: Upcoming Bounty Changes
> But bounties are meant to be a reward for killing powerful or valuable members of the enemy team, not necessarily members with lots of kills That isn't what this system actually accomplishes- but good news, I have a solution for you. I'll take you through what I perceive as the issue(s) with the system you've outlined, my solution, and why my solution is effective. Okay, so powerful players should be the ones getting these bounties, right? Specifically, the _most_ powerful players on each team? Then if this system is working perfectly, I should never be able to give a bounty to a player on Team A that is weaker than the average player on Team B- right? Otherwise they aren't exactly "powerful" or "valuable", wouldn't you agree? The problem is, of course, I _can_ do that. I can do it very easily. See, gold is gold. It spends the same, no matter where you get it from. And there are a _lot_ of sources of gold that aren't kills or CS. Towers, Tower Plates, Kleptomancy, support income items, and champion skills are the sources I can think of that matter for this discussion. Let's take out Klepto and Champion Skills for the moment- the power level of those is accounted for elsewhere. With just the tools I have left, we can still very reasonably construct a scenario in which the losing team would have bounties, and the winning team would not. Ready? Team A consists of late game scaling champions. They play accordingly- very defensively, and trying very hard to get all the last hits. Team B consists of early game & pushing champions. They'd like to kill Team A, but try very hard to take towers in the early game. Let's check in at 14 minutes! Well, in this case Team B has done really well! They've managed to destroy all 3 outer turrets by the time plates fell! They got all the local gold, too, so that team netted +4050g! They didn't get any kills, though. As for CS- Team A actually managed to get a bit ahead there. Their ADC caught some extra waves and managed to get up ~30 creeps, and didn't miss the cannons! Ending up +700g from creeps- though still down overall. What's the result? Even though each player on Team B has gotten 800g more than their counterpart, no one on Team B has a bounty. The ADC from Team A, though, has a 200g bounty on their head- even though they're 100g below the average gold of Team B! I recognize I gave a pretty extreme case- but even with more likely scenarios, the existence of major, uncompensated gold sources outside of the bounty system skews the system, giving smaller or larger bounties than are appropriate in many cases. Instead of separately tracking kills and CS, and disregarding everything else, just put things all together. Furthermore, it's extremely difficult for a player to look at a scenario and understand who should have a bounty or why a player has a bounty in the current system. Any gold from minions, monsters, Kills, Towers, Tower Plates, and support Gold Items should be added up for each champion. Klepto and Champion skills are part of that player's champion/rune budget, so doesn't need to be accounted for here. You can mimic the "compared to the enemy team" mechanics of the current system. Then, come up with numbers above which to get a bounty. Say, 50g for every 100g ahead past 400g. So a 50g bounty at 500g ahead, no matter how you got there. You can set up a system that doesn't give out repeat bounties for the same gold advantage. Whether that's the 'since your last death' mechanic like present, or something else. I would prefer something else- specifically, a 'one-time lead' mechanic. So you only get a bounty on a certain lead amount once, no matter how many times you reach that lead. This system ends up being quite clear. If someone gets ahead in gold, they'll have a bounty. If not- no bounty. Further, it's always right. No one that's behind is going to ever get a bounty, and the bounty someone gets will always be proportional to the lead that they have in terms of gold.
: what is banshees veil ... oh yeah its the item thats horrible on mages and even worse against ap assassins ... oh wait
Yeah, oh wait is right. Because Negatron cloak does not build into banshees veil. So you'd have to sit on that most awesome of MR items, null-magic mantle, until you have the 3k to purchase the completed item. Definitely a viable build path for level 6 MR /s
Asterfix (NA)
: Not to derail but why would you go electrocute on yi but not Karthus?
The correct answer lies in Karthus's laning pattern. He does not reliably land 3 hits onto an opponent during lane. He lands one Q, then another Q, then a while later another Q. His early lane phase is extremely important to his overall strength, so he really has to maximize on Q damage at level 1. But you're not that likely to get three hits fast enough, so Aery or comet make much more sense.
