: Who are your top 2 champs per position? Please comment
Top: {{champion:133}} {{champion:102}} Jungle: {{champion:113}} {{champion:28}} Mid: {{champion:103}} {{champion:69}} ADC: {{champion:21}} {{champion:103}} Support: {{champion:37}} {{champion:143}} {{sticker:sg-miss-fortune}}
xDralyne (NA)
: Just my opinion but ranked should be closed off to ANYONE currently playing in comm ban games. They should have to serve their penalty and then unlock ranked again. That'd help weed out A LOT of toxic folks in ranked period. They wouldn't be able to get in to start with .. That's unfair? Then don't be toxic :-) Assuming this isn't already a thing ofc ... Never checked or had the ability to
Just one problem. Its been done before and the people in normals draft complained about getting those jerks dumped on them. Because they'd have to serve out games and get WINS to get back to ranked. And throw in people practicing new champions and the other usual normals hijinks like cheese strats that don't always work and you are pouring gas on a smoldering fire (the already annoyed person serving a gag order lockout from ranked) who is liable to tilt even further and then explode. Thus it was stopped because people in normals don't like dealing with them... especially when it becomes a short fused bomb too often.
: Problem is, how do they nerf Ezreals interaction with the items he was abusing without completely deleting his identity. Because his Q triggering on-hit is his identity.
Variant of the fall-off damage they are implementing for poke from 900+ range in ARAM currently on PBE. Make the pretty boy that loves running away have to get somewhat closer to get full damage. And max range poking a less effective use of mana.
: how about instead of removing, they make the bonus small? the turrets are supposed to be tough to last early game, so if each plate were worth maybe 60, that'd give you one kill's worth of gold and a reasonable advantage for taking down the first tower what were their amounts now?
Each plate is 160g shared among all local teammates who have been within roughly 1.5 tower ranges within the last ~10 seconds or so. Its part of why lane bullies that don't get reigned in top/mid basically roll over people because 5 plates and a first tower results in roughly a 1K gold lead on top of whatever CS gap they have made over their opponent. Throw in the XP difference as well and things get stupid. Because that usually means they are a full half completed item ahead in stats at minimum between actual item stats and level advantage.
: I mean why do you even care? This is called marketing strategy. This makes consumers feel themselves special, because they get something prestigious. You either are humble enough to not to care about this, or pretension enthusiast to gather them. Let Riot make money from second type players. You just buy skins you love and play your game. Ah, and if you are the second type person too, then nothing to complain. Pretension needs money. _**P.S: downvotes are coming.**_
> [{quoted}](name=The Skáld,realm=EUW,application-id=yrc23zHg,discussion-id=TA1QywPe,comment-id=0009,timestamp=2019-03-07T07:42:04.199+0000) > > I mean why do you even care? This is called marketing strategy. This makes consumers feel themselves special, because they get something prestigious. You either are humble enough to not to care about this, or pretension enthusiast to gather them. Let Riot make money from second type players. You just buy skins you love and play your game. Ah, and if you are the second type person too, then nothing to complain. Pretension needs money. > > _**P.S: downvotes are coming.**_ No, we call them out on strategies that inherently are anti-consumer and attempting to get people hooked on loot boxes with the entire "unbox" shiny syndrome as a form of gambling addiction. There is nothing prestigious about an overpriced chroma locked behind a thinly veiled Gacha system. What it is is fleecing the players that don't have good self control and are susceptible such marketing tactics.
: I got to say I find it funny right now the amount of work you are doing to AURF is probably more than what you have given Twisted Treeline in three years
Sadly this is so true.
: Oof. I knew it sounded familiar lol
A couple other of your recent posts have been retreads also. I get that its hard to keep track over a year or two of memes posts.
: Rageblade isn't the issue. Vayne is. Can you name any champion who isn't Vayne where Rageblade makes them a problem? Kayle is balanced with it. Varus is too.
Yi. Rageblade + Conq + his kit in general = WTF true damage on top of the percentage damage he usually has from jungle item and BotRK.
: After Kayle's visual update, do you realize who this game is now marketed to?
Complaining that a champions identity has been tampered with is fine. Its kind of expected really, some people always hate change. Slap-dash slathering of the entire company and community as pandering and then going on what amounts to a rant about however it is not as acceptable. Suggest improvements rather than spending ~5 paragraphs wasting everyone's time by ranting. Throw in a bait title and incendiaries aimed for maximum rabble rousing and the easiest conclusion to draw is that you are a troll.
