Barkley (NA)
: What's a Zac? is that some kind of ward skin?
Hey, Zac is seeing a resurgence since his ult revert. Hes got like a 6-7% pick rate right now with a 52% win rate. Dont diss the blob.
Ahri Baka (EUNE)
: > [{quoted}](name=General Esdeath ,realm=NA,application-id=3ErqAdtq,discussion-id=EE3HkQBJ,comment-id=0004000000000001,timestamp=2019-08-20T02:38:36.873+0000) > > Oh well in that case we can take away any and all visual indicators that aren't there for the deadliest abilities in the game. > > {{champion:103}} green orb, {{champion:84}} spinning her weapon, {{champion:12}} chains, {{champion:201}} passive marks, {{champion:42}} ult isn't that strong so let's remove the bar below his HP too, {{champion:28}} heart forming above you, {{champion:39}} passive, {{champion:40}}'s W, {{champion:202}}'s 4th shot spin and his bullet counter, {{champion:157}} flow counter, just everything. Ahri Green orb isn't really deadly , it heals her
Hes referring to the true on return I imagine.
: Yeah i think that the only champion that Banshee's currently has an impact on is Brand, if u block his E you don't get his passive on you so he cant stun you with his Q, so u can basically go in on him every time it's up and there isn't a damn thing Brand can do about it, but Banshee's is pretty much worthless against everyone else
Zac gets really sad when the enemy team has it. Being immune to the E engage is a killer for him.
Bârd (NA)
: Banshee's needs a buff. It's designed for a different game than what we're playing today.
Or better yet, lets make it a tank item again so tanks can have a half decent generic MR item instead of a handful of niche MR items.
: please tell me what tank junglers strugle
Sej and Zac are basically the only 2 good tank junglers right now. The rest are completely irrelevant.
: Kayle is frustrating... To play as
I think the biggest thing with kayle is she is designed like a carry from Dota 2 would be designed. Horrendous early game that requires baby sitting to reach a godly late game. The problem is, kayle cant go bot lane to get the support she actually needs to reach her power, because of how the rest of the game works. So she is stuck suffering in a solo lane praying for the best.
: I don't know what I'm supposed to be looking at? My main question is if it still increases the ults crit like before. The tooltip doesn't change like it used to.
The Curtain Call 3 final shot will Critical strike icon critically strike for (100% + Infinity Edge item 25%) bonus physical damage. It literally says in the tooltip of the wiki.
FURRY V2 (EUNE)
: Monster hunter world is an AAA game and the only thing I bought was the base game. Then it got one or two free DLC in every single month (or less). I do not remember the correct number, but it is more than 20 I believe. It is not AAA game problem. It is only developer.
MHW is an exception, not the rule tho.
: There's no point in rushing Manamune/ Muramana though. You're better off buying Tear asap and then let it stack while you buy your first actual item. The same goes for every Tear item, finishing the tear item before you stacked tear to 750 mana is just stupid.
Manamune is by far his most rushed item. It also stacks on AA and it also stacks mana faster, the sooner you get it the better.
: He actually does *not*. He has one of the highest Damage to Champion outputs in the game. https://champion.gg/statistics/#?sortBy=general.totalDamageDealtToChampions&order=descend He's like fifth in the list. The only ADC passing him is Kog'maw.
Thats more because all of his damage is poke. He throws out a shit ton of it, so it adds up. But in the end, a lot of the damage is irrelevant. Same reason Ziggs and Xerath are at the top of that list as well. Someone like kaisa, or Jinx put Ezreals damage to shame in terms of actual dps.
Tomoe Gozen (EUNE)
: Your argument falls apart when every champion has at least a few skins (let's say 3 on average - an understatement). And then let's say that they all cost the same 975 RP on average just to simplify the math. There's 145 champions currently in the game and between them, 435 skins. At a cost of 975 RP, that's 424,125 RP. That's roughly 2945 euros. And i don't think many people want every single champion skin to spend that kind of money. The same as you'd likely don't want Eternals for every champion you've ever played. Comparing prices like this is stupid since we can compare other types of content in League that's paid for with money and the same attitude that drives people to buy it - not everything in League is everyone's cup of tea and therefore, the vast majority of us is not after the Completionist achievement.
