Compared to a few of our recentupdates, we launched Fiorapretty darn recently. Still, she’s one of them tricksy melee marksmen/fighter types who was supposed to be a fleet-footed fencing duelist, but who, once she had a few items, could just lunge up to the other team’s squishies and smack ‘em for a quick and easy - and unstoppable - kill. That was her single gear, really, and because Fiora was only good at killing, when she didn't have the damage to do her single job, she couldn’t do much of anything.
On 07/22/15, starting at, 01:30 Pacific time (08:30 UTC), ranked queues will be disabled in preparation for patch 5.14. At 03:00 Pacific time (10:00 UTC), the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 3 hours.
On 22/07/15, starting at 03:30 UK Time (02:30 UTC), ranked queues will be disabled in preparation for patch 5.14. At 05:00 UK Time (04:00 UTC), the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 3 hours.
Back when Riot made changes to wards, putting a 3 stealth ward limit per person, they (Riot) specifically stated that they would keep an eye on this change and see what develops. [...]
Overall we're pretty happy with the ward limit per person. There's a limit to how much vision we think's right for the game (FOW's there for a reason), so the limit per player's allowed us to offer vision in other ways. Trinkets in particular we're really happy with - they generate some interesting gameplay. It's also put supports in a much more interesting spot, where they're able to invest in items rather than being forced to sink anywhere near as much money into vision.
Is there going to be an indicator for your report value in the near future?
At this time there are no plans to show your exact report value because it potentially opens the door for more dubious players to completely reverse engineer how the Report System works when it tries to calculate the legitimacy of a report. We may do something like just show "Good/Neutral/Poor" standing, but it's not something we're doing this year.
The bad - Yup, death recap still has issues and isn't showing enough information to be useful a lot of the time.
The good news - The fixes that did go out in 5.13 have exposed a bug where death recap's not prioritizing the display of the largest amounts of damage. That bug has been present for a while, we'd previously believed it was the result of a different problem however (data not being properly passed to death recap in the first place, which we fixed in 5.13). Now that we know that's not an issue we've identified and fixed that prioritization problem, so minions dealing 12 damage won't take display priority over champions dealing 1,000. That follow up fix should in 5.14, or possibly a hotfix before that if we get a good opportunity and it's ready in time, and should, fingers crossed, make Death Recap quite a bit more useful in fights with more than a couple of enemies.
The last few patches have been quite the disaster in terms of jungle balance all due to Riot dramatically changing a few jungle items around. The Sated Devourer has basically restarted the hyper farm junglers and is terrorizing solo queue and Runeglaive was a total dud that replaced a very general, safe item with a very specific niche item. I called Runeglaive redundant from the get go as I felt it wouldn't help out any actual AP Junglers and I called the Devourer likely to be abused from the get go although I feel Riot has given themselves plenty of avenues in which they can tone it down if it becomes such a problem. The Cinderhulk was introduced many patches ago and dictated the meta into a tank meta yet still several old school junglers who were meant to be aided by this item turned out to still be struggling. The thing is that, while offensive AD junglers will always have the time of their lives, tank and AP junglers still have a slew of weaknesses that only their top champions seem to consistently overcome.
Think of it this way, in the tank meta only a few junglers seem to have been dominant while the rest either slinked away in the background or saw little to no improvement. The Cinderhulk didn't come into full effect fast enough to salvage the early game problems many tank junglers are plagued with. It only served to push out the late games of junglers much sooner which is where many tank junglers are dominant. Admittedly, most do see quite a ramp up once they get Bami's Cinder and eventually Cinderhulk. Still though, the tank junglers who are either vulnerable to invasions, have weak damage in comparison to the rest of their jungler type or simply have low pressure till level 6 are at quite the disadvantage.