bonevoid

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bonevoid

bonevoid

@bonevoid

22 Legit 1v9 turbo challenger smurf top tier rank one never lost a smite most insane player in the whole game

가입일 Kasım 2018
2.4K 팔로잉12.7K 팔로워
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bonevoid
bonevoid@bonevoid·
WE FUCKING DID IT THANK YOU SO MUCH EVERYBODY LOOOOL I LOVE YOU CAL
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Huncho ➡️twtv/huncho
GAME BREAKING DOUBLE CAMP TECHNOLOGY. If your champion size is 80, you can double camp blue and Gromp together (Hecarim, Morde, bulky champs) This double camp works on both sides, and can be replicated throughout the game (broken for invades) You save 5-6 seconds on your first fullclear with this tech on Hecarim This means Hecarim can clear ~2:26 with: AD/AD/HS, and 2:36 with full scaling shards: AH/MS/HS I will be doing a full in-depth YT tutorial for this in the coming days, Blueside is significantly harder to pull off so I will try my best to simplify it.
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Wickd
Wickd@Wickdlol·
It's actually hilarious Masters a rank that used to hold prestige and showcase extreme skill became a participation trophy I don't think Riot will fix it. Because by doing so they'd have to take Masters away from most of the players. Would be the right call, but it is going to demotivate and upset a lot of players. Once you give someone something. It's very difficult to take away.
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bonevoid
bonevoid@bonevoid·
@KhaCookieCow sadly soloq vs comp are basically 2 different games so it's hard to distinguish if u nerf vi bc she's op in comp her wr in soloq will go to like 47% for example
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Kha Cow
Kha Cow@KhaCookieCow·
@bonevoid talking about the balance of the game. is Shyvana Evelynn been viable in either for the last 4 years?
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Kha Cow
Kha Cow@KhaCookieCow·
Shyvana was good for 12 hours. Then Riot Games said "nuh uh" not allowed to be good in real games. Vi Jarvan Xin and toplaners and talon are allowed to be giga broken (unfair levels) for 2 years tho!
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Tungus
Tungus@l_Tungus_l·
@bonevoid Is there a way to bypass this window somehow? xD
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bonevoid
bonevoid@bonevoid·
I don't wanna agree to this what the hell
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bonevoid
bonevoid@bonevoid·
@KhaCookieCow r u talking abt comp or soloq vi is dogshit in soloq but great in comp and talon is dogshit in comp but great in soloq
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Kha Cow
Kha Cow@KhaCookieCow·
@bonevoid I play scrims and competitive actually and vi is B1 pick for 2 years.
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bonevoid
bonevoid@bonevoid·
@L0ganJG wtf is this disrespect to my boy thorfinn
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L0ganJG
L0ganJG@L0ganJG·
They were comparing Locke to Thorfinn……?
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bonevoid
bonevoid@bonevoid·
@frostmatyi @RiotPhroxzon even if they dont wanna reset the whole ladder (which is understandable why they wouldn't) at LEAST they need to reset all of master+ back to 0 lp
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Frost
Frost@frostmatyi·
The only people that DONT want a ladder reset are a) people who are higher elo than they were last year and are desperately clinging to their newfound "peak" (ex. lowmaster last year -> GM/Chall this year, or emerald last year -> lowmaster now) or b) people who are casuals and dont want to play the 50 or so games again that they have grinded in 3 months total However, streamers, pros, wannabe pros and high elo onetricks are all in agreement about the reset and if everyone is telling you that its the right decision, maybe it is. We are the ones who entertain the league audience and if we aren't happy and stop playing/start smurfing then its gonna be a net negative for everyone involved. You get less exposure, we dont get to practice or challenge ourselves and the casuals wont have anyone to watch, or watch someone have a miserable experience. Your choice.
