r/leagueoflegends 0m ago

Discussion Games are too short!

Upvotes

Title. It feels like 80% of games are like 25-30 minutes, this is just when the game starts to become fun if you're not snowballing. One of the best parts imo is finishing items and feeling the Powerspike and eventually getting full build and walking around feeling like exodia scouting for a target to test your damage on.

I rarely get to my third item when building items such as Triforce, hydra etc. I play mostly late game champs or champs that scale well but those champs rarely get to scale. The best games are the even long games. Where you get to actually finish your items.


r/leagueoflegends 0m ago

Discussion Riot forcing you to lose games after ban?

Upvotes

I got banned because a player was griefing me in a game and said some bad things to him after the game via DM, I didn't know you could get banned for DMs now. After 7 days of ban, I come back to my account and I get the most horrible teams and players I could ever get in my life, game after game. My peak ELO is platinum 3, and I got demoted to silver hahaha, which is obviously not my ELO.

According to chatGPT, having extremely bad teams or one sided games 6 games in a row when you are performing well is 1 in 1372 chance, which is 0,07% probability.
That has to be somewhat forced, manipulated, or there is some shady shit about this matchmaking, because this is too common.

I don't know what's the point on forcing a platinum player to play with silvers. It's not fun for him or for them. If there's a point that I get normal teams again, I'm obviously going to climb back up to gold 2-3 smurfing almost every game. What's the point? The only thing I can think of is that they always want you to stay below your ELO so you play more hours to get to your real ELO. They want you to grind. That's what they do when seasons restart, for example, you have Platinum MMR but you start to in low gold... forcing you to grind, which is really frustrating.

Also, what's the point of limiting alerts when I was banned for saying things in DM? Now I can't even ping wards, which is totally non sense garbage.

Oh, and before some of you toxic ppl say anything about last game: I got a Nasus with 40cs at min 17 vs Illaoi with 170 and two of my early perfect ganks in botlane were frustrated by my own Anivia's wall. Before min 20 I couldn't even farm jng camps and even got my build wrong because that game had no sense, I was wondering if they were win trading or what.


r/leagueoflegends 17m ago

Gameplay Zed vs Yone 1v1

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Upvotes

r/leagueoflegends 27m ago

Educational New player struggling to deal with Teemo

Upvotes

Hi everyone! Im new to the game and am loving it. I prefer Yone top lane and still have a lot to learn but im studying up on lots of mechanics of the game and getting good practice every day.
I’ve noticed though that any time im matched against teemo the game ends up being a full wash every time.
I understand the importance of playing safe near my tower when im against an unfavorable matchup but he can literally just sit out of my range and chip away at my health no matter what i do.
Can anyone provide some insight on how i can improve?


r/leagueoflegends 30m ago

Discussion Losing/Winning Streaks

Upvotes

Please no one can tell me that there is a balancing system behind it. Like, 40-40-20 or you must just play better and you ein, easy like that.

How can it be that several games are running 'normal', you win, you lose, some are good a few are less good etc. on average. And suddenly out of nowhere you have 5 games in a row and literaly everyone your team trolls, everyone seems like they come out of iron, it's unplayable?


r/leagueoflegends 31m ago

Discussion [PBE Datamine] September 1, 2026 - Cassiopeia Adjustments, Lane Ekko, Mayhem Info-Dump, Classic Changes.

Upvotes

Just a reminder that PBE changes are not final and subject to change. Some changes, such as bugfixes, may not be able to be viewed. I'm also human. I make mistakes from time to time.