: It just takes so long to stack
That's not actually a problem with Archangel's, though. Sure, you won't get the shield until it's finished, and you won't 'cap' your AP til then either. But it is actually gold efficient on completion for most champions. Assuming you have around ~700 mana (base or from not-AA) when you get it, which is very likely, you only need ~23 charges to be gold efficient. And it only goes up from there.
: Tell us something your main is good at, then give them a buff that let's them do it more often!
{{champion:34}} Anivia fairs well against enemies she stuns, so we're giving her the ability to stun people better. Q - Flash Frost Collision Radius: ~~125~~ => 250 Effect Radius: ~~225~~ => 550 Speed: ~~850~~ => 1700 STUN DURATION: ~~1.1 / 1.2 / 1.3 / 1.4 / 1.5~~ => 2.2 / 2.4 / 2.6 / 2.8 / 3.0
Jaygo41 (NA)
: Wait what Elise has gotten some of the best mobility in the game, her rappel drops turret aggro and always has, making her the best champ in the game to dive a turret with.
IDK about best. One of the best, sure. But there's a lot of competition for best. {{champion:432}} {{champion:105}} {{champion:80}} {{champion:57}} {{champion:44}} {{champion:10}} {{champion:8}} {{champion:23}}
: Name a champion and I'll tell you why they are unfun bullshit
{{champion:106}} {{champion:44}} {{champion:20}} {{champion:86}} {{champion:36}} Any one or more of these. I can't really imagine a scenario in which you lose to any of these and it wasn't pretty much squarely on your own shoulders.
: I wasnt really trying to argue against you.
Hm, you're right. Read on its own that comment definitely doesn't come across that way. Sorry for misinterpreting you, I was reading that in the context of a string of contrary responses.
: It's a consistency bugfix pseudo-nerf just like when they removed Ahri E stopping dashes to make it in line with most other cc effects not stopping dashes. And just like that why should some CCs stop Anivia R and not others?
Oh, it's like [this change](http://na.leagueoflegends.com/en/news/game-updates/patch/patch-64-notes#patch-ahri) in patch 6.4? That's great to hear! So we should expect 7 sentences of context and a the same position in the patch as nerfs! /s But seriously, to quote myself from other comments earlier: "I'm not asking for a reversion. I'm asking for this change (and similar changes to long-standing interactions of champions) to be given context, and placed in the nerfs section of patch notes so that players can see and understand both that the change was made and why the change was made. In this case, three sentences would do if Riot agreed with your position: > * "Anivia's been doing pretty well for a while now. Her ultimate hasn't been interrupted by certain CC effects in the past, but we felt that this was inconsistent with the way the rest of our lineup works. We're taking this opportunity to bring her more in line with other champions." If riot said something like this in the patch notes, and placed this change in the nerf section, I wouldn't have made this post." So you've actually kinda made my point for me, thanks ;)
: She's a niche pick unless you are masochistic and like picking her into her counters, which is fun. Her strengths are awesome team fighting and if that isn't going well she can just split push. And from my personal experience, people don't grasp split pushing or any of the lane maintenance that is necessary to carry over into a win late game. So people like that won't understand her.
I'm not actually aware of many mid lane counters to anivia. Pretty much every matchup is winnable. There are things that counter you, but mostly they aren't mid laners- they're junglers and supports mostly, with a could top laners. I refer you to an oldie but a goodie: http://imgur.com/vMFkKGc The only matchup I consider really godawful is Vel'koz. That's pretty much just miserable if youre against a good Vel. People usually mention Fizz or Yasuo, but those are actually both very manageable and arguably favorable lanes.
: I think it is better that way. It should get interrupted by the same stuff which interrupts channels.
