49
submitted 3 days ago by alessandro@lemmy.ca to c/pcgaming@lemmy.ca
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[-] floquant@lemmy.dbzer0.com 11 points 2 days ago
[-] RotSteinFinke@feddit.org 3 points 2 days ago

Leage of Legends: Runeterra Drift

[-] starblursd@lemmy.zip 10 points 2 days ago

Deleted my account after finding out they added vanguard anti-cheat then switched to Linux... I am free. But I swear if they make you have to repurchase all of the champions that you had already bought/earned I will laugh so hard

[-] ModernRisk@lemmy.dbzer0.com 5 points 2 days ago

I swear if they make you have to repurchase all of the champions that you had already bought/earned I will laugh so hard

I do bet a lot of people will still do repurchase everything.

[-] starblursd@lemmy.zip 1 points 21 hours ago

Whales gonna whale

[-] plm00@lemmy.ml 20 points 3 days ago

I wonder if they'll finally patch out player toxicity.

[-] Denalduh@lemmy.world 11 points 2 days ago

Sorry to tell you this but that toxicity is load bearing.

[-] mnemonicmonkeys@sh.itjust.works 7 points 2 days ago

They can't. The core gameplay of the MOBA genre inherently encourages toxicity

[-] starelfsc2@sh.itjust.works 0 points 2 days ago

I don't think that's true, go try heroes of the storm and it's 10x less toxic. In hots half the time I would type something I'm pulled back into playing because there's something always happening. In league you could sit behind your tower typing 90% of the time and it would make 0 difference to the game. Plus in league, if someone else is bad and dies, not only are you down a player but the enemy is actively stronger, and you can have 0 impact on it for the first 50% of the game.

[-] techt@lemmy.world 3 points 1 day ago

I agree with the statement but the logic behind it is just... silly. You said in LoL you can spend 90% of the game typing and it makes no difference, and then in the next sentence that being down a player is bad and makes the enemy actively stronger.

Rather, the reason for the difference in toxicity is that the individual player has a far greater impact on the game in LoL (for better and for worse) than HotS primarily due to exp sharing in HotS. This attracts the toxic individualist players to LoL and makes it easier to blame a single person for things going wrong. HotS has a much bigger safety net for when you make mistakes or are significantly worse than the rest of your team.

I don't think it has anything to do with the level of activity or how much time is available to type; both games can keep the conscientious player busy 100% of the time.

[-] starelfsc2@sh.itjust.works 1 points 6 hours ago

I mean I'm not sure what to say to that as that has not been my experience playing at either high or low level in league, and I've heard the same from tons of other people. If the jungler is hyper fed and your team doesn't put wards, you are not allowed to trade or play aggressive ever, because you are essentially the team's lifeline at that point and if you die the game will hyper snowball.

I have seen and been in the position of winning lane all game and then just perma camped so I just have to sit and farm and hope my team catches up while I soak the junglers time, and I end the game 0/0/2 or something similar and we lose, or 2/5 games if I made no mistakes I can pull back these hyper lost games, which are about 30% of league games. It's also if 1 person messes up, that makes it so everyone else has to play MUCH more defensive, i.e. waveclear and run away, for a large portion of the game

All the time you spend walking back to lane, waiting for the next wave because you cleared the wave but you're camped, sitting behind tower because you're countered, sitting in gray screen because you got dove but its more optimal to get the wave and die, all of that is just pure typing time.

Compare that to hots, your team is giga trash so you're down 2 levels. Always a camp to get, always another wave to run to, always positioning to be gotten. There is literally no moment in hots that there isn't something to do, no matter how bad your team is or how behind you are. If you have literally nothing to do, you run around near where an enemy is to try and see when they rotate, or try to put yourself to catch the wave right as they leave. If you did that in league you are griefing unless you already fully pushed your wave, don't have a good base timing, have high hp and mana, and know where the enemy jungler/support/top are. If you are adc and your support is bad in league you are not allowed to play. If your jungler is bad you are not allowed to play. If the enemy mid is an assassin who is fed you're not allowed to play. None of that is true in hots (except the assassin part a little bit).

[-] mnemonicmonkeys@sh.itjust.works 1 points 2 days ago* (last edited 2 days ago)

How long do matches take in this game? As in a range. Is it similar to League where it's anywhere between 30min and 3 hours?

[-] starelfsc2@sh.itjust.works 2 points 2 days ago

Usually 10-15 minutes, not unusual for it to go to around 20 sometimes. I haven't seen past 25 I don't think, that would be both teams wiping each other every fight. The objectives just push the game to a conclusion pretty quickly, since they are very low risk to start and kill towers/buildings either directly or indirectly. It's sort of like if dragons were weaker, spawned every 3 minutes, and made a rift herald if you kill one.