Summoner's Rift

Champions

Cassiopeia

  • P Bonus Move Speed Multiplier: 6-40% -> 5-35.6%
  • Q Mana Cost: 50/55/60/65/70 -> 40/40/45/50/55
    • Likely intended to be 40-60. Duplicate entry placed at wrong end of array.
  • E AP Ratio: 10% -> 20%
  • E Empowered AP Ratio: 55% -> 45%
  • E Mana Cost: 40 -> 45
  • R AP Ratio: 50% -> 75%

Ekko

  • Q Return Damage: 40/65/90/115/140 -> 40/70/100/130/160
  • Q Mana Cost: 50/60/70/80/90 -> 30/40/50/60/70

Syndra

  • Base HP: 584 -> 570
  • EDIT: W Cooldown: 12/11/10/9/8 seconds -> 13/12/11/10/9 seconds

Zaahen

  • Q2 Base Damage: 25/50/75/100/125 -> 30/60/90/120/150

League Classic

Champions

More general un-hardcoding champion data. For the new champs (Fiora/Galio/Jarvan/Poppy/Shyvana/Xin Zhao) I will only be documenting changes after their first apperance on PBE.

Akali

  • Can no longer move while casting W
  • Q + R Visual Cast Range modified to better reflect functionality.
    • Q Visual Range: 550 units -> 575 units
    • R Visual Range: 675 units -> 775 units

Anivia

  • Q Missile Speed: 950 -> 850

Malzahar

  • Attack Speed Growth: 1.36 -> 3.0
  • Attack Speed Ratio: 0.625 -> 0.658
  • Q AP Ratio: 80% -> 70%
  • Voidling Move Speed: 400 -> 460
  • Voidling Gold Yield: 2 -> 12
  • Voidling Auto Attack Cast Frame: 12 -> 9

Nasus

  • Q Damage rescripted to work properly with Crit Damage.

Shyvana

  • Human Q AD Ratio: 100% AD -> 80/85/90/95/100% AD
  • W Max Duration Extension: 3 seconds -> 4 seconds
  • Human E Range: 950 units -> 925 units
  • Human E Missile Speed: 1700 -> 1200
  • Dragon E Missile Width: 60 units -> 20 units
  • Dragon E Missile Speed: 1700 -> 2000
  • R Minimum Cast Range: 500 units -> 100 units

Warwick

  • Base Attack Speed + Ratio: 0.644 -> 0.625
  • P Damage Calculation changed from Interpolation to Linear. Start and end values unchanged.
    • 3-16 -> 3 (+0.5 per level until level 9, then +1 per level)
  • W Cooldown: 24/22/2/18/16 seconds -> 30/27/24/21/18 seconds
  • R Base Damage: 250/335/420 -> 180/300/420
  • R now has a Visual Cast Range of 625 to better reflect functionality.

Xin Zhao

  • Base AD: 55 -> 55.3
  • Base HP5: 8 -> 7.7
  • E Mana Cost: 50 -> 60

Systems

Minions

  • All minions had their time scaling values modified at a script level. I will not be comparing the details here as Phreak likely has a video in the works explaining it better than I could try guessing at its function anyway.

ARAM: Mayhem

Augments

Clown College

  • Returning as a Prismatic augment. Values are unchanged from previous iteration.
  • Unknown what the On-Death explosion is supposed to be. Augment description is still marked as true damage but expanded tooltip notes magic damage.

High Roller

  • Anvil Spawn Chance (as far as I can tell): 1.5% for all unit types -> 1% for all unit types, 0.5% for all summons (Malz W, Illaoi E, Heimer Q, etc)

Spin to Win

  • Damage Amplifier is now 50% for all Ultimate Abilities.

Augment Pools

Jeweled Gauntlet Pooling

  • Four generic AD groupings had Jeweled Gauntlet removed. They appear to want this augment reserved for Crit-based/Hybrid AD champions only rather than the majority of the cast, as most cast members had one of those 4 four groupings.

"Crowd Control" Augments

  • Squishy Slappy Grab has been removed from this group.
    • Group still contains Terror and Fey Magic, so not sure what the case is here.

"Stacking" Augments

  • Phenominal Evil, Tank Engine, and Bursting Teeth have been removed from this group.