> [{quoted}](name=Tomoe Gozen,realm=EUNE,application-id=yrc23zHg,discussion-id=GzEypZmE,comment-id=00020002,timestamp=2019-08-15T10:10:17.735+0000) > > Your argument falls apart when every champion has at least a few skins (let's say 3 on average - an understatement). And then let's say that they all cost the same 975 RP on average just to simplify the math. > > There's 145 champions currently in the game and between them, 435 skins. > At a cost of 975 RP, that's 424,125 RP. That's roughly 2945 euros. > And i don't think many people want every single champion skin to spend that kind of money. The same as you'd likely don't want Eternals for every champion you've ever played. > > Comparing prices like this is stupid since we can compare other types of content in League that's paid for with money and the same attitude that drives people to buy it - not everything in League is everyone's cup of tea and therefore, the vast majority of us is not after the Completionist achievement. Achievements are NOT comparable to skins. This kind of shit arent even achievements, its literally tracking stats the game used to track for you for FREE. (In case you werent playing in season 1-3, before the Client update, the old client told you like a dozen stats for each champion you had played in ranked. Kills, Deaths, Assists, CS, etc. etc.). The rewards for this might be cosmetic (and trash cosmetic at that), but the principle behind PAYING to track stuff that should be tracked for free is fucked up before belief, stop trying to defend it.
: Their location isn't anymore out of the way than Gromp, which many people take. Unless you're hyper-focusing on mid specifically for whatever reason, there's not an excuse for not taking them, especially if you can't contest scuttle.
what? Yes they are more out of the way than gromp. You can walk directly from Blue to Gromp, its a very short distance. Its just as short as from Blue to Wolves or Red to Raptors. Krugs you have to go all the way around the wall (one way or another, either before you engage if your gap closer is on CD or after its dead when your gap closer is on CD). Unless your specifically pathing there to go through tri to gank that lane, it is very out of the way.
: Jungling isn't that bad. Literally just do Krugs.
Most people ignore Krugs because of their location, not because they think they arent worth it. On top of that, Krugs easily take twice as long as other camps to clear, if not more.
: It would slow his target only as long as they remain in the circle. With a small circle they can quickly walk out of it and leave the slow. It would still provide Ezreal some safety if they get to him and then he dashes away after applying the slow at close range but he wouldn't be able to permanently apply slowing fields that have a meaningful effect with my proposed change.
: All they need to do is make the freeze zone AoE based on distance you are from your target. They could then increase the AoE when on top of your target and reduce it to nothing at something like 700 range. This would make the slow zone from Ezreal mean nothing if he is at a distance but be effective if he is on top of his target and buff IBG on every melee user. Alternatively, they could also do the same thing with slow effectiveness by increasing it to 40% scaling down to 0% at longer range.
Wouldnt this still let him slow his primary target, which lets him continue to land Qs on them, so while it would be a nerf, it wouldnt stop him from using it.
Antenora (EUW)
: > [{quoted}](name=Durzaka,realm=NA,application-id=3ErqAdtq,discussion-id=yPqT0Mvo,comment-id=000b0001,timestamp=2019-08-09T16:50:36.743+0000) > > Lethality takes 33 away. Then you lose another 24% armor from the Black Cleaver someone no doubt has built by then. So now youre down to ~125 armor. > > They dont even need to make sacrifices to itemize against tanks. They literally counter them with items they want to build anyways. Order of calculations When attacking, armor penetration and armor reduction are considered in the following order: Armor reduction, flat Armor reduction, percentage Armor penetration, percentage Lethality   Don't let the "Armor reduction, flat" fool you into thinking it's Lethality because it's not. Armor reduction, flat is effects in champion kits that remove a flat amount of armor when you hit an enemy with it. Things like {{champion:107}} R, {{champion:42}} E.
ok so we are arguing pendantics, fuck off. The point is armor reduction is rampant. Lethality is the nail in the coffin. All armor reduction is a problem. EDIT: also, order of calculations works in my favor more than yours in this scenario. 24% of 200 is 152, lower than your original 160, then 33 from Lethality brings it even lower than my roughly ~125 in my first post.
