CaptainOrb

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CaptainOrb

CaptainOrb

@CaptainOrb

Katılım Mart 2019
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CaptainOrb
CaptainOrb@CaptainOrb·
Summoner spell swap, sudden change of role and champions, abysmal kda, this is definitely bought account @drewlevin
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josh joa
josh joa@josh_joa·
@drewlevin ARE YOU KIDDING ME??? WHY AM I BANNED. THE KATARINA GAME AND NOW THE FIORA IN A ROW?? PLEASE IM MARKED FOR NO REASON Name: itx02#02020 Euw How am I banned for not participating all game? Two times in a row, two times i get leaver and 3 days ban? Are you kissing me?
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josh joa
josh joa@josh_joa·
@drewlevin Can't accept I got falsely banned that one game is crazy. Just because I afked in the past?
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CaptainOrb
CaptainOrb@CaptainOrb·
J'ai trouvé l'utilité des bots qui t'ajoutent après une game
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Azer Dugalić
Azer Dugalić@Azzapp_LoL·
+20/-20 at the top of the ladder simply doesn't work. Soft cap was the right idea but poorly implemented with the hard break when someone reached high enough. In a world where duo exists, there is no way top players playing duo will have 50% or less win rate. Thus, rank 1 becomes a race of who can grind the most, and LP numbers run away every season. Magnus Carlsen will destroy the majority of GM players easily. League players in the zone in the right season can do the same, especially with a duo. Changes can be good, but there is a time and place for them. Changing during live season(even for the better) is bad because it kills any remaining faith in solo q integrity. Hard reset every 5 or 10 years fixes a lot of these problems, and it cleanses the compounded inaccuracies of the system. Early season with hard reset is obviously hectic, but it's not as bad as it seems due to normal distribution. There are only 300 challengers out of 2.5 million ranked players, and they will be top 5% after 20 games or so. As long as it's announced ahead of time and sufficiently hyped, people will enjoy the fresh climb. Better players get to test whether they belong there or their MMR was keeping them up. Lower elo players get to see if they truly belong higher. Ranked integrity is the number 1 priority. Here is how to hype it up sufficiently. - Add rewards even if symbolic to the top of the ladder - Add spectate live to the client front page - Good standing players can connect their livestreams to league account and show POV on spectate live - Once changes are live and the races are off, NO Further Changes
Matt Leung-Harrison@RiotPhroxzon

Apex Ranked Followup Thank you for all your feedback about the changes last week. I wanted to give some explanations on what we're seeing and why it is how it is right now; I’m not trying to change anyone’s mind, but I hope being transparent will lead to more constructive conversations with everyone Feedback we heard 1. The ladder has less meaningful breakpoints to strive for, now that the LP gaps between Master, Grandmaster, Challenger and Rank1 are really wide in a few regions (NA, EUW, EUN mainly). The gaps between tiers can feel exhaustingly large with low feedback and satisfaction on the journey from say low masters to high masters 2. It also makes comparison to previous season benchmarks lose meaning (1k LP, 2k LP, etc.) 3. Many are calling for an Apex Ranked reset; I'd love to know more about exactly what you mean by this (more below) 4. The ladder already felt grindy, like you had to play a lot of games to get to the next tier, and now it feels even more so 5. The top players getting +30/-10 even if their MMR is high feels unfair if a new or lower account can't do that; there are feelings of “how can I catch that” 6. Depending on which patch someone played, with the same winrates, their LP outcomes can be quite different, which is frustrating On who is getting +30/-10 and who is +/-20 - There have been a lot of discussions around who is getting good gains and who is not - We agree it feels unfair right now for the top of the ladder to be getting +30 while others are getting +20; I just wanted to explain why this is - This is because the weeks many players spent eating +10/-30 from the soft cap is being repaid; essentially for every game that a player played a +10/-30LP game, they will get paid back with +30/-10LP ones and this will grow the top of the ladder (similar to how the max LP on the ladder grows early in the season) - Once the ladder stabilizes, 95+% of the ladder (including the top of the ladder and including masters entrants at the bottom) is intended to get +/-20 - This means the only way to climb the ladder is to have a >50% winrate - If you have a 50% winrate over a long period, then you’re probably in the right skill level and are not in a climbing state - I also want to state this very clearly as a response to folks saying they should roll a fresh account to fight the Challenger LP gains. There is no advantage to running a fresh account up the ladder to try and hit an Apex rank, it will always be better to start with a pre-existing Apex account - I know it didn’t work like this in Seasons past, but it does now (and has for the past