Health Augments

  • Augments: Celestial Body, Dawnbringer's Resolve, Dropkick, Final Form, Goliath, Heavy Hitter, Mad Scientist, Mind to Matter, Nature is Healing, Perseverance, Pressure Cooker, Void Immolation, Steel Your Heart, Urf's Champion, Squishy Slappy Grab, Tank Engine
  • Anivia, Aurelion Sol, Cassiopeia, Lillia, and Nidalee had Health augments removed from their pools.
    • Note: This only removes one entry with their listed weight (see notes below), and does not prevent the champion from receiving the augment if another pool has it.
  • Morgana had Health augments lowered in frequency, roughly 4.7% -> 3.2%.
  • Ryze had Health augments lowered in frequency, roughly 5.6% -> 3.8%
    • Note: Prior note applies too. This is strictly an approximation and not reflective of the whole picture. See note at the end of the post.

Technically I've been able to check this since the last Mayram "Act" started, but it was very unreadable and I really didn't feel like it. Last patch had it reworked again and it's far easier to parse.

Please check out this Paste to view the list of Augment groupings and this Paste to view the tags each Champion gets + their weights. Please note that not all groupings have accurate names to how Riot intends to group them, many labels are my own interpretation of the groupings, hence the quotes in this post.

NOTE: I am working on a tool to have augment weightings be easily viewable and searchable. Take any data you see here with a grain of salt, as Riot has not made the full pooling system public information. These values will not be 100% accurate to what happens in game, but serve to provide a decent baseline. Current data also contains disabled/removed augments.


r/leagueoflegends 38m ago

Discussion Is Platinum the worst ranked to go through?

Upvotes

Hit Platinum ranked for the first time. I don't think I have ever seen a bunch of people that just don't want to win and would rather fuck around. You got folks that are trying to 1v5 the entire game. Other folks that are trash talking the team and spend more time typing than actually playing the game. People doing the most brain dead things imaginable. The ego people have in this ranked is insane. Like dudes, we're Platinum. Stop acting like you are better than everyone.

I'm coming from Gold and I actually want to go back to Gold because of how terrible my experience in Platinum has been so far. At least the people in Gold TRY to win and TRY to work together. Platinum seems like a bunch of mechanically decent monkeys.


r/leagueoflegends 41m ago

Gameplay Leona hits the absolute jackpot

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Upvotes

r/leagueoflegends 45m ago

Discussion There's hardly anyone in League Classic, and matchmaking is slow. so was everyone just all talk in end?

Upvotes

Before “Classic” came out, it seemed like everyone was all hyped up and eagerly awaiting it, but why is there such a small crowd now that the mode has actually started?


r/leagueoflegends 49m ago

Discussion isn't reaching grandmaster in EUW just impossible?

Upvotes

How does riot expect me to gain 1800 lp just to be at the bottom of the ladder for grandmaster from where I can always demote back to masters. How am I supposed to gain this much lp when I have a full time job and work 8 hours a day?


r/leagueoflegends 1h ago

Esports They fixed Worlds play-in! | Mind the gap w/Vedi & Jatt ep: 38

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Upvotes

r/leagueoflegends 2h ago

Gameplay I tried to hold it down for the team

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75 Upvotes

I am the Xerath trying to defend the base 4v1 and I have to type 100 relevant characters besides the title


r/leagueoflegends 2h ago

Discussion What's one champion that everyone says is strong but you are sure those people are crazy and that champion is actually dogshit?

41 Upvotes

Mine is definitely Hecarim.

People keep telling me he's strong early and a good snowballer but no matter how much I snowball, how much I farm, however many items I buy on him, he feels squishy and weak. Barely dealing any damage unless like 7/0 and even then he still dies once to the enemy ADC and instantly is useless for the rest of the game.


r/leagueoflegends 2h ago

Discussion Hypothetical Changes to deal with the current state of LOL

0 Upvotes

"One of the things that's really important for League's longevity is to have the right amount of frustration in the game."

