: Rumbles Q in dangerzone(50+ heat) does 262.5 over 3 sec at rank 1
: Sett W having such high base damage even without grit is incredibly frustrating.
Nid spear can do up to 210 base damage at lvl 1 and i'm not sure anyone else can beat that
: I made a post about this a few days ago that was completely ignored. Aphelios reached 223% ban rate in KR Challenger, breaking a record for highest ban champion of all time. He is banned 100% of times on both sides equaling 200%, then the remakes that aren't considered games are counted in afterwards bringing him up to 223%. The champ needs to be completely changed and toned down. Akali is 2nd at 174% and Qiyana is 3rd highest banrate.
How are Remakes even possible if he's banned 100% of the time from both sides?
: Runeterra PSA: Stop Imprisoning people
: Is Thresh A Tank?
Thresh falls under Riot's "Catcher" category which he shares with Rakan, Blitz and others like them. While he does build tank stats i would not classify him as a tank, since he does not have an ability or effect that allows him to bolster his durability akin to Leona W, Nautilus W, Braum W and E, Malph passive and W and so on.
: > [{quoted}](name=KelmirOsue,realm=NA,application-id=3ErqAdtq,discussion-id=Ai8TFEU3,comment-id=0001,timestamp=2019-11-01T21:39:22.303+0000) > > The reason Thresh isn't a tank is because he can chain, heal, and grab an ally. From what I've seen at least what about ppl who say "well, you build him tanky?" or "he gets armor?"
By that Logic, Ezreal can be considered a Tank too
: ahri with glacial is not healthy at all though. insane damage, insane utility and insane mobility. she doesn't exactly do as much as with electrocute but disallowing so many champs from functioning with glacial, same thing as veigar. just offsets an entire weakness. and you can still oneshot someone, except it takes maybe a bit longer but they can't fight back against the 60% slow anyway
: Yeah, and I find hilarious that Morde can trap the enemy ADC for 7s from 1000 units away and no one bats an eye. But a low mobility champ goes into melee range to grab a mispositioned opponent for less than 2s and that is supposed to be broken? Not to mention Camille, who can also trap an opponent with her ult while being able to hover half the map with her E.
: Why is Riven getting her E nerf reverted?
: > [{quoted}](name=Ninja Anubis,realm=NA,application-id=ZGEFLEUQ,discussion-id=jF02qtzw,comment-id=0001000400000000,timestamp=2019-09-07T08:02:23.762+0000) > > Look at the NB3 video it shows he was winning those games then. "Winning most of his games" implies at least a >50% win rate. But OP.gg shows a 49% win rate currently. It is a lot under 50%? No, but it's certainly not "winning most of his games". If you limit the winrate to recent games, it still doesn't come out to >50%. Out of the past 89 games he had a 43% win rate.
To be fair, if the entire team gives up just by seeing the strat, like the incident with NB3, thats going to tank the winrate.
: How possible is it to grind for 2200 tokens starting now?
If you played for the next 2 days straight, assuming 50% winrate and games taking 30 mins, you could aquire rougly 870 tokens, but that would be 48 hours of straight playtime. 52 wins straight would award you 624 and would take you at least 17 hours of pure game time, assuming the games were over at 20 mins and resulting in a win. Overall it doesn't really seem possible with your remaining time.
iiGazeii (NA)
: Because Pyke is an assassin and needs more income than a support to function as an assassin.
> [{quoted}](name=iiGazeii,realm=NA,application-id=yrc23zHg,discussion-id=lhVcRw7y,comment-id=0000,timestamp=2019-07-27T23:03:02.076+0000) > > Because Pyke is an assassin and needs more income than a support to function as an assassin. perhaps he shouldn't be a support then
TakaDama (NA)
: It really isnt about carrying the game; in fact a fed champion can still snowball hard and carry their team to victory with proper support. But that's the rub; even when so far behind that they can't even farm safely, players will still try and pretend they have carry potential instead of making the most of their situation and providing support for the actual carry. It's one thing to get caught out while warding dragon or baron, because then you give the rest of your team, including the carry, information about the enemy's location; it's another to fall in a teamfight even after the carry is taken out or forced to retreat.