JuiceBoxP (EUNE)
: > [{quoted}](name=Juxin,realm=NA,application-id=3ErqAdtq,discussion-id=yPqT0Mvo,comment-id=000c,timestamp=2019-08-09T05:46:33.118+0000) > > Magic Resistance is far worse. I disagree. AP Penetration items are terrible. The MR items currently available are absolutely terrific. {{item:3190}} {{item:3111}} {{item:3140}} Don't forget those. They are great. > {{item:3091}} Who builds this? Just off the top of my head {{champion:39}} {{champion:24}} {{champion:11}} {{champion:10}} {{champion:2}} {{champion:77}} {{champion:19}} > {{item:3512}} ?????? This item is extremely strong for split pushing and keeping your lanes pushed. I used it a lot and won the game solely thanks to this item.
Locket is not a tank item, its a support item. But yes, its good. merc treads are good, but Tabi are just too strong to ignore unless the enemy is 3/4 AP. So not really relevant. QSS is not a tank item either. Its an item AD build to counter CC. Tanks do not want it, and it wont build into anything remotely useful on them. Again, none of those are tanks, but it has a very niche use for on-hit builds. Zz'rot has its niche. So we have 1 extremely niche item, and one item you cant usually afford to build because of the trade off. To add to the list of garbage MR tank items.
: its not lethality. if you have like 200armor lethality can take 33 armor away from items and 7 from runes so u now got 160 armor which is like 10% more dmg. the problem is the champions
Lethality takes 33 away. Then you lose another 24% armor from the Black Cleaver someone no doubt has built by then. So now youre down to ~125 armor. They dont even need to make sacrifices to itemize against tanks. They literally counter them with items they want to build anyways.
JuiceBoxP (EUNE)
: > [{quoted}](name=UdyrDaGod,realm=NA,application-id=3ErqAdtq,discussion-id=HhKAPaH7,comment-id=,timestamp=2019-08-09T02:43:08.759+0000) > 900+ gold from one non bounty kill. 600* = 300 takeodwn + your cut(300) up to 1300 gold with 700 gold bounty just stick to the facts. other than his ult generating too much gold, and yes, i agree the amount should be toned down, the rest of his kit has plenty counterplay. The problem is, he is always monstrously fed with the ult giving basically double gold becoming extremely hard to deal with. pyke main.
Pykes ult generates 2 Your Cut's now. So much for being a Pyke main if you didnt know that.
: Not true if you're darius. If you miss 3/4 of your kit as darius, your ult will do less damage than a basic ability. Plus darius doesn't have a ranged aoe execute and isn't mobile like pyke. Meaning he has to first stack, then successfully ult, then CHASE down everyone else. If he doesn't have flash or ghost he has very little chance of follow up dunks unless his opponents are stupid and run into him like the suicidal college kids in 'Tucker and Dale Vs Evil' xD And even THEN, EVERYBODY takes flash, and many champs have other dashes and hard cc, so it's not anywhere near impossible to prevent a darius from performing follow up dunks. That's why pyke is a monster though. HUGE, RANGED aoe execute that for some ridiculous reason grants DOUBLE GOLD sharing
Darius' ult isnt an execute in this discussion. An Execute isnt an ability that is used to kill. Its an ability that does damage based on the amount of hp an enemy has left/missing. Jinx ult is an execute. Pyke ult is literally an execute (although doesnt follow the tradition definition it literally executes a target below HP threshold). Volibear's W is an execute. Garen's R is an execute. etc. etc.