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Matt Leung-Harrison
Matt Leung-Harrison@RiotPhroxzon·
Apex LP Gains Hey everyone, We’ve had a lot of attempted changes to resolve some of the root issues with the Apex experience this year. Some have worked OK and others haven’t worked as well. We wanted to shine a light on changes that are going out (hopefully) today and how we’re going to approach it for the near term and wanted to apologize for the experience that people have been running into so far. Does every region have negative LP gains? - Less than 5 of our 16 regions are having negative LP gains in Apex right now, and they’re to varying extents - Some of those are experiencing it consistently and others, just a little bit, and most, none at all Is Aegis of Valor causing this? - We don’t see any long term impacts on LP gains caused by Aegis - Especially given that the majority of regions are functioning completely fine What’s going on then? - Masters being more achievable this Season & the best players getting stronger as the years go on is expanding the gap between the bottom of Master and the top of Challenger. - The addition of Challenger duos made it more challenging to balance some of these games - While we took pre-emptive mitigations to reduce the impact of things like Rank 1 & 2 duoing together, they weren’t powerful enough and resulted in the best players catapulting further ahead - The rollout of our improved Matchmaking and better balance to duos (this is now Live in every region); does a better job of balancing duos and balancing autofills to make Apex matches more balanced in over 90% of cases, but there is still work to be done when the very best players are duoing together - In the Live Ranked system, the max LP attainable has a soft cap to prevent LP gains from getting too high, which combined with the above issues has led to a less than ideal apex ladder experience Are you going to reset the ladder? - There are some set of people who are really vocal about resetting the ladder; we hear the concerns and are taking them seriously - At the same time, there are a lot of players who will find it very frustrating for all their progress to be reset and while some players will be happy we reset it, others will not, so we’re continuing to evaluate The changes we’re making - To reiterate, in the Live Ranked system, the max LP attainable has a soft cap to prevent LP gains from getting too high - The closer you get to the top of the ladder, you need a higher and higher winrate to climb. - ie. As a player gets closer and closer to the cap, their gains will approach +10/-30 - We’re going to remove this cap, which will unbound LP on the top end and result in the very best players being able to play and climb to pretty high LP values (+30/-10LP until they start to reach where they should be) - It will also make LP gains for the entire Apex ladder more stable, but LP cutoffs for Grandmaster and Challenger will also increase when most players no longer have negative LP gains - We expect most regions to reach peak LP’s of around 3000 and in some of the top end cases, close to 4000 - Grandmaster and Challenger are meant to be very difficult to achieve and it’s intended to be challenging to get there (in the same way that an Emerald player should look at Diamond and feel like it’s going to be difficult to achieve) - At the same time, we’ve heard your feedback that hitting these ranks feels too daunting and grindy (though there is an expectation that the peak ranks in a game are going to require more dedication to keep, we need to strike a good sweet spot here) The future - Us making climbing at apex less daunting caused us to add Grandmaster several years ago and we’re nearing some of those feels now; the skill gaps in Apex are getting too big - In some regions also, the number of Grandmaster/Challenger slots being too low for how big their region is is also contributing to the cutoffs being very high (EUW being a notable example) -> curious on thoughts on increasing this - We might also reconsider the top end of how much LP you can gain per win, but need to be considerate of how much this incentivizes smurfing - Changes to systems like these are a natural part of League being a long-lived game and having growing player skills over time Thank you for being patient with us as we fix all the things and we’ll continue to work to make the top of ladder climbing experience the best it can be.
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magda εїз
magda εїз@raindropsbap·
need anime recommendations pls i want something short and very sad like plastic memories type of sad yk
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bonevoid
bonevoid@bonevoid·
@ciindae how good are u at league of legends...
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cindae
cindae@ciindae·
i can fix you (5’0 asian girl with a fat ass and better than u in every videogame)
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Olliert
Olliert@Olliert1·
@bonevoid bonevoid is emerald and types at 70 wpm
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bonevoid
bonevoid@bonevoid·
@Darksword255 wait ok 8 yr old acc makes sense since it prob was acc bought or transferred or smth but MAIN 3 DAY FOR WHAT????
