I'm surprisingly on board and happy for literally everything they said. I'm sure all these new player mechanics are toggleable, just like jungle pathing recommendations. Good changes, there's no reason simple QOL updates shouldn't be in the game, these should have been done in 2018.
Yeah i have some friends that are learning to play and explaining and paying attention to anything they dont do is just a hard work Xd. These changes will definitely help them a lot
@@uncreativeperson8497 Wdym, it saves jungler one ping to do while dealing with invade. I see barely any skill in that, sounds like QoL to me, rather imagine we had voice chat, would you also say it removes skill because you have easier time communicating/altering your team ?
It’s really weird. They balanced the game and several champions around lethal tempo and nerfed them heavily. Then they suddenly remove it and forced to hard buff those champions to compensate. Now they are adding it back again?
tbf i dont think you can have jaksho and gargoyle in the game at the same time and be healthy. I also think 95% of playerbase can't use gargoyles at all or completely waste it.
chat not realizing he’s reading the “NEW PLAYER EXPERIENCE” section and complaining about “baby proofing” is hilarious edit: you're all very smart adding a jg combat ping will completely destroy high level play very true you are very smart LMAO
Seems exciting, especially item changes. The worst offender of item creep were DoT champion IMO. U get hit with 1 abillity and then u burn from 3 different items like what??
The worst is Ryalis. Slows are already kinda Op, but you have a DoT champ and suddenly you’re slow for 5 seconds on 1 ability. Especially with how much Tenacity was removed
Ngl some things, like the invasion stuff should probably stay in QP/Normals, awareness is a skill and you shouldn’t have the game be played for you. That’s just my opinion, I should be rewarded for noticing and backing up my team when the opponent is too focused on one thing
You still need map awareness to avoid ganks. It doesn't remove the whole skill just the part where your lack of it punishes other players. And falling behind because of your teammates mistakes is probably the most frustrating thing in League, so removing some of it happening to the least played role (especially in low elo where the change will have the highest impact) makes a lot of sense. It also adds some skill expression to jungle because you are less likely to get away with bad invades and have to pay more attention to the lanes states, so it basically just shifts skill expression from one role to another and from impacting your teammates to impacting yourself.
Nah it's a good feature since the Minimap is just shit at showing stuff, you can have two JGL fighting at red, but looking at the map you'll only see your JGLs Icon at his Red so you just don't care. OFC most also don't ping. It's near impossible to spot while trading an enemy laner.
I mean, it is simply an auto ping. So, it only really makes it so the jungle doesn't have to waste time pinging while they are currently fighting. I don't really see it as that big of a deal. It's not like it gives True sight on the enemy jungler the moment they invade. Only when the jungle engages, which is usually too late to rotate anyways
@@willtollefson4746 i don’t like how automatic this game is getting. They’re trying to make up things instead of just bringing voice chat for League. Autoping is just dumb, if u don’t see you’re getting invaded, u need to be punished
@celga4703 I would have an issue if it pinged a jungler that invades you on or even worse off vision. But this seems to only be when a jungler starts attacking your jungler in your jungle. Which I mean, it just saves your jungler a ping. I don't see how that is that bad. It doesn't really make the invade any easier to stop. Just means the jungler doesn't have to waste actions pinging instead of fighting
@@willtollefson4746 It seems like ur not a jungle player. Appearing or not appearing on the map is very impactful for the lanes on how the enemies manage pressure. If they somehow don’t see you, they can’t pressure without the fear of being ganked. This ping makes it hard to punish the lack of map awareness of the enemy team. It’s a skill, but now they are being pinged so they don’t need to pay attention to map anymore.
14:25 I feel like they should update how Shop works at this point. It's just better to be able to pre-buy items even when you're not in base. They can literally just apply this, so that you can buy items while you're in lane then just add it into your inventory once you get back to base via recall or walking up to the circle. Ofc make it that you can only pre-buy based on the amount of free inventory slots you have. This'd be more useful imo. 17:46 Top laners that counterpicked themselves in champ select and ended up 0/6; Junglers who will purposefully ruin your wave/smite your cannon after a failed gank; Mid laners who will purposefully not ping their enemy laner's roam despite knowing; Supports who will wait for enemy to reach 1% max hp b4 throwing their most damaging ability; ADCs who will run it down after having their kill stolen; can now press "i" to express their half-baked apologies to make transgressions even worse. This is an obvious mental exploit for players who want to piss off their own teammates, let's be honest.
3:30 I can already anticipate the problem with the mage item changes (might already start to see it in live game now that the 2 flat magic pen+AP options we have actually have a solid amount of flat magic pen now,) which is that most mages will actually prefer a bit of both over going full pen or full AH. The reason for this is pretty straightforward: cubic scaling will outpace quadratic scaling eventually. Or more specifically, stacking AH or flat magic pen will be weaker than getting a mix of both.
Personally I feel like LT was a staple on almost all my characters. The removal of it and Atk Spd as a whole being gutted made it feel like I had to one shot or build a way I didn’t like. I feel like theres 2 ways to healthily go about LT: 1) Doesn’t scale with lvl, and at max stacks it gives you more Bonus Atk Spd (30% to throw a number out there) based off the amount of extra Atk Spd you built while allowing you to surpass the Cap completely 2) make it scale again with Level, but instead of removing the cap, the amount of Extra Atk Spd built raises the cap higher instead of surpassing the cap all together. So for example (for the 2nd. Numbers just for explaining) Jinx builds a Zeal item, and it would allow her to hit a new cap of 3.00 without her passive. However, her mini-gun’s 130 Atk Spd Buff and her LvL 18 LT stacks would not contribute to it. So she could possibly have over investment (technically underinvestment) into Atk Spd, not being able to capitalize her stacks fully until she builds a 2nd Zeal item, which would then raise the cap to 3.50. This also sets a clear precedent that Atk Spd items going forward should deal less dmg, especially since Zeal items no longer have AD. It should be a TRADE-OFF rather than a dmg increase. Instead of saying the quiet part out-loud that On-Hit Dmg benefits from this, just let people Attack as fast as they want to
Problem remains the lvl 1, 1000 gold stat check of doom on champions supposed to be scaling champions for the... LATE GAME. Instead of having 5% lvl 1 per stacks it should just straight up be like Jax it's 2% and you get to 6 at level 18. Dmg amplification being 0% to 9% at lvl 18 for max stacks. So for example if i bush cheese with jax lvl 1 i don't get to just gain 21% attack speed with auto e auto auto and you just automatically lose the lane for my opponent cause now i can just all in while he didn't proc bone plating yet. That was the problem with this rune, it just became a stat check rune unrelated to your champion.
