: This patch isn't gonna do anything about lethality...
They aren't going to change anything. They're going to put heaps of %damage reduction on the tank class update. Tanks will become the new meta because that happens every single class update, and Riot will make money off of tank skins. And the loop will continue.
: {{champion:14}} Add this guy to Freight trains. He can be fast, he has HUGE bases and is durable AF, but hell, he's telegraphed AF too.
Not a juggernaut. In fact, most of these arenot Juggernauts. Riot very clearly stated which champions are, and which are instead bruisers or tanks.
Lugg (NA)
: Personally I absolutely hate Juggernauts. You can't have a champ that is that tanky and does that much damage and expect them to be balanced. All of them should have to build at least three damage items to be able to 100-0 anyone. That way they don't end up with 4-5 defensive items and end up harder to kill than the actual tanks.
He's just going to downvote your post and flame you because he's biased about a class that 1. He doesn't actually know which champions fall into it. 2. Are easy to play and reward stupidity.
: It's not the easy solution, but the correct solution to this problem of not being able to surrender fast enough, isn't offering a faster ff option. The solution is to not make players feel the need to surrender so early. You can make as many changes to the numbers in the masteries as you want, but until you seriously buff defensive scaling, nerf offensive power of items, or give new champions designs actual gaps in their kits (not just weaknesses that are buffered by passive mechanics), then you will not fix the problem with games snowballing out of control and people wanting to FF after first blood. I get that a lot of these decisions are made by market pressures stemming from china, but i see no reason to make the global community of the game suffer, because of the circumstances by which one region plays the game. It might be the largest region, but that doesn't mean it's the one you want to most cater towards, when other regions are of the same opinions as each other, and together function as a larger subset of the playerbase.
Riot's a little too much into the "weakness" mechanic these days. Air quotes because every class update has included weaknesses that don't actually count as weaknesses unless you hard-counter the enemy pick long before anything you do in the actual game.
: Sorry Moobeat: Surrender at 15 testing in OCE
So when will the surrender vote be an actual majority instead of letting 2/5 win?
: Everyone's crying about a high damage meta, everyone's crying about exhaust supressing damage
As I said, the only counter to defense-ignoring items is attack-ignoring defense. It's the hole Riot's dug all of us into. And I'm almost certain the tank update is going to come with heaps of %Damage Reduction.
: > [{quoted}](name=DragonShea,realm=EUW,application-id=3ErqAdtq,discussion-id=XXlNK234,comment-id=,timestamp=2017-02-22T16:08:09.211+0000) > > I all, since I love Juggs, being able to have some serious damage while also being tough AF I was thinking about juggs and realised that juggernauts actually have two types, one that is rely on sticking power and speed and ones that are much slower but have serious damage that can kill anyone that is not careful around them.I am gonna these two types: Freight trains and raid boss. I'll start with Freight trains first. > > Freight trains: High speed juggs who will try and run at you to bash your skull in: > > Champions include: {{champion:86}} {{champion:102}} {{champion:36}} {{champion:2}} {{champion:106}} {{champion:48}} {{champion:77}} {{champion:72}} (Vanguard hybrid) > > These juggs want run at you and deals as much damage as they can. most of them want to use one of their strong ability in conjuction on their high AA power (High AD and AS) and do not want you to get out of range, so they are very weak to kiting and pokes so sticking power is very important to them. > > Raid Bosses: Slow but FFS don't try and 1v1 them or in some cases 1v2 them: > > These Juggs are Slow AF but will end anyone that nears them, these juggs have specific prerequisites for doing their damage but when they do, they annihilate anyone that fucks with them and anyone those ain't tanky or gets out the way is screwed. They also have better lock in mechainics's and CC to stop anyone who get too close from escaping making hard to flee if they are caught out of position. > > Champions include:{{champion:420}} {{champion:83}} {{champion:122}} {{champion:82}} {{champion:75}} > > Hope you like this analysis of Juggs. Peace. But Trundle would dumpster every Juggernaut in the raid boss category in a 1v1 with the exception of Nasus and possibly Yorick, and is also easily the tankiest juggernaut in the game. When Trundle is good he's a much better raid boss than Darius, for example, since he has arguably more utility, isn't as easy to kite, and is even better at ripping a tank to pieces, and is much tankier.