: > [{quoted}](name=mikemcparty,realm=NA,application-id=3ErqAdtq,discussion-id=qEOHlyRd,comment-id=00050001,timestamp=2019-02-12T17:14:01.029+0000) > > Why? They are already impactful enough... A good jungle player has the ability to snowball lanes while being 1-2 levels back. Because the counter to junglers is proper ward coverage, not forcing them to be lower level and behind in items than everyone else
Good luck getting proper ward coverage back in yolo queue with Duskblade, Vision plants, upgraded sweeper, and more all contributing to making the ahead team the only one that can afford good vision because pinks and blues get cleared fast if you don't have priority. Totem wards and poro in a bush have significantly limited placement and charges to play with. No way to buy extra yellow wards pretty much leaves extended pushes only where the support has pushed vision on the current back with any degree of safety. And even THAT doesn't kick in until laning phase is close to ending since the wards are quest locked anymore. All of which contributes to top and mid bitching up a storm about getting camped to hell because the vision they have access to is really limited. One pink, one totem, and one poro is about as far as you can push the vision game without sightstone. That is *somewhat* enough for top until it gets cleared. But mid? With walls meaning almost nothing to half the viable gank happy junglers there is over six ways they can come screw you over. With snowballing and damage the way they are jungle should actually deal with being a 2nd tier citizen in the game again for a change. Able to impact lanes but not auto-win just because they snowballed out of control within the space of two ganks.
: Generally the "high skill&outplay" clientele all act the same, so a Vayne main and a Zed main or a LB one can act quite similarly when tilted, similarly how to a say a Fiora/Riven/jax might. All those are infamous for tilting easily. But try to find a tilting {{champion:22}} i dare ya, i double dare ya. ' ---- ....I mean aside from one building full on defensive because they keep exploding, that....has happened.
Ahh... yes I seem to remember a "Hungry Ashe" video from years past.
: Yes, the health rune is better than the other runes. That said, it is incredibly terrible compared to what we used to have (the other runes are a joke as well). **Examples of what we used to have: ** - 145 FLAT HP (resolve and inspiration combo) - 50-60 FLAT HP (Chrysalis) - 30-300 or 30-270 SCALING HP (resolve and inspiration combo) - 15-145 SCALING HP (any other combo w/resolve) - 72 FLAT HP (9 quintessence's of health from pre season 8 runes) - Less damage I do take this health rune by the way because it eventually outscales the armor/mr runes. But it's still extremely underwhelming - especially early when I want more hp for early all-ins (I play a lot of tanky supports)
Don't forget that you also had the old Veteran mastery that stacked on top of the flat health from runes for yet another +50.
Saevum (NA)
: I think they should move the flat MPen from Morello to Void, so then, they can have a aperture at nerfing Void's **%** Mpen. This would make the mages buildpath less straight into Mpen because we know Void is not a cost efficient item, and you do not rush it util your opponent has a MR item built. But i dont know what to do with morello, maybe give it back some ap and mana like his old vintage version?
Except for the fact that Voidstaff is cost efficient the moment your opposition has even a single MR item... stick the flat on there too and you do end up with a 2nd item rush where resists are "solved" and what comes after is the flavor packs for how to pump the AP up.
: > [{quoted}](name=LordGeovanni,realm=NA,application-id=3ErqAdtq,discussion-id=lfsWj1Jo,comment-id=0002000000000002,timestamp=2019-01-06T02:44:54.026+0000) > > All of that armor pen existed when there were base armor runes and armor items also did more Armor yellows gave you 9 Armor. You now get 5 Armor from a stat shard _(10 if you want to double down on Armor shards)_, on top of many champions having gotten base Armor buffs since. Armor on items isn't THAT much lower than it used to be, either. Most of the big-ticket Armor items only have 10 less than they used to. The current amount of Armor available is probably just right if all the means of ignoring it were toned down a bit.