!!! THIS IS NOT RAGEBAIT OR A JOKE !!!

I think it's not far-fetched to say that many players at the moment are fed up with the state of the game, season 16 in some ways has been fine, but, mostly it has been a shit-show of support roaming meta, mages bot, and a seemingly endless problem with balance issues (hello Qiyana and Riven). So I would like to take time and share my ideas on the matter and whether or not you agree or disagree with me I don't particularly care, just don't attack me or other people for having opinions lmao, civil discourse is healthy. I just feel that not many people seem to bring up the sort of changes that I think would help the game which I enjoy.

Mages

A lot of discourse I see on mages is that they currently are too versatile compared to adcs and benefit much more from the increased gold from the bot lane quest, as well as the fact that they get one recall, buy lost chapter, and proceed to be extremely oppressive without much worry for actually running out of mana. I believe that lost chapter should be knocked down a peg and brought more in line with adc item costs while also giving slightly less sustain. Of course, people will argue that classic adcs have sustain in the way of omnivamp or health over time from doran items but is it really possible to sustain with dblade or dbow when you literally cannot walk up to farm against a mage, let alone two?

Mana Crystal:
Mana - 300 -> 250

Lost Chapter:
Cost - 1200 -> 1300 (bf sword is a classic back for adcs and bringing LC more in line with this cost would help curb scaling)
AP - Unchanged
Haste - 10 -> 15 (compensation for mana loss, only Luden's and Actualizer would need the addition 5 AH added)
Mana - 300 -> 250 (mana crystal change)
Enlighten Passive - Restore 20% over 3 seconds -> Restore 15% over 3 seconds (LC is often bought in the early stages of the game where levels are acquired faster and so the value of 20% is felt much more and doesn't matter after getting a full item, with this nerf I believe that in addition to the mana reduction it will help prevent frustration laning against mages with larger mana pools who are often played in bot lane by cutting the sustaining power they have, mages also often take teleport instead of barrier which adds another layer of "sustain" by reducing the time spent in base and refreshing mana pools whereas adcs do not have this luxury)

Zhonya's Hourglass:
All basic abilities should be put on full cooldown and should not count down during time stop (I personally believe that zhonya's provides way too much value for such a powerful ability, and while the ultimate play making potential is good for the game, there is simply nothing more irritating than engaging on a champion who has blown all their abilities and then boom, stasis, ruining your engage and tempo, and then allowing them to get their abilities to then kill you in return or escape)

Seeker's Armguard being used should have a cooldown (20s-30s) which can apply to zhonya's if it is built after use (No, seeker's should not be reusable. However, seeing as banshee's veil is meant to be the mr equivalent of zhonya's and verdant barrier has a cooldown that carriers over to the full item after purchase, I think this is a fair change)

Support

Support role quest - Quest progress will not happen outside of the designated lane (every other role has a consequence to leaving lane in the form of significantly slowing lane quest progression. Outside of the xp nerfs support honestly has no consequences and is still being played to roam in the early levels as well as following junglers, I believe that this will also help curb the presence of mages in bot lane as classic adcs are at a much larger disadvantage when supports roam compared to mages in the same role who can farm with much less threat to themselves)

Top Lane

Vayne found dead in ditch, the only real offenders to ranged top are Varus (crazy hp damage, top laners often build hp who would have thought, and very strong long range poke) and Anivia (excellent damage, waveclear, and staying power as she often builds an abundance of mana, she can also easily take advantage of immobile melee champions r slow and w wall or disincentivize engage through her q and passive)

Top Quest:
A lane already known for being extremely punishing and basically being counterpick = win which leads to snowballing made even worse by providing additional xp gain after completing lane quest which just leads to even more snowballing. Reduce bonus xp after quest completion easy enough.