Dragonshea doesn't actually know that there are only 5 juggernauts. He listed a bunch of bruisers as if they're in the same category. This whole thread is a joke because shea doesn't know what he's talking about.
Crewx (NA)
: > [{quoted}](name=DeceasedL0ved0ne,realm=NA,application-id=3ErqAdtq,discussion-id=XXlNK234,comment-id=000600000000,timestamp=2017-02-23T00:30:03.446+0000) > > You know how in MMOs, every character can always have something to dodge when that happens, or time to walk away? The vast majority of not-juggernaut champions have the same benefit. Get Tier 1 boots, for example, and you should always avoid an Illaoi tentacle if you're paying attention. It's why I love using Renekton into Illaoi; I can always use his E to avoid tentacle slams and spirit grabs. Most champions have some form of dash or movement speed boost to avoid the telegraphed abilities a juggernaut uses. The only ones that don't are either other juggernauts, or immobile tanks.
Again, if this were true then they would see winrates closer to 40%. They don't. Unlike a raid boss AI, these are people. They aren't designed to give you that chance and use their CC and timing to their own advantage, unlike AI.
: > [{quoted}](name=DeceasedL0ved0ne,realm=NA,application-id=3ErqAdtq,discussion-id=XXlNK234,comment-id=000600000000,timestamp=2017-02-23T00:30:03.446+0000) > > You know how in MMOs, every character can always have something to dodge when that happens, or time to walk away? > > That's not the case in this game. If it were, Juggs wouldn't consistently have higher than average winrates. The fact that they've never been bad choices is a direct counter to the argument that lack of mobility matters when they all have ways to overcome it. Dafuq. http://www.leagueofgraphs.com/champions/stats/mordekaiser/all. Look at his winrate over the past year after his huge nerf when he was "balanced". Come back and tell me he has HIGHER THAN average winrate. Someone needs to slap the ignorance out of you
Mordekaiser was nerfed. The others weren't. Mordekaiser was an immobile burst mage who was wrongfully changed into something entirely different. It's sad, but they aren't going to fix him for the players who actually used to like him.
: > [{quoted}](name=DeceasedL0ved0ne,realm=NA,application-id=3ErqAdtq,discussion-id=XXlNK234,comment-id=0006,timestamp=2017-02-22T17:42:12.177+0000) > > Downvoted because you like a subclass that doesn't belong in PvP games. > > It's fine to have a high damage, high sustain, high defense, medium crowd control character when it's the protagonist of its own game, but not when it's against characters that actually have to pick between those. You do realise that when you blatantly state you downvoted someone who has a point while yours is invalid because you either didn't realising or deliberately omitted the fact that such characters have poor mobility is piss poor idea?
Except, if that mattered they would have piss poor win rates. The fact is they don't. They work well because it _doesn't matter_ if they're slightly less mobile. It may matter in professional play, where they have a 5 man team that can and will communicate every way to outmaneuver said weakness. In regular play, that isn't the case. My point stands. You're the one who refuses to see the truth. But aside from that, there's the fact your whole post is blatantly false. Riot very clearly described who the juggernauts are and that it's a subcalss of fighters. Nearly all of the ones you listed are another subclass: Bruisers.