Armor Yellows +9 Armor Quints +12 Oldschool Armor Mastery +5 Cloth Armor +15 Used to be you could swag walk into lane with over 40 bonus armor from the start of the game. Was glorious for keeping things like Riven's early game in check as a tank so you'd not immediately be pushed off the lane. She'd definitely start outscaling you within a couple items but you'd be *relevant* in team fights because you'd not have been completely starved out. Bonus Round: Oldschool Veteran Mastery +50 HP from level 1 Oldschool Health Regen Mastery 1-2% missing HP/5 Armor Reds +~7 (situational... Malphite/Rammus/Old Taric) The old defense stats were *stronger* in runes than offense because offense helped you deal damage, farm, and empowered abilities all at once. Defense was to *survive* the lane and would be eventually outscaled anyways. Therefore it got to be better early so you could make it to at least mid game to make your plays.
: Nerfing champs instead of buffing them was how Morello got the nickname Nerf Master Suck Town.
Its what also gave us things like this little [comic](https://www.nerfnow.com/comic/737). Where the Riot approach was termed "Fun sized." We've over the course of the last three seasons gone completely into the fight broken with broken. Which is why things explode when even casually glanced at.
: > [{quoted}](name=ArfBarkBoof,realm=NA,application-id=3ErqAdtq,discussion-id=ckV4XdNm,comment-id=00000001,timestamp=2018-12-28T02:33:09.726+0000) > > Personal opinion here but here's the top Nexus Blitz performers, I'll try to keep it as close to 20 as possible: > > Assassins - {{champion:555}} {{champion:7}} {{champion:238}} {{champion:91}} > Mages - {{champion:30}} {{champion:38}} {{champion:127}} {{champion:99}} > Enchanters or Disablers - {{champion:43}} {{champion:117}} {{champion:37}} {{champion:89}} > Bruisers/Tanks - {{champion:36}} {{champion:3}} {{champion:59}} {{champion:54}} > The Cancer of Nexus Blitz - {{champion:11}} {{champion:24}} {{champion:39}} {{champion:84}} Comments like these are funny as fuck. Like, what are you even complaining about? Champions doing their jobs are too good? Man, how dare Sona or Lulu be peeling gods, how dare DPS kill me! There is no consistent logic with your pick besides “I lose to these often”
Sona peel? How about on fire AP Sona literally two shot dunks every assassin on the opposing team and they can't even break past the Seraph shield on a good attempt 'cause full AP build W chord debuff is bonkers. Have personally had a run where I went 17/0/24 as Sona after ending up as the Bardle Juggernaut during an event as Sona. A multi-kill later and its straight into full AP. Stuff like Kassadin while on fire is nightmarish because the damage bonus lets him delete a squishy in less than a full combo. Yi and Irelia are ticking time bombs because if they hit 3 items you're in for it. There really are a set selection of champions that take off more than others in the mode.
Eedat (NA)
: It's frankly an embarrassment how bad of a state the client is left in
Queue not popping and leaving me in queue limbo for an extra minute or two after its told the rest that I didn't accept. Odds of bug occurrence skyrockets on rapid sequential queue prompts like when a couple people not in your group say no and you get three prompts within a short period. How hard is it to have your queue service support polling every so often so that a couple lost or misplaced packets doesn't completely screw it up?
LTK KoRo (EUW)
: Most of these are actually fine. Ashe damage doesn't have counterplay, but her utility, which she needs to use to have damage has a lot of counterplay. She's a fair champion. Cait needs to use traps and net well, but she could use some tweaking. Corki, hm, i have mixed feelings for this one, i would like a rework which would push him more into spellslinging with his R. He's actually good at that, but his AAs with crit+Tri were too bursty back in the crit meta. Kalista is an abomination and she deserves rework for sure Kog is fine only due to having downtime on his W, which is a decent counterplay. MF is fine, she thrives as an Lethality AD caster. Quinn is... i don't know really, just fuck her for being a toplane menace Twitch deserves rework for sure Varus with Lethality build is ok, On-hit varus is bleh. Could use pushing towards first style. Xayah could rely on feathers more, otherwise she's not as bad as crit ADCs like Trist. I don't like her ult tho. Anyway 0 counterplay ADCs like Trist or Vayne deserve a big rework.
Xayah had some interesting cheese and game play before they forced her further into crit itemization with fiddling with her E scaling. With old Thunderlords and a Youmuu she'd be able to "fish" for a TLord trade rather quickly given the chance. After two such successful trades you usually had kill pressure in lane.
: I honestly just want a single macth without an assassin. As a mage player, this game has become almost unplayable. There's no strategy, outplay potential, or macro play. Its just 1 assassin gets ahead and stomps the entire enemy team, every fucking time.