TakaDama (NA)
: Level 3 Pyke (QWE) - 66 Base AD Starting Item - Relic Shield (3 Bonus AD with Passive) Q Damage - 75+1 Physical E Damage - 95+3 Physical Ignite total Damage - 110 True Level 3 Lucian - 743 Health, 34 Armor Damage from Q = 76 × 100 / (100 + 34) = 56 Damage from E = 98 × 100 / (100 + 34) = 73 Total Damage from Pyke (with Ignite) = 239 Percentage of Health lost by Lucian = 32% ... of course 15 minutes is a pretty long time, and Pyke should at least have ult by then if not other items. So let's go to level 6, maxing E first because ratios/base damage. Level 6 Pyke (QWE) - 72 Base AD Early Item - Targon's Brace (8 Bonus AD with Passive) Q (1) Damage - 75+4 Physical E (3) Damage - 155+8 Physical Ignite total Damage - 170 True R (1) Threshold - 250 base + 8 from bonus AD Level 6 Lucian - 1001 Health, 43 Armor Damage from Q = 79 × 100 / (100 + 43) = 55 Damage from E = 163 × 100 / (100 + 43) = 113 Total Damage from Pyke (with Ignite) = 338 Outside of Execute Threshold Percentage of Health lost by Lucian = 33% Not really in a mood to break down every little scenario, especially when it comes down to runes, other items, other summoner spells, etc. However I will make two observations based on what little research I did. 1. The stun duration for Pyke's E and the execute Threshold for Pyke's Ult scale with Lethality. With Sudden Impact and Serrated Dirk, Pyke's E will stun a champion for 1.42 seconds; with all three Lethality items and Sudden Impact, it will last 1.89 seconds. 2. The gray health on his passive has a level scaling, a bonus AD scaling, and a max health cap. It also lasts until Pyke heals or dies. In other words, Pyke has the staying power of Garen, the killing power of Zed, and, as of 9.14's Your Cut buff, the money making power of Draven.
Why arent you factoring in any AA from Pyke? No Pyke is just Q->E walking away. (unless they are dummy fed).
: Pyke has officially taken Yasuos place as my most hated champion.
As a jungler, my issue with Pyke is he is too god damn safe. Any gank bot lane results in him just Eing away, and if he is also next to his ADC at the time, thats it. End of the gank right there, because you cant chase through that or you will eat a shit ton of damage. I will never NOT ban Pyke. I don't ever want to play against him again.
: The banrate yes. Pickrate no. Also low winrate.
Im not even sure what you are addressing. Champion.gg's info is off compared to every other sites, which puts both her pick and ban rate MUCH higher. Her win rate is definitely not good. No arguments here. I don't think she is overpowered. But she is an incredibly infuriating champion to play against.
: You can cast Mundo ult and Singed ult though.
Singed is bonus health regen, rather than healing. So its different. The skills are probably worded very specifically in this instance, because Mundo's Ult ALSO says regens health, rather than heals for that amount of health. Which is why they dont work with Revitalize. Same with Garen and Volibear (ignoring that they are passives not castable skills), they both state they regenerate health, not heal the damage.
: > [{quoted}](name=ArfBarkBoof,realm=NA,application-id=3ErqAdtq,discussion-id=F44YM60V,comment-id=00010000,timestamp=2019-08-08T01:32:35.923+0000) > > You know what that isn't half bad. Yeah, there's the fact that it'd possibly be _too_ good with Demolish and Overgrowth, but it makes more sense that as a rune that's supposed to be more towards a CC heavy character ala {{champion:154}} {{champion:113}} {{champion:516}} it works pretty well if it scales off health. I don't think so. {{item:3151}} {{item:3165}} and {{item:3152}} are good ap items, yet they provide quite a bit of health. If it was buffed to scale with health, it would make it even stronger for the mages that uses it. They recently changed aftershock so that it would scale with armor and mr, which are tank stats that mages can't really copy. I say they just tweak with that a little bit more.
Thats still only 900 health if you build all 3 of those (which only a handful of champions would do). Which is just a bit more than 1 Warmogs, or the same as a SV + DMP/Sunfire.