Crewx (NA)
: > [{quoted}](name=DeceasedL0ved0ne,realm=NA,application-id=3ErqAdtq,discussion-id=XXlNK234,comment-id=0006,timestamp=2017-02-22T17:42:12.177+0000) > > Downvoted because you like a subclass that doesn't belong in PvP games. > > It's fine to have a high damage, high sustain, high defense, medium crowd control character when it's the protagonist of its own game, but not when it's against characters that actually have to pick between those. It's balanced because Juggernauts lack mobility and are very telegraphed. You know how in MMOs, every raid boss announces their attacks and big circles appear on the ground like glowing 'don't stand here' signs? That's Juggernauts.
You know how in MMOs, every character can always have something to dodge when that happens, or time to walk away? That's not the case in this game. If it were, Juggs wouldn't consistently have higher than average winrates. The fact that they've never been bad choices is a direct counter to the argument that lack of mobility matters when they all have ways to overcome it.
: Juggernauts Types: Freight trains and Raid Bosses.
Downvoted because you like a subclass that doesn't belong in PvP games. And listed more than the 6 actual juggernauts as stated by Riot themselves. It's fun to throw around words like you know what they mean. It's fine to have a high damage, high sustain, high defense, medium crowd control character when it's the protagonist of its own game, but not when it's against characters that actually have to pick between those.
Rioter Comments
: Please let us choose the stats on Sightstone (more like jungle enchants)
I suggest a summoner spell that has the same exact effect as barrier, but can only be used on allies for limiting support items. Then the solo laners would have to completely give up a summoner spell to buy them. Which is akin to Kalista binding to the jungler instead of her support, or going into a solo lane at all.
: Ummmm, lets see I'll start this out with each champion individually: {{champion:63}} : Wants Health items... {{item:3116}} /{{item:3151}} anyone? Sure, you may feel it's a wasted stat/slot on Brand since you definately want {{item:3092}} , but Brand will get heavily focused in the midgame so you want that extra survivability. {{champion:143}} : See {{champion:63}}. {{champion:1}} : see {{champion:63}} {{champion:37}} : hmmmm {{item:3107}} seems to build out of health, guess you don't want this item then huh? Sight Stone is one of your major defensive items on Sona so yes you do want to "pay for fkin HP" {{champion:267}} : see {{champion:37}}
The point was that you're forced to buy a health item that, news flash to you, doesn't build into one of the AP HP items.
: It only has one variation for 3 reasons; 1. HP is a stat everyone likes plain and simple. Even Soraka gets closer to that Warmog's health dispenser build. 2. Support itemization is already a pain in the ass to make. It has to be cheap, needs an impactful active, not garbage stats, but be slot inefficient. 3. Balancing 3 versions of the same item but with different stats to give the same benefit while also being discouraging to the other classes/roles is damn near impossible. You can't restrict it to having Exhaust either because there are supports who run ignite and mid/top laners who run Exhaust.
I've made the suggestion before that there be a new summoner spell that's just as restrictive in lane as smite, to attach the support items to. But that'd be hard to design. I was thinking simply a barrier that you aren't allowed to use on yourself.
: > [{quoted}](name=Squishy Support,realm=EUW,application-id=3ErqAdtq,discussion-id=5ZJNgAxZ,comment-id=,timestamp=2017-02-21T13:14:08.368+0000) > >Imagine if junglers, instead of getting the different Machete/Talisman upgrades, only had one option that gave raw HP; technically everyone can use it, realistically Riot knows that restricting it to that would severely impact performance and that different junglers need different stats Do you not remember Strength of The Ages? Also I like HP on Nami, otherwise I'm waaay too squishy.
Well yeah. You'd still be able to buy it. Just remember with this the enemy would have an AP sightstone option.
: But think of it this way, If everyone builds defensively, then there will be no shredding through anyone. {{sticker:zombie-brand-mindblown}}
That's just the converse of the current: _if everyone builds armor shred, no one is buying armor._ I still think the tank update is going to come with heaps of %Damage Reduction on kits and in items to counter armor penetration, as opposed to the fair option of actually fixing/reverting the current penetration items.
: For season 8, can the goal of the preseason be to address laners regaining control of lane phase?