I believe this to be the best answer. People of today have been conditioned into thinking that they have to carry, instead of helping someone else carry, and it's a huge mental shift from what it used to be. In general however, it might also be harder to solo carry as every character has higher minimum damage than the old days due to keystones making it easier to claim the bounty off someone.
: Dont. Buff. Pyke.
My personal favorite is when people say Pyke is squishy while ignoring that he's sitting on some of the highest defensive base stats in the game. He's tied for 3rd highest hp with Tahm, has the highest Armor at 130 with braum being second at 115 and the 3rd highest MR at 57,5 being beaten by Talon and Akali due to her MR buff last patch. His health regen is however on the lower side, but that's more than made up for with his passive.
: Simple solution Play twisted treelines instead, make riot think players are having more fun with a gamemode they barely touched, troll them back as hard as they are trolling us.
Problem is, then you'd have to subject yourself to Twisted Treeline, which is arguably a fate worse than death.
Voluug13 (NA)
: Its almost as we need better skills with the grounded debuff.... instead of more point and click CC burst.
And more with the knockdown effect too. Rewards you for hitting them while dashing.
: Conqueror is a result of the same kind of oversight in design logic that created 4.20 Weedwick.
Wouldn't removing the runes and balancing around the champions be better instead? The runes doesn't seem to have cause anything but trouble.
: I don't remember where I read this, but as a guy with rudimentary programming skills, I believe I remember hearing about DR being bugged due to what amounts to a "fetch error." And this is more plausible than ghost damage sources. In essence, the way DR most likely works is by fetching values at death to fill categories. "Killer" and "Assist" work as you expect. This data is relatively straight forward. One shows who killed you, and the other is filled with 1 or 2 players that got assist credit. This portion of the fetch program works as intended, usually. But the rest of the values are, most likely, unaligned. "Damage source", "Icon", "Spell name", "damage type", "Quantity of damage" are likely values the DR needs to call for display. These values are likely stored in [box] for each one. For anyone who had to take computer science in high school, a good surrogate example would be cell algorithms in Excel. A group of cells would hold values that other cells with equations would call from to fill new cells with display data. In an advanced system, the cells having the base values are filled by other cells of values. If the cells feeding values to the cells feeding the end equation have the wrong info, you get bad end cells that display the wrong numbers. In terms of game programming, the values would likely be filled into brackets, to then be displayed into the death recap. We've all seen {}'s and such in recap, and that would be caused by bad value fetching. However, based on how the values are 'shaped', one value could be falsely extrapolated into the wrong end result. An ability could display as a summoner spell. The damage and type could be falsely portrayed, even as the server casts the right info, if the fetch program is calling things the wrong way. An example: Garen uses his Q as part of the damage that kills you. The value for that specific ability might be {GQ1}. Physical damage might be {1} for physical. Magic as {2}, true as {0}. Again, all examples. In a perfect system, when filling the value tables for the fetch, this damage would display like this: {GQ1, 1, 250} in actually, based on the age of the system and how small riot was at conception, this would actually be more likely to display as {GQ11250}, parsed into different categories based on digit placement. It's quick and messy, but as long as the data fed to the value tables remains consistent, it works. Except it doesn't. Riot has massively overhauled the game since launch, making a lot of changes to how things display in game. Damage pop ups, ability pop ups, lots of random things given clarity for ease of play. But if the the base data is changing to suit this new means of in game display, yet is the same data used by the old DR system, then that Garen Q could be completely misread as, say, Janna throwing her Q instead. With the addition of so many sources of of effects and damage, like from runes, and the lack of change to the old system of read the data, then the data would be read incorrectly. But as long as it matches something in the original table used by DR, something will be displayed. And it will be the wrong thing. In order to fix this, Riot would have to find a system of data feeding from server to client that consolidates all the information needed that matches a new table programmed into DR. But, that table would need to be updated with every new content addition, with major updates taking longer to fix. This is why simply "fixing" death recall won't stick. After a couple patches, the data feeding would change enough to render the DR obsolete. The solution would be to change how the data is fed in a way that more precise and provides more that just raw values. The server would need to provide everything so that DR needs no table. But in doing so, this would increase the load on the data pipeline and cause other issues, like client latency. So this creates a lose lose situation for Riot. They either set aside man power to manually update the DR data table so that it always accurately extrapolates the raw data, and update it with every single patch; or they reprogram the sever to client data feed to provide lossless information on every detail of an ability, which will inevitably introduce lag. Tl;Dr Riot can't fix the death recall system without either a dedicated update team with each patch, or updating server-to-client data feed for the DR to be so specific as to increase latency due to the volume of extra data being sent, should the above theory of design hold true. In order to avoid both of these problems would require a lot of technical engineering to create an "as needed" framework with a suitable load time that displays killer info a second or two after dying. Which is not an easy task, and could lead to problems and crashes if done improperly. This is a rework of a scale that would require beta testing as it affects how the server sends data and how the client reads it. And Riot would rather spend those Dev hours on new content, as the death recall is a relatively useless tool. But again, it's just a theory, but it is more plausible than the game rigging extra damage, which is something that would effect the integrity of competitive play at high levels and would be noticed much sooner.