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Darksword255
Darksword255@Darksword255·
@bonevoid Oh I just realized it’s the wrong message my mains 3 day suspended my 8 year old account is banned
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Darksword255
Darksword255@Darksword255·
What a great message to get after 2 games of league today. Unjust and unlucky timing. First i get a vanguard error that kicks me mid game now i have this. I submitted a ticket i hope this can be reversed quickly. 6 Hours left of the 9 day subathon idk ill figure something else to do for the rest of the time. twitch.tv/darksword255
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bonevoid
bonevoid@bonevoid·
@doaenel INSHALLAH THIS IS AUTISTIC ENOUGH FOR RIOT TO DO SOMETHING BECAUSE THIS WOULD LEGITIMATELY MAKE ME WANT TO QUEUE UP AGAIN
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Dantes
Dantes@doaenel·
For years, I've used my Autism to further my career. Today, I'm using it to save League of Legends. It took me 4 hours to make this post. Please, take 10 minutes to read it in its entirety and voice support if you agree with any of it. It's not just for me, it's for all of us. In this post I detail the 3 main situations that Riot has presented as problems within the Ranked system, as well as their proposed solutions. I then offer what I believe to be the best solution for all parties involved, while giving supporting arguments to further all my claims. This post is structured with the detailing of 3 core situational problems, insight into smurfing, insight into the ladder reset, and then ending off with how everything could be fixed in the next 39 days and cement Season 16 as one of the greatest seasons for the ranked playerbase in the last decade. Let's begin. ~~~~~~~~~~~~~~~~ SITUATION #1: Masters being more achievable this Season & the best players getting stronger as the years go on is expanding the gap between the bottom of Master and the top of Challenger. Us making climbing at apex less daunting caused us to add Grandmaster several years ago and we’re nearing some of those feels now; the skill gaps in Apex are getting too big. Changes to systems like these [the Master+ system] are a natural part of League being a long-lived game and having growing player skills over time. Riot-Proposed Solution: In an effort to better differentiate between skill levels, allow LP numbers to become potentially unlimited so the higher-end skill levels among Master and Challenger players is more visible and better represented. Issues with Riot-Proposed Solution: - Grinding Master and Challenger now feels unrewarding and unattainable. Players who get into Masters on +/-20 LP gains will not want to make the grind all the way to 1500 LP just to hit Grandmaster (75 net wins, which is essentially the same as going from Iron 4 0 LP to Platinum 4 0 LP) and players who hit Challenger will not want to grind all the way to Rank 1 on even gains since, again, they will have to get upwards of 100 (or more) net wins. - Smurfing becomes worse. When confronted with a number as vast as what's going to be commonplace in terms of LP requirements, instead of playing on accounts with even gains; players will instead opt to smurf since there's the potential of getting an account with better gains playing in higher MMR lobbies to make the climbing process easier to process. To understand fully and properly, see the UNDERSTANDING SMURFING sidenote after Situation #3. Ideal solution #1: Add a new (4-tier) rank in between Diamond and Masters and (potentially) remove Grandmaster. This change properly addresses the situation without having the same issues as the proposed solution because; - Climbing at Apex will not feel daunting since LP cutoffs can even go as low as 1000 LP for Rank 1 and still maintain skill discrepancy since all the players that WOULD be Grandmaster are instead Masters and all the players that WOULD be Masters are instead in the new rank that's been introduced. - Players will not feel 'cheated' out of getting demoted out of Masters since the new Rank is essentially taking the place of Masters and Masters is now essentially Grandmaster. - The prestige of being Masters and viewing it as a true Apex tier due to lower player-count finally returns. Smurfing gets DEINCENTIVIZED rather than INCENTIVIZED because the climb for Masters and Challengers feels like it's truly attainable and the actual ranking process of getting into the higher elos takes longer. It's important to note, however, that this could have been done in the past by Riot when Emerald was introduced, but the execution was improperly handled and as a result didn't change anything. To elaborate, back in the day Apex players would start, at the highest, Platinum 1. When Emerald was introduced most people were led to believe that this would still be the case which would have resulted in significant elo DEFLATION among the Apex tiers since all the Diamond level players would now start in Platinum and would have to climb a LOT to make it back to Masters. By allowing everyone to start in Emerald 1, this elo deflation did not occur. For this solution to properly do its job, players MUST still maintain an Emerald 1 start [at the highest MMR end] so that the vetting process can properly occur. Ideal solution #2: Add promotional series BACK to Diamond+ SoloQueue. To preface, this does NOT NEED to happen; but one of the issues right now is that there is such an LP spread among Master+ players that adding promotional series BACK to Diamond (as well as