Riot, you need harsher punishments.....
5 straight losses, 1-2 rage quitters each match...
Seriously @Riot FIX THIS
5 straight losses, 1-2 rage quitters each match...
Seriously @Riot FIX THIS
Make that six now...
I have a feeling your toxic and your teams don't like to deal with you.
They do generally act on these players. They also act on verbal abuse, int feeding, etc, if your game shows visible evidence.
It's just..... there's a lot of this in the community. Some aren't even real serious player accounts. Some are troll smurf accounts run by high elo players just to either hyper carry games or sometimes troll them in low elo, if the team isn't "polite" etc. So when those accounts get banned, they just make new ones. Or buy new ones. The actual players who get banned do the same thing: make a new account.
If you don't like rage quitters, my best advice is raise your elo to a point where you don't have to deal with Bronze/Silver and low gold.
Not toxic, honestly I'm probably the least toxic player in the game. I don't rage at people. I barely even talk except to say gj and ty. I rely mostly on pings to communicate intentions. I don't even talk about reporting during the game, I just play.
"If you don't like rage quitters, my best advice is raise your elo to a point where you don't have to deal with Bronze/Silver and low gold." The problem with that statement, when I lose 6 straight games playing 3v5 or 4v5...
Happens. I lost like 15 of 17 games in a row 2 days ago. Started begging my friends for duos. They're all distracted /doing other things atm, so no duo....
And then suddenly I got a boost of ~8 games in a row where people have actually gave a crap about winning where I've been able to pull out my goddess
and control the games hard enough that I end 4/1/30
Find 1-2 champs you can power carry (even a support), and stick with them, and don't just pick favorites. Pick champs who have high counter potential of the people you're seeing on the other team.
Like..... when I see a ton of leap/dash champs on the other team and I have jungle, I don't hesitate to whip out
. it's really satisfying to knock a
or
right into the wall they are trying to climb over or travel through. She's also really good at securing drakes by knocking the other team halfway across the map. Her W is a godsend vs champs like
because she can just destroy the core principles of their kits. It's funny to see Zed try to ult Poppy with her E up; knocked back, stunned and ult cancelled and raging Zed.
Sometimes this means not running champs like
who are heavily team dependent.
And, some games you have to think outside the meta. What's a good way to shut a
or
Down? Well.... I yolo'd a
vs Illaoi the other day and ended up 1v5ing the other team. Karthus excels at killing while still moving, so he's perfect for dodging Test of spirit, and if he does get hit, he can still farm while taking care of the tentacles that spawn. If Illaoi dives Karthus, She's dead if you're a decent aim, because a single target Q does double damage, and you build Grievous wounds, CDR and armor vs her.
I also found that Grasp of the Undying on hit Karma shuts down Nasus hard, because he can't sustain through Karma's poke in between farming, and she can always stay in battle, so Grasp is spammable. Every time he tries to kill a minion, you punish him, and poke to heal yourself. If Nasus tries to go after you on Wither, you just W him, and root him for 3 seconds so he can't catch up to you. I've gotten 118 stacks in a single game on Karma doing this, and Nasus averages 0 kills and 50 stacks by 10 minutes, which is effectively him being shut down.
I'm not saying try my tricks. When other people play them some of them are god awful. I'm saying find your carries, and assign them to certain team comps, and stick with them. Don't rotate 20 random champs.
First things first.
is mine not yours!
Beyond that, I have a strong pool of supports that I am comfortable on.

Playing isn't my issue, having people play beyond the 15 min mark is...
Playing isn't your issue. Carrying is. Other than Nami, none of your supports really carry games. They perform solid, but they don't have the option to turn around a team where you're placed with 4 losers. Nami can pull it off when played proficiently, but that's why champs like
became notorious. Sona effectively has 2 sets of cooldown reduction that multiply with each other. The longer a game games, the more spammy her abilities get. If you can get Sona to level 11, with
, Her potential to carry a game becomes monstrous. If you add in a
she practically becomes a cannot die juggernaut who can spam aoe heals and shields on demand. The only obstacle to a Sona carrying every game..... is getting her there. She's vulnerable early game, but she's insane mid/late.
If I build
, I literally cannot die, and people cannot run from me on Sona, and my heals jostle from 400-900 per cast.
The only way to kill this Sona is to flash her back lane with a champ like a
, and pull her into the front of a fight, and if they don't kill you, you heal/shield for more than Nami ever does.
P.S. I'm a 72% win Nami player. She's mine!