[-] FauxLiving@lemmy.world 3 points 3 days ago

League of Legends is the toxicity honeypot of the gaming community, it draws in all of the people who have the 'I'm a video game athlete and better than you because of it'-vibe and keeps them away from positive communities (Deeprock Galactic, I'm looking at you).

[-] TheGreenWizard@lemmy.zip 4 points 2 days ago

ROCK AND STONE!

[-] jaschen306@sh.itjust.works 4 points 2 days ago

I only enjoy the URF because it's an arcade style game with terrible balancing and no ability to rank. Nobody is a try hard, everyone is there for a good time, games ends so quickly because some fool always snowballs.

So of course they don't have this mode on at all times.

[-] RebekahWSD@lemmy.world 3 points 2 days ago

URF as whatever the music lady was was a delight and I couldn't play the rest of the game after.

[-] jaschen306@sh.itjust.works 2 points 1 day ago

Ya, I use Sona in URF and heal the group up in 1 lane matchups. It's great.

[-] eleijeep@piefed.social 9 points 2 days ago

So players have to re-buy all the champions and skins that they already bought. Dats smoit.

[-] Stupendous@lemmy.world 1 points 2 days ago

I would bet it being like CSGO to CS2 or the DOTA 2 Source 2 update. Better to keep your player base in the same game through a major update rather than split the fanbase between games like how the counter strike community split between CS1.6 and Source for a good decade until mostly converging into CSGO

[-] ILikeBoobies@lemmy.ca 9 points 3 days ago

Maybe it’ll have more than one map.

[-] nyctre@piefed.social 9 points 3 days ago

Dota's had more or less the same map for the past 20 years and it's been fine. The genre has issues but it's definitely not the map variety.

[-] ILikeBoobies@lemmy.ca 3 points 2 days ago

LoL’s problems come from it. With no map variety the only option is more characters.

And due to this whomever is best at that map is the best. It leaves a lot of dead characters and variety can only come by changing the characters every so often rather than having a map that fits their given strengths while another highlights their weaknesses.

[-] GissaMittJobb@lemmy.ml 3 points 2 days ago

Dota has less problems with this because the meta played on the map has been allowed to change wildly throughout the years, while Riot have mostly been trying to enforce one single meta (last I checked anyway, which was a long time ago)

[-] ILikeBoobies@lemmy.ca 1 points 15 hours ago

It still leaves some characters as bad or unplayed at any given time.

Chen under 1% according to this. https://www.dotabuff.com/heroes?show=heroes&view=played

If you had a 2nd map that gave the inverse of that then all of a sudden the game is better.

[-] nyctre@piefed.social 2 points 2 days ago

If the game only has one map and the characters are bad on it, isn't that a character design issue? You can change the map to be more varied/balanced, if it's restricting the design that much. Adding more maps won't make the first one more fair. That's just rock paper scissors. And that's fine for a small, casual game. But league wants to be a skill based competitive game.

[-] ILikeBoobies@lemmy.ca 1 points 15 hours ago

LoL’s success is because it’s a casual game.

It’s not about making the first one more fair, you aren’t going to have 100 characters equally valuable on a single map while making those characters unique.

If you have 10 maps though you can make those 100 characters equally valuable as a combined average across those 10 maps.

Though that matters more in a competitive game than a casual one. Actually LoL’s lack of skill based competitive nature is likely why they don’t do that. Someone who plays once s month will have an easier time learning the game if it’s a new character that does the same as everyone else than if there’s a new map that makes the characters have to play completely different.

Not really. The current map is very different from the WC3 days. Tormentors, Gateways, Outposts, the vision thingies, moving Roshan, bounty runes and the new jungle areas didn't exist. The play style and game flow is very different to Dota 2 launch.

[-] nyctre@piefed.social 3 points 2 days ago

Yes, the map has evolved. They're trying to make it more varied and more balanced. But there's still only one map. Which is what league is probably going to do, because it's better for the health of the game. Adding more maps doesn't solve any design issues. It just makes balancing even harder.

[-] mapletuna@lemmy.ca 1 points 2 days ago

Twisted treeline my beloved come back to me

[-] eestileib@lemmy.blahaj.zone 2 points 3 days ago
[-] ILikeBoobies@lemmy.ca -2 points 3 days ago

Not in the ranked rotation, doesn’t count.

this post was submitted on 19 Dec 2025
49 points (94.5% liked)

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