@@jeremiemarion3966 I feel like Runes are half the champion anyway bc notoriously Runes get nerfed only after champs who “shouldn’t” use them, use them. Fleet just got nerfed for this reason since Ranged were abusing it. As for “stats”, is Conquerer not a rune that stat checks, giving free Adaptive? Is that not why Darius, Garen, Kled, Riven, and other champs in Top Lane run it? So they can run you down and do half your health bar and heal off the dmg done? What about Commet? Are we ignoring that a Rune essentially does free Dmg just from landing 1 ability? On a short CD? Is a guaranteed hit on CC abilities? I feel like its such a weak argument to argue against LT. I’m not saying it was the most balanced but my entire purpose for running it half the time was bc I like to Attack Fast even if my Attacks were paper cuts, which the Attack Spd Cap ruins. Not to have x worth of Stats. Also lets not ignore the elephant in the room that Melees, especially Yasuo and Yone, abused it and were the ones who made it “problematic”. The simplest fix would have been to remove its synergy with Auto Resets, so it’s different from Conquerer in that way. Had they done that it would not be remotely close to the problem people say it used to be
@@zachtemoro2116 Yeah but adaptative stat isn't giving you 1k worth of gold level 1. That's why they gutted conqueror non stop cause it was indeed very strong but also the only rune that bruisers would and could take. You have no other rune and it scales with lvl. So why would they put back what's problematic about the rune which is unhealthy lvl 1 stat check that isn't good for trades because it literally removes your ability to overextend a trade gain prio and therefore punish scalers starting from lvl 1? The rune is good for a lot of champion that need to auto attack a lot don't get me wrong, but there isn't a single rune that gives you 1k gold lvl 1. So what's wrong about the rune and bad designe is what's put back into the game. Not the increased attack range for melees which help them get an extra auto off like trynd or yone. Which helps them do what they're supposed to. And not outscale every champ at lvl 1. That's the point here.
Or what if it would just increase your attackspeed from all sources by like 4% per stack and uncap attackspeed at max stacks? That way it would be a clear scaling rune for attackspeed builders. And if it's to weak because of early game they could add back like 2-3% flat attackspeed per stack so it isn't completely useless in early lane. Or if it's to strong on champs with attackspeed in their kit the % increase could only work on attackspeed from items/level.
9:35 A lot of on-hit champs *vastly* preferred LT to any other Precision option at the time Precision was removed. So they are the ones that are most upset and feel like they don't have a decent rune to take instead. Old LT gave to much AS too reliably with no real downsides or downtime, and having seen what the new LT looks like, I fear it will have the same problem (the *original* design for LT many years ago had it give AS for 6 seconds after a 1.5 second delay from dealing damage to an enemy champion, and then it had a 6 second CD after the AS ended. This was actually a great design and I'd love to see it return; it gives a window of power but also one of weakness so it's something both the LT user and their opponent can play around and thus promotes interaction plus the amount of AS is allowed to be quite impactful because it's window and not always available).
@@SwoggersLOL The AS only lasts 6 seconds, absent being locked down by CC, you can just run away until that 6 second timer is about to expire, then take a fight where they *can't* access that AS for another 6(+1.5) seconds. It's pretty fair to have a decent chunk of free AS gated like that. The 1.5 delay is to prevent abuse by people like Yi and Tryndamere that just dive in and try to outduel you.
@@SwoggersLOL Original version, for reference (had a 10 second CD too from V7.22): Passive: Damaging an enemy champion begins a 1.5 second timer. Upon completion, you gain 30% − 80% (based on level) attack speed for 3 seconds. Attacking a champion while the effect is active will extend the duration to 6 seconds. Lethal Tempo allows you to temporarily exceed the attack speed limit.
@@SwoggersLOL This rework in v11.23 is what broke the rune because the power was always accessible and never expired. It got no less than 4 separate nerfs to the provided AS after this because there's no counterplay to the power it provided: New Effect: Basic attacks on-attack against enemy champions grant a stack for 6 seconds, stacking up to 6 times. Gain (Melee role 15% / Ranged role 5%) bonus attack speed for each stack, up to (Melee role 90% / Ranged role 30%) bonus attack speed at maximum stacks. At maximum stacks, gain (Melee role 50 / Ranged role 100) bonus attack range and increase the attack speed cap to 10. Stacks decay by 1 every 0.5 seconds upon expiring. Cooldown: None.
@@Frightning true. The current rune is out of this world levels of broken. But the old rune was just as easily exploitable. Like, a single attack and you could INSTANTLY get 3.5 attack speed AND have insane movement speed meant that you could kill anyone and anything after 1.5. easy. They should just remove ON-HIT, and make stacks scale with BAS
no he wasnt? we do have the same durability the difference is pacing. we scale faster therefor it feels like there is more damage u guys just hate to hate .
Phreak explained it in his videos. It's not that champion base stats are lower, it's actually higher. It's the fact that champions get gold and items faster.
@@oserodal2702 He also claimed in his videos that runes now have the same power as prior to runes reforged when we had runes/masteries, which is just straight up bullshit. It might be somewhat comparable to when we had keystones, but certainly not before we had keystones.
Unless youre mundo that got 10 kills in lane heartsteel itself doesnt do significant damage. Its just a health stacking item Its also not really a burst because it needs a ramp up
Tank should Tank and have their burn Item deal proper aoe damage. I can't play tank with everyone has % hp damage and % penetration, as a 3rd item options. I am a huge tank/off-tank enjoyer. And I want this class to make a comeback. Not this shit Garen who can spin to win with huge stats and kill you with 1 e rotation. But rather, your E should be helping your ADC while tanking 3 to 4 other enemy members
We defs need less one shotting, and the lethality items having all the shields and movement/utility that should be alotted for others is a problem. Riven setting the trends of mobility, one shot, all in, cdr, no cost, ability spamming and buffing all champs to keep up, leads to orn pure hp build auto attack dealing 730+ dmg, and no brain garen outscaling people with no work. Longer fighting is better when not everyone scales into late, and thoughtful itemization will also go MUCH further to fun strategy when this is the case. Games most fun when its strategic and not a fighting game.
Nering gold efficiency of items will make junglers even stronger. Red blue buff dragons and other objectives will be more efficient compared to items. High based stat champ will become broken, Darius and Garen come to mind as 2 examples, and infinite scalers will be crazy. This could also become a tank meta possibly because overall dps will decrease with haste reduction. Forcing your opponent to recall will be good enough and diving for the gold won't be as much worth the risk anymore. Anyway, just some thoughts, the game is in a weird state now, maybe big changes like these are good.
Why the fuck would they remove my biscuits for my Ornn... You litterally need the mana to win your lanes toplane. I swear only Ornn uses cookies and not for the health.
Sadly it’s been like this for years now, where they say good stuff in a dev blog video but their actions did not reflect those said words. Reading this dev blog it just looks like assassins especially AD will (again) be super strong while nerfing mages once more. That’s how I feel these changes will impact the game
They should've at least mentioned the attack speed cap removal on lethal tempo because the majority of the people who missed the rune wanted it back because of this
the "Don't forget your items!" QoL could've been SO much better by simply allowing us to pre-order the items in champ select alongside our runes and spells with a button next to runes/spells that opens a shop replica to pre-order.
@@athifim haven't consumed anything related to that game in 10 years, had no idea they had it already, I do know however that LoL has a lot to learn from the dota devs
Im kinda confused on why these changed come now, like the season has 25 more days, then ranked end right? and then soonish we will get s15 already, which was said to have some big changes, so do items stay or do they basicly just do these item changed for just a few week until s15? I guess time will tell
Imo most of these changes aren't big. The items nerfs are impactful, but if done correctly shouldn't change the meta massively. And the qol stuff won't make any difference, it's mainly here for new players (Arcane S2 will bring in lots of new players) Lethal tempo is a game changer, but that's nothing compared to the new map we got for S14, if S15 is similarly as big, it's fine.