: According to Champion.gg her pickrate is 9,27%, and banrate is 5,33% on platinum+. You are spreading false information.
champion.gg info is garbage and cant be relied on. Riot has said that U.gg is the closest to their in house data, and that also puts her at 42% ban rate and 12% pick rate. Which is very high.
Cloud273 (NA)
: > [{quoted}](name=Jamaree,realm=NA,application-id=3ErqAdtq,discussion-id=EOEvk31t,comment-id=0003,timestamp=2019-08-06T21:08:45.612+0000) > > Because they are vastly different champions who **have literally nothing in common**? Stop spreading these lies. They all have a defensive ability in their kits, so it's completely fair to compare them.
Youre an idiot. Defensive skills arent compared in a vacuum. Some of them absolutely have different amounts of the champions power budget, and work with the champions entire kit different. You cannot simply compare them directly to each other. Why does Jinx get 130% attack speed permanently in minigun form while Tristana has a 16 second cooldown on her 110% attack speed steroid? Its a ridiculous comparison because champions arent just one ability.
Rylalei (EUNE)
: The point is not fighting him when it's down, that applies only early-mid game. He's a hyper carry no matter how you look at it. I know that he maxes E last, but let's look at it this way, it has an 8 sec cd when maxed, with 40% cdr, that's 3.2s shorter, meaning 4.8s, it lasts for 2, so that's a 2.8s downtime, assuming he doesn't have a spear. Sometimes it can even be beneficial to max it early, especially after the CD buff for his Q that he will get (hint: his rank 1 Q will have the same CD as his current rank 3 Q) So the question is: can you kill him in the <1s the ability is down or have enough spells that he doesn't block? Because if you don't (or they are dead from the 1st stun), you ain't killing him. He invalidates too much and that thing can be up almost permanently.
Youre assuming a lvl 18 Jax when looking at CD numbers. There are plenty of people who could burst Jax down during the downtime of his stun by that point in the game. And earlier (AKA the vast majority of every game played) there is A LOT more room to play with.
: > [{quoted}](name=YOU NWAH,realm=NA,application-id=3ErqAdtq,discussion-id=EOEvk31t,comment-id=0004,timestamp=2019-08-06T21:16:45.605+0000) > > Let's be honest, in most cases, Jax isn't landing five man stuns. He's jumping on one person and taking a lot of aggro for it, and he relies entirely on his kit to be able to survive that. Galio and Rammus don't rely entirely on their W to survive their jump-in's. They're inherently tanky and build tanky. They can afford to take the aggro. That's why they have a downside. Rammus is more inherently tanky then Jax? 2/3 a cloth armors worth base armor really worth more then the second Defensive CD Jax has in his R?
uptime is important. Rammus' uptime on his W makes him WAY more durable than the defenses from Jax's R.
: Riot think you could give Font of Life any kind of base value scaling? The current #'s suck
Its definitely a very low impact rune, which is frustrating. I take it on Zac. But even then, in GREAT games, that go for 30 minutes, it only provides about 1000 overall healing to allies. The only reason I even take it is that the other choices on the tier simply dont work.
LTK KoRo (EUW)
: thats the point, league is designed to be played with less vision than usual in lategame
Thats not how it USED to be. Thats the point.
: Because regardless of tier, one-tricks usually have a pretty good grasp of their matchups... that's usually why we choose to be one-tricks, we want to have a good idea of what needs to be done in a huge number of specific situations. Being a Kat one trick myself I know a thing or two about what it means to be a one trick. Since you're asking about how to beat Nasus, one would assume you'd welcome the advice of someone who plays the champion religiously. Based on your 38% winrate with Nasus, either he isn't as OP as you seem to think, or you don't know as much about him as you'd like people to believe.
lol what? If the OTP was actually good at their champion, they wouldnt be stuck in low elo.
JackMcCarry (EUNE)
: How is being autofilled any different than being last pick/last call in old draft queue. The only difference is you didnt actually have a protection against being last pick.