{{champion:103}} {{champion:127}} There are some mages that are playable into assassins... I enjoy both of them to be honest.
: Oracle's Alteration Should Not Activate Boxes.
No, nope, nuh-uh. As long as your boxes have a fear and ranged attacks melees need to have the agency to use a long cooldown optional trinket slot item to safely clear them. Nevermind you can place several more before they can ever sweep again. Unless you are willing to take massive nerfs to your traps this isn't going to be an allowable change.
: That would actually be really cool!! And it would be a great way for a League MMO to stand out from all the other MMOs!
Would be incredibly busted. Just imagine a burst mage with Brand passive, Ahri Q, LeBlanc W, Zoe E, and Lissandra R.
: Replace ward slots with grenade slots.
No no, instead of grenades that is the landmine slot. You drop a claymore that grants vision until an enemy gets close enough to get blown up. Guaranteed kill. If the support is doing their job right that roaming mid or jungle is gonna get blown sky high every time they try coming through tri bush.
: Or worse, supporting Tristana as an enchanter, feelsbadman.
Last Trist on Summoners Rift I saw I basically laughed and locked in Ahri APC botlane alongside a Leona as my support. That poor Soraka watched their "carry" end the game 0/10/4. She could W away once from one of us... and then its 20 seconds of zero farm or you die because we engage on you. The amount of vitriol from the enemy team directed at their adc in the post game lobby was pretty bad though. Just a legit case of hard abusing early lane power against an ADC that can't do anything before 2+ items without a jungle hard camping their lane.
: > [{quoted}](name=Escheton,realm=EUW,application-id=3ErqAdtq,discussion-id=jBzYTs3z,comment-id=0004000000000000000100000000000000000000,timestamp=2018-12-11T04:57:16.919+0000) > > Yeah, no. > > In theory, that makes sense. And if you never played a tank into vayne, sure. > Vayne into the old unstoppable Mundo body when Lulu-Kog comps where a thing in competitive made sense. > > However, during actual games, no. Vayne has burst. > Especially nowadays that tanks gets bursted by everyone, much less a specialist. And Vayne's burst doesn't come from Silver Bolts, because that ability chunks everyone at exactly the same, steady rate, _by design_. It's an average of 2.8% of the target's max health per hit, only it requires two hits with no bonus followed by backloading that damage on the third hit.
Once she has the BotRK and Rageblade you have the issue of every two hits has taken at least a third of your health. Its the fact her kit interacts with certain items in a way that very quickly invalidates any defensive purchases. And because of how tumble and ult stealth works... point and click CC such as a Lissandra ultimate is the best way of actually dealing with her.
: Hobo running around in trash bags stealing jungle buffs out of your garbage can.
Until the Newnu update we actually had a hobo on a yeti living in a trashcan that would take your jungle buffs. That skin isn't what it used to be though...
: In all fairness, early armor really does help a lot of junglers stay healthy during their first couple clears, in addition to helping champions who draw a lot of minion aggro with their trades. Also, early MR is impactful against a lot of burst mages like Leblanc.
The amounts allowed though are dramatically less than what we could get under the old systems though. Where you could pick up 5 MR from the old mastery page and then fit in more via your runes and then an early mantle buy with your mana regen item of way back when... So that when they tried to be completely cheesy come level 6 you be sitting on over 80+ MR. Meanwhile as long as you were on a scaling champ that didn't fall off the face of the rift you'd scale into your mid-game or late game power spike having weathered the storm. And speaking of resists, what you could do with the old armor pages was beyond nutty. Especially with the likes of Sona's *old* auras since the W gave base resists and then a doubled amount on cast. Having over 50+ armor in lane against stuff like Draven was a game changer in that you didn't just get two or three shot. Bullies still bullied, but it was considerably harder to *force* kills. Which made it considerably harder for a game to snowball out of control because most deaths were from mistakes or a compounding force of your entire team making mistakes and them finally closing it out. Not just trying to get CS while hard camped and whoops caught on a minion for 2+ seconds because pathing resulting in a death which lets them shove in take a pair of plates and be up over 600 gold right there.