First, obligatory reiteration: my primary goal is to get Riot to give context for this change and future similar changes and classify it/them as a nerf(s) in the Patch Notes. Now onto the rest: There's been a bit of a low-key argument about that for years. On one side, the "it should be treated like swain R and have nothing interrupt it" people, on the other, the "it should be a channel and interrupted by everything" people, and on a third side, the "it's a unique psuedo channel that gets interrupted by certain things, but not by other things." I actually think where it was was a decent compromise, and definitely fall into the 3rd camp of people. If anivia's R couldn't be interrupted by anything, it would be absurdly powerful. On the other hand, taunts, charms, flees, ect., don't really have anything to do with interrupting abilities per se. Sure, they stop you from taking additional actions other than the forced ones, but they don't turn off toggle-ables nor stop in-progress skills (think Rammus R, Viktor R), and I similarly don't see a need to have them interrupt Anivia R. All the same, having it interrupted by all hard CC isn't unreasonable either, and I don't have a big problem with that inherently. It does irk me that it disproportionately swings certain matchups- mostly vs Ahri- but Anivia is in a pretty strong place and I'm perfectly OK with small nerfs such as this. As long as... see obligatory reiteration lol.
: Kind of a crappy explanation by Riot, but Anivia needs as many nerfs as they can hand out. She's broken as fuck. She's had a 53%+ win rate for about 4 months and has been hovering a 7% - 8% pick rate as well. If you don't have very long range, or a dash, then it's pretty much gg as soon as she throws her wall behind you and hits you with the stun + E for 50% of your hp.
Copy paste from another of my comments: That's fine. As I said though, I'm not asking for a reversion. I'm asking for this change (and similar changes to long-standing interactions of champions) to be given context, and placed in the nerfs section of patch notes so that players can see and understand both _that_ the change was made and _why_ the change was made. In this case, three sentences would do if Riot agreed with your position: > "Anivia's been doing pretty well for a while now. Her ultimate hasn't been interrupted by certain CC effects in the past, but we felt that this was inconsistent with the way the rest of our lineup works. We're taking this opportunity to bring her more in line with other champions." If riot said something like this in the patch notes, and placed this change in the nerf section, I wouldn't have made this post.
: okay. i dont care about this "nerf" i just care about consistency. if those CC effects remove star dragons stars, then probably they should also be interrupting anivia ult
That's fine. As I said though, I'm not asking for a reversion. I'm asking for this change (and similar changes to long-standing interactions of champions) to be given context, and placed in the nerfs section of patch notes so that players can see and understand both _that_ the change was made and _why_ the change was made. In this case, three sentences would do if Riot agreed with your position: > "Anivia's been doing pretty well for a while now. Her ultimate hasn't been interrupted by certain CC effects in the past, but we felt that this was inconsistent with the way the rest of our lineup works. We're taking this opportunity to bring her more in line with other champions." If riot said something like this in the patch notes, and placed this change in the nerf section, I wouldn't have made this post.