> [{quoted}](name=Snoozel Chu,realm=NA,application-id=3ErqAdtq,discussion-id=RRhEQf8n,comment-id=000c,timestamp=2019-04-27T23:03:37.066+0000) > > I don't remember where I read this, but as a guy with rudimentary programming skills, I believe I remember hearing about DR being bugged due to what amounts to a "fetch error." And this is more plausible than ghost damage sources. > > In essence, the way DR most likely works is by fetching values at death to fill categories. "Killer" and "Assist" work as you expect. This data is relatively straight forward. One shows who killed you, and the other is filled with 1 or 2 players that got assist credit. This portion of the fetch program works as intended, usually. But the rest of the values are, most likely, unaligned. > > "Damage source", "Icon", "Spell name", "damage type", "Quantity of damage" are likely values the DR needs to call for display. These values are likely stored in [box] for each one. For anyone who had to take computer science in high school, a good surrogate example would be cell algorithms in Excel. A group of cells would hold values that other cells with equations would call from to fill new cells with display data. In an advanced system, the cells having the base values are filled by other cells of values. If the cells feeding values to the cells feeding the end equation have the wrong info, you get bad end cells that display the wrong numbers. > > In terms of game programming, the values would likely be filled into brackets, to then be displayed into the death recap. We've all seen {}'s and such in recap, and that would be caused by bad value fetching. However, based on how the values are 'shaped', one value could be falsely extrapolated into the wrong end result. An ability could display as a summoner spell. The damage and type could be falsely portrayed, even as the server casts the right info, if the fetch program is calling things the wrong way. > > An example: Garen uses his Q as part of the damage that kills you. The value for that specific ability might be {GQ1}. Physical damage might be {1} for physical. Magic as {2}, true as {0}. Again, all examples. In a perfect system, when filling the value tables for the fetch, this damage would display like this: {GQ1, 1, 250} in actually, based on the age of the system and how small riot was at conception, this would actually be more likely to display as {GQ11250}, parsed into different categories based on digit placement. It's quick and messy, but as long as the data fed to the value tables remains consistent, it works. Except it doesn't. > > Riot has massively overhauled the game since launch, making a lot of changes to how things display in game. Damage pop ups, ability pop ups, lots of random things given clarity for ease of play. But if the the base data is changing to suit this new means of in game display, yet is the same data used by the old DR system, then that Garen Q could be completely misread as, say, Janna throwing her Q instead. With the addition of so many sources of of effects and damage, like from runes, and the lack of change to the old system of read the data, then the data would be read incorrectly. But as long as it matches something in the original table used by DR, something will be displayed. And it will be the wrong thing. > > In order to fix this, Riot would have to find a system of data feeding from server to client that consolidates all the information needed that matches a new table programmed into DR. But, that table would need to be updated with every new content addition, with major updates taking longer to fix. This is why simply "fixing" death recall won't stick. After a couple patches, the data feeding would change enough to render the DR obsolete. The solution would be to change how the data is fed in a way that more precise and provides more that just raw values. The server would need to provide everything so that DR needs no table. But in doing so, this would increase the load on the data pipeline and cause other issues, like client latency. So this creates a lose lose situation for Riot. They either set aside man power to manually update the DR data table so that it always accurately extrapolates the raw data, and update it with every single patch; or they reprogram the sever to client data feed to provide lossless information on every detail of an ability, which will inevitably introduce lag. > > Tl;Dr Riot can't fix the death recall system without either a dedicated update team with each patch, or updating server-to-client data feed for the DR to be so specific as to increase latency due to the volume of extra data being sent, should the above theory of design hold true. In order to avoid both of these problems would require a lot of technical engineering to create an "as needed" framework with a suitable load time that displays killer info a second or two after dying. Which is not an easy task, and could lead to problems and crashes if done improperly. This is a rework of a scale that would require beta testing as it affects how the server sends data and how the client reads it. And Riot would rather spend those Dev hours on new content, as the death recall is a relatively useless tool. > > But again, it's just a theory, but it is more plausible than the game rigging extra damage, which is something that would effect the integrity of competitive play at high levels and would be noticed much sooner. You make it sound like having a working death recap would be incredibly difficult, but how come other games are capable of supplying it? Are they simply putting in that much more effort or is the foundation just better?