@@soroushkowsarian3364 It's good for him early, sure, but he can't apply the on-hit damage nearly as well as typical on-hit champions. It'll really be about the numbers I guess, but I'm assuming the rune will be more about the on-hit and less about the attack speed
I hope they're not just gonna take away like 10% gold worth of stats and instead also reconsider some item passives, especially the dot items like Liandrys, Rylais etc that are just turbo abused right now, also just remove fated ashes already Also not a big fan of bringing LT back, you're probably still going to get 1k+ gold worth of stats at level 1 for no reason because they're gonna do the Riot special
6:20 Nemesis is so right that tanks suck. The class really only make sense in the support position from a team resource usage perspective, which is that feeding a tank extra resources literally does almost nothing to improve your chances of winning the game because as long as the tank is tanky *enough* to do their job, more tankiness doesn't make them any better at winning you teamfights or the game. Tanks probably need a class rework to give them better access to damage over time that actually scales somewhat with what they actually want to build so that they are more than just CC providers and damage soakers for their team. This also makes tanks feel bad to play even if they are impactful as a class because you're very dependent to get anything done and can't leverage any advantages you may be able to get with skilled play on your own (I don't think the class so be good at carrying, I just want them to be maybe not useless if they are somehow the fed member of their team in midgame).
They should add an item that's just Braum's doorshield that allows tanks to absorb projectiles of any kind, not just skillshots, but it doesn't reduce projectile damage at all. It should be a fairly cheap item, but also have low stats, since the point is to be a purely supportive/utility tool for the team. Or something idk. Problem with tanks is they don't actually tank for the team, you can just poke past them or dive.
@@tesserax8183 Item with an active that strong would be bonkers. I think DotA2 solved this problem by allowing supportive characters to still do moderate amounts of damage and be able to accomplish things on their own to an extent (I'm reminded of how much more fun playing pos 4 and 5 in DotA2 is, heroes like Snapfire just feel way better to play than any enchanter or tank in LoL and its because they can actually fight decently on their own but obviously much better with allies around.
I dont want it. Tank shouldnt do damage. You carry games by helping teammates and leading them, they shouldnt damage (even they already do). Specially people here saying supports should do damage. NO. You help your team do damage, its support skill exspression to help team do whatever they want and lead them when they cant. Adding damage will just make another boring carry with damage
@@Frightning Nah, just nah. Tanks shouldn't be able to do that much damage, but they do. They do damage on par with fighters despite being WAYYY tankier, and I'm glad that they're nerfing Sunfire next patch, as well as Thornmail damage scaling. Tanks should be made tankier, but have all their damaged significantly reduced. Make them true tanks, utility, walls that are designed to protect and help the team, not champions that can tank 5 players and still kill the enemy ADC.
@@tesserax8183 The problem with tanks do no damage and are just hard af to kill is that they will just be ignored as much as possible and once their damage dealing teammates are gone, they could have 100,000 effective hp and it wouldn't matter, they still just die because damage is what wins fights. Unironically, the best items to build on tanks outside of laning phase are Locket and Knight's Vow because those items actually help you keep your damage dealers alive.
as an old lethal tempo enjoyer the biggest reason i loved that rune was for the part that breaks the atk spd cap.. seems like thats not makin a return 😭
I think all of these “help me out changes” pinging your potions pinging your gold pinging your jungle invade. These should only be in normals games. And they should be absent in ranked.
i thought that ping system is more for laners that dont look at the map, since the jungler already knows hes getting invaded when hes getting beat up, no?
They're adding it because nobody wants to play jungle. Nobody wants to play jungle because getting your ass beat by blind teammates who refuse to use their brains is incredibly tilting.
yeah im definitely quitting they said it themselves that they want both movement and actions to be slower, but that just doesn't sound fun for anyone..
9:43 aphelios i felt i just did not like him anymore has i did not get any range ot fight some of the longer ranged adc's and made me hate going in early with chakram's due to not having the atk speed without items and i think there are more champs like him that have has the same issue (like fiora is sad to see lose to a kayle in top lane from level 1 to 18 with no chance to win)
They balance yone and yasuo with damage instead if attack speed, then give everyone LT back? They actually felt good to play and pkay against for a short time ...
15 years. It took riot 15 years to learn basic quality of life stuff. I'm glad it's coming, but holy, someone in their Quality Assurance team realllyyy suck at their job.
Riot hates assassins. Specifically Zed. My boy is the only assassin who’s burst isn’t instant. Nerfing ability haste just means once he W’s in he HAS to one shot thru all the shielding (from sups but also a fucken buffed bloodthurster) and healing. And if you all in an adc and they auto u twice they’ll probably heal up enough to not get one shot while ur running at the with ur pp in ur hand cuz u can’t W out.
I dont care HOW broken Lethal Tempo is gonna be; if it can bring my boy Dzukill back from the grave and get him playing League again, it was all worth it
It's gonna take some time before Riot acknowledges that there's way too much damage in the game after durability patch. Until then it's a clown fiesta of game
That's what these changes are for. Removing damage from most items except those specifically made for burst Champs and removing haste from burst items so they don't have burst per second instead of dps.
I just wanna break the Atk speed cap so I can glide again, we don’t need no lethal tempo for that just get rid of the stupid atk speed cap and leave it at that.
I stopped playing this game becasue Riot can't balance it for shit. Now I watch patch notes for fun seeing how they miserably run in circles of the same shit buffing/nerfing and reverting the same shit over and over without a clue and I'm happy I'm not playing this shit fucking game that could be so amazing with the proper balance team
Ah so you don't play the game but you think you understand the impact of any changes, that's some next lvl logic my guy. They are in fact improving a lot of things lately and people are noticing things are getting better.
because it is so easy to balance a 15 year old game containing many different mechanics and 168 champions, while having a sweaty ass playerbase coming up with new strats every patch crazy how literally every competitive (even non competitive lol) game faces the same issue of balancing
People don’t know how much is sucks trying to climb as a newer jungler when you have games where you get perma invaded with zero laner support That addition will hardly affect higher elos but improve the gameplay experience for junglers down the ladder
Theyve lost the plot with that lethal tempo. Its basically lethal tempo plus conq at the same time now. It is a ridiculous change, AS increase needs to be capped at 25%, and the on hit needs to scale from 5-20 lvls 1-18. Any numbers bigger than that and riot actually doesn't care about balance.
For ranged, it is 25% at level 1, and it no longer allows breaking the attack speed cap. It seems mostly balanced for ranged characters. Melee is a bit op, but it's no better than conquer by the numbers I've seen on pbe.
Riot should totally remove leashing. Leashing is already not a thing in higher elos but low elo players still think it's necessary. It just creates scenarios where people start lane with a disadvantage or get cheesed in bushes because the other jg started on the opposite side. Making it more obvious to low elo players by changing spawn timers of camps or minion arrival would fix this.
I mean how would you "remove" an optional action? I know that telling your jungler "you don't need help" might get them butthurt but that's about it. The people that will always want a leash are the ones that won't read these things telling them they don't need it.
@@beo3828 Like I said, by changing spawn timers of camps or minion arrival. It will be more obvious to low elo players to not leash if it means they lose 3 minions.
@@yasoumain3902 this is rather braindead. Your removing tempo changes for no reason. The other comment said it already, don’t leash. Simple. I’m a nunu main, I literally give you a AS buff for helping me, I want that so I can use those few seconds to get a massive lead off for getting a gank after which ever lane I clear. It’s no necessary to hold bushes either. It’s a preference, a tactic to allow a certain play style. They shouldnt remove bushes because people aren’t leashing.
Riot 2025: We realize going 3 splits were bad idea and playerbase not liking it The question is, till when they are gonna keep KILLING this game by their own stupid decision? When are they gonna stop, i wonder.
@@jasonochoa7876 The thing about content creators; fuck them all and their ''unranked to challanger'' challange that has been title of their every ''content''. They have ethic of a smurf and they are all big phonies.