season or two) and this is to further disincentivize smurfing, something many players on the ladder had mentioned as a pain point - The only way to climb from this state is to improve skill level - I can guarantee that a Challenger player will be able to climb just fine with +/-20 given enough games, because they will have a very high winrate through Master and Grandmaster, but this leads me to my next point On ladder grindiness - We hear your concerns on needing to play too many games to climb up the ladder - It is true that older accounts that played their accounts up to challenger will be advantaged in Season reset races with the way we currently do soft rank resets - We do this because we want to make camping spots less effective of a strategy, dissuade smurfing, and encourage people to play on their main accounts - If the legacy accounts are not advantaged, there is no blocker to just running many fresh accounts through the Ranked ladder to hit Challenger; I think most players would agree that would be a worse experience - Secondly, as soon as Challenger players run into negative LP gains, many will stop playing on their Challenger accounts and move to smurfing, which is bad for match quality and queue times as well - We believe the high LP values are a better alternative to negative LP gains, but they are both not ideal - Additionally, we have daily game requirements and cap the max LP gains at 30 so that players don't camp on their spots without playing so that others have more opportunities to overtake them - In a world where a new Masters account has a 75% winrate through the Apex ladder (ie. is probably a top 10 player), that is 300 games to get to 3000LP from 0LP - If you are starting from a legacy account, it will be significantly less games than this - We don't believe it should be possible to be able to get to Rank 1 from a fresh account in less than 2-300 games. That makes smurfing, running up multiple accounts and maintaining them too attractive of an option - For one of the premier competitive games, we don't believe it is too much to ask for a player to play 1-2 games a day (between 3-700 games a year for the highest skill players in the game). Genre expectations to reach the top in many other games (including other MOBA’s) can be orders of magnitude higher than this and often require full time grinding - On the flip side, we acknowledge that there's a sweet spot on how much a player needs to play to not perceive it as too grindy, many people have to study, have jobs, etc and so it needs to be achievable for them too - We want to balance all these considerations; reducing incentives to smurf, how grindy it feels to achieve/maintain a rank and how legacy accounts are treated On why the LP is so high - I saw a comment asking whether the gap between Iron and Master (2800LP) is really equivalent to the gap between Master and Rank1 Challenger (2, 3, 4000LP) - In some regions, the answer to that is yes, in others, it's not quite as large, but still close - Players have gotten significantly better each year, especially with how often the top players are boot camping, taking a shot at Pro and learning from it, and pushing each other to get better - This is one of the reasons why the LP gaps between tiers are so high and the existence of the soft caps in previous years ended up suppressing the observed top LP's by some amount, so the gap looked lower than it actually was - Factually, there is a huge gap in skill between Master and Grandmaster and again from Grandmaster to Challenger so amount of points between them has to be reasonably large - This is a very common pattern in long running games, for example in Chess, Magnus Carlsen vs any random Grandmaster has close to a 90% chance to win - As League goes on, the gap between Rank1 (say Showmaker) and Master 0 LP is going to continue to widen; there are so many things you can do to influence the team in small but meaningful ways that aren’t super noticeable individually but have a huge impact over the course of a game, like pinging, shotcalling, soaking pressure, getting vision, etc. - But there's a fine balance here, we can agree that progression between tiers can feel daunting in the current tuning and there is a lacking sense of progression. This is why we’re considering adding additional tiers to break this up and create more “checkpoints” On Matchmaking Quality - There are some expectations of being able to have full challenger lobbies, all duos balanced, all role parity (on-role vs off-role), low queue times, all equal LP, remove autofill at all times of day - I want to set an expectation that this is not possible with only 300 Challengers and 700 Grandmasters in many regions - Players need to be autofilled, especially at the top of the ladder for us to make queue times reasonable, but we can at least try to make those autofills balanced in role - If a game is unbalanced in one of the axes above, we try to balance it out in another axis, but we are sometimes going to have to grab some Masters players to fill Challengers lobbies (hopefully not during peak time) - Especially with the new role parity algorithm, we believe we are making very fair games (close to 50% chance to win) in >90% of situations, with close LP between teams, duo balance, role parity - We believe the new algorithm is already