Antenora (EUW)
: > [{quoted}](name=The Bad Touch,realm=NA,application-id=3ErqAdtq,discussion-id=wvtP1vMR,comment-id=0003,timestamp=2018-11-27T16:43:05.617+0000) > > Sadly turret plating just further promotes inactivity, PvE to win, and 4-5 man bot all lane phase. > > As the game stands it's just about picking something like Sivir/Zyra bot lane... hard push and 4 man free tower at 7-8 minutes followed by a free drag, The game can be 1 to 0 but you're so far behind you just sit there wanting to FF by 10 minutes in. LoL used to be a PvP game.... now it's just whoever pushes waves harder auto wins. > > The moment bot turret falls (and it nearly always does by 10 minutes) you lose control of dragon and your own bot side jungle. From there it always turns into "all top" into rift. Every game feels exactly the same now. First bot tower basically results free drag, then use that lead for free top turret into free rift. The behind team then loses 2 turrets to rift, and often loses inhib before baron even spawns. They then get stuck defending buffed supers as baron spawns resulting in a GG without ever getting to do anything. > > Saying turrets are "tougher" is pretty laughable. It's like saying a 12 year old would do better in a UFC fight than a 10 year old. The difference with a 4 bot push is about 2 seconds. The only thing the turret changes did was give the team killing them more gold and make it harder for a bot lane that doesn't have an Alistar to dive the enemy bot lane.... which AGAIN does nothing but promote the 4-5 bot lane at 7-8 minute dives with double tanks. > > While turrets still do rape face damage to squishy champs they still do laughable damage to armor stacking shield tanks like Sion. > > Been saying this for a long time. Turret's shouldn't be giant free gold targets to farm they should be defensive structures that help late game comps live long enough to scale. They should also deal mixed damage and % armor/magic shred. As it stands by level 9 a Sion is soaking like 8-9 shots and walking out alive. By 16+ this is more like 15-20 shots. This really penalizes AD heavy comps as well as tanks are already armor stacking. Magic damage heavy comps don't have to deal with heavy tank divers due to them building far less armor. > > To summarize my thoughts on "how it should be." > > * Turrets need to reward less gold. (30% less sounds reasonable.) > * Turrets should deal mixed damage. (50/50 physical/magical.) > * Turret shots should have 40% bonus armor/MR penetration. (Same damage to squishies more to tanks.) > * Some turret damage should shift to deal %hp damage to counter what would invariably become a Sterak's diver meta. (Same damage to squishies more to HP stackers. Yes thinking ahead is a thing Rito.) Turrets need a lot more than 40%. Remember when the laser turrets were a thing? They had like 70% armor penetration and you felt safe under them. I'd say the turrets need 55-60% armor/magic pen
The damage on them wasn't high... it was the fact the lasers also conferred a slow on the target they were hitting. Which made those diving take damage for *longer* and made diving without dashes or a flash available a much tougher proposition against somebody even remotely able to kite away.
: Turret Plating snowballs the winning team even harder
You want fun? Played a game as Zyra support where I roamed after we took first turret. Managed to be at every outer turret for the take downs and made mad bank off killing all three outer turrets completely for maximum payout. Legit had 5K gold over my opposing teams support by game end. I was the 2nd richest person in the entire game... right behind the Mordekaiser I had supported that match. Kinda feel bad for that Leona... going in just meant getting rooted and eating a 3rd hit Q from Morde.
5050BS (NA)
: Cant proc off of procs? What does that mean? Will Fizz WQ not proc it? Or are they talking about item procs like Duskblade/Litchbane?
You can legit kill somebody by having Dark Harvest trigger off them being hit with one of the small sparks off a Luden's Echo proc. Aka they dodged your ability but you nicked a jungle mob or lane minion and *still* killed them via a 200+ Ludens + Dark Harvest smack. Or a Teemo shroom hits two people, it procs on one of them killing them and the second person who is poisoned for a few more seconds follows suit after the 1.5 second cooldown goes through and the ongoing DoT triggers Dark Harvest on them as well. Current implementation of Dark Harvest is strong in ways you wouldn't expect.
mack9112 (NA)
: > [{quoted}](name=Kynami,realm=NA,application-id=3ErqAdtq,discussion-id=Bx6546eE,comment-id=000000000000000000000000000000000000000000000000,timestamp=2018-11-27T03:33:42.111+0000) > > How many stacks? Usually between 25-45 depending on game length. The trick is you need to use champions where *both* bottom lane champions can use it in concert and gain immense kill pressure. It makes it so that instead of a enemy being out of position and getting chunked to 45% or so from a short trade they have to burn flash or die because the moment they go below 50% they are getting burst to sub 15%. > > It is a rune that gets increasingly more effective the more users it has on a team that can focus fire and usually deal burst damage. For example it was incredibly amusing to watch a Lux "support" on the enemy team unleash a torrent of salt in /all chat when against a Miss Fortune + Sona lane that basically chunked her to 15% from 100% the moment she walked into lane because of how those two champions rely on burst patterns. > > Come team fights and the jungler who also has DH joining the focus fire parade and... the enemy team basically evaporates. The problem is that the rune doesn't just stack into being better over time... but it stacks with the number of users on the same TEAM. I'm sorry but I have never experienced any champion getting the number of stacks you imply in my games so I don't feel we are playing the same game.