: > [{quoted}](name=MordeÇaiser,realm=NA,application-id=3ErqAdtq,discussion-id=f8fLeOyV,comment-id=00010000,timestamp=2017-07-11T22:26:21.921+0000) > > Lol, if you look at her win rates over the last 4 years she is actually going up over time. Don't know what you're talking about. I believe that mostly has to do with the fact that her overall play rate is going down. Used to be she could be comfortably be picked into most mobility midlaners because of the reliability of R-E combos. Without that she fairs so poorly against Yasuo or Ahri that even 1-tricks don't pick her into them. She also suffers from being a slow immobile mage that relys heavily on champion knowledge and isn't flashy, AKA a champ that is unpopular. As for winrates if you're basing her viability solely on that then there should be a whole lot more conversation about Aurelion Sol JG
> [{quoted}](name=seachrome,realm=NA,application-id=3ErqAdtq,discussion-id=f8fLeOyV,comment-id=000100000001,timestamp=2017-07-12T07:13:25.214+0000) > > Without that she fairs so poorly against Yasuo or Ahri that even 1-tricks don't pick her into them. As a more-or-less one-trick in ranked, I disagree with you here. Yasuos tend to be overconfident in their ability to avoid my damage, and their E is really, really predictable. It's pretty easy to get ahead of Yasuo as Anivia early, for a variety of reasons. First, Yasuo pretty much HAS to push, which makes him repeatedly extend far into the lane. This makes him exceptionally vulnerable to ganks, between the extension and Anivia's CC. Second, he's pretty squishy early on without his passive (which you can easily pop with 600 range AAs). This means even 1-2 Qs landing from bird mandate that he leave the lane. A third will usually kill him. But he can't afford to leave the lane, because he's pushing. So either he'll base, and lose over a wave of exp and gold, or he'll try to shove out, and you can get a kill. Ahri- at least before this change- was also a pretty good matchup. She couldn't interrupt your R, and her R dash range was pretty short. The result would be that when you see Ahri is going to land an E, you can actually eat it and lay your R under her. This forces her into a bad spot- she can try to leave the R immediately, and give up the opportunity to land a free Q (and in turn abandon the all-in), or she can eat the R damage and try to land the Q. The latter is usually the choice she'll make, which is wrong. As Anivia, you'll win that fight. You can E as soon as Ahri's E is over for empowered damage, and Ahri will be forced to ult right away. But that won't even get her out of the ultimate yet, so she'll still be slowed AND be taking a very obvious path, which lets you land an easy Q as Anivia. By that point, your E is back up, and that plus ignite will kill Ahri. Meanwhile, you'll still be at 50%+ if you started at 100. In an alternate scenario, Ahri's R has a brief CD before re-use. If you wait until Ahri uses her first R, and then immediately place your R directly on top of her, she won't be able to get out before you get an empowered E off. The slow + the low range of her R + the CD of her R give her about .5 seconds too long in the R. Plus, she'll have to commit to a direction of getting out of the R immediately to even get out that fast. All that combines to lead to an easy-to-land Q while she's trying to get out or, if you're confident, a wall to interrupt her R and get an even easier Q. Plus, Ahri's damage is actually not high enough at most stages to kill you reliably without poking you down first. Post 6, she shouldn't be able to do this, because she needs to use Q to waveclear (and you shouldn't let her hit both you and the wave with her Q). So really, the only really vulnerable period is right at level 6 (where Ahri might have poked you already due to her having push advantage pre 6), or shortly thereafter. By level 10 or so, the matchup exclusively favors Anivia, and it keeps getting better and better for her in terms of teamfight contribution as the game goes on. There will come a time where you've got RoA, Seraph, Void, and Banshee's as Anivia, and at that point Ahri is pretty much never going to be as useful in the teamfight as Anivia.
Skias (NA)
: She also lost vision on her W, which is a huge part of her survivability. Anivia gets crappier, little by little. Kit changes, adaptive helm, loss of utility and now she can be knocked out of her super slow expensive ult by practically anything. No reason to pick her anymore over other control mages.
I mean she's quite strong and does several things incredibly well. She can blow enemy flashes quite safely- relatively- with an aggressive W from very long range, or she can get catches the same way. Her burst with Q+E can just delete assassins that try to jump her or her ADC. Her combination of CC and damage is relatively rare. She has pretty much all the checkboxes- burst, DPS, hard CC, soft CC, good and fairly safe waveclear, and super strong zoning. I don't really know what you're talking about when you say there's no reason to pick her.
: They did the same thing with Darius Q last patch. At least they put Singed's poison trail not disappearing when he does in the main oarch, hut I feel like that's only because they did other work on him.
Do you mean this change, in 7.11? > * When Darius triggers Noxian Might by applying a fifth Passive - Hemorrhage stack via Q - Decimate, Decimate now properly only applies one stack of Hemorrhage to other units hit I wasn't aware that was a longstanding issue...