Play Poppy and Mordekaiser. Problem solved. Either you throw the jungler away, or they join you.
: I think they should just bulldoze the whole jungle aside from the river and redo what the focus of it is. Instead of just having monsters that are just there to be killed for xp and gold, make it so you have something like, "The Shrine of the Silver Wolf" that is guarded by a wolf camp on blue side and a gold equivalent on red side. If a jungler takes the silver camp then they gain a temporary buff called "Silver Blessing" and a gold blessing from the gold wolf camp, BUT if the jungler can take both blue and red side buffs then that buff will turn into a teamwide buff called "Wrath of the Wolf" that gives allies 10% increased movespeed when they've dealt damage to an enemy champ and allows them to deal additional physical damage when they damage an enemy for X% of the damage dealt, this buff could last for 90 seconds. So that's just an example, what I'm getting at is make it so you encourage the two junglers to deal with each other more rather than just farming and ganking. Make it so the jungle has a supportive function for the team that the jungler needs to keep track of. This way a jungler that wants to gank can get his team ahead that way, but it could also lead to the enemy jungler sneaking into their jungle and giving a big buff to his allies. Jungling is too one dimensional right now. It's too gank focused, even Dragon and Rift Herald are based around ganks since most junglers need to pull off a successful gank to get their allies to help them take one of those objectives. If the jungle could provide other ways of helping your team then it could become much more interesting.
Solid idea. It's likely what they were going for with FF and Sated, but unfortunately their money scheme to continuously shift the meta so people buy skins for the new good picks means they didn't balance that correctly.
: > [{quoted}](name=Tundra Hunter,realm=OCE,application-id=3ErqAdtq,discussion-id=cmtpscGZ,comment-id=0014,timestamp=2017-02-22T05:43:44.952+0000) > > It's a weird issue: > - Players complain when they don't get gank from their junglers early (example: old ww) > - Players complain when ennemy jungler gank them early (example: this topic) > > So... no solution until players decide what they want. ...no solution? The literal solution is early, effective junglers. Which is exactly what has been happening since the past, three seasons since they removed feral flare?
The issue is that players don't like early ganks. Regardless of which side receives it, it's unfair to the other side. There was a time when the bottom turret was just as strong as the others. For some odd reason, they decided that even though there are three to four times as many enemies trying to destroy this turret early as the others, it should also be half as defensive.
: > [{quoted}](name=DeceasedL0ved0ne,realm=NA,application-id=3ErqAdtq,discussion-id=cmtpscGZ,comment-id=0019,timestamp=2017-02-22T10:54:06.816+0000) > > Dragon is too powerful. That's where the problem lies. It's been this way ever since they decided it would give massive buffs instead of something fair like gold. It's actually less powerful in aggregate which is why junglers spend more time ganking. In fact in most situations in yolo queue (read as: unless first drake is fire drake) the dragon is worth so much less that the changes have resulted in less total drakes being taken and being taken later in games. The 6-7 minute drake check as junglers hit 6 was an ever present component in games for most of this game's history. It's closer towards 8-10 minutes for average first drake these days. The old power of drake, prior to the elemental changes, was that it stacked up income, team wide, and this allowed teams a nuetral objective to close the income gap and get back in a game. That income has moved to towers so the opportunity to acquire gap closing team wide income is now tied to defensive objectives instead of neutral ones. This was the first change riot made that promoted snowballing and jungler aggression over neutral objective control as the neutral objectives no longer offer as consistent a source of strength to teams and taking towers by chain ganking is a faster method of acquiring even better strength resource wise (open map+expendable income versus a small stacking rng buff that could possible be made worthwhile later on down the road). So, if anything, drake is actually too weak in the context of objectives, not too strong, it could likely use with a buff to draw more attention and towers could use an income rate nerf, say, if 30% of tower income is reduced and each drake offers 50% of team wide tower gold, but can only be credited to a whole team (not an individual like towers), this would offer players a meaningful choice, particularly early in matches. "Do I try for the first tower gold and hand it over to the adc? Or do I get the first drake and secure something for every lane that helps the team more but doesn't open as much of the map with the trade off of potential scaling from stacking."