Nerfing every item in the game doesnt work. Blanked buffs / nerfs dont work. Durability buff just meant everyone played what benefitted most from added early game durability and they were broken for 3 months ... Also how will they do this will just make some champs broken and other useless. Nerf Armor / MR ? Olaf, Jax, garen, Leona, Alistar etc become better than tanks because of their base high stats and damage reduction etc.
Add voice chat : nuh. Add auto ping for invades : Promoted. What is next? are they going to make the system auto flame me so that my team mates don't have to?
okay for one just bring back lethal tempo how it was. and for 2 i like fast games that end quick from op items. i dont like playing these long matches so i do not like these new changes
@@ErenKzlcanot really, it's neutral cuz akshan has INSANE synergy with items, getting a weaker version of them isn't good but that goes for everyone so it probably won't be too effective in general for him to die or be op
@@soroushkowsarian3364 akshan having insane synergy with items is because of their passive and nothing changes with them its just the stats that are getting weaker so akshan is getting buffwd
jungler baby role?????? laners ahve complained for years and every year they nerf jungle, take away gank options, nerf our exp, nerf our gold, add objectives that the laners ignore, i agree the Ping when getting invaded is a fking joke, mostly because the issue isint that my laners are unaware im getting invaded and more "fuck my jungler he better still get every objective and camp my lane or else im going to flame him.
They keep dumbing the game down. Makes it less fun less about skill. Soon there are no skill expression in the game almost..... gets worse for every year now. Soon they will add Ai to help you play aslo?
I know it’s really cringe. I have been jungle main for 6 years and look at my role now. It’s literally made for children and they hold your hand for you while playing.
Bro they arent dumbing the game down at all. They are simply bringing iron and bronze players up a bit. In reality this will just bait noobs to go fight in jungle while they lose waves, plates etc. Just like the "easy" jungle changes. High elo players dominated even harder with them not got capped by them.
@@The_Lightless Ask me this, if riot implemented a system that would automatically build the correct item without any user input do you think this changes high elo? Or just helps gold and below players?
All these people complaining about "dumbing the game down" are stuck in emerald. Like brother if they never dumbed it down you would still be stuck in low gold and quit already. The irony lol
"NOOOO THE OPTIONAL FEATURES THAT I AS A GOOD PLAYER WILL NEVER USE WILL MAKE TIMMY THE HARDSTUCK IRON PLAYER HAPPY!!! RIOT SHOULD BE FORCING EVERYONE TO READ A TEN-POUND MANUAL TO GET INTO MY SUPER COOL AND DIFFICULT GAME!!!" *spams Malphite and warwick top for six years and never escapes Gold*
All of these changes just makes me not want to play adc again, every single time adcs get remotely playable riot instead of nerfing the over preforming ones nukes the entire class and then wonders why nobody wants to play crit adcs. The only thing going for adc items is their gold efficiency, because any item we had that was leaning more towards on hit procs like botrk and kraken have been repeatedly nerfed into the ground, with movement speed being nerfed on top of them nuking fleet and then hitting the only defensive item I really don't see how adcs are ever going to be able to play into ahri leblanc j4 which seems to be the new meta just from my like 4 games on current patch after this goes through its going to actually be miserable.
Bro 2918372 changes per split is boring. Nobody can keep up with perma changes every single split. This game wants to target highschoolers tiktok kids when not a single kid plays league nowadays.
most of the new players i meet in league are 16-20. they may be teens but based on ur statement i would still consider them "kids" and they most definitely do play league of legends idk how u think the game is dominated by 30 year old or something.
@@Siegram999 Bro im 21 and i cant keep up, these are targeted clearly for 13-18. And i rarely encounter players of that age range. My point is if at 21 Im already having difficult to keep up with patches and play consistently in Master, the more responsabilities i get the worse. I feel like the game is displacing me away from it
Ja maybe it's just a bad idea to let people kill each other on level 1-3 in a "rich get richer" game. maybe a 30 minute game shouldn't be decided within 5
I'm surprisingly on board and happy for literally everything they said. I'm sure all these new player mechanics are toggleable, just like jungle pathing recommendations. Good changes, there's no reason simple QOL updates shouldn't be in the game, these should have been done in 2018.
maybe someday they add , your champ play byitself while you watch netflix. didnt want you to worry or stress too much in pvp games.
Yeah i have some friends that are learning to play and explaining and paying attention to anything they dont do is just a hard work Xd. These changes will definitely help them a lot
Same except the invade alarm. That seems very weird and defeats a lot of skill expression
@@uncreativeperson8497 Wdym, it saves jungler one ping to do while dealing with invade. I see barely any skill in that, sounds like QoL to me, rather imagine we had voice chat, would you also say it removes skill because you have easier time communicating/altering your team ?
@@wolvewick4414 rito already added this, they call it yuumi
Fnatic now unstoppable with those objective announcemenrs
Lol
The My Bad interactive emote honestly may fix some tilts on some games tbh. Also item changes
Bro, Riot remove the most neutral and non-toxic things like Gargoyle stoneplate and then return problematic LT xdd
It’s really weird. They balanced the game and several champions around lethal tempo and nerfed them heavily. Then they suddenly remove it and forced to hard buff those champions to compensate. Now they are adding it back again?
tbf i dont think you can have jaksho and gargoyle in the game at the same time and be healthy. I also think 95% of playerbase can't use gargoyles at all or completely waste it.
@@The_Lightless It won't work the exact same way, same shape, different effect
The fact that Sterak's still exists but Gargoyle was deemed toxic is hilarious
@@Airmez it was when u combined it with jaksho and steraks....
chat not realizing he’s reading the “NEW PLAYER EXPERIENCE” section and complaining about “baby proofing” is hilarious
edit: you're all very smart adding a jg combat ping will completely destroy high level play very true you are very smart LMAO
Dude, that jungle combat ping is going to be useful in Diamond. That is not a new player experience change.
@@AnakinTheWeird yes because thats definitely what i said
Gatekeeping is crazy in MOBAs. You can never get into LoL or Dota without a friend guiding you nowadays. You'll just get flame every game
Problem is some of this lowers skill ceiling . Like jungle ping when there’s combat in the jg?? Now ppl won’t need map awareness
@@brandonnguyen9373People don’t even pay attention to pings as it is. Tf are you on
Seems exciting, especially item changes. The worst offender of item creep were DoT champion IMO. U get hit with 1 abillity and then u burn from 3 different items like what??
And its your 30-40% hp
Yeah it's stupid that gold lead can this easily just delete any chance for an outplay
The worst is Ryalis. Slows are already kinda Op, but you have a DoT champ and suddenly you’re slow for 5 seconds on 1 ability. Especially with how much Tenacity was removed
brand pressing e and hitting you from narnia while taking %30 of ur hp
glad that they did some changes so that it makes the game more enjoyable for a new player, getting more audience for the game is always great.
Ngl some things, like the invasion stuff should probably stay in QP/Normals, awareness is a skill and you shouldn’t have the game be played for you.
That’s just my opinion, I should be rewarded for noticing and backing up my team when the opponent is too focused on one thing
You still need map awareness to avoid ganks. It doesn't remove the whole skill just the part where your lack of it punishes other players. And falling behind because of your teammates mistakes is probably the most frustrating thing in League, so removing some of it happening to the least played role (especially in low elo where the change will have the highest impact) makes a lot of sense. It also adds some skill expression to jungle because you are less likely to get away with bad invades and have to pay more attention to the lanes states, so it basically just shifts skill expression from one role to another and from impacting your teammates to impacting yourself.