the new rank) can add 9 net wins to promotion between tiers (assuming +/-20) while also making the ranks seem more competitive and exclusive since the rules become different. A popup can be given upon first time promotion into Diamond explaining the system changes while also being done in a way that EXCITES the player (e,g. Congratulations on promoting! Since you're now approaching TOP-LEVEL competition, we're making things even MORE competitive so you can really test yourself!) --------------- SITUATION #2: The addition of Challenger duos made it more challenging to balance some of these games. While we took pre-emptive mitigations to reduce the impact of things like Rank 1 & 2 duoing together, they weren’t powerful enough and resulted in the best players catapulting further ahead. Riot-Proposed Solution: In an effort to make things more competitive, potentially look into the limiting of duos between the highest ranked players while also uncapping the LP soft-cap so that players who did play Solo are still able to make progress. Issues with Riot-Proposed Solution: - Does not address the issue that already took place (i.e players ALREADY catapulting ahead) - Does not give an actual timeframe on when this limiting will take place, allowing for further abuse to take place. - Restricting RANKS from duoing with each other (i.e Rank 1 with Rank 10) does not prevent the Rank 10 player from playing on a Grandmaster account and duoing with the Rank 1. - Uncapping the LP cap leads to a whole other slew of problems which are detailed in Situation #1 Ideal solution: Resetting the ladder and making it so that upon reaching APEX ranks, duoing becomes limited to a percentage basis of games played. This change properly addresses the situation without having the same issues as the proposed solution because; - Players who were catapulted through duoing are now reset to 0, allowing for a fair playing field for everyone. - Players will NOT be able to catapult themselves in the future. This is a 2 part solution, and as a result I will give 2 different paragraphs explaining the necessity of both changes. SOLUTION #1: RESETTING THE LADDER - Explained further in depth later in this post SOLUTION #2: Duo Restrictions - The only way to properly allow for duoing in high elo is if it's limited. This is how the sliding scale should work; Masters: 75% GrandMaster: 50% Challenger: 30% Top 200: 20% Top 100: 10% To preface, the numbers can be adjusted. This would allow for duoing to STILL be possible in high elo and allow for players to have fun, while also making it so it cannot be abused. It's important to note, however, that restrictions should be made AT CUTOFFS rather than at RANKS or else people will use this to their advantage in an effort to camp 1 win below a certain threshold one day, then spend the entire next day abusing the lower threshold and duoing more than they should until the ladder updates. --------------- SITUATION #3: In the Live Ranked system, the max LP attainable has a soft cap to prevent LP gains from getting too high, which combined with the above issues has led to a less than ideal apex ladder experience. We might also reconsider the top end of how much LP you can gain per win, but need to be considerate of how much this incentivizes smurfing. Riot-Proposed Solution: Uncapping LP gain for high-end players in an effort to make the grind feel more rewarding for people in Challenger and top 10. Issues with Riot-Proposed Solution: - Delegitimizes an entire decade of 'lp quotas' and sends the entire ladder into disarray as to what's considered good and what's not (it's important to note that this has ALREADY been the case this season, but now it's tenfold worse) - Encourages smurfing since players at 1400 LP will only see an LP gain of +23 and as a result will go new account to hopefully get +30 in Challenger so they can compete with current Rank 1s who are already getting +30 at 2500 LP. - Doesn't actually make the grind feel more rewarding since now LP is just a number that is going up rather than a benchmark of success. To explain, in the past people used to view 1k LP players as insane and 2k LP players as god-level. Nowadays, 1k LP isn't even Challenger and 2k is becoming commonplace. This is actually REMOVING incentive from players to grind since previously respected and sought-after benchmarks aren't even present anymore. Ideal solution: Static gains across the board, with there being a bell curve amongst the top 10 players. In Apex tiers, MMR should cease to exist. Once you achieve Masters, the LP curve should look like this; Master: +20/-20 Grandmaster: +18/-20 Challenger: +16/-20 Top 100: +14/-20 Top 10: +12/-20 Rank 1: +10/-20 The real reason behind why high elo players have been smurfing this season is based upon 2 lines of reasoning, -30 feels awful, and people just want high MMR accounts (explained later in UNDERSTANDING SMURFING). By making gains static you not only deincentivize smurfing since people cannot get high MMR accounts anymore, but you also make it so that the losses don't feel AS bad since it's only -20. A baseline of -30 is just unsustainable for the game long-term because of how huge that number really is. This also fixes the issue of people complaining about matchmaking since now MMR won't even necessarily be a factor inside of it which makes it so that players end up feeling a lot better about game quality too (even though no changes actually happen to matchmaking). Needless to say, the only way to fix the third point is a ladder reset (explained later). New