significantly better than the old one, even though there may be some rose tinted glasses about how much better Matchmaking was before, which we don't agree with. We are still improving it Why do Challengers get +30LP, even when there are 200 LP masters in the game - LP gains are given based on how fair the match is and mentioned above, over 90% of matches have 50% chance to win - The reason why the Challengers are getting +30 for these games is because of the repayment of debt in the points above; this will resolve itself soon and the players will quickly go back to +-20 - If the match itself is 50% chance for either team to win, then the performance of the various people in the game is already baked into the LP gains (ie. the 200 LP master is expected to play worse, the Challenger is expected to play better) - There will usually be something offsetting this LP imbalance (whether it’s an extra duo on one team, someone playing secondary instead of autofill, etc.) - As I mentioned above, we believe >90% of our games are fair; it can be hard to guarantee fairness in off-peak and/or in small regions Other things we're thinking about (nothing confirmed) - [Agree] Many players are calling for better feelings of progression and progress in these tiers - [Agree] Reductions of grindiness (eg. more decay game banks, increasing max LP gain past +30LP, lowering distance between tiers, adding new tiers) - [Agree] Better reasons to maintain and play on Challenger accounts, rather than Smurf - [Uncertain] Adding more Grandmaster/Challenger slots to regions that have high numbers of players (which would bring the points between tiers down) - [Uncertain] Reducing how much advantage players get on their legacy accounts from start of Season (eg. capping at +25LP at max, instead of +30LP), but this will also further incentivize smurfing and increase feelings of grindiness - [Agree] Lower the amount of resetting at start of Seasons (eg. maybe start the Season at Master 0LP) More on Apex resets - To get a better understanding of what y'all mean by ladder reset, some possibilities are detailed below, - Not committing to any particular action or if we would even do any of these, but we want to better understand your intent when some of you ask for a reset. We definitely are far out from talking about a “when” at this point - If we went forward with any of these we would only reset a few regions as the vast majority of regions have had a normal season - We will be doing some research in the affected regions to help inform a call one way or the other - We would only consider a reset if we are confident it would result in an improved overall experience Option 1: Hard Reset - Early matchmaking will be a cluster****. There would be no memory of previous season ranks in Matchmaking - This means you could have 5 exChallenger vs 5 Master peakers, and that would be considered a fair game in the system - Even if a player is Challenger, they might have a team of Masters and be unable to carry hard enough vs a pretty stacked team on the other side, making the climbing process feel very RNG - This matchmaking quality would go on for months as the ladder sorts itself out, which would contribute to a negative experience for a good amount of players - Early season this year was a bit of a taste of this as we did a bit of a harder reset, and matchmaking quality would be significantly worse than that. This would be the most extreme option - We still don't believe this is a good idea, but if y'all are still wanting to push for it given this context, then the team can continue to discuss it Option 2: Softer Resets - Soft Reset would keep some semblance of normalcy in matchmaking, but the best players will be rewarded for being high on the ladder with better position on the starting blocks so to speak. Previous challengers would get increased gains (+30/-10) well into their climbs - The softest option would be everyone keeping their relative positions in the ladder but would need to maintain their current winrate to prove they belong there and reach their previous LP value

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CaptainOrb
CaptainOrb@CaptainOrb·
@RiotPhroxzon Resetting the ladder is just the logical next step after spending two months tweeting every 2 weeks to tell us about “fixes” to LP gains. Leaving the ladder in this state is just a joke at this point, as these jokes about “fixes”. C'mon
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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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Phirrux
Phirrux@TontonPhiphi·
Faites vos jeux ! Quand est ce que Deoxys shiny tombera ? (Rappel du taux pour un shiny : 1/8192) J’offre une pizza à celle ou celui qui est le plus proche dans les commentaires 🍕
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CaptainOrb
CaptainOrb@CaptainOrb·
@drewlevin Hello this person boosting on a probably paid account should get some vacations :]
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Drew Levin
Drew Levin@drewlevin·
just finished logging and will have various teams work through reviewing ~200 items from my pinned. making this as my new pinned so we don't miss anything. thank you all, now as ever, for helping us stay connected to how people experience the game and what we need to improve on.