Nah it's a good feature since the Minimap is just shit at showing stuff, you can have two JGL fighting at red, but looking at the map you'll only see your JGLs Icon at his Red so you just don't care. OFC most also don't ping.
It's near impossible to spot while trading an enemy laner.
I like everything, but the Jungle Invade notification. Reduces the need for laners to have map awareness.
Definitely
I mean, it is simply an auto ping. So, it only really makes it so the jungle doesn't have to waste time pinging while they are currently fighting. I don't really see it as that big of a deal. It's not like it gives True sight on the enemy jungler the moment they invade. Only when the jungle engages, which is usually too late to rotate anyways
@@willtollefson4746 i don’t like how automatic this game is getting. They’re trying to make up things instead of just bringing voice chat for League. Autoping is just dumb, if u don’t see you’re getting invaded, u need to be punished
@celga4703 I would have an issue if it pinged a jungler that invades you on or even worse off vision. But this seems to only be when a jungler starts attacking your jungler in your jungle. Which I mean, it just saves your jungler a ping. I don't see how that is that bad. It doesn't really make the invade any easier to stop. Just means the jungler doesn't have to waste actions pinging instead of fighting
@@willtollefson4746 It seems like ur not a jungle player. Appearing or not appearing on the map is very impactful for the lanes on how the enemies manage pressure. If they somehow don’t see you, they can’t pressure without the fear of being ganked.
This ping makes it hard to punish the lack of map awareness of the enemy team. It’s a skill, but now they are being pinged so they don’t need to pay attention to map anymore.
14:25 I feel like they should update how Shop works at this point. It's just better to be able to pre-buy items even when you're not in base. They can literally just apply this, so that you can buy items while you're in lane then just add it into your inventory once you get back to base via recall or walking up to the circle. Ofc make it that you can only pre-buy based on the amount of free inventory slots you have. This'd be more useful imo.
17:46 Top laners that counterpicked themselves in champ select and ended up 0/6; Junglers who will purposefully ruin your wave/smite your cannon after a failed gank; Mid laners who will purposefully not ping their enemy laner's roam despite knowing; Supports who will wait for enemy to reach 1% max hp b4 throwing their most damaging ability; ADCs who will run it down after having their kill stolen; can now press "i" to express their half-baked apologies to make transgressions even worse. This is an obvious mental exploit for players who want to piss off their own teammates, let's be honest.
Anything they add can and will be used to troll, you can't prevent it.
Chess pre-move vibes
Heartsteel is my gameplay fantasy.
One thing about LT is that it no longer removes ASPD CAP so youre stuck at 2.50 either way. Sounds good in theory but we'll see.
3:30 I can already anticipate the problem with the mage item changes (might already start to see it in live game now that the 2 flat magic pen+AP options we have actually have a solid amount of flat magic pen now,) which is that most mages will actually prefer a bit of both over going full pen or full AH. The reason for this is pretty straightforward: cubic scaling will outpace quadratic scaling eventually. Or more specifically, stacking AH or flat magic pen will be weaker than getting a mix of both.
turned off the presidential debate for this
Personally I feel like LT was a staple on almost all my characters. The removal of it and Atk Spd as a whole being gutted made it feel like I had to one shot or build a way I didn’t like.
I feel like theres 2 ways to healthily go about LT:
1) Doesn’t scale with lvl, and at max stacks it gives you more Bonus Atk Spd (30% to throw a number out there) based off the amount of extra Atk Spd you built while allowing you to surpass the Cap completely
2) make it scale again with Level, but instead of removing the cap, the amount of Extra Atk Spd built raises the cap higher instead of surpassing the cap all together.
So for example (for the 2nd. Numbers just for explaining) Jinx builds a Zeal item, and it would allow her to hit a new cap of 3.00 without her passive. However, her mini-gun’s 130 Atk Spd Buff and her LvL 18 LT stacks would not contribute to it. So she could possibly have over investment (technically underinvestment) into Atk Spd, not being able to capitalize her stacks fully until she builds a 2nd Zeal item, which would then raise the cap to 3.50.
This also sets a clear precedent that Atk Spd items going forward should deal less dmg, especially since Zeal items no longer have AD. It should be a TRADE-OFF rather than a dmg increase. Instead of saying the quiet part out-loud that On-Hit Dmg benefits from this, just let people Attack as fast as they want to
Problem remains the lvl 1, 1000 gold stat check of doom on champions supposed to be scaling champions for the... LATE GAME.
Instead of having 5% lvl 1 per stacks it should just straight up be like Jax it's 2% and you get to 6 at level 18. Dmg amplification being 0% to 9% at lvl 18 for max stacks.
So for example if i bush cheese with jax lvl 1 i don't get to just gain 21% attack speed with auto e auto auto and you just automatically lose the lane for my opponent cause now i can just all in while he didn't proc bone plating yet.
That was the problem with this rune, it just became a stat check rune unrelated to your champion.
@@jeremiemarion3966 I feel like Runes are half the champion anyway bc notoriously Runes get nerfed only after champs who “shouldn’t” use them, use them. Fleet just got nerfed for this reason since Ranged were abusing it.
As for “stats”, is Conquerer not a rune that stat checks, giving free Adaptive? Is that not why Darius, Garen, Kled, Riven, and other champs in Top Lane run it? So they can run you down and do half your health bar and heal off the dmg done? What about Commet? Are we ignoring that a Rune essentially does free Dmg just from landing 1 ability? On a short CD? Is a guaranteed hit on CC abilities?
I feel like its such a weak argument to argue against LT. I’m not saying it was the most balanced but my entire purpose for running it half the time was bc I like to Attack Fast even if my Attacks were paper cuts, which the Attack Spd Cap ruins. Not to have x worth of Stats.
Also lets not ignore the elephant in the room that Melees, especially Yasuo and Yone, abused it and were the ones who made it “problematic”. The simplest fix would have been to remove its synergy with Auto Resets, so it’s different from Conquerer in that way. Had they done that it would not be remotely close to the problem people say it used to be
@@zachtemoro2116 Yeah but adaptative stat isn't giving you 1k worth of gold level 1. That's why they gutted conqueror non stop cause it was indeed very strong but also the only rune that bruisers would and could take. You have no other rune and it scales with lvl.
So why would they put back what's problematic about the rune which is unhealthy lvl 1 stat check that isn't good for trades because it literally removes your ability to overextend a trade gain prio and therefore punish scalers starting from lvl 1? The rune is good for a lot of champion that need to auto attack a lot don't get me wrong, but there isn't a single rune that gives you 1k gold lvl 1.
So what's wrong about the rune and bad designe is what's put back into the game. Not the increased attack range for melees which help them get an extra auto off like trynd or yone. Which helps them do what they're supposed to. And not outscale every champ at lvl 1.
That's the point here.
Or what if it would just increase your attackspeed from all sources by like 4% per stack and uncap attackspeed at max stacks? That way it would be a clear scaling rune for attackspeed builders. And if it's to weak because of early game they could add back like 2-3% flat attackspeed per stack so it isn't completely useless in early lane. Or if it's to strong on champs with attackspeed in their kit the % increase could only work on attackspeed from items/level.