It's too strong of an incentive, I mean. People haven't lost the mindset from when the buff was actually good or when it meant 5 sated stacks. And, yeah the random factor is actually pretty ridiculous. Sometimes it's 3 infernals and every one the enemies get is further ensuring you won't even it out, and sometimes you get 3 oceans so the enemies don't care. Dragon + bot tower is almost a package deal. The incentive to make the game not fun for the lane whose main job is farming is a little too high. Sure, there are more junglers now, but the role of Support (which we really need more people to like) is tied to the role of getting camped because your turret is weaker and you're adjacent to the dragon.
SSJTribe (NA)
: I don't really like RWBY either, but coming from someone named "Tha Furry" I don't feel like you have a lot of room to talk.
Sure he does. Fursuits are pretty roomy.
V Hope2k (EUNE)
: Riot now making Ryze a Female? Rito did Feminists attack your HQ?
No, the Blue Man Group finally sued.
: Yes. However you must admit that Riot had an agenda. They have been trying to drill into players' heads from the beginning that you can build defensively on ADCs. :^)
At the moment you can't build defensively on anyone unless it's 6 thornmails on rammus. And even then the enemy shreds through 3 of them with two items.
: Careful bro, that's copyrighted! You have to translate it as "Shining Diamond" for the subtitles!
Mentally Unstable Crystallized Carbon
: {{champion:41}} {{champion:202}} {{champion:429}} {{champion:7}} {{champion:90}} {{champion:223}} {{champion:134}} {{champion:161}} Was my favorite classic but suddenly, after his release, Riot 'updated' his base in-game model and made it look spiky and disgusting. It looked much more smooth and much more like his splash before : http://prntscr.com/ebybg1 Edit : Forgot {{champion:136}}
I absolutely hate hate HATE that they didn't just make Captain Gangplank the default and this shit with the arm missing the skin. It also brings up continuity errors. If default GP did in fact lose an arm, why isn't Captain Fortune her new base skin? They messed up big time with that. I would've included Syndra in mine, but because her old Mord ghost was the best looking thing in the game ever.
Rioter Comments
: For season 8, can the goal of the preseason be to address laners regaining control of lane phase?
Dragon is too powerful. That's where the problem lies. It's been this way ever since they decided it would give massive buffs instead of something fair like gold.
Rioter Comments
: Yasuo's model and textures seem pretty outdated, if you ask me. What really makes him shine above the rest are his animations -- they're so fluid and fitting for a samurai.
I get what you mean. But he's one strong case where outdated is good. He was released right at the time before Riot changed their style to this one-tone type of texture. There was that big texture update that included almost every champion, and made everything flatter. Look at very old WW compared to WW right before the rework to see it most obviously. And every skin that had some sort of metal reflection had it removed. RiP good Pentakill skins.
: I heavily disagree with what you said about Camille.
That's what this thread is for, my brother. Discussion. People like her, people don't like her. I don't like her stupid hair. While you're at it though, who are your favorites?
Korios (EUNE)
: Agree.what about Yorick?
I decided to include only defaults they got right the first time. And I really like the new Yorick. Especially what they did to both the skins. Just wish they didn't think a VU was an excuse to still leave him as the only champion to go its entire existence without an additional skin.
: {{champion:103}} {{champion:99}} {{champion:21}} {{champion:37}} {{champion:16}} {{champion:143}} {{champion:89}}{{champion:102}}
My friend said she liked Lux, too. I don't get it. The armor is kinda generic to me. And I'm of the opinion that MF's default should have been changed to Captain at the same time Gangplank's changed. Just to be consistent. But I can agree about Leona. The shine of the burgundy has always been awesome.