ßlameMyADC (EUNE)
: I've been told about this in-game once when I joked about the inaccuracy of the Death Recap, however, occasionally some information does not add up. Im assuming that keystones are the ones that just don't show information, but occasionally there is dmg input from Champions (?) that aren't in the game and it would not make sense for the Death Recap to fetch Keystone dmg as dmg from Champions that are not in the current game.
> [{quoted}](name=ßlameMyADC,realm=EUNE,application-id=3ErqAdtq,discussion-id=RRhEQf8n,comment-id=000b0000,timestamp=2019-04-27T19:18:25.517+0000) > > I've been told about this in-game once when I joked about the inaccuracy of the Death Recap, however, occasionally some information does not add up. Im assuming that keystones are the ones that just don't show information, but occasionally there is dmg input from Champions (?) that aren't in the game and it would not make sense for the Death Recap to fetch Keystone dmg as dmg from Champions that are not in the current game. Of course, i never claimed otherwise. I merely wanted to explain a part of it that is actually explainable. Keystone damage, to my knowledge, always shows up as either a blank source or as the passive of the champion, sometimes both. Stuff like Dragon killing me with Statikk shivs true damage when i'm topside is still a mystery to me though.
ßlameMyADC (EUNE)
: Riot forgot something "crucial" - Screentime Crucial
Most of the time where it shows someone taking damage from a passive, Wukongs for example, the actual damage comes from keystones as the death recap doesnt have an icon or name for them.
: Autofill is... interesting ?
Had a game a fair amount of time ago where literally everyone was off-role, but by switching around, we could all get our mains.
: TT is allowed to be dead because it's already part of the game. They don't want to introduce a new dead gamemode which some niche people get attatched to. Just like the Aatrox rework. Complete cancer/garbage champ with almost 0 playerbase, and yet the three people that actually played him come here and bitch about it.
> [{quoted}](name=Disembark,realm=NA,application-id=yrc23zHg,discussion-id=HmiKtZAe,comment-id=0001,timestamp=2019-04-05T23:57:42.163+0000) > > TT is allowed to be dead because it's already part of the game. They don't want to introduce a new dead gamemode which some niche people get attatched to. > > Just like the Aatrox rework. Complete cancer/garbage champ with almost 0 playerbase, and yet the three people that actually played him come here and bitch about it. Didn't stop them from axing dominion
CytheGuy (NA)
: Kayle is dominating lanes right now for ONE REASON
: > [{quoted}](name=Sleep On Stream,realm=EUW,application-id=3ErqAdtq,discussion-id=3A6E7kNE,comment-id=0005,timestamp=2019-03-30T00:51:41.726+0000) > > hashinshin things jax is balanced LMAO this kid is a joke real talk. jax e most busted ability in the game Uhhhh, not quite, there are some abilities that do like 6 things if you read their paragraphs. Jax is literally blocks autos with helicopters, then stun = 2 things. Strong when he's fed but not overloaded
> [{quoted}](name=Minimac2000,realm=NA,application-id=3ErqAdtq,discussion-id=3A6E7kNE,comment-id=00050001,timestamp=2019-03-30T16:33:36.014+0000) > > Uhhhh, not quite, there are some abilities that do like 6 things if you read their paragraphs. Jax is literally blocks autos with helicopters, then stun = 2 things. Strong when he's fed but not overloaded Conveniently forgot this line: "Jax also takes 25% reduced damage from all area of effect abilities."
: Neither are doing well at all and Cho is a juggernaut, not a tank.
