: Why do yas players still play like its his release week
Some time ago a high elo player (really don't remember who was) said that because of all the tools Yasuo has, he is very powerful in almost every stage of the game, resulting in overconfidence and risky plays. From his perspective, the only difficulty as a Yasuo player was restraining himself from making overly aggressive moves. Since most players don't even think about it, they tend to go all-in with him, the only possible results being a fed Yasuo or a feeding one.
RealDsy (EUNE)
: Iceborn might be worse than frozen at the moment. If you compare iceborn to sunfire: Sunfire much more effective health same or more damage in 1v1 duels. No need spam abilities to minions.
You can't compare these 2 items mainly because Iceborn offers a semi-spammable slow and lots of CDR, which are very powerful tools for a tank. In terms of damage, I agree Sunfire is more powerful, but there is way more to Iceborn than Sunfire can offer.
: i dont disagree that it dont need hp but the reason its not picked up over other tank items is the lack of HP 110 armor is nothing when you have no hp, and considering all the access to true damage in game now having an item that gives no hp is trash. regardless if you buff the passive. but maybe just maybe a redesign of the item might be ideal like {{item:3082}} + {{item:3010}} that gives an attack speed debuff , the catalyst passive with some hp/mana
I don't think it's impossible to make Frozen Heart work. Iceborn has the same stats, yet it is picked by a lot of tanks, reason being that the passive is very good. If Frozen Heart's passive felt at least as good, it would be a more popular choice.
: > [{quoted}](name=Anime Fizz,realm=NA,application-id=3ErqAdtq,discussion-id=AiepdeNE,comment-id=00020000,timestamp=2020-01-24T00:18:02.218+0000) > > https://u.gg/lol/tier-list?role=top > > 57% wr > > JUST NA BOARDS THO LOL, BALANCED GUYS 4,062 game sample rate (57% win rate) https://u.gg/lol/champions/sett/build -- 23,490 game sample rate (49.61% win rate) https://champion.gg/champion/Sett/Top -- Which one do you think is more accurate?
U.gg is the more accurate because Riot themselves said that u.gg has the closest results to their data. Moreover, they specified that champion.gg has very inaccurate data (something among the lines of inflating numbers).
iG Rakan (EUW)
: How's Qiyana doing so far in the meta?
Pretty versatile pick for mid/top/jungle. However, she has been recently nerfed in the jungle role, so not 100% sure if she can still flex that role currently.
: I finally colected 10 gems
I personally used them the moment I received them. While the Hex Skins seem pretty nice, I personally don't think they are that amazing. It's like choosing between a prize and 10 lottery tickets: if the prize isn't amazing, ofc I will go for the tickets.
: well it worked to kinda keep ekko away from tank builds, i dont see why they couldnt with karma too, but you do bring something up thats interesting, identity, karma dont have one right now, she is trying to do too many things but her kit dont focus on anything, if you look at champions with very clear identity like braum and soraka, you dont feel they are unbalance, they do one thing and do it well, but if a champion is too good at too many things you start to see problems of design, they end nerfing the numbers and realize the kit dont hold up
I think the main reason her rework was so bad was because they tried to force her into the support role while retaining some of her old kit. Her old kit wasn't exactly the best for the support role because lacked pretty powerful aspects that at the time were required (poke/all-in potential, hard CC, spammable boosts/healing and self-sufficient kit that doesn't need items to scale). And they somewhat solved all these issues while still keeping most of her stuff. The result? An amalgamation of abilities that made her a bland, generalist supportive character, with so many strengths that they had to be toned down. I personally am biased since I played Old Karma and I never have forgiven Riot for reworking her. My main issue with New Karma is her spammable long range poke and almost perma-haste movement speed from her E, which from my perspective are the main reasons she has to be always toned down. She can safely poke you and run away, continuously roam the map and check with her Q any possible threat in bushes. She became such a safe champion, that pro players would prefer taking her over any higher risk picks.
: if they want flexibility its going to take work, meaning going ap favors wave clear, while going support items favor her shield, but without making ap just have the wave clear and the shield too, as for tank they can just remove the healing from W entirely and focus on either support or damage
Thing is her heal is part of her identity as a bait/battlemage champion. She is supposed to be hard to kill and turn the tides in her favour when hurt. However, her heal's scaling is very low with a really high base number, making the heal scale way too hard with Tank stats and barely scaling with AP. The suggestions made to fix it are either killing the base healing and increase the AP scaling significantly or completely remove the %HP healing and make it instead a fixed healing that increases with every % of missing health