SirBroad
SirBroad
SirBroad

Yeah, I'm thinking the big problem is the main twilight realm mechanic. Soloing seems to either result in you staying out of the realm and him killing the aspects, wiping the raid, or you going into the realm and getting blown to hell for it and/or him resetting as a result. 10M goes down like a sack of bricks though,

Time-consuming, sure, but they're in such a way that you can't even do that much of them. Raid locks and similar are intentional anti-poopsock mechanics, so #1 is something you can only spend so much time on in a week, Garrison missions are essentially passive gold, and all the crafting ones are essentially dailies

I might take you up on that! CRZ still works, yes? I'm Alliance but on Proudmoore. :P

Is there a particular way to solo Ultraxion as BM Hunter that you can recommend? I can't seem to burn him down fast enough, but then this was also about ilvl 615, so maybe the ~30 or so I've gotten since will make a difference.

For sure. If it was $15 or less they would immediately lose every sub they had because of people who want to save money.

Just to be explicitly clear - tokens will likely cost a bit more than a monthly sub or else it wouldn't be appealing to sub. Probably like $20, though I still consider that fair.

I don't really see how it's poor gameplay. It adds an element of balance to lane matchups that are inherently uneven by champion design, your point about them being anti-social loners that don't contribute is also defeated by the fact that the jungler is the most involved player of the team during the lane phase. The

I can see where you're coming from, and I don't mean to sound like I'm bashing anything that isn't the meta, but I'm fairly sure that professional level players jungle for a reason, and it's not just that they don't like laning. Jungle provides better map control because of the roaming aspect (especially if they ward,

Quite welcome!

First bit was the nutshell! Second part were the changes, why they happened, and why I disagree with them.

Just to be clear - I DO agree with you, I'm just saying that it only makes sense for recent developments in lore. :P They had this sprawling background all over that was scattered to the four winds, to the point where most people didn't realize there was lore until they announced they were reworking it.

Sure, but this is a game that's existed for 6 years now. At some point they could have had one up, the lore reworks were only 6 months ago.

Is it actually Warcraft? I haven't seen anything explicit, I thought it was all intentionally generic. I want an Ulduar map though.

The big issue is that the Journal of Justice was not only discontinued but specifically removed from the client. But yes, overall, I agree. League has this sort of arcane underpinning of lore which actually gets interesting if you dig for it, but the digging can't be done though any real official channels. The wiki is

Old League lore in a nutshell:

Runeterra, a fantasy realm scarred by magic in something called the Rune Wars, has placed limits on both warfare and the use of magic, bringing both together into a ruling body called the Insitute of War. The Institute (also known as the League colloquially and henceforth in this

"I'm not going to spend 3 seconds on Google for the sake of a throwaway argument."

As an aside to an earlier post about communication - Blizzard,for fuck's sake, let me suppress alert pings. I had two people light up the entire map all game because they disagreed with who went to which lane, even after I muted them. I get that pings are important, but it needs to be recognized that some people WILL

I use it when I'm doing something that needs a little more explanation than a ping can provide. "Clearing this wave off fort then mines" or "ignore tribute, we can end" are examples, but generally yes, pings can suffice.

Yeah. There's a merit to having people in separate lanes because it still contributes globally to team exp, but overall objectives will always be more important. Your team can be as much as 4 levels behind and still absolutely thrash the enemy team with smart objective control.

Yeah, overall it's a really refreshing take on it. The issue I do take with it though is with the mines and garden. Those more than any other maps, are decided more by who showed up to the objectives quicker than actual teamfight capability. There's some counterplay from time to time, where your entire team