> [{quoted}](name=PopcornBunni,realm=NA,application-id=3ErqAdtq,discussion-id=qPjVnO4p,comment-id=00000000,timestamp=2019-03-30T10:52:15.713+0000) > > Neither are doing well at all and Cho is a juggernaut, not a tank. Pretty sure he's a "Specialist"
: "dw I'll initiate" - Ahri
But Glacial Augment {{item:3030}} {{item:3905}}
: idk about 1,2,3,5 but 4 seems like sona... no champion thats not an enchanter has high wr, low ban rate
> [{quoted}](name=ireallysuck,realm=NA,application-id=3ErqAdtq,discussion-id=EEyyM41f,comment-id=001a0000,timestamp=2019-03-27T23:36:57.670+0000) > > idk about 1,2,3,5 but 4 seems like sona... no champion thats not an enchanter has high wr, low ban rate Sona's pickrate isnt that high, but jinx's is
: So. Who would you nerf?
1 I believe to be made up, feel free to prove me wrong though. 2 Vayne 3 Urgot 4 Jinx 5 Riven so honestly all of them to varying degrees. Vayne and Riven both have something frustrating about them that needs fixing as indicated by the banrate vs winrate. Urgot needs something that makes him not destroy the lower ranks by merely existing, perhaps W having a cooldown again. Jinx because she sees far too much success for how easy she is to pick up and play. Can't wait for the guy to announce completely different champions and just wreck me.
: If his w had no healing it would be one of the worst abilities in the game like it does less damage the kleds q and that ability is on a much shorter cooldown.
> [{quoted}](name=boricCentaur1,realm=NA,application-id=3ErqAdtq,discussion-id=zQi3crE4,comment-id=0001,timestamp=2019-03-23T21:37:32.111+0000) > > If his w had no healing it would be one of the worst abilities in the game like it does less damage the kleds q and that ability is on a much shorter cooldown. 90 / 165 / 240 / 315 / 390 (+ 180% bonus AD) Countless abilities does less damage than Kleds Q
: Finally gathered my courage and queue up for the game..........Fingers crossed. UPDATE: I FUCKIN GOT IT!!!
> [{quoted}](name=FioraWillCarry,realm=NA,application-id=3ErqAdtq,discussion-id=cluG9cjk,comment-id=00000000,timestamp=2019-03-23T07:21:44.036+0000) > > Finally gathered my courage and queue up for the game..........Fingers crossed. > > UPDATE: > > I FUCKIN GOT IT!!! You did good, son.
: A rioter commented on my post. I feel special
> [{quoted}](name=Abibyama II,realm=EUW,application-id=Ir7ZrJjF,discussion-id=KM9IIiTH,comment-id=00000000,timestamp=2019-03-22T21:05:57.464+0000) > > A rioter commented on my post. I feel special That's because you are special.
: so what am i suppose to be seeing ? i googled League of legends, there's nothing out of ordinary in the search results
> [{quoted}](name=Sadalsa,realm=EUW,application-id=yrc23zHg,discussion-id=TnQA5Fu5,comment-id=000a,timestamp=2019-03-23T12:21:42.572+0000) > > so what am i suppose to be seeing ? i googled League of legends, there's nothing out of ordinary in the search results I second this, i have no clue what you people are talking about.
JuiceBoxP (EUNE)
: ~~Some of the abilities you mentioned are abilities that **stun**, not *root*.~~ ~~Stuns do stop champions mid dash.~~ ~~Edit: i am writing this out of experiences i had. since i haven't played all the champions, there appears be types of stuns that don't stop dashes, as people who replied to this comment said.~~ scratch this comment... it is incorrect.
> [{quoted}](name=JuiceBoxP,realm=EUNE,application-id=3ErqAdtq,discussion-id=e1ELfTWB,comment-id=00040000,timestamp=2019-02-26T11:16:05.756+0000) > > Some of the abilities you mentioned are abilities that **stun**, not *root*. > > Stuns do stop champions mid dash. > > Edit: i am writing this out of experiences i had. since i haven't played all the champions, there appears be types of stuns that don't stop dashes, as people who replied to this comment said. "Knockdown only affects units that are Airborne or are performing a dash. A unit that is knocked down is placed on the ground. Knockdown will not trigger Yasuo's Last Breath. Champions with knockdown: Ashe R, Malzahar R, Poppy W, Veigar E, Viktor W, Jinx E." So basically you want roots to have the "Knockdown" effect.