I didnt say it was different? Its exactly the same. Difference is people act like autofill right now is literally the end of the world, whereas in the old system, if you werent capable of being autofilled, you just had a much harder time climbing. It created less OTP and made more well rounded players overall.
: Maybe not, but I saw a lot of it. I mean part of it was because I was the one doing it, but did see tons of others doing it as well. Prerework yorick won lane almost guaranteed, but that was pretty much it; he was terrible in teamfights, his pickrate was abyssmal, and, because of his oppressive playstyle, Riot made sure he was never super viable, so he was largely considered a troll pick. A more useless tahm.
So you were a toxic piece of shit, so the system was at fault? No buddy, that is all on you, you ruined the experience for everyone else. Also Prerework Yorick could very easily splitpush his way to victory back in the day. It was a totlaly viable option.
: There is only 1 nerf that really killed kench and that was them taking away his stacking mechanic on q along with damage per stack. His q stacking was the only thing tahm kench had in order to deal with mobile champs, nobody is gonna sit still and let him auto them 3 times, even while slowed because slows are useless against {{champion:92}} mashing q and e on her keyboard for example. Meanwhile his q is as oppressive as ever against immobile champs, they are tipping the scale and making him into a stupid rock paper scissors champ. The fact that they did this because people didn't want to be devoured after being stunned by q is also pretty frightening because using enemy devour as tahm kench in most scenarios is BAD and hurts yourself more than it hurts the enemy due to the stack removal. _But no, tahm kench stacks should be nerfed because I don't wanna take ma 150 damage from w in a 1v1._ (sarcasm)
Im not sure if its what youre referring to (your wording is confusing), but being unable to stun AND devour on the same stacks basically means Tahm is never going to win a trade top lane now.
: Nah, you just instalocked, threatened to int, coerced a Dodge, or asked for the role. It worked for me back then. Didn't get top or Darius? Have fun with prerework Yorick/Urgot. Actually ended up getting pretty good at those "troll" picks because of how often it happened, and now I miss em.
Literally NEVER had that problem in 3 seasons of playing ranked. Also prerework Yorick was a strong AF lane bully, not sure what youre talking about with him.
: As if riot cares about what mains want... Tahm kench mains didn't want buffs to his q slow, that only made him oppressive top lane against immobile champs..... And look what happened because of those buffs...they ended up having to nerf him...and then they minipatch buff him by making his q even more disgusting against immobile champs than before!? Riot should have rolled back to when they put the self ground + slow on ally w and actually thought "what would be a balanced way to buff this champ for compensation to the w nerfs."
Dont forget the nerfs that he did receive, ended up basically destroying him as a champion. In one patch his win rate in BOTH his roles dropped dramatically, and his pick rate hit the floor. His win rate dropped almost 6% top lane and pick rate dropped to below 1%, and there isnt even enough information for supp Kench on u.gg to give numbers for it, that is sad. I foresee this in the future for Kled if they ignore this.
: I think everyone should have atleast one main for every role. Usually people who played pre-roles (calling roles in chat days lmao) have a main for every role lol
Is it bad that I miss that time? Back when pick/call priority was all you had to worry about in ranked, and if you couldnt be "autofilled" then you didnt climb, flat out.
: 5 minutes isn't much more to wait for a truly lost game. And I'm not advocating for never surrendering even when someone is inting. But, realistically, the number of defeatists who try to surrender as soon as it goes even slightly wrong is higher than the number of inters. 15 minutes is far too early to determine the outcome of a game. A lot can change in those 5 minutes - Late game champs can start to come online, tanks and juggernauts start being able to deal with assassins. I've won quite a few "lost" games because I pressed no at 15 minutes, simply because those last 5 minutes were enough for me to finish coming online and turn the game around. Also, you had good odds of not being downvote-bombed. You agreed with OP and he's not negative in points.