Vayne: lol

Varus:
I dont feel like doing all the numbers but simply put nerf r cooldown or root duration, w hp damage ranges, q charge time damage with w active, and base damage of q maximum charge duration at higher ranks

Anivia:
Q - stun duration a flat 1.2 seconds (Anivia already gains a large amount of value through her r slow and w area denial/slight knockback)
E - base damage reduced by 10 across the board (mostly to reduce the double damage caused by being iced)
R - slow reduced to 20/25/35 (Anivia players often use R W to maximize time spent inside of her glacial storm which ensures she is able to get off all of her burst and prevent champions trapped inside the ability to escape before her E comes off cooldown which can often times be applied at multiple points during a fight as she tends to build a decent amount of AH, this also reduces q slow as well which should help reduce frustration cause by the ability)

Mid Lane

Mid Quest:
Should honestly only be the boots lmao, remove the rest of the rewards

Nerf gluttonous greaves and sorc shoes :)

Jungle

Reduce jungle healing from camps, increase camp damages, increase jungle item requirement to 40 again, reduce catchup xp to punish jungle more for doing less in jungle to disincentivize repeat jungle ganks over a short period of time or staying too long in one side of the map

Misc/Champions

Syndra:
Do I even need to say it, nerf into the ground lmao
But seriously, swap E orb stun with 80 splinter slow and reduce it to 50%, at 80 splinters it should be able to stun with orb and apply the same slow afterwards for 1s instead of 1.25s
Increase q delay to 0.7s, increase mana cost from 40/45/50/55/60 to 50/55/60/65/70 (with her stun/slow q is incredibly easy to hit and early game without boots its literally free on anyone without a dash or ms steroid) she has one of the highest base mana pools in the entire game at 480 wowie)

Irelia:
Reduce passive on-hit and attack speed, she already builds items with AS and on-hit effects, and with the buff to her Q I don't think she needs to have such an oppressive amount of damage built into her kit

Qiyana:

LOL

Q - ad scaling should be reduced to 70% from 90% (she gets two casts of the damn thing when using w)
R - 125% bonus ad -> 115% bonus ad, 10% max hp -> 8% max hp, reduce the effective area of the ability and overall hitbox so that it actually requires talent to use

Riven:

Hello my name is deaths dance and E and i approve this message

Passive - base damage reduced from 45/75/105/135/165 -> 45/70/100/125/155 (still allow her to be an early bully when played correctly but reduce her ability to take over games even when behind, this is also meant to lean her more into a feast or famine playstyle as if you do fall behind you will be actually punished with less damage)
E - 110% bonus ad -> 100% bonus ad (with how much AH riven tends to build and how much ad she gets from her items and R alone I believe that reducing her effective shielding potential will be effective in taking away her 'unkillable' status, especially when paired with deaths dance)
R - missing health damage 0%-200% -> 0%-190% (intended to help reduce the feeling of just dying to 1/9 riven by reducing the effectiveness of which she can secure kills despite a lack of items)

Garen:

R - missing health damage 25/30/35% -> 20/25/30% (similar to riven, intended to reduce frustrations of dying to garen from behind as well as making it more vital for him to land actual abilities instead of q flash ignite r)

Nasus:

Q - rollback stack changes for normal minions, keep changes jungle specific
W - cooldown changed to flat 13 seconds, cripple reduced to 50% of slow amount (if you havent been hit with wither off cd to where you're essentially perma-slowed then you either play nasus or ban nasus every game, cripple nerf is also meant to help improve gameplay for players who's champions find most of their damage in autos, nasus also tends to build frozen heart which only adds to the frustration of cripple)

Death's Dance:
Shields should be 50% effective against the true damage dealt by Death's Dance to ensure that champions who can abuse large shields in their kit or low cooldown abilities with shields (or both if you are riven) are not seemingly unkillable