: Oof, I thought the successor was still open :'(((
> [{quoted}](name=Minimac2000,realm=NA,application-id=Ir7ZrJjF,discussion-id=z1PAiBt5,comment-id=00080000,timestamp=2019-02-23T20:06:56.252+0000) > > Oof, I thought the successor was still open :'((( I believe that if you could somehow get a hold of the Island app, you may be able to play it in offline mode
: I might get perma banned for breaking a rule I didn't know existed
I'm sorry to inform you that Club Penguin shut down on March 29th 2017 and that the successor, Club Penguin Island, shut down on the December 20th 2018.
EdgeLady (NA)
: > [{quoted}](name=ChaosReyn,realm=NA,application-id=6kFXY1kR,discussion-id=WKQyb3d4,comment-id=0000,timestamp=2019-02-18T12:21:26.028+0000) > > If I were to take a stab at it, I'd say Wuju style is a weapon based martial style focused around making one's weapon an extension of themselves. That's very generalistic...but comparing what we know: > > - Wuju users have weapons. > - The weapons can be different. Wukong uses a staff, Yi uses a blade. > - Both are more or less different from the other, but are linked through the fighting style. > - Both have ways of disappearing (wukong going invis and leaving an afterimage that can hit someone, Yi using alpha strike to move FTL and reappearing a moment later, where his damage happens all at once) and ways of quickly channeling a lot of raw power in their ults...Yi's isn't a real channel, but its a lasting effect, which is where I'm going with this. > > The last point seems to put emphasis, as you said, on speed and number of strikes...a feat commonly seen in "combination attack martial arts" that are geared towards chipping away at an opponent instead of trying to land a decisive blow. It also fits with their weapon choice: Blades are versatile and can be used in either, but staves are known best for being used with momentum...that's why the key point to using a staff effectively is to never stop moving it. I'd be willing to bet that this style wouldn't work with things like Poppy's hammer, or Sion's huge axe, as it seems like large heavy weapons aren't in style with the Wuju style's repertoire. > > My biggest question is actually about the rings on their weapons. I'm getting nitpicky, since they go away with skins and therefore may not even matter...but it's very strange to me that they share weapons with dangling rings as well as the Wuju style, which makes me wonder if *that* is relative as well. I have a question about this though: Wukong's cloning/invisibility. Now that we've seen Neeko have a very similar ability, is Wukong's invisibility/cloning using vastayan magic, Wuju martial arts-based magic, or a combination of both?
> [{quoted}](name=EdgeLady,realm=NA,application-id=6kFXY1kR,discussion-id=WKQyb3d4,comment-id=00000000,timestamp=2019-02-18T15:15:47.403+0000) > > I have a question about this though: Wukong's cloning/invisibility. Now that we've seen Neeko have a very similar ability, is Wukong's invisibility/cloning using vastayan magic, Wuju martial arts-based magic, or a combination of both? If we go by what he's based on, it would be vastayan magic as his clones would be made from his hair.
: With people becoming more and more familiar with Sylas, we need to talk about AP Bruiser Itemization
Wouldn't you have to look into tanks as well then? A fair few of them have solid AP ratios but usually can't afford to tap into them due to the loss in tankiness, however with these changes, you could potentially have tanks walking around busting people down.
Khabith (NA)
: Since they are so cheap, and tanks already feel bad no matter what, Im considering using them
> [{quoted}](name=Khabith,realm=NA,application-id=yrc23zHg,discussion-id=7PdRRB3I,comment-id=,timestamp=2019-01-22T17:42:58.385+0000) > > What if I just went support items like three or four items into build. I mean support items are crazy cheap, and they give decent tank stats. Some of them even synergize with tanks. Like {{item:3190}} If I know how to read properly, a cho gath would be able to give a nice chunky sheild because 20% of something like even a small cho, **_20% of 5000 is 250_** on top of the base sheild which is pretty good. {{item:3107}} Also seems like a good "why not" it gives health and it has good cdr which is nice for tanks, plus not to forget the active. What do you guys think? I mean I just thought that tanks feel kinda bad so you might as well put them to good use. > > Side note: when I say tanks, I mean tanks in the jungle/top Im sorry what? While i can agree with stuff like Locket, Zeke's and Knight's vow, Redemption seems woefully inefficient on a tank.
