. Reduce the damage and remove the double damage component. Then he gets the gear to make the skill hit hard. The real problem to me, though, is that he can use it in conjunction with his stun. That’s why I don’t think there’s a point that it will feel okay to play against.

I think the guaranteed crit is kind of a cool mechanic, though, so I’d propose remaking the skill into more of a skill shot. What if Pantheon had a hook that was shorter range than Blitzcrank’s? The text might read as follows:

Pantheon attempts to impale an opponent on the tip of his spear, dealing attack damage and pulling the target back to his location. Pantheon’s next attack is guaranteed to be a critical strike and cannot be dodged.

I think you could even leave the current passive component in tact. It would definitely add some more flavor to his character and reduce the feeling that his damage is completely unavoidable. It would also give him some more tools to maximize his auto attacks, rather than encouraging a damage-only build.

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