9:35 A lot of on-hit champs *vastly* preferred LT to any other Precision option at the time Precision was removed. So they are the ones that are most upset and feel like they don't have a decent rune to take instead. Old LT gave to much AS too reliably with no real downsides or downtime, and having seen what the new LT looks like, I fear it will have the same problem (the *original* design for LT many years ago had it give AS for 6 seconds after a 1.5 second delay from dealing damage to an enemy champion, and then it had a 6 second CD after the AS ended. This was actually a great design and I'd love to see it return; it gives a window of power but also one of weakness so it's something both the LT user and their opponent can play around and thus promotes interaction plus the amount of AS is allowed to be quite impactful because it's window and not always available).
sounds great on paper, until the AS miniguns like Kog and Jinx instantly killed anyone around them by attacking once and waiting 1.5 secs
@@SwoggersLOL The AS only lasts 6 seconds, absent being locked down by CC, you can just run away until that 6 second timer is about to expire, then take a fight where they *can't* access that AS for another 6(+1.5) seconds. It's pretty fair to have a decent chunk of free AS gated like that. The 1.5 delay is to prevent abuse by people like Yi and Tryndamere that just dive in and try to outduel you.
@@SwoggersLOL Original version, for reference (had a 10 second CD too from V7.22):
Passive: Damaging an enemy champion begins a 1.5 second timer. Upon completion, you gain 30% − 80% (based on level) attack speed for 3 seconds. Attacking a champion while the effect is active will extend the duration to 6 seconds.
Lethal Tempo allows you to temporarily exceed the attack speed limit.
@@SwoggersLOL This rework in v11.23 is what broke the rune because the power was always accessible and never expired. It got no less than 4 separate nerfs to the provided AS after this because there's no counterplay to the power it provided:
New Effect:
Basic attacks on-attack against enemy champions grant a stack for 6 seconds, stacking up to 6 times. Gain (Melee role 15% / Ranged role 5%) bonus attack speed for each stack, up to (Melee role 90% / Ranged role 30%) bonus attack speed at maximum stacks. At maximum stacks, gain (Melee role 50 / Ranged role 100) bonus attack range and increase the attack speed cap to 10. Stacks decay by 1 every 0.5 seconds upon expiring.
Cooldown: None.
@@Frightning true. The current rune is out of this world levels of broken. But the old rune was just as easily exploitable. Like, a single attack and you could INSTANTLY get 3.5 attack speed AND have insane movement speed meant that you could kill anyone and anything after 1.5. easy. They should just remove ON-HIT, and make stacks scale with BAS
Phreak was coping that we were at the same durability of the durability update for so long and then this blog just admits he was wrong lol
Living up to the name as usual
no he wasnt? we do have the same durability the difference is pacing. we scale faster therefor it feels like there is more damage u guys just hate to hate .
Phreak explained it in his videos. It's not that champion base stats are lower, it's actually higher. It's the fact that champions get gold and items faster.
you have watched the video and read the blog post, and still got it wrong. Amazing.
@@oserodal2702 He also claimed in his videos that runes now have the same power as prior to runes reforged when we had runes/masteries, which is just straight up bullshit. It might be somewhat comparable to when we had keystones, but certainly not before we had keystones.
For Riot to say they're removing burst from non-burst classes and keep Sundered Sky and Heartsteel in the game?
I'll try not to smile.
Unless youre mundo that got 10 kills in lane heartsteel itself doesnt do significant damage. Its just a health stacking item
Its also not really a burst because it needs a ramp up
Tank should Tank and have their burn Item deal proper aoe damage.
I can't play tank with everyone has % hp damage and % penetration, as a 3rd item options.
I am a huge tank/off-tank enjoyer. And I want this class to make a comeback.
Not this shit Garen who can spin to win with huge stats and kill you with 1 e rotation. But rather, your E should be helping your ADC while tanking 3 to 4 other enemy members
gold warrior
I just feel like they fixed one problem but raised 2 more somewhere else..
Mages are dead, the cycle continues.
Why, though?
We defs need less one shotting, and the lethality items having all the shields and movement/utility that should be alotted for others is a problem. Riven setting the trends of mobility, one shot, all in, cdr, no cost, ability spamming and buffing all champs to keep up, leads to orn pure hp build auto attack dealing 730+ dmg, and no brain garen outscaling people with no work.
Longer fighting is better when not everyone scales into late, and thoughtful itemization will also go MUCH further to fun strategy when this is the case.
Games most fun when its strategic and not a fighting game.
shit, now I have no excuse if I ignore my jgl getting invaded😐
Nering gold efficiency of items will make junglers even stronger. Red blue buff dragons and other objectives will be more efficient compared to items. High based stat champ will become broken, Darius and Garen come to mind as 2 examples, and infinite scalers will be crazy. This could also become a tank meta possibly because overall dps will decrease with haste reduction.
Forcing your opponent to recall will be good enough and diving for the gold won't be as much worth the risk anymore.
Anyway, just some thoughts, the game is in a weird state now, maybe big changes like these are good.
Why the fuck would they remove my biscuits for my Ornn... You litterally need the mana to win your lanes toplane. I swear only Ornn uses cookies and not for the health.
lethal tempo not granting attack speed isnt really that scary since its only onhit which belveth deals very scaled down aswell as her autos
The "my bad thing" is definitely a thing from Honor of kings
Lethal tempo removed and now back. Riot recycling content at this point 💀💀
except it's completely different now...don't see anything wrong with using the same name and icon
The new rope emote: my bad (your bad).
Sadly it’s been like this for years now, where they say good stuff in a dev blog video but their actions did not reflect those said words. Reading this dev blog it just looks like assassins especially AD will (again) be super strong while nerfing mages once more. That’s how I feel these changes will impact the game
They should've at least mentioned the attack speed cap removal on lethal tempo because the majority of the people who missed the rune wanted it back because of this
the "Don't forget your items!" QoL could've been SO much better by simply allowing us to pre-order the items in champ select alongside our runes and spells with a button next to runes/spells that opens a shop replica to pre-order.
That's the update of three seasons in the future.
@@beo3828 yeah it's too much to ask from a client that literally bugs or crashes half the times it's used.
so dota? i agree but the client is so dogshit they need a rework
@@athifim haven't consumed anything related to that game in 10 years, had no idea they had it already, I do know however that LoL has a lot to learn from the dota devs
@@PandaAsInTheCuteAnimal I think the numbers tell you they don't need to learn anything from dota
GOOD IMPROVEMENTS AM VERY HAPPY WITH THESE
Is it only me or when I read those patch notes the only thing I see is NASUS GAREN??? how are those champs wont stomp exactly??
Im kinda confused on why these changed come now, like the season has 25 more days, then ranked end right? and then soonish we will get s15 already, which was said to have some big changes, so do items stay or do they basicly just do these item changed for just a few week until s15? I guess time will tell
No in 2 weeks split 2 ends, not the season. There will be another full split before next season
Imo most of these changes aren't big.
The items nerfs are impactful, but if done correctly shouldn't change the meta massively.
And the qol stuff won't make any difference, it's mainly here for new players (Arcane S2 will bring in lots of new players)
Lethal tempo is a game changer, but that's nothing compared to the new map we got for S14, if S15 is similarly as big, it's fine.
LT is now an on-hit rune instead of being a Yone rune? I like that.
On-hit champions really didn't have a good option.
It's likely that yone/yasuo still go LT, the attack speed alone is very worth and Fleet keeps getting nerfed
@@soroushkowsarian3364 It's good for him early, sure, but he can't apply the on-hit damage nearly as well as typical on-hit champions. It'll really be about the numbers I guess, but I'm assuming the rune will be more about the on-hit and less about the attack speed
And kayle
Weaker items, longer fights, and return of Lethal Tempo? I smell Warwick nerfs.
Pls lord no, my good boy is already Feast or Famine as it is. I just wanna run at 1000 movement spd and hit people for 2 dmg every 0.03 milliseconds.
Gonna smite my laners cannon after they question mark ping me and then "my bad" ping
Make lethal tempo a ranged only rune !