Rioter Comments
inplane (NA)
: > [{quoted}](name=DeceasedL0ved0ne,realm=NA,application-id=3ErqAdtq,discussion-id=fuild051,comment-id=002100000000,timestamp=2017-02-21T09:56:47.277+0000) > > You can't just go and compare T-ballers to major league players on a whim. That's ridiculous. > > 1% is high compared to an overwhelming majority of champions. > > Trying to say he should be compared to those champions means you're asking for him to be as fun or as strong as those champions, which would require a full rework instead of the slight adjustment he got. > > He's as lame as Kindred or Gnar, so his play rate is solid where it's at. This game will never go anywhere if Riot follows that kind of mentality. Why would anybody follow "lame" examples when aspiring to make champions better is the goal? You can compare {{champion:90}} to {{champion:203}} and {{champion:150}} all you want, but it is what it is. Lying and sugarcoating. The comparison just makes {{champion:90}} look fine when in reality he's on life support at the moment. Same mentality applies to real life. I never compare myself to people lower than me because it's just going to stroke my ego and I'll have no reason to improve. But I guess it's an individual thing.
No, what you're doing is lying. Claiming that the most popular champions should be the normal goal of design is not only ridiculous, it's not possible. 131 champions can't each have a 30% play rate. You're simply biased in regards to Malzahar. If he's not popular, he's not popular because he's not fun to play. Simple as that. To say he's in a bad spot because he was _previously_ popular is ridiculous. If that's your aim, then stop whining about Malzahar and beg for Kassadin to be returned to his 90% glory. The fact Elise is more popular with a lower winrate goes to show that Malz isn't fun. The issue isn't that he's too weak in this case. It's that his popularity is too reliant on his strength. If the only fun in a champion's design is the fun in winning, they need a full rework.
inplane (NA)
: > [{quoted}](name=DeceasedL0ved0ne,realm=NA,application-id=3ErqAdtq,discussion-id=fuild051,comment-id=0021,timestamp=2017-02-20T11:33:36.559+0000) > > 1% play rate is pretty high compared to the most often occurring rate of 0.7%. He's picked more for mid than Kindred or Gnar at all. Be happy. 1% play rate is not high no matter how much sugar and sprinkles you put onto those rose-tinted glasses. Why not compare him to the likes of {{champion:157}}, {{champion:134}}, {{champion:61}}, {{champion:143}}, or {{champion:85}}? Hell even {{champion:60}} has a higher play rate and she's considered hot garbage right now.
You can't just go and compare T-ballers to major league players on a whim. That's ridiculous. 1% is high compared to an overwhelming majority of champions. Trying to say he should be compared to those champions means you're asking for him to be as fun or as strong as those champions, which would require a full rework instead of the slight adjustment he got. He's as lame as Kindred or Gnar, so his play rate is solid where it's at.
Depárt (NA)
: I didn't find it that bad, it was often shut down in high elo because games could be closed out before it got to a point of being too out of control. Maybe it's just from my perspective though, I didn't find it too cancerous. I've played since S2 so yeah, I was here for it.
You fucking know what? I actually agree. A friend of mine had recently given me tons of shit about FF being the worst when I told him I liked the jungle items at the eend of S4 the most. Aside from FF, the other items were solid. Any jungler who can build AS effectively would be perfectly fine getting shafted into choosing between AD, AP, or HP instead. If they'd just removed FF and done nothing to the jungle, everything would have been okay. Except, maybe Yi wouldn't jungle as often. He's the only jungler in the game who was bad enough with any of the other options to warrant FF's existence.
: I'm not referring to that era, I'm just pointing out that the chain is hardly the problem. You're asking for nerfs on the wrong thing. It's the passive, it basically makes her a reverse Diana. Her damage is very backloaded but when it hits, it's pretty much death for anyone. Personally I'd like them to allocate some of the damage from SoM to Shatter Orb.