Those 5 minutes truly can be something else. You could be down 10 kills, and hit some break point items, and pick the right fight, and suddenly with shut down gold and whatever objective you won, YOU have the lead now. Just happened to me the other day, I was like 1/6 on Trist with only IE. We won a fight we were likely to lose, got like 2k total value from it, and suddenly I hit a massive power spike and am able to start carrying the game from there. All of this at around the 20 minute mark when someone tried to surrender at 15.
Pyrosan (NA)
: It's unhealthy for ranked, you are put at a disadvantage if someone's not playing optimally for something out of their control lol Autofill for normal queues is absolutely fine, reduce those queue times But give me everyone at their best in ranked
I dont understand this mentality. Coming from someone who played a TON of ranked in seasons 1-4, and not so much recently, how is being autofilled ANY different than in the old system (either calling your role in chat, or going by pick order) any different? You would be even more likely to be at a disadvantage in the old system, and yet people still climbed and had no issues there. But all of a sudden, because we've been babied by Role Select, autofill is the devil. I miss the time when you needed to at least be passable in every position to climb in ranked.
: Probably because no low elo jungler in the game actually uses chat. I have duo'ed with many junglers and they will complain all day about about a lane not playing right in voice chat but they will not type a single word. Like no, a laner isn't going to perma-freeze a lane for 20 minutes on the off chance you may or may not come by. You need to physically type: "I'm clearing blue side then coming down, let them push past river starting now". You also need to tell them when you START that side, you can't wait till your at the last camp and say "after gromp coming down". The time to kill gromp in many scenarios isn't enough for them to get the enemies to push far enough to be gankable. The point being is if you aren't good enough to pick a low elo slammer like yi and yolo 20-5 games then a JG actually needs to use their chat. As a top laner I usually forget my JG is even in the same game as us until I hear dragon screech because they never communicate but at the same time want everyone to be in their ideal position 24/7. JG should be the one in chat the most but they are often the least. They use the self fulfilling prophecy of my laners always ignore me but guess what...if you don't communicate your letting us all ignore you by default therefore reinforcing your laners never listen idea when it's all on you.
in my experience, any time I try to communicate as a jungler (this is pretty low elo, elo gold), all it does is open me up to being flamed if things dont play out EXACTLY as i type in my message that I wrote out very quickly to try and communicate while also playing the damn game. I gave up a long time ago trying to communicate in anything more than pings (unless the person already has proven a competent laner, then ill communicate more because I know I can work with them).
: Jungling is frustrating.
I love Jungle, but ive pretty much given up playing it because nothing feels worse than clearing your entire jungle (krugs AND gromp) and having no gank opportunities, and just having to recall, only to get back to your jungle and look for ganks and all of your team is pushed forward without any vision. And youre just sitting there like "I guess I just go try and counter gank one of the 3 routes the enemy could take to destroy my team because I cant do anything else"
: > [{quoted}](name=Antenora,realm=EUW,application-id=3ErqAdtq,discussion-id=EVef97gW,comment-id=0000,timestamp=2019-07-25T07:38:43.866+0000) > > No, Mages are not "leaving mid lane" at all. > > Using u.gg as my source, here is the top 15 mid laners in Patch 9.14 > > > https://i.gyazo.com/89465c06ba91ef6e2eea85e7a8b3ea75.png > > > 7/15 are AP Mages. > >   > > Would you like to know why AD Assassin's always pop off in Silver? > > Mid Laners seem to be allergic to buying {{item:3191}}. > > > Seeker's Armguard when stacked provides enough armor to defend you against the Lethality on 2 full completed Lethality items for the entire game. > > > {{item:3142}} {{item:3147}} will scale throughout the game to provide a total of 39 armor penetration at level 18. > > Seeker's provides 45 armor for 1,100 gold and 30 farm (which doesn't take long considering most mages have giga waveclear) > > {{item:3142}} {{item:3147}} is 5,800 gold worth of items. > > >   > > {{champion:101}} just does what {{champion:115}} can do but 10x better. > > Why would you ever pick Ziggs if you can pick Xerath? > >   > > The only thing Ziggs has going for him right now is his Tower execute ability. > > He's outclassed in poke by champions like Xerath, Lux etc. > > He's outclassed in waveclear by champions like Xerath, Anivia, Morgana etc. Except with the amount of damage being put out, and the total worthlessness of armor in this game, building seekers feel like shit. Oh cool. You now have 130 armor at most. Now remove 24% of it because black cleaver is in EVERY game, and another 25% because lul last whisper then shred off the lethality armor reduction and oh look. Back to true damage.