benchmarks will not present themselves because nobody even know what is or isn't good anymore and one year is not ample enough time to do so. In previous seasons boundaries and limits were pushed slightly every year to make it so that people could have generalized ideas of skill based upon LP. This season has completely unwound an entire decade of progression, the only fix is a reset. ~~~~~~~~~~~~~~~~~~ Thank you for making it this far. Now, it's time for us to talk about two concepts. The first, smurfing. And the second, the Ladder Reset. Let's start with Smurfing. People do not enjoy smurfing. Contrary to popular belief, most people actually resent it. The idea of going on a new account and stomping 50 games in a row is just not something that people care about anymore. There's a reason why high winrate accounts don't get many impressions anymore on Twitter. The only reason why Master+ players do it typically falls into one of 4 categories; - Practicing new roles/champions - Getting banned - Master players trying to get high MMR to climb to GM - Challenger players trying to get high MMR to climb to Rank 1 The vast majority of smurfs that you will find in your games is apart of one of the last 2 points. Even among lower elos Diamond players will smurf to hit Masters, Emerald players will smurf to hit Diamond, and so on. By removing the concept of MMR while maintaining the ranking system you're able to actually reduce (I would assume) over 50% of smurfing cases if not even upwards of 75%. Players want to play in the highest elo they can, and the reason why they smurf is because they believe that getting an account with better LP gains is their ticket out of whatever rank they're stuck in. Removing this option removes all incentive. --- I saved this part for last because it's by far the most important. The Ladder Reset. As things are right now, it's only getting worse. 2500 LP players are gaining 30 per game, with players around the middle (700-1500 LP) gaining 22-23. If you're somebody who wants to grind for top 10 or Rank 1, which believe it or not is most of the high elo playerbase, you will not even want to try competing with players like GeneralSniper who are gaining more LP than you with double the amount that you have. Instead, you're going to smurf in the hopes that you can get an account with +30 to be on the same playing field. And this is why I wanted to structure my post in the way I did. There are many solutions that have been proposed, so let me just take a second to tell you what I would do if I were in your position, Riot. There are 39 days until 'Season 1' ends. With the exception of adding in an entirely new rank, every other change can be done within that timeframe. If there's one thing I've learned in my life as a content creator it's that it doesn't matter what you do, it's about how you present it. The same is true for everything. I know you're worried that some players will end up feeling demotivated at being reset, but I can promise you that the alternative is things will only get worse. Smurfing will become worse, player perception will become worse, communication lines will weaken, and overall trust among the playerbase towards you will completely fall. You have the opportunity right now to be heroes. Genuinely. Let me tell you how I would do it. Work together with the team in charge of the client and the overall seasonal progression. We're in the Demacia season, right? Demacia vs Noxus is a war. So play into that. Have popups appear over the course of the next few weeks talking about how something big is coming in the Apex tiers. Get people excited. Make Master+ players want to grind hard, and make lower elo players strive to also rankup so they can take part in whatever the event is. Then, when the new season starts, say (something along the lines of) the great battle is taking place. Master+ players can choose to be either Noxus or Demacia, and once they make their selection their ranks get reset. To prevent abuse of people just playing on new accounts and constantly smurfing once the season begins, make it so you can ONLY be a contender if you've reach Master+ in Split 1. In the client, you can view the players that are apart of both factions and see which ones are competing for which side, with a tab showing how the battle is faring (think similar to the pool party event you had years ago with the Mundo skin). And then, after 4 weeks, the event ends, with the side that gained more LP in Master+ taking the trophy. Players get some kind of in-game reward who participated based on if they were on the winning side and how far up in the ladder they made it and you can even have low elo players choose which side they want to support (even if they're not apart of the actual battle) with maybe an icon that can have a prestige edition for the winners. You would fix high elo. You would reinstill a sense of community. You would play into the seasonal hype and make everyone excited You would avoid (almost all) the backlash from the people who are getting reset. And you would save the game. Just remember that for many of us this isn't just a game. For me, it's my life. I had trouble sleeping last night, I didn't really feel like getting out of bed this morning, And I spent 4 hours this morning typing up this tweet. And it's not out of hate, or malice, or anything negative. It's out of love. So please, for not just me, but for all of us who love this game and just want to feel excited playing it daily, I'm begging you to hear me out. Thank you for reading.