That is normal game stacks... it gets even worse in ARAM. Best I've seen personally so far in that mosh pit fiesta is 57 stacks. Play lane bullies with long range darn near auto-confirm harass abilities. You *will* gain stacks with incredible efficiency if you know what you are doing.
mack9112 (NA)
: > [{quoted}](name=The Anivia OTP,realm=EUW,application-id=3ErqAdtq,discussion-id=Bx6546eE,comment-id=0000000000000000000000000000000000000000,timestamp=2018-11-27T01:34:59.241+0000) > > oh , god , you are oblivious as heck. > > 1- No that was an example > > 2- we don't care about scaling anyway since , even without it you'd be way more effective in the long term, especially since the early game doesn't matter THAT much anymore. > > 3- it's because you don't seem to realise the potential of the runes > > 4- i have show the the math is NOT a fair trade off > Because you have ALMOST EVERY TF SCENARIO that would make this rune worth it. > > the ONLY THREE ways electrocute would be better in fight would be that either : > > you got no assist on fight(what were you doing therefore ? where are you) > OR > You couldn't proc it anytime more than once (you never dealt damage to a low health enemy, knowing any damage, even ignite is sufficient) > OR > No enemy died. > > 5- Who takes this rune ? ANYONE that want to deal damages, that have an execution spell, that has a combo that deal at least 50% enemy health as damages > > ADC require precision ? what for ? > not every adc have consistent damages, usuallly, botlane trades are often VERY short. > meaning : {{champion:119}} {{champion:202}} {{champion:51}} {{champion:222}} {{champion:110}} and even {{champion:81}} can use it VERY effectively. > > the ONLY champions that should not take it are the CC tanks like {{champion:57}} or {{champion:113}}, the enchanter or basically ANY champion that doesn't buy any damages. > > as long as you buy damages , you need this rune, because it is often the most Sigh your just not grasping it man this rune is not a big deal Jhin takes fleetwork draven takes conq cait take fleet jinx takes lethal tempo and so does varus . Ezreal takes klepto . This rune is not a big deal man sure you can proc it mulltiple times in a teamfight but if the things hasnt scaled it is going to equate to about an auto or two . How many stacks have you gotten in a regular game ?
How many stacks? Usually between 25-45 depending on game length. The trick is you need to use champions where *both* bottom lane champions can use it in concert and gain immense kill pressure. It makes it so that instead of a enemy being out of position and getting chunked to 45% or so from a short trade they have to burn flash or die because the moment they go below 50% they are getting burst to sub 15%. It is a rune that gets increasingly more effective the more users it has on a team that can focus fire and usually deal burst damage. For example it was incredibly amusing to watch a Lux "support" on the enemy team unleash a torrent of salt in /all chat when against a Miss Fortune + Sona lane that basically chunked her to 15% from 100% the moment she walked into lane because of how those two champions rely on burst patterns. Come team fights and the jungler who also has DH joining the focus fire parade and... the enemy team basically evaporates. The problem is that the rune doesn't just stack into being better over time... but it stacks with the number of users on the same TEAM.
: Except procing it off twice is more beneficial than a single elec. Overall elec is better in 1v1 and dh is better in teamfights. Until you hit 20+ souls than dh would probably just generally be better
Got up to 36 souls on AP MF in an ARAM before it ended. Could basically just drop the E on any of the squishies and get the proc at the end resulting in people darn near melting... even more absurd if I caught several at once in the ult and got a reset mid ult.
: Should also be noted that you could mix them with flat health to get any amount of middle ground between flat and scaling you wanted.
Generally you also combined it with Veteran from masteries to comfortably get a 80+ cushion from level 1. Which was enough to actually get you an entire extra auto-attack worth of health right from the start.