Are you stupid?
The idea is Olaf Kled Garen can build tank items, and if tanks are too strong they Nerf the tank champions.
I hope they're not just gonna take away like 10% gold worth of stats and instead also reconsider some item passives, especially the dot items like Liandrys, Rylais etc that are just turbo abused right now, also just remove fated ashes already
Also not a big fan of bringing LT back, you're probably still going to get 1k+ gold worth of stats at level 1 for no reason because they're gonna do the Riot special
6:20 Nemesis is so right that tanks suck. The class really only make sense in the support position from a team resource usage perspective, which is that feeding a tank extra resources literally does almost nothing to improve your chances of winning the game because as long as the tank is tanky *enough* to do their job, more tankiness doesn't make them any better at winning you teamfights or the game. Tanks probably need a class rework to give them better access to damage over time that actually scales somewhat with what they actually want to build so that they are more than just CC providers and damage soakers for their team.
This also makes tanks feel bad to play even if they are impactful as a class because you're very dependent to get anything done and can't leverage any advantages you may be able to get with skilled play on your own (I don't think the class so be good at carrying, I just want them to be maybe not useless if they are somehow the fed member of their team in midgame).
They should add an item that's just Braum's doorshield that allows tanks to absorb projectiles of any kind, not just skillshots, but it doesn't reduce projectile damage at all. It should be a fairly cheap item, but also have low stats, since the point is to be a purely supportive/utility tool for the team.
Or something idk. Problem with tanks is they don't actually tank for the team, you can just poke past them or dive.
@@tesserax8183 Item with an active that strong would be bonkers. I think DotA2 solved this problem by allowing supportive characters to still do moderate amounts of damage and be able to accomplish things on their own to an extent (I'm reminded of how much more fun playing pos 4 and 5 in DotA2 is, heroes like Snapfire just feel way better to play than any enchanter or tank in LoL and its because they can actually fight decently on their own but obviously much better with allies around.
I dont want it. Tank shouldnt do damage. You carry games by helping teammates and leading them, they shouldnt damage (even they already do). Specially people here saying supports should do damage. NO. You help your team do damage, its support skill exspression to help team do whatever they want and lead them when they cant. Adding damage will just make another boring carry with damage
@@Frightning Nah, just nah. Tanks shouldn't be able to do that much damage, but they do. They do damage on par with fighters despite being WAYYY tankier, and I'm glad that they're nerfing Sunfire next patch, as well as Thornmail damage scaling.
Tanks should be made tankier, but have all their damaged significantly reduced. Make them true tanks, utility, walls that are designed to protect and help the team, not champions that can tank 5 players and still kill the enemy ADC.
@@tesserax8183 The problem with tanks do no damage and are just hard af to kill is that they will just be ignored as much as possible and once their damage dealing teammates are gone, they could have 100,000 effective hp and it wouldn't matter, they still just die because damage is what wins fights. Unironically, the best items to build on tanks outside of laning phase are Locket and Knight's Vow because those items actually help you keep your damage dealers alive.
as an old lethal tempo enjoyer the biggest reason i loved that rune was for the part that breaks the atk spd cap.. seems like thats not makin a return 😭
I think all of these “help me out changes” pinging your potions pinging your gold pinging your jungle invade.
These should only be in normals games. And they should be absent in ranked.
I want a mastery tree system back
Might as well add an option to enable auto play for junglers so an AI clear their camps for them.
i thought that ping system is more for laners that dont look at the map, since the jungler already knows hes getting invaded when hes getting beat up, no?
@@darealrulezbreaker9493 its further dumbing down the game because some people arent as good.
They're adding it because nobody wants to play jungle. Nobody wants to play jungle because getting your ass beat by blind teammates who refuse to use their brains is incredibly tilting.
Ong@@thatcow86
This
yeah im definitely quitting
they said it themselves that they want both movement and actions to be slower, but that just doesn't sound fun for anyone..
9:43 aphelios i felt i just did not like him anymore has i did not get any range ot fight some of the longer ranged adc's and made me hate going in early with chakram's due to not having the atk speed without items
and i think there are more champs like him that have has the same issue (like fiora is sad to see lose to a kayle in top lane from level 1 to 18 with no chance to win)
They balance yone and yasuo with damage instead if attack speed, then give everyone LT back? They actually felt good to play and pkay against for a short time ...
But... How this affects Kassadin?
I missed lethal tempo for warwick but I’m glad it was removed because yasuo and yone were the biggest abusers
15 years. It took riot 15 years to learn basic quality of life stuff.
I'm glad it's coming, but holy, someone in their Quality Assurance team realllyyy suck at their job.
Just play it on lit and a ww was smacked me with it wtf it’s still to strong
Lol. so new lethal tempo will just be walmart conqueror? nice.
Riot hates assassins. Specifically Zed. My boy is the only assassin who’s burst isn’t instant. Nerfing ability haste just means once he W’s in he HAS to one shot thru all the shielding (from sups but also a fucken buffed bloodthurster) and healing. And if you all in an adc and they auto u twice they’ll probably heal up enough to not get one shot while ur running at the with ur pp in ur hand cuz u can’t W out.
I dont care HOW broken Lethal Tempo is gonna be; if it can bring my boy Dzukill back from the grave and get him playing League again, it was all worth it
what about the useless ass time warp tonic?
my bad i inted toplane im just 0/13
Just another season of players stacking health and Mr yet out dmging us ap assassin players. Fun!
AD assassins are gonna get out damaged too on this one.
Canza szn deluxe
ADCs are dead again... Nerfs are quadrupeling
It's gonna take some time before Riot acknowledges that there's way too much damage in the game after durability patch. Until then it's a clown fiesta of game
That's what these changes are for. Removing damage from most items except those specifically made for burst Champs and removing haste from burst items so they don't have burst per second instead of dps.
But just put old tempo man nobody wants this ramping as we want the as burst that old version had because it's just more fun and balanced
I like it ramping up. For burst we have other runes like electrocute, fleet, comet.
wow reducing snowballing even more how stupid can riot be like on god no way you can carry in soloq anymore cmon and u say its good fr
Kench will have a 90% WR xD
I just wanna break the Atk speed cap so I can glide again, we don’t need no lethal tempo for that just get rid of the stupid atk speed cap and leave it at that.
My champs are gonna be good next season but they are just gonna be nerfed into the ground all over again
I lived long enough for people to start complaining about Jhin, truly league players are a different breed of insufferable
They should just remove items at this point
I stopped playing this game becasue Riot can't balance it for shit. Now I watch patch notes for fun seeing how they miserably run in circles of the same shit buffing/nerfing and reverting the same shit over and over without a clue and I'm happy I'm not playing this shit fucking game that could be so amazing with the proper balance team
Ah so you don't play the game but you think you understand the impact of any changes, that's some next lvl logic my guy. They are in fact improving a lot of things lately and people are noticing things are getting better.
because it is so easy to balance a 15 year old game containing many different mechanics and 168 champions, while having a sweaty ass playerbase coming up with new strats every patch
crazy how literally every competitive (even non competitive lol) game faces the same issue of balancing
People don’t know how much is sucks trying to climb as a newer jungler when you have games where you get perma invaded with zero laner support
That addition will hardly affect higher elos but improve the gameplay experience for junglers down the ladder
Looked at the changes. Fighters, especially those who need to build damage to not be troll picks, are dead and Im not even overexaggerating.
wdym you “looked at the changes” no numbers are out i thought? its just a devblog or no?