: Since release Malzahar's Q gave vision as if the Q was an actual champion (basically you would get as much vision as if a champion would've been where he cast Q, a ward equivalent of vision that lasted until Q finished dealing damage), then they "bug fixed" it and now it just gives on where the portal do damage. Happens all the time with Riot "bug fixes". Edit: http://forums.na.leagueoflegends.com/board/showthread.php?t=2372659 Here they even made it so the generous vision was given to even the projectiles of his Q, but you know, it wasn't intented, even though they actually changed it the it was actually a bug that they needed to "fix".
Yeah, I was aware of these changes too. I was a Malzahar main in Season 2 before I found Anivia. These always irk me, I just happened to catch it quickly/ be particularly irritated this time.
: Fiora dumpstered 7.14?
It's certainly a major nerf, but idk about 'dumpstered.' She's still on the fast side, has a low-CD dash (even if short range), and the passive speed boost won't be *THAT* difficult to get- just not free. It's certainly much harder to get a catch/run someone down than before the change. You won't be able to see someone across the lane and jump on them anyway. But you're getting a phage and boots anyway, you have relatively high base MS, and you have dashes. You should be fast enough.
Rioter Comments
Rioter Comments
: was never infinite unless there was a small period when it was. It was like 1300 minions i believe to get it to max power. And unlike other stacking items, you didnt lose stacks upon death unlike Bloodthirster, for example
http://leagueoflegends.wikia.com/wiki/April_18,_2009_Patch#Items
: I don't remember it being infinite stack, since I played in season 1, but idk.
Yeah, that would be because it was only infinite stacking in beta :P i'd have to scour the notes to find out exactly, but it was ~+500 cap through s1ish, eventually reduced to ~+300 cap in season 2 ish, before stacking was completely removed in season 3 ish. And the nerfs just kept coming lol
Skelenth (EUW)
: Wasn't that item called Leviathan?
Leviathan was a thing, but it wasn't infinite stacking. See [here](http://leagueoflegends.wikia.com/wiki/Leviathan) for leviathan and [here](http://leagueoflegends.wikia.com/wiki/April_18,_2009_Patch#Items) for warmog's. This doesn't show its pre-nerf state, but that's the oldest record still around it seems. You can tell it's old, because that's the patch of Singed's release LOL
: When it used to give 1300 HP? Back when I played this game, it had 1000 HP.
Originally, it was an infinite stacking mechanic similar to Sion. It gave like 4 hp per minion, 50 for a kill and 25 for an assist. Numbers fudged from memory. Once they capped it, it was at like 1500 hp for quitea while. This item has been nerfed a LOT lol
awdaf (NA)
: Towers are suppose to be a staple of this game
I could see the argument for an overhaul of how towers work, but not in the way you mean. I could, separately, see an argument for adding a timed-duration bonus to the damage of inner towers or higher. For example, until X minutes, Inner turrets gain +25 bonus (base, and therefore increased by heating up mechanic) damage to champions, until X+Y minutes, Inhibitor turrets gain +50 bonus damage to champions, and until X+Y+Z minutes, Nexus turrets gain +75 bonus damage to champions. Numbers fudged, could be a larger or smaller amount. The idea being that in the case of extreme snowballs, people still can't just get COMPLETELY dumpstered under double nexus turrets at 15 minutes. I could also see an argument for inhib or nexus turrets to get some amount of % HP damage OR additional % armor pen to better deal with tanks latter into the game. This would need to be compensated for, though, as 'real' squishies do die quickly enough to towers already. You'll see tanks that can just take like 50+ tower shots end game right now, and that's a little over the top. The towers should still matter *eventually*.