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CaptainOrb
CaptainOrb@CaptainOrb·
@RiotPhroxzon The problem with Dawn & Dusk is not that it is overpowered itself, but that applying on-hit twice breaks the kit of some champs (e.g. Ekko E Q, Varus E auto,...). You will end up having to nerf these champions, who will have no choice but to build D&D, unless you adress the onhit
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Matt Leung-Harrison
Matt Leung-Harrison@RiotPhroxzon·
Patch 26.3 Preview! This is a huge patch after we've had a bit of time to assess how things have landed and things have taken some time to settle. Will go more in depth about champion changes tomorrow, especially the jungle changes. Ranked - We're triaging a few things related to Apex negative LP gains that we're seeing in a few regions (+17/-23 kind of things) - We're also looking at some duo queue adjustments for literally top 20 challenger levels of duos to make those a bit more balanced - As a reminder, these things that we've been posting about recently with the Ranked ladder don't affect 99.9% of Ranked players, but matter a lot to the Masters+ crew and we're still trying to fine tune behavior here - I'm going to write more of a detailed Masters+ retro about some of the considerations that went into the changes this year as well as some of the follow up changes we're doing in a few days, especially after validating some of the hunches for the cause of the negative LP gains Game Metrics - We've seen game snowballiness continue to stabilize lower than Season 15 values - Game times are also coming down a bit back to S15 values - As discussed in a previous preview though, players feel like downtime is down and so feel like the game is faster. On the flip side, there are many players saying that this Season feels really fun and part of that is due to how much action is going on - We're going to let it ride a bit though, as it seems like players are getting used to a new normal here and at least a good portion are finding it more fun - What we are changing though is how much players are worth for repeat kills on a player who is not worth that much; we reduced this in 26.1 but are pulling it back a bit - At the same time, we're investigating what communicating this state looks like on the scoreboard, but have a pretty strong aversion to cluttering up the scoreboard with a lot of exact numbers; nothing to share back yet on that front, but doing some investigations Towers & Objectives - There's been a lot of discussion about how threatening first Baron is and also a bit about how much damage junglers do to objectives - We're not planning to change a lot here on 26.3, but may change some of these dynamics for 26.4 after observing more Vision - With early game faelights and slower first clears, early ganks have been a bit harder to come by - We're pushing back early game yellow trinket cds back to S15 values (170 >>> 210s) to make warding a bit less "free" and early ganks a bit more successful on average Items - There will be more detail on the item changes tomorrow with full preview, but I just wanted to talk about 2 ahead of time - Actualizer (which is currently only a Ryze item) is getting a buff to be viable on more users. At the same time though, Ryze is getting nerfed - The entire package is intended to be a net negative to Ryze and he's getting nerfed indirectly by a lot of changes this patch - Dusk & Dawn has been a super hot topic! - We don't think Dusk & Dawn is overpowered overall, but there are champions that synergize very well with it that will ultimately be hard bound to it - This is totally fine though; plenty of champions love and are hardbound to certain items and we hope that D&D is one of those that those users find very satisfying - This is ultimately why we're choosing to nerf the champions that predominantly purchase the item, while still leaving it viable for the fringe users - Having said that, we think the item power budget and shape is a bit off - D&D was intended to be less damage-y and more bruisery than its other AP sheen counter part - Lich Bane - We're adjusting its profile (+HP, -Damage) to better suit this
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CaptainOrb
CaptainOrb@CaptainOrb·
@dpmlol Bear in mind that this data may be biased because games without D&D include games in which the champion could not yet buy D&D (e.g. because they did not have enough gold, had to delay with early boots, or had to buy one full item before D&D).
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DPM.LOL
DPM.LOL@dpmlol·
New item Dusk and Dawn Winrate📊
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CaptainOrb
CaptainOrb@CaptainOrb·
Résumé de l'application X :
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CaptainOrb
CaptainOrb@CaptainOrb·
Hi @drewlevin, I think this gentleman needs some peace (he's proud to have other accounts apparently)
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Matt Leung-Harrison
Matt Leung-Harrison@RiotPhroxzon·
Patch 25.16 Full Preview! Balance Strategy - As mentioned yesterday, heading into the back half of the year where things are pretty well balanced, we're going to be spending a lot more time trying to find opportunistic alt builds, alternate roles and other things that feel like opportunities for players to express creativity - If you have any suggestions for builds or roles that could use a little bit of love, earflicks that can be fixed, we'd love to hear them - This also can include things where it might take a little more time to land a more involved gameplay change to them (like Rek'Sai's returning of E damage, or improving clarity and counterplay of Illaoi's E) - There are a multitude of such changes in the patch, (better balance of WW JG vs Top, Lane Viego, AD Morde, Qiyana JG, AD Sion, JG Sylas, etc.) - In the meantime, our high level strategy is to be more nerf heavy on the jungle role, as we think the role is too strong overall and are avoiding net buffing it over time Shaco - Shaco has had an extremely high banrate for a pretty extended period of time at this point - We're looking to bring down his frustration overall and he doesn't need to be close to 50 to be a satisfying champion for his audience
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Crocodyle
Crocodyle@Crocodyle_TV·
@QuoifeurSan T'es pas le mec le plus smart que j'ai croisé de ma vie on va être gentil
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Crocodyle
Crocodyle@Crocodyle_TV·
Le vocal sur Lol en phase de test en chine.. Ca fait 6ans que je le demandais et c'est actuellement la seul chose qui pourrait me redonner envie de jouer jungle.. Hâte de voir la suite !
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CaptainOrb
CaptainOrb@CaptainOrb·
@Medaforcer The Cho'gath skins you've designed were amazing. I hope you will enjoy your new team!
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Taylor Jansen
Taylor Jansen@Medaforcer·
I am still at riot, but I am no longer on skins
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Xaxo
Xaxo@LDorianXaxo·
@DiggerWacks_ @Jean_Gen30 Bah peut-être attendre le CD de ta cage avant de press R non ? 😂 Puis éventuellement pas être en 0/2 aussi en 7min 😉
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DiggerWacks
DiggerWacks@DiggerWacks_·
was great ult see you in 2m40s
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