wildfox9T (EUW)
: 4600hp are not much when and his already low MR went close to 0 after getting charmed,eve was really fed and ornn didn't invest almost any item to counter her,that was my point if he had let's say {{item:3193}} instead of {{item:3075}} he would have survived to that pretty easily (just using a random item as example,idk what exactly ornn builds),and again keep in your mind that eve had 15 kills,pretty much everyone oneshots everything with this score it doesn't matter at which season we look edit : i also want to remind that she had dark harvest,which given her score i suppose it was really stacked if you watch the video on 0.25 you notice that this DH got almost half of his HP,not a surprise since usually this rune doesn't get stacked this much (it's like complaining for {{champion:75}} Q damage after letting him free farm for 40 minutes)
> [{quoted}](name=wildfox9T,realm=EUW,application-id=3ErqAdtq,discussion-id=Uolabw45,comment-id=000000000000000000000000000000010000,timestamp=2019-01-21T19:35:05.789+0000) > > 4600hp are not much when and his already low MR went close to 0 after getting charmed,eve was really fed and ornn didn't invest almost any item to counter her,that was my point > > if he had let's say {{item:3193}} instead of {{item:3075}} he would have survived to that pretty easily (just using a random item as example,idk what exactly ornn builds),and again keep in your mind that eve had 15 kills,pretty much everyone oneshots everything with this score it doesn't matter at which season we look > > edit : i also want to remind that she had dark harvest,which given her score i suppose it was really stacked > if you watch the video on 0.25 you notice that this DH got almost half of his HP,not a surprise since usually this rune doesn't get stacked this much (it's like complaining for {{champion:75}} Q damage after letting him free farm for 40 minutes) 4600 is not a low amount of hp, that was my point Never said Eve shouldn't be able to do what she did, she had around 1100 AP Dark harvest (60+5 per stack+ 15% AP) would need 46 stacks to even match Electrocute (180+25% AP) with the amount of AP she had. The burst that was done to his HP was from Eves Empowered E dealing 30% max HP, which procs Lich bane, the onhit from Eves Q AND Dark Harvest. Even without lichbane and dark harvest, she could have killed ornn anyway due to ult
wildfox9T (EUW)
: > a tonne of armour/mr this ornn had mostly high armor/low hp items like {{item:3075}} + a {{item:3065}} as only MR item vs a 15 kills full build + {{item:2139}} evelynn so from evelynn's perspective this guy **was** squishy and anyway we're talking about evelynn,she is really good at killing tanks for being an assassin thanks to her % MR pen stacked with {{item:3020}} / {{item:3165}} / {{item:3135}},other assassins would never kill a tank properly itemized unless really fed if anything the snowball it's too high,or some champions/runes individual damage,or maybe armor/magic pen and true damage being too strong,but i don't think that the damage itself it's overall too high compared to the past seasons
> [{quoted}](name=wildfox9T,realm=EUW,application-id=3ErqAdtq,discussion-id=Uolabw45,comment-id=0000000000000000000000000000,timestamp=2019-01-21T15:21:32.249+0000) > > this ornn had mostly high armor/low hp items like {{item:3075}} + a {{item:3065}} as only MR item vs a 15 kills full build + {{item:2139}} evelynn > > so from evelynn's perspective this guy **was** squishy > > and anyway we're talking about evelynn,she is really good at killing tanks for being an assassin thanks to her % MR pen stacked with {{item:3020}} / {{item:3165}} / {{item:3135}},other assassins would never kill a tank properly itemized unless really fed > > if anything the snowball it's too high,or some champions/runes individual damage,or maybe armor/magic pen and true damage being too strong,but i don't think that the damage itself it's overall too high compared to the past seasons Just wanted to chime in and say that the Ornn in question was sitting at 4670 hp or so, which is far from low
Herlgar (NA)
: I remember Twitch's passive's icon used to be pixelated uniform green balls of snot with black outlines, but I can't find it anywhere now. Was definitely the worst icon in the game. Edit: the best I could find is this vid https://www.youtube.com/watch?v=8KG_mpWoRV8
> [{quoted}](name=Herlgar,realm=NA,application-id=yrc23zHg,discussion-id=zAud4MNz,comment-id=0001,timestamp=2019-01-19T18:09:33.005+0000) > > I remember Twitch's passive's icon used to be pixelated uniform green balls of snot with black outlines, but I can't find it anywhere now. Was definitely the worst icon in the game. > > Edit: the best I could find is this vid > https://www.youtube.com/watch?v=8KG_mpWoRV8 That vid though. Last Whisper 1985 gold 20 AD 40% AS and 40% pen. Sounds like a fun time
: > [{quoted}](name=charge attack,realm=NA,application-id=3ErqAdtq,discussion-id=fL1frwbt,comment-id=0001000100000000,timestamp=2019-01-19T19:44:17.865+0000) > > So a full build fed Evelynn against a behind Ornn with barely any MR gets killed. When she’s hyperscaling and specifically good against tanks due to her DPS Q. > > In the same situation a Ryze or Cassio would clap that Ornn even quicker at a bigger range. But I guess that’s okay cause muh skillshots mAgeS r WeAk Yep, if you check timers on that death and build, Orn had literal 25 mres from items at that time. The eve was full build+sorc pot with 0 defensive items lol. Also had both flat mpen items (boots/book) and Void staff...What did OP expect? Pretty sure his effective mres was negative at that point. All incoming magic damage would effectively be almost true damage. But hey "full tank"
> [{quoted}](name=Aametherar,realm=NA,application-id=3ErqAdtq,discussion-id=fL1frwbt,comment-id=00010001000000000000,timestamp=2019-01-19T20:02:58.999+0000) > > Yep, if you check timers on that death and build, Orn had literal 25 mres from items at that time. The eve was full build+sorc pot with 0 defensive items lol. Also had both flat mpen items (boots/book) and Void staff...What did OP expect? Pretty sure his effective mres was negative at that point. All incoming magic damage would effectively be almost true damage. But hey "full tank" That is quite frankly wrong. In the video Ornn clearly has 141 MR and Ornn has 53,4 base MR at lvl 18.
: Nautilus Buff
What if we allowed him to retain his W DoT effect after the shield breaks, but only against minions and monsters?
ThePikol (EUNE)
: Is Sivir bounced Ricoched considered a spell or auto attack? Because it doesn't proc Manaflow Band
ExpStealer (EUNE)
: > [{quoted}](name=Salamencę,realm=NA,application-id=yrc23zHg,discussion-id=igishX27,comment-id=0001,timestamp=2019-01-10T08:03:51.142+0000) > > People often come out of prison in better shape then they were when they went in. There's nothing to do so you spend your time doing pushups and shit. How do you do push-ups if you're always chained? And even if you do it wouldn't make you ripped when you can't eat almost anything at all.
> [{quoted}](name=ExpStealer,realm=EUNE,application-id=yrc23zHg,discussion-id=igishX27,comment-id=00010000,timestamp=2019-01-10T08:06:30.489+0000) > > How do you do push-ups if you're always chained? And even if you do it wouldn't make you ripped when you can't eat almost anything at all. On that note, since he was chained an all, how did he capture and eat the rats?
KnifeCat (OCE)
: Sylas might be the biggest balance nightmare in the history of League
Someone with that kind of an ultimate should not have a solid base kit as well
: What happen to those whiners that complained about Kai'Sa's revealing cleavage?
: 89 games in top lane 43% win rate.ROAST ME
Your toplane play is subpar
: Lol at the 1st game. You have 3 KP as a HIGH mobility jungler with a twitch that has 23 kills? You should have a lot more KP. You very clearly AFK farm as a jungler. You deserve a ban.
> [{quoted}](name=ProjectDawn,realm=NA,application-id=ZGEFLEUQ,discussion-id=GbeI8c7p,comment-id=0007,timestamp=2019-01-08T01:39:13.765+0000) > > Lol at the 1st game. You have 3 KP as a HIGH mobility jungler with a twitch that has 23 kills? You should have a lot more KP. You very clearly AFK farm as a jungler. You deserve a ban. and then you notice his 36K damage to objectives meaning he most likely secured 3 dragons and rift herald by himself. He was doing something that did not directly involve killing his opponents.
: Most Badass champs of each role
All Kai'sa feels like is the MC of a bad fanfic
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Rhai

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