Matt Leung-Harrison@RiotPhroxzon

Apex LP Gains Hey everyone, We’ve had a lot of attempted changes to resolve some of the root issues with the Apex experience this year. Some have worked OK and others haven’t worked as well. We wanted to shine a light on changes that are going out (hopefully) today and how we’re going to approach it for the near term and wanted to apologize for the experience that people have been running into so far. Does every region have negative LP gains? - Less than 5 of our 16 regions are having negative LP gains in Apex right now, and they’re to varying extents - Some of those are experiencing it consistently and others, just a little bit, and most, none at all Is Aegis of Valor causing this? - We don’t see any long term impacts on LP gains caused by Aegis - Especially given that the majority of regions are functioning completely fine What’s going on then? - Masters being more achievable this Season & the best players getting stronger as the years go on is expanding the gap between the bottom of Master and the top of Challenger. - The addition of Challenger duos made it more challenging to balance some of these games - While we took pre-emptive mitigations to reduce the impact of things like Rank 1 & 2 duoing together, they weren’t powerful enough and resulted in the best players catapulting further ahead - The rollout of our improved Matchmaking and better balance to duos (this is now Live in every region); does a better job of balancing duos and balancing autofills to make Apex matches more balanced in over 90% of cases, but there is still work to be done when the very best players are duoing together - In the Live Ranked system, the max LP attainable has a soft cap to prevent LP gains from getting too high, which combined with the above issues has led to a less than ideal apex ladder experience Are you going to reset the ladder? - There are some set of people who are really vocal about resetting the ladder; we hear the concerns and are taking them seriously - At the same time, there are a lot of players who will find it very frustrating for all their progress to be reset and while some players will be happy we reset it, others will not, so we’re continuing to evaluate The changes we’re making - To reiterate, in the Live Ranked system, the max LP attainable has a soft cap to prevent LP gains from getting too high - The closer you get to the top of the ladder, you need a higher and higher winrate to climb. - ie. As a player gets closer and closer to the cap, their gains will approach +10/-30 - We’re going to remove this cap, which will unbound LP on the top end and result in the very best players being able to play and climb to pretty high LP values (+30/-10LP until they start to reach where they should be) - It will also make LP gains for the entire Apex ladder more stable, but LP cutoffs for Grandmaster and Challenger will also increase when most players no longer have negative LP gains - We expect most regions to reach peak LP’s of around 3000 and in some of the top end cases, close to 4000 - Grandmaster and Challenger are meant to be very difficult to achieve and it’s intended to be challenging to get there (in the same way that an Emerald player should look at Diamond and feel like it’s going to be difficult to achieve) - At the same time, we’ve heard your feedback that hitting these ranks feels too daunting and grindy (though there is an expectation that the peak ranks in a game are going to require more dedication to keep, we need to strike a good sweet spot here) The future - Us making climbing at apex less daunting caused us to add Grandmaster several years ago and we’re nearing some of those feels now; the skill gaps in Apex are getting too big - In some regions also, the number of Grandmaster/Challenger slots being too low for how big their region is is also contributing to the cutoffs being very high (EUW being a notable example) -> curious on thoughts on increasing this - We might also reconsider the top end of how much LP you can gain per win, but need to be considerate of how much this incentivizes smurfing - Changes to systems like these are a natural part of League being a long-lived game and having growing player skills over time Thank you for being patient with us as we fix all the things and we’ll continue to work to make the top of ladder climbing experience the best it can be.

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