Matchmaking and 6.22 thoughts
Matchmaking: Ok, so first off, this video is just a rough example of my experience top for a WHOLE WEEK +. If you double the number of ganks by vi on trynd, replace sion with a top that has dueling potential, and give him ignite in place of tp, that's been my life top all week. You stuck 1v2 in lane, you ward as best you can, you play safer as much as possible without giving tons of freezes and thus double your cs for free, you ask for ganks (not spam pinging, but asking every few min) and MAYBE get 1 gank all laning. YOu could snowball ahead if jungle just counter-ganked top to punish them camping you, but they'd rather ff (without getting significant cs lead) or camp other lanes (who feed twice as hard as you without even getting ganked). Bot dies 2 times in lane -- cuz they're boosted -- and decide it's gg so they might as well continue making stupid decisions -- like trying to 2v2 or 1v2 the laners they already lost to -- instead of playing safer and farming it out. If this is your idea of matchmaking, I'm so done with ranked and maybe pvp in general this season. I'll come back when you can give me players that have a brain even half the intelligence of my opponents, when teammates aren't completely boosted and toxic whenever you politely offer good advice and shotcalls that would make a positive play or stop their feeding so hard, and when my opponents clearly have the skill to be golds vs the bronze 4 teammates i have. Seriously, I don't care if I win or lose as long as I HAVE A CHANCE. When i'm 2v5 all game with a support ali as my only intelligent teammate, I can't pull it off. If teammates listened to good basic advice or.... better yet, didn't need me to tell them contesting dragon 2v5 vs fed enemies is BAD (they ignore me) it would be different. But your matchmaking sucks this month, and it's not just me that thinks so. I've had teammates and opponents complain -- on both the winning and losing sides. Perhaps a start to this would be LISTENING to why people are reported post-game and DOING SOMETHING about it. The only thing you take any action on is racism -- which I appreciate you taking action on. But when someone is contesting drag 2v5, not warding with their FREE WARDS and thus dying to every gank and BLAMING YOU (despite the wards and pings you give them), feeding 1v1 or 2v2 (when they what champs they were facing in lane when they picked), tilting cuz they died 1 time and intentionally making even worse decisions from there on, etc. they probably don't deserve to be in same ranked games as you. When you can go even despite enemy jungle ganking you ever time you leave tower, then tower dive as soon as they've snowballed enough of a lead through cs and xp denial as well as a few successful flash/ghost ganks when you are pushed, you probably deserve teammates who: recognize they should gank your lane as jungle -- giving you a 2v2 -- and snowball both of you so maybe you can carry your boosted teammates, don't go 1/6/1 apiece in bot, go 2/14/3 in mid. When this is my experiece ALL WEEK and the majority of my games ALL MONTH and it's not just me getting stuck in games like this, there is a problem with matchmaking. So again -- fix this please -- when people are reported for intentional feeding, etc. consider actually taking some action on it. Hell, I lost one game from an adc making it his goal to walk to melee of enemy team and feed as many kills as possible. I reported him. I ran into him later (finally some justice in league) and watched him do same thing when he was on enemy team. I reported him again -- i felt bad for my opponents who literally had 0 chance to win from min 1 thanks to this asshole being on their team. Despite both reports, the player was not punished or even warned. So maybe a good start would be adding a "rate your matchmaking" post game like Heroes of the Storm has. They like to copy you plenty, this is one thing where you should consider copying them. If you want more proof your matchmaking sucks... how about the fact I started in bronze this season because of the same stupid play by teammates i described above and carried myself to gold -- solo carried -- not freelo boosted myself by going with dynamic queue and having teammate camp my lane from lvl 3 on until I either got fed enough off kills or cs/xp denial to wreck my opponent 1v1 despite them playing everything as correctly as you can possibly expect from a gold lvl player.
Masteries: I like "fresh blood" as a tool for ad champs in lane trading. Could we maybe add one for ap champs at this level/tier of masteries? Cuz "fresh blood" isn't as good on them, they may not need the sustain of "feast", and while I love "expose weakness" for skirmishes and teamfights, it gives you nothing in laning. "siege master" seems like it could be nice for supports, top, and mid who are going to hug their tower for early game, but could you maybe consider making it 8 armor/mr near ANY tower or even tower remains (think zz'rot style) so they still have it on occasions where they do have to push out? Also maybe a range indicator for how far out from tower this armor/mr boost extends? I know I can walk it in-game and find out, but some people are newer to game and may want a visual indicator. "battle trance" great option for tanks. Thank you. I'd actually say all the options at this tier of ferocity are well balanced in comparison to each other with rewards vs tradeoff. greenfather's gift -- not sure about this one. It could be fine thanks to the cd on it, or it could make rengar top really broken. fearless -- a nice addition. makes it harder now for support tanks though to know if they should get this or cdr for summoner spells and that's a good thing (options). Fervor -- finally no longer broken compared to all other options for ad/hybrid attack speed champs. Courage of the colossus -- 30 sec cd is way too long for it's benefits compared to other masteries at this talent tier: fervor -- stacks/ramps up with no cd, dft no cd other than when your abilities are on cd, warlord's bloodlust always on if you are autoing, stormraider 10 sec cd, thunderlord's is comparable early game but has much lower cd later in game, grasp 4 sec cd. 30 sec is just way too long and easily abused -- that's for laning and teamfighting.
Overall, good job with new masteries. Time will tell and some adjustments will doubtless need to be made, but you seem to have added some good options.