Sundered Sky:
40 ad -> 50 ad
400 hp -> 450 hp
(90%/45% base ad)(+4% of your missing health -> (110%/65% base ad)(missing health healing removed)
This change is intended to help prevent frustrating gameplay against cockroach champions (not you Kha'zix) and heavily nerf its interaction with Death's Dance

Crit System:
Seeing how crit/marksmen was intended to be built by marksmen champions, I believe that for once melee champions should take a hit for building said items instead of the other way around
Crit Damage Modifier - 200% -> 180%(melee)/200%(ranged)
Yasuo/Yone - Crit damage passive modifier removed

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Well that's all I have to say, feel free to leave your thoughts or insults below and have a nice day


r/leagueoflegends 2h ago

Discussion Credit Union of Texas Event Center Swiss Seating

0 Upvotes

Does anybody have any information on the seating for swiss stage at the Cred Union Center? All photos say that there is no jumbotron, but instead wall mounted screens, which seems like sitting behind the goal (hockey style), you wouldnt have any screen anywhere near you?


r/leagueoflegends 3h ago

Esports I have never played league before, how good actually is Faker?

0 Upvotes

I have never played a game of league in my life, rocket league is more than enough to scratch the masochism itch. I know virtually nothing about the game aside from a couple gameplay clips that I’ve stumbled across, with me having no idea what is happening in most of them. Despite this, I know Faker is a Korean guy who’s really good at league. I think the average gamer, even those who don’t play league, would probably know the name Faker. How good is he actually explained in terms a non league player would understand? There are plenty of players who seem to absolutely dominate competitive scenes alone across other games like Zen, Peterbot, etc. but these names are not as well known as Faker for some reason.


r/leagueoflegends 3h ago

Discussion does riot do anything at all about wintrading?

0 Upvotes

I'm a grandmaster player in my own small Turkish server. Because of work, I can only play at nighttime so from midnight to 10 am. And because player count is really low these hours, I see the same players over and over again and after a while you can tell they are wintrading because I check match history and they go really bad KDAs when they are against that same person but every other match they play good. I Also found out about their discord server which has 60-70 people and they are all in a voicechat and they have hundersds of accounts and they dodge if they cant get into the same game or if they get in the same team. I actually don't think riot is able to tell if someone is trying to lose the game intentionally if its done in a manner that even players same team as them can't tell if they are not watching the game replay and only watch what that said player does throuoghut the game but they do lose the team the game. I wish I was a normal human and played in morning and noons, is this the punishment I get for being a not normal human? (even if they are on my team and we get a free win i still feel bad because i want to play competitively)


r/leagueoflegends 3h ago

Discussion What if assassins, rather than being agents of heavy damage, were agents of crippling effects targeting ranged and skirmishing champions

0 Upvotes

Assassin meta was deemed extremely toxic and since then they made assassins weak. They tried to space out the damage of an assassination to make it feel less toxic/frustrating and to allow counterplay, but that led to Yone/Akali/Naafiri i.e. some of the most toxic champions in the entire game.

By design an assassin is intended to be able to kill skirmishers and ranged squishies. So in my mind is a picture of maybe like a poison specialist whose poison harms minione heavily(i.e. waveclear) but champions are less effected taking moderate damage but incurring temporary crippling effects that make the champions much more susceptible to their weaknesses and easier for the assassins allies to kill them.

Things like extended vision range loss on squishies, or armor/MR reduction on skirmishers(where bruisers and tanks would be much less effected). They would still be highly mobile, but much less adept at a 1v1 and much better in teamfight utility. This allows them to get prio via the heavy damage on minions, but allows them to still operate with the mindset of an assassin in the general game


r/leagueoflegends 3h ago

Discussion [Discussion] There should be an additional tier between master and granmaster.

0 Upvotes

With how inflated MMR and ranked distribution feel nowadays, I think Riot should seriously consider adding another tier between Master and Grandmaster.