@@MysticM0there are
They should remove grubs so adc players dont feel left behind
Theyve lost the plot with that lethal tempo.
Its basically lethal tempo plus conq at the same time now.
It is a ridiculous change, AS increase needs to be capped at 25%, and the on hit needs to scale from 5-20 lvls 1-18.
Any numbers bigger than that and riot actually doesn't care about balance.
For ranged, it is 25% at level 1, and it no longer allows breaking the attack speed cap. It seems mostly balanced for ranged characters. Melee is a bit op, but it's no better than conquer by the numbers I've seen on pbe.
Riot should totally remove leashing. Leashing is already not a thing in higher elos but low elo players still think it's necessary. It just creates scenarios where people start lane with a disadvantage or get cheesed in bushes because the other jg started on the opposite side. Making it more obvious to low elo players by changing spawn timers of camps or minion arrival would fix this.
I mean how would you "remove" an optional action? I know that telling your jungler "you don't need help" might get them butthurt but that's about it.
The people that will always want a leash are the ones that won't read these things telling them they don't need it.
@@beo3828 Like I said, by changing spawn timers of camps or minion arrival. It will be more obvious to low elo players to not leash if it means they lose 3 minions.
you cant late invade as a team then...
@@h3r0shy64good
@@yasoumain3902 this is rather braindead.
Your removing tempo changes for no reason.
The other comment said it already, don’t leash. Simple. I’m a nunu main, I literally give you a AS buff for helping me, I want that so I can use those few seconds to get a massive lead off for getting a gank after which ever lane I clear.
It’s no necessary to hold bushes either. It’s a preference, a tactic to allow a certain play style.
They shouldnt remove bushes because people aren’t leashing.
i really hope riot put a QoL where i they play my champion while i watch netflix.
We already have that and it's called Yuumi.
Udyr udyr udyr udyr udyr udyr udyr udyr
Riot 2025: We realize going 3 splits were bad idea and playerbase not liking it
The question is, till when they are gonna keep KILLING this game by their own stupid decision? When are they gonna stop, i wonder.
I liked when it was 2 splits, 3 splits is too short for ppl who work 💀 but I’m pretty sure it’s better for content creators
@@jasonochoa7876 The thing about content creators; fuck them all and their ''unranked to challanger'' challange that has been title of their every ''content''. They have ethic of a smurf and they are all big phonies.
Remove jungler healing while in the jungle make them take damage if they want to clear camps again.
Nerfing every item in the game doesnt work. Blanked buffs / nerfs dont work. Durability buff just meant everyone played what benefitted most from added early game durability and they were broken for 3 months ... Also how will they do this will just make some champs broken and other useless. Nerf Armor / MR ? Olaf, Jax, garen, Leona, Alistar etc become better than tanks because of their base high stats and damage reduction etc.
Ok... bring back ldthal tempo the ... but make so yasuo yone and the bunch start and get low AS per level.
Nemesis:“I‘m not a fan of oneshots“
Me: Mains rengar
Mfw I am the problem
Add voice chat : nuh.
Add auto ping for invades : Promoted.
What is next? are they going to make the system auto flame me so that my team mates don't have to?
auto flame is cool af tho
getting snowflakey it seems
Hello league of scaling champs! Goodbye stuff like elise, warwick and the sorts.
okay for one just bring back lethal tempo how it was. and for 2 i like fast games that end quick from op items. i dont like playing these long matches so i do not like these new changes
Who tf even wanna do first time league in 2024
I started this year/split, it’s pretty hard but idk I’m having fun and I’m sure I’m not alone with that opinion
clueless
Akshan about to be the worst champ in the game 🤣
akshan has a lot of base damage so basically he is getting buffed
@@ErenKzlcanot really, it's neutral cuz akshan has INSANE synergy with items, getting a weaker version of them isn't good but that goes for everyone so it probably won't be too effective in general for him to die or be op
@@soroushkowsarian3364 akshan having insane synergy with items is because of their passive and nothing changes with them its just the stats that are getting weaker so akshan is getting buffwd
jungler baby role?????? laners ahve complained for years and every year they nerf jungle, take away gank options, nerf our exp, nerf our gold, add objectives that the laners ignore, i agree the Ping when getting invaded is a fking joke, mostly because the issue isint that my laners are unaware im getting invaded and more "fuck my jungler he better still get every objective and camp my lane or else im going to flame him.
They keep dumbing the game down. Makes it less fun less about skill. Soon there are no skill expression in the game almost..... gets worse for every year now. Soon they will add Ai to help you play aslo?
I know it’s really cringe. I have been jungle main for 6 years and look at my role now. It’s literally made for children and they hold your hand for you while playing.
Bro they arent dumbing the game down at all. They are simply bringing iron and bronze players up a bit. In reality this will just bait noobs to go fight in jungle while they lose waves, plates etc. Just like the "easy" jungle changes. High elo players dominated even harder with them not got capped by them.
@@The_Lightless Ask me this, if riot implemented a system that would automatically build the correct item without any user input do you think this changes high elo? Or just helps gold and below players?
All these people complaining about "dumbing the game down" are stuck in emerald. Like brother if they never dumbed it down you would still be stuck in low gold and quit already. The irony lol
"NOOOO THE OPTIONAL FEATURES THAT I AS A GOOD PLAYER WILL NEVER USE WILL MAKE TIMMY THE HARDSTUCK IRON PLAYER HAPPY!!! RIOT SHOULD BE FORCING EVERYONE TO READ A TEN-POUND MANUAL TO GET INTO MY SUPER COOL AND DIFFICULT GAME!!!"
*spams Malphite and warwick top for six years and never escapes Gold*
All of these changes just makes me not want to play adc again, every single time adcs get remotely playable riot instead of nerfing the over preforming ones nukes the entire class and then wonders why nobody wants to play crit adcs. The only thing going for adc items is their gold efficiency, because any item we had that was leaning more towards on hit procs like botrk and kraken have been repeatedly nerfed into the ground, with movement speed being nerfed on top of them nuking fleet and then hitting the only defensive item I really don't see how adcs are ever going to be able to play into ahri leblanc j4 which seems to be the new meta just from my like 4 games on current patch after this goes through its going to actually be miserable.
Bro 2918372 changes per split is boring. Nobody can keep up with perma changes every single split. This game wants to target highschoolers tiktok kids when not a single kid plays league nowadays.
yeah you really sound a like old boomer who refuses to change with time
most of the new players i meet in league are 16-20. they may be teens but based on ur statement i would still consider them "kids" and they most definitely do play league of legends idk how u think the game is dominated by 30 year old or something.
@@Siegram999 Bro im 21 and i cant keep up, these are targeted clearly for 13-18. And i rarely encounter players of that age range. My point is if at 21 Im already having difficult to keep up with patches and play consistently in Master, the more responsabilities i get the worse. I feel like the game is displacing me away from it
pretty much everything u said is wrong
And if there were no changes you would complain that the game gets stale and boring 🤡just gotta complain to complain
Assassins are so fucking useless rn, imagine how bad it is going to be after those changes.
Anti fun/snow ball/skill= riot games
Lol? Every other game there is sylas, Kata, Talon, fizz or zed on mid. If they are useless, why are they everywhere?
@@ImaskarDono ofc in your boblow ppl play those champs, i hate how league is so noob oriented.
Ja maybe it's just a bad idea to let people kill each other on level 1-3 in a "rich get richer" game. maybe a 30 minute game shouldn't be decided within 5
But just put old tempo man nobody wants this ramping as we want the as burst that old version had because it's just more fun and balanced