The damage isn't a problem if she doesn't root you from two flashes away.
: You know, literally nothing about the chain really changed. Except for the fact that QE is now just E, but it requires the full chain to proc as opposed to killing you with just Q>E>TLD in less than one second. Seriously, it's like counterplay makes things toxic and no counterplay is fine because you all like dying in a fire with nothing to do but sit there.
TLD didn't exist when she had a silence. It was DFG and she killed you anyway.
: akchually unless retarded fed no champion bursts in under .5 second after the assassin update but if a champion is retarded fed then what are you complaining about?
The difference between 0.5 and 1.0 is negligible
: It's really not. We've had a lot of awful metas in League's history. We've had a Runeglaive meta, Rageblade meta, Devourer meta, Cinderhulk meta, Cleaver meta, lane swap meta, juggernaut meta, the one where IBG was super OP, and more that all happened relatively recently that were pretty awful and had plenty of people calling it the worst ever for League. This meta isn't great, but you can't really say that it's the worst in all of League's nearly decade-long history.
Runeglaive was only meta for Ezreal. No one else could abuse it. The worst ones have all come about recently because Riot should know better by now. It's been a decade, and they're still making the same mistakes they made at the beginning. But at least TF's E isn't a 20 second cooldown global teleport.
Trick2G69 (EUNE)
: please go some time back and see how the azir meta felt for midlane mains.
Any time the meta is one champion, there's no big problem. Kassadin meta was balanced to a fault. Ban Kassadin and it doesn't matter who else you banned. Let Kassadin through and the team with first pick wins 90% of the time.
: Fiora wasn't a juggernaut. The fourth one you are thinking of is Morde
Fiora updated at the same time, and she was meta at the time. So she's included in the Juggernaut meta. And I agree. Even with the crap happening now, Damage + Defense + CC is okay in a PvE RPG, but not in a PvP game.
: I love all the new League kids being like OMG THIS IS THEEE WORSTTT METAAAAA every meta.
Because every new class update, Riot fucks up. It started with the juggernauts and it's become the norm that whichever class they pick to update is going to become the meta. It's a big marketing ploy. If the meta completely shifts, then skin sales for the new good champions increase. It's more complicated than that, but that's the gist of it.
xelaker (NA)
: any meta that makes udyr a thing is bad imo. but i dislike him on a personal level so this is pure bias. the on hit devourer/rageblade was irritating since it did dual damage
arc95 (NA)
: these young players saying this is the worst meta... they never experienced anything like League of {{item:3071}}'s ... the winning team was the team with more cleavers... 6 {{item:3071}} Janna was literally a build shoot even meta like the reworked smite items (runeglaive ez, cinderhuk) Full dodge jax the amazingly busted releases in the early League (TF, Rengar, Xin) Naked Junglers (aka ward bots...they legit only bought wards no other items) etc this meta is amazingly balanced relative to the real broken metas
But you're comparing live game metas to what might as well still have been the alpha.
Depárt (NA)
: Cinderhulk or sunfire/gauntlet was still far worse. 6 black cleavers was also pretty cancerous. At least lethality is getting nerfs all around already while those metas were solid for 2+ months.
Rioter Comments
ViceN53 (NA)
: {{champion:14}} _He who runs with aggression walks without dignity._ {{champion:238}} _You can never defeat another if you know not how to defeat yourself_ {{champion:202}} _He who wears a mask cannot see what lies within himself_ {{champion:33}} _The shell of an oyster only hides the pearl inside_
{{champion:14}} _BWAaAHAhAHAaaAHAAGHAaAHAA_ {{champion:238}} _Hehahehahehahehahehahx 10_ {{champion:202}} _How can mirrors be real if my face isn't real?_ {{champion:33}} _{{item:3075}} Kill yourself, okay?_
Show more

DeceasedL0ved0ne

Level 30 (NA)
Lifetime Upvotes
Create a Discussion