: Um, the enemy team can kill a buff at level 1/2 before the aggro resets and it heals? I'm calling bs on that
Ofc you can. You just let the other team leash it for you before you pull it over :^)
: when you get nunu in URF
When you realize you're laning against another nunu http://orig08.deviantart.net/91fc/f/2013/240/b/4/spongebob__snowball_effect_gif_by_k1ng0fk1ngz1111-d6j14gv.gif
: "gg" is a preprogrammed response at this point. most people just forget what it means, and when people say it after a game that went 30-4 then they are actually being quite insulting
> [{quoted}](name=Mortekaiser,realm=NA,application-id=ZGEFLEUQ,discussion-id=cEWZXsO5,comment-id=0001,timestamp=2017-02-27T11:41:35.123+0000) > > "gg" is a preprogrammed response at this point. > > most people just forget what it means, and when people say it after a game that went 30-4 then they are actually being quite insulting If you want to take it that way... But it's not how I mean it. I type GG after every game. I'm simply acknowledging the sportsmanship of other players. Only in a game with no players displaying good sportsmanship would I not type gg. Foe example, if every player was raging at someone, inting, afk in fountain, ect. I'm acknowledging that you did your best, and that even if I'm much better (or worse), I respect you for the way you played the game. It's not remotely insulting or condescending, because GG has nothing to do with your skill in the game and everything to do with your attitude.
Dadi Liu (NA)
: Hi! I'm new and choosing runes. your post is very useful! Now, I found a word that I don't know. What is GP5? Scaling Support: Marks: Hybrid Pen Seals: Armor Glyphs: MR/Lvl Quints: GP5 Thanks,
Gold per 5. I list them as Gold/5 in the other sections
: The saddest part about the state of League?
I maintain that the issues with dragon are due to improper implementation rather than anything else. Infernal Drake is unbalanced. Why? It lets you kill objectives faster (what mountain drake does). It lets you poke better (what ocean & cloud drake is supposed to counter). It lets you clear waves and the jungle faster (not intended for any drake). It also does its intended purpose of making you better in teamfights. Infernal Drake should give bonus damage to champions. That's what it's supposed to make you better at, so that's the only thing it should make you better at. Cloud drake is unbalanced. Why? Its movement speed is of limited use. It only works at all out of combat, which is silly. Instead, nerf the number ad make is 1/3 as effective in combat. For example, +15/30/45 out of combat, +5/10/15 in combat. Without some sort of in-combat benefit, it will always be looked down upon.
Zetto (NA)
: Oh and I supposed all 5 of our enemies all DC'd at the same time, hmm? Be freaking realistic.
I was being realistic. Such a thing has happened to me before. More like 5/25 or so, but I have absolutely won games with extremely negative kill differentials. Now, if you're not ahead in SOMETHING, then yeah it's time to give up. But I've been in games with a splitpusher who takes top outer and inner for 1 teamfight loss, top inhib turret for another, the inhib and a nexus tower for a third, and then ended the game for the 4th teamfight loss with a final kill score looking something like that. It's not common, but it does happen.
: Even if a character has 80 armor pen instead of 40, that's still not enough to even penetrate a Frozen Heart. Lethality is still awful against tanks. The problem is that no one plays tanks because they're all obsessed with early game junglers.
Missing a critical word. > Lethality _alone_ is still awful against tanks Since it stacks perfectly with % pen/shred, lethality is quite decent against tanks when combined with a cleaver (on anyone) or LW. What's not decent is not having multiplicative scaling of attack speed, crit, and ad- but this isn't a huge deal as long as you're not dealing with "super tanks" like maokai. Damage is, overall, still high enough to deal with normal tanks using lethality + %pen. This is because lethality will ALWAYS reduce enemy effective health by its exact amount in %. What I mean is 80 lethality will reduce enemy effective physical health by 80% of their displayed health amount, as long as they have at least 80 armor when it's applied. So a 3k Hp tank with 300 armor, and thereby, 12k effective physical health pre-pen will have 2400 less effective health (80% of 3k) because of your 80 lethality. This is true even if you have BC or LW. Or both. Those could bring them down to ~5280 effective physical health. Whereas a multiplicative scaling build might have to go through 7680 physical health against the same target. So while the lethality build may deal less pre-mitigation damage against tanks, it actually gets fairly close post-mitigation, and is not nearly as bad as it seems against them. 5k effective health is low enough to take 60% of your health from just ONE champion's full damage. 2-3 champions can, therefore, burst even a tank reasonably quickly ( ~4s as a very rough guess) using a full lethality + lw-item build, and assuming one of them applies Cleaver fairly quickly. The only time this doesn't hold true is vs some champion with damage reduction, large/spammable shields or bonus armor scaling (malphite, rammus, maokai, nautilus). In short, vs super tanks. Lethality + % pen is only ever 'bad' in terms of the opportunity cost of the multiplicative scaling. It's not actually inherently weak.