Assassins arent building last whispter and black cleaver. That is everyone else. Assassins are building Lethality (a couple do build BC). Hes talking about countering the assassins as a mage, not countering ALL AD as a mage. Seekers does a hell of a lot to help lane/fight against an assassin.
: > [{quoted}](name=boricCentaur1,realm=NA,application-id=yrc23zHg,discussion-id=Ku2oBnaf,comment-id=0001,timestamp=2019-07-25T04:00:31.357+0000) > > Thank god THE MOST PLAYED JUNGLE BY A GOOD AMOUNT IS GETTING BUFFED. Who wants diversity anyways. Who doesn't want lee vs j4 every game. > > I'm 90% sure everything jg change in the past 2 years has just be to fuck with jungle players. It's all just one be joke on them. You forgot Sej, who has been there for over a season if I recall correctly.
> [{quoted}](name=SuicidePlank,realm=EUW,application-id=yrc23zHg,discussion-id=Ku2oBnaf,comment-id=00010000,timestamp=2019-07-25T04:13:25.931+0000) > > You forgot Sej, who has been there for over a season if I recall correctly. Sej is ranked 9 in pick rate for Jungle, so popular but not Lee Sin J4 popular.
: You don't get isolated q's off in an invade if enemy team isn't stupid. Kha loses LITERALLY half his damage if you group up, plus he's squishy and his main escape tool is slow AND short ranged.
what? Literally the entire jungle is isolated. You only dont get isolated Qs off if you attack them while their taking a camp, in which case they are taking extra damage from the camp anyways. Catch them in a path between camps and they are isolated.
: In what world do you invade and have 9 to 12 seconds to Q someone three times before their team shows up?
first Q comes out instantly, second at 4 seconds, third at 8 seconds. Not 9-12 seconds you seem to think. 8 seconds is absolutely possible depending on what vision and what the lanes look like before any of his team mates can respond.
: Taste Their Fear (Q) damage increased from 50/75/100/125/150 to 60/85/110/135/160 It's just a +10 base damage each level, it's really not that much that it needs a post to start whining about it? Oh no Kha'Zix now has +10 more base damage on his Q, he's clearly going to be OP now, Riot why are you so stupid?
Its 20 damage on an isolated target. That is nothing to scoff at early. ESPECIALLY early, very realistically get 2, potentially 3 isolated Qs off on an invade, or gank that adds a shit ton of damage when the target only has around 600-700
Spoo (NA)
: So we have ranked TFT, when can we expect ranked ARAM
Can you maintain a 51%+ win rate in ARAM with its RNG? Because people can do that in TFT. Not to mention since TFT is a FFA, the first 4 places get LP, so it mitigates any potential issues with RNG, because you can very realistically get top 4 even with bad RNG.
: > [{quoted}](name=Jng Account,realm=EUW,application-id=3ErqAdtq,discussion-id=xnOfUrRJ,comment-id=000000000000000000000000000000010000000000000000,timestamp=2019-07-23T20:45:04.224+0000) > > Not mechanical one, but it's literally counterplay. i dont think you really understand what that word means. a counterpick, a champions power curve, mechanical counterplay, strategic counterplay. these are all different concepts.
If a champion throws a skillshot at me, I side step it. That is counterplay. If a champion is weak early game and I bully them, that is NOT counterplay.
: Tank items are op early, and suck late. Tbh it seems balanced
in what way is something like Deadmans Op early vs. something like Black Cleaver?
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Durzaka

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