: What are your top 5 favorite champions and what do they say about you?
{{champion:37}} {{champion:21}} {{champion:143}} {{champion:25}} {{champion:103}} Where did that health bar go? Also on a second glance... all can be red heads naturally or via an alternate skin.
: ARAM means
Oh really? How about taking a gander at this cheesy line-up of divers: https://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/2908159320/214535034?tab=overview Its an ARAM, and the other team had it far better for poke and comparable CC.
: I played old and new sejuani often, old sejuani feel boring as fuck compared to the new one. What would a revert accomplish exactly? Sejuani strength come from her ultimate, I rather have this kind of CC work with her E and passive than having a glorified sunfire cape with some slow. Sure it ws fun to know when my stats were high enough I would glue to someone and have enough dps to kill them, but I rather have the kind of choice the new one offer me with E than just statchecking peeps, I have Mundo for that thank you. Also her W is a satisfying to use spell. It is okay to admit a kit is problematic because of an 'iconic' spell that people would kill riot for removing despite it being the main reason this champ is picked in the first place.
Old kit had viable AP bruiser path you could go to rapidly close a game out where you got ahead. Furthermore the auto-reset and a couple other features let me rapidly trash can somebody not respecting my burst at level 3. You also had a much faster push to help crash a wave into turret for the reset. Not to mention a few people could also play her mid with the old kit. Most of this you really can't do anymore.
: Pretty sure most mages aside from cassio/anivia cant actually get away with building tear, syndra is probably one of the few that does it sometimes. As for second items.....well i guess there is some diversity there,however pretty much all the items after that are set in stone.
Erm. Ryze, Ori, and Syndra are all quite capable of stacking it. Those Q's come up really fast.
meowwow7 (NA)
: the reason they got rid of the starting res runes was because conditioning was being picked more from what they said
Might have had something to do with the other options being a mere 5 ar or mr and conditioning being 10 of both with a better bonus... the tank wants as much as possible and in the case of a single resist type pick they can build an item against their laner first and actually be better off. Heck, cloth +pots was a better option than wasting a rune slot on *just* 5 armor. You can assign gold values to a lot of the runes and the two that they removed were substantially sub-par.
: Yeah, but you know what the #1 issue with Pyke is currently? His defenses and the fact he's better off going tank instead of assassin.
Which is a side effect of his passive turning the bonus HP from tank items into extra damage while still receiving the benefits of the resists on the cheaper than AD item tank items. More resist heavy tank items faster than you can ever get AD items = potentially much more value from the items he buys because of how his base HP growth is stupidly high because of that passive.
: Instead of "fucking bronzie," we'll have, "Oh, the irony.'
: The Pyke and Thresh buffs are 100% that. What's confusing is that they're also buffing Janna (enchanter), so why not Karma you know?
Maybe they are doing it on the off chance of maybe getting a Janna insec... very low odds, but hey! Its a minor possibility.
Nuparu (NA)
: I thought they did remove safety when they removed her Q being a free speed-up in exchange for Charm damage?
Indeed they did remove the pre-six safety from there. And if they are complaining about her being too safe when it takes putting the ult on cooldown to get away... and fail to capitalize on that. The problem isn't the champion, its them.
FlayBoy (OCE)
: You get around 1500 minimum for leveling up. If you win one game a day its like 6 days before u level up. Even less if your playing 2-3 games a day. If you want runepages save up and only buy champions you want or get shards for. I bought kayne and orianna within the last 2 weeks. You also get 50 blue essence per first win of the day. And if you have all augments in the odyssey gamemode you get 10 blue essence for every artifact bug u kill
Minimum threshold is actually only around 800. Might be a bit different over in OCE perhaps... From what I remember you only get ~1500 average for the better level-ups every 10-25 levels where a 6300 shard is almost guaranteed.
Glory97 (EUW)
: Even against 2 duskblades it's still managable to keep up the vision. And the vision denial of 2 duskblades is still not as powerful as a support who has sweeping lense and a control ward in his inventory. In the coming patches tanks (especially in jung) will be buffed and early game snowball champions will be nerfed (including noticable nerfs to keystone runes). This will make assassins weaker in the meta and 2 duskblade in jung and mid will be quite vulnerable, because these 2 assassins are not good in skirmishes against tank + assassin or tank + mage.
You do realize that a pair of duskblade users that aren't full build have a buff bar ticker showing when they should plop down their own control ward yes? The damn things flat out tell where your wards are even when the auto-clear is on cooldown.
Glory97 (EUW)
: Yeah the current meta is kind of weird. But that's not the fault of the vision denial of duskblade. And we can savely assume that riot will bring back tanks and good defensive itemisation sometime soon.
There is also the fact there are comps running a pair of duskblades... one on the jungler and one on the midlane. Good luck keeping wards up at all.
: You're the 2nd person to make this joke...Shaco is the only Jungler who uses Ignite consistently, realistically.
It was a solid option on Eve before the latest rework as well... since you had an outright obnoxious level 2 and 3 that you could snowball off of with that ignite.
FilDaFunk (EUW)
: See, there are exceptions, but team A should try some rr for an adc and tank then engage. Don't forget about the rerolls.
Here's a fun one... {{champion:55}} {{champion:62}} {{champion:201}} {{champion:26}} {{champion:23}} vs {{champion:136}} {{champion:58}} {{champion:90}} {{champion:34}} {{champion:53}} The first team actually won that one. And we did mostly sit down and around our tower for a bit at the start. The second team complained about wombo... even though they had the CC to peel for days. And at least seven ways to rapidly cancel Kat's ult. https://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/2826293963/214535034?tab=overview if you want to actually see data for the match in question.
ExpStealer (EUNE)
: Happens for every champion. It's just that Yasuo, Zed, Lee and the like are either stupendously popular or played by only mains/one-tricks. In either case any large-scale change is going to make many of those people really angry. Take note that those are also only damage dealing champions, burst or not. I don't recall any outburst of negative comments for the, say, Sejuani rework (though I might be wrong) - but Sejuani is a tank. One that doesn't fall in the category "Builds full tank and kills you with just base damage".
Sej actually had better kill pressure from snowballing pre-rework. Her defense passive was considered a joke, but her AP bruiser status was actually pretty good. She'd pop out behind your tower from the jungle and pretty much 50-0 you then waltz out from under the tower with 80% health left. Now most of her damage is locked up in a 4 stack passive that "allows" her a stun and %HP hit but massively fails against Riot's favored outplay mobility picks because its so damn hard to land four blasted stacks on a hyper mobile over tuned carry as a melee with all the delays in the kit. Rework cost her easily accessed area slow, an auto-reset, and her AP scaling option.
: Smurfing it's a cowardly act. Change my mind.
If you are used to playing with golds and the occasional plat... and your brother in law and his friends are all in bronze. Its a feeding frenzy if a plat jungler shows up in a game against a majority of bronze players and isn't really fun for anyone.
: Don't knock it till you try it. I think it's likely to be the answer to damage that people are missing. If an assassin is fed enough to one hit you, yeah, you won't survive that. But the extra survivability you'll have means that you can deny them the kills they need to get that fed in the first place. I also see a curious lack of armor on my carries in games lately; they changed how GA works *specifically* so marksmen could build some armor early and it wouldn't go to waste. Mages can afford to get an armguard to help with that, too. I think it's likely that damage might be a little high, but in my games personally, I don't see people making the decisions to counter it whether its too high or not. That puts Riot (and assassin players) in a pretty tough spot. Gotta play the counters.
> [{quoted}](name=KnightsKemplar,realm=NA,application-id=3ErqAdtq,discussion-id=tcZrYWez,comment-id=000400000000,timestamp=2018-07-29T14:49:46.817+0000) > > Don't knock it till you try it. I think it's likely to be the answer to damage that people are missing. > > If an assassin is fed enough to one hit you, yeah, you won't survive that. But the extra survivability you'll have means that you can deny them the kills they need to get that fed in the first place. I also see a curious lack of armor on my carries in games lately; they changed how GA works *specifically* so marksmen could build some armor early and it wouldn't go to waste. Mages can afford to get an armguard to help with that, too. > > I think it's likely that damage might be a little high, but in my games personally, I don't see people making the decisions to counter it whether its too high or not. That puts Riot (and assassin players) in a pretty tough spot. Gotta play the counters. The counter unfortunately... yeah I've run it. You take an extra quarter of a second to delete. It doesn't help enough. Legitimately *need* extra hard resists as an immediately available for all of lane phase runes option to prevent early cheese since they took away early flat health and its now very slow extra scaling of health. Too much true damage, too much front loaded burst that eats over 80% of your health bar in the opening half second.
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Kynami

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