Back in the day, reaching Master actually felt like an exclusive achievement. Now, Master is so populated that it resembles what old Diamond used to be. The skill gap between low Master players and high Master players is often massive, yet they're grouped under the same badge. Because of this, the rank no longer serves as a clear indicator of player skill.

Adding a new division between Master and Grandmaster would help classify players more accurately and make ranked progression feel more meaningful. It would also reduce the overcrowding currently happening in Master tier.

At the same time, I question whether Iron is even necessary anymore. Iron has a relatively small portion of the player base compared to the ranks above it, while Master continues to grow. Instead of having such a compressed top end of the ladder, Riot could consider removing Iron and reallocating that rank space into a new tier near the top where the player distribution is actually creating issues.

A healthier ranked system should have enough separation to distinguish meaningful skill differences. Right now, the top ladder feels compressed while the bottom ladder feels unnecessarily stretched.

SoloQ only. Flex is basically a different game and nobody takes it seriously anyway.


r/leagueoflegends 3h ago

Gameplay Is there an easier way to get over walls

4 Upvotes

I’m new to league so I don’t know if there’s a better way to do this. But essentially I have to click on the inner edge of the wall, wait for my champ like wukong to get close enough to W over it. Is there a setting that’ll allow you to do that when you click over the wall instead of it making your champion walk around the wall - because it gets a bit tedious but its also inconsistent as well


r/leagueoflegends 3h ago

Discussion had some funny shit idea hahaha

0 Upvotes

if mages bot are strong atm, and there is all this roming support shit, why we dont pick bruisers and tanks bot. see sustain items and runes are very strong against mages, mage players mid usually complain about bruisers on mid lane bcs of second wind/dshield. why dont counter those with bruisers? at least laning phase? and if top lane have become a ranged nightmare why bruisers dont migrate to bot lane where they can be more usefull (kitwise) to an teamfight or press for a drake? and why dont adcs stick to top where they can simply scale since most of the times is just an stale lane? wouldn't the world be a better place?


r/leagueoflegends 3h ago

Discussion Update available. Nothing is downloading

0 Upvotes

When I open the Riot-Client it notifies me there is a update available but it won't download. Same in game client. What am I missing?

I tried to repair the client but it didn't work.


r/leagueoflegends 3h ago

Discussion karthus ult neeeds more damage

0 Upvotes

hello im a karthus main and i cant seem to kill people with my ult unless they are 10 hp. maybe make it an excecute below 40% hp or increase damage based on missing health. thanks


r/leagueoflegends 4h ago

Discussion Who is actually playing league classic? Do you miss special event game modes?

0 Upvotes

I truly want to know who decided that putting all that work into bringing Classic league back thought it was a good idea.

Of all the years I've played league, since S6, the most fun I've had in this game was the awesome rotating events with their own special game modes, eg. Odyssey and Star Guardian. All of my friends and I would get together and play the heck out of of those.

Am I missing something? Did those game modes not do well? I truly have such fond memories of them, maybe I am looking through rose colored glasses.

League classic is just that... classic; and completely lack luster.

I'm not trying to rant, I genuinely want to know if anyone is happy and enjoying Classic mode or if you miss the special event game modes like I do. Or both!


r/leagueoflegends 4h ago

Gameplay Why do people hate the current meta?

33 Upvotes

I fully quit league years ago when Mythics were a thing. Came back for Classic but I saw the current meta and it's wild.

Mages bot

Adc Top outside from Quinn and Teemo(not an adc but ranged)

Support roaming from bot half the laning phase instead of being a glorified ward bot like in S3/Classic

Anivia doing a Mundo and going where she pleases

...

Honestly, this seems like a breath of fresh air to me compared to the formulaic adc+supp on bot, mage/assasin mid, bruiser/tank top that's been set in stone since season 2.

I get it's frustrating playing vs ranged on top, or being outpoked on bot and being campesld by the support - but isn't the game supposed to evolve and players supposed to discover how to play around it?