Risen29 (NA)
: PSA: When your team is 4/30 20 minutes in, it's time to surrender
Such a view is overly simplified. What if we're 4/30, but currently have Jax all by himself hitting the enemy nexus. Still time to /ff?
: Junglers: You can't feed the enemy laner if you never gank
nb4 the jungler invades and gets killed by the laner
Verdade (EUNE)
: Xerath's waveclear is much worse, W has 2 charges that instaclear wave and both come back before next wave hits. Also he can perfectly clear since lvl 3. Add the fact its cheaper on mana, and Vel'koz doesnt give up his poke to waveclear. VK clears the wave and still can use his main poke tool, unlike Xerath who can do only one thing. As far range goes, splitting Q aren't shenanigans, its legit mechanic and good VK's Q should be as reliable to hit as Xerath's. And this comes fromfrom long time VK main
> [{quoted}](name=Verdade,realm=EUNE,application-id=3ErqAdtq,discussion-id=uZUGuVV5,comment-id=0002000000000000000100000000000000000001,timestamp=2017-02-06T19:23:31.538+0000) > > Xerath's waveclear is much worse, W has 2 charges that instaclear wave and both come back before next wave hits. Also he can perfectly clear since lvl 3. Add the fact its cheaper on mana, and Vel'koz doesnt give up his poke to waveclear. VK clears the wave and still can use his main poke tool, unlike Xerath who can do only one thing. All valid. > As far range goes, splitting Q aren't shenanigans, its legit mechanic and good VK's Q should be as reliable to hit as Xerath's. And this comes fromfrom long time VK main Disagree here, though. Max range vel Q is 1520 vs Xerath 1400. Vel Q split that way has an extremely long delay before it finally reaches its target - at least the same amount of time as Xerath's charge up. While Xerath can continue to run at you during his charge up - albeit at a much slower speed - Velkoz Q's max range target location remains exactly the same. So at best (for Vel) their effective max range is the same when moving towards the enemy and significantly longer when running away. I'd say Vel effective range is probably lower by about 100, depending on boots, ect, when chasing, and longer by ~250 when kiting. Attempting to hit true max range Vel Qs should be less reliable than true max range Xerath Qs, because the enemy has more time to react to the Vel Q. If they aren't at true max range when you first fire it, they're probably about the same in reliability, because of your ability to reactivate early or not to adjust the range on Vel Q, but attempting to hit at absolute max range should favor Xerath (again, unless kiting. In which Velkoz is king.)
: Did You Hear About The On-Hit Malphite Going 12/0 ?
On another note... http://matchhistory.pbe.leagueoflegends.com/en/#match-details/PBE1/69769922/2200122825?tab=overview
Zacster (NA)
: > [{quoted}](name=IsmokeOregano,realm=NA,application-id=Ir7ZrJjF,discussion-id=0eAq8YR0,comment-id=0002,timestamp=2016-11-30T19:58:51.566+0000) > > "gank" I like this sentence you have here.
That actually is a grammatical sentence, if you take "gank" as a verb, add an exclamation point and capitalize the G. https://en.wikipedia.org/wiki/Subject_(grammar)#Forms_of_the_subject It's called an implied or zero subject, usable in imperative (command) sentences.
Rioter Comments
Wuks (NA)
: Happy Thanksgiving, everyone! (+ Elementalist Lux Giveaway?)
I'm thankful for the crappy rental house and crappy landlord that helped me meet my girlfriend XP 582, because that's the number Random.org gave me.
: Laughing Fish's 150,000 Lifetime Upvote Spectacular (Come and get your free skins!)
Let's see... you are.... Laughing.... fish? Is that your real name? https://i.makeagif.com/media/11-21-2016/3Wu8QF.gif
: Then you're probably too new to actually know why he isn't that great any more. There was a change back in preseason 6 that gives towers +200 armor when no enemy minions are nearby, still in effect today. He was THE splitpushing champion, along with Nasus, back when being either completely immune to towers or having the tank stats to ignore them with no minions around was still possible. But now you do about a third the damage if there aren't ally minions. Now he's more like A splitpushing champion, with a lot of competition who are just as good and other strengths besides only that.
That's highly inaccurate. **Patch 5.22** * Turrets gain 300 ⇒ 200 armor and magic resist if no minions are nearby This is the only change to backdoor mechanics during preseason 6. As you can see, this is actually a psuedo-nerf to their tankiness under backdoor situations. It isn't *really*, because the 300 AR/MR included the base AR/MR, and the turrets were given +500 HP and up to 30 AR/MR, scaling with time. So late game it's 300 ⇒ 230 AR/MR and 3500 ⇒ 4000 HP, which about evens out. **Patch 4.20** * Turret Reinforced Armor bonuses have been increased to +200 armor / magic resistance. This change did actually increase the amount of the backdoor bonus... but it was even out by a nearly opposite change. Before this, towers gained AR/MR per level, and after it, they didn't. Furthermore, inhib turret HP/5 was nerfed, and Turret HP was also nerfed. All-in-all, neutral to positive for backdoor champs. Beyond this, Tryndamere isn't good at splitpushing because he's good at killing towers. He's good at splitpushing because he's good at killing a lone person (or even 2) that are trying to defend the tower and getting out. His E allows him to easily escape dangerous situations, and his damage+R lets him 2v1 in a lot of scenario. TLDR: backdoor hasn't been nerfed in a damn long time. Not since, like, 3.5. Or maybe even V0.9.25.24, depending on your definition. Plus, this is almost completely irrelevant to Tryn, as there hasnt been a time in a LONG time when you could 1v1 towers as anyone but Xin Zhao. Even then, it was Jax that could 1v1 (via dodge)
: And I made them all 5 https://imgflip.com/s/meme/Evil-Toddler.jpg
: In fact Karthus ult will do more damage to squishies with flat pen with this change
No, he won't. He'll deal exactly the same amount of damage. Take it to the extremes to find out. At 0% MR, 400 magic damage is 400 real damage, and two hits of 200 damage are 400 real damage. At 100% MR, 400 magic damage is 0 real damage, and two hits of 200 damage are also 0 damage.
: New starting item suggestion: Doran's Lube
Note that this item is broken in low elo, where you only get like 25% of the CS even if you're not under pressure
: PETITION TO KEEP ITEM SETS
dangopee (NA)
: So he had over 2000 AP? You are lying.
Luden's exists. He'd only need 823 AP to do that. Perfectly plausible with blue buff.
: Anivia is in a good place & fun to play against.
Well, i mean you have 0 MR, that Anivia is quite fed, and you walked up into her E range for no reason at all. That's not to say that Anivia's damage isnt high right now, it is. BUt it has ALWAYS been true that you cannot afford to walk into Anivia'a ranges as an ADC unless her spells were down. Plus, the effective range of lb is way higher than Anivia. She can do this with W QRE from 2x the range of anivia. The other three can actually do it from about the same range as anivia, accounting for their dashes. Now they'll still get into melee range before their damage is dealt, so that IS an advantage anivia has. But their threat ranges are about the same, in some cases greater.
: When ur boi yorick and galio r gettin their reworks
Rioter Comments
: I have a funny joke for you guys!
And here I was hoping this was a reference to: https://www.youtube.com/watch?v=6mNcHDrIMQc
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Darkwind

Level 60 (NA)
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