vacations they have a ton of pets for people to take care of so I charge $10 a visit
You are very fortunate indeed.
I do agree with you that they shouldn't add so many more features, but if you look at it from Riots standpoint they probably get a ton of people spending $10 for RP to buy a new champion or skins
I think anyone willing to buy a champion is wanting to get their moneys worth. Unless they want skins and support Riot Games that much, they would play that champion until they hit 6,300 Influence Points, in time to purchase the next one.
It doesn't really seem like a solid business plan, although of course the need for new content is blatant. With that in mind, they're trying to cater to people who want to see new things (which they could very easily receive if they just watch professional play and let the metagame unfold) and professional players who want to play at maximum level, entertain others and obtain money.
Not introducing so much content is actually not a bad idea -- refine the observer's panel, refine the replay mechanics involved, basically patch up EVERYTHING that can be.
For instance, when you look at a champion on the LoL Client it doesn't tell you the exact numbers aside from the resource (mana / energy / fury / rage) cost. Not the damage, not the amount of time an effect lasts, or anything like that.
Then, add some more videos to show all of the effects of some abilities, and ESPECIALLY a clip of a professional player using this if possible.
That Rune page bundle is, in my opinion, one of the BEST things to buy with RP
Precisely. The thing is I'm only just properly starting to flesh out my Rune Pages as it is -- purchasing attack speed and scaling ability power (seals and glyphs respectively) right now, and I'm nearly finished.
Then I'm going for flat ability power seals, to help buff my early game Morgana furthermore.
This is the issue, what if I need it the other way round? It's more problematic. It costs a lot just to get all of this available and thus I can't really afford to try out new champions just yet.
However, with Rammus and Warwick jungling, Jarvan IV solo top and Morgana mid I'm fairly versatile -- however I'd like to know how to:
1) Solo top Mordekaiser
2) Ahri Mid
3) Shaco Jungle
4) Tryndamere AD Carry (I guess I can already do this)
5) Sona Support
6) Lulu Support
7) Soraka Support
8) Renekton Solo Top
9) Irelia Solo Top
. . . That's actually quite vast. I may also attempt Ryze. This would include build orders, skill attainment orders and intuition on a deeper agree.
Even if they run a full armor pen page it only gives you 25 armor pen which is still no counter for 100 armor.
How much flat armour do you obtain?
That and it's not better in the long run. I would rather use scaling Armour seals and in terms of my Jarvan Rune page, I currently have it:
1) Flat Armour Marks
2) Scaling Armour Seals
3) Scaling Magic Resistance Glyphs
4) Flat Magic Resistance Quintessences
This allows above-average defensive capabilities whilst allowing some flow for the late game. The effects best kick in during the mid game.
Wow, my games go from an hour up with levels higher than 20 and less than an hour for lower. I don't get how you get such short games.
That's the thing -- they're not short.
There could be a variety of problems. Maybe you're not aggressive enough. Maybe the skill difference is very precise, that could be the balance of the teams. Maybe your enemies were basically turtling.
If you're not aggressive enough it means you're not grasping opportunities. Often you can see the difference between taking opportunities and being greedy, but you should be able to obtain intuition on what you can and can't do eventually. It's quite basic actually -- you have wards being your eyes? You can at least attempt it. Is the enemy team dead? Go, fast.
In fact, a vast majority of my "skill increase" in League of Legends was just thinking of what you can and can't do -- this even includes the laning phase. Even if I'm 1v2 at top lane (because I solo top) I can still get creep farm (for the long run) with my ranged abilities (Q + E for Jarvan IV).
Yea and some memory investment (my own memory) for a game that really isn't that good since its champions are imbalenced,
I can't really say it's too too bad. Sure, a lot of champions are irrelevent but that's predictable considering there are. . . HOW many compositions? It comes to no surprise that only a few are discovered and it was obvious that others would be deemed completely useless.
Just go with the best ones. Then find the key in your build. For Jarvan IV (my most refined build) it is:
Regrowth Pendant + Health Potion > Philosopher's Stone + Heart of Gold (I return to base at 1,190 Gold to purchase these) > Mercury's Treads > Warmog's Armour > Atma's Impaler > Force of Nature > Sell Heart of Gold, purchase Sunfire Cape > Sell Philosopher's Stone, purchase Wit's End
Sunfire Cape was chosen above Frozen Mallet because the defensive statistics of +450 Health and +45 Armour was found more beneficial than +700 Health. My chasing / slowing capabilities are sufficient, so the slow for Frozen Mallet is extraneous, and the +34 Attack Damage granted by Frozen Mallet (+14 due to 2% of 700 Health) barely measures up against 35 Magic Damage AoE around myself -- being the tank and all.
Although you should theorycraft it a little more. At maximum my attack speed is 1.69. Times that by 34 and that's the actual damage increase, relative to Sunfire Cape.
Issue. Even if I'm just around two targets (preferably Champions) then 35 x 2 beats 34 x 1.69.
Oh! And it's still +9 Attack Damage from the +450 Health. The +45 Armour has shown to be FAR more beneficial.
there's definatley a unbalence of Ranged>melee
Not sure where you got that from. Many melee classes have abilities that let them very quickly close the distance between themselves and a ranged Champion. If you're AD Carry I believe being Tryndamere is the best -- his Ultimate Ability is just so powerful. If you're a tank, you're there to take damage, so if they run away and even attempt to kite you they're not dealing as much damage as they should since you have Armour and they're targetting someone who isn't there to deal the damage. They basically fall right into your hands doing that.
Sure, Ashe has a slow, Malzahar a strong suppression and Ryze an immbolization (as does Lux), but they hinder you temporarily, bar Malzahar's which is, fairly put, his Ultimate Attack. Much better used against someone who could deal immense damage.
Ashe also has a stun -- an Ultimate as well.
so all the ranged characters were able to keep us completly from advancing and it was quite annoying, they didn't even have to rush, just kept using stuns and shooting at us from behind a minion wave or turrets.
Poor composition vs Poor Composition, had they had a proper composition they should've won as well.
There are better forms of kiting and stuff. I don't know what champion composition they had but a good kiting one, or a ranged one in general that was used professionally was:
1) Kog'Maw, his slow and his artillery harass was brilliant and strong. The slow was essential in retreating.
2) Nidalee, her spears are supremely lethal, as well as her evasiveness thanks to her Cougar Form. She has heals for sustainability too.
3) Janna, her hurricane tossing knocked up the enemies -- allowing brilliant engagements, retreats or benefitting a snipe from either Kog'Maw or Nidalee.
Two others included, of which I cannot remember. However, that is a brilliant composition in how it was used -- they couldn't land an engagement, especially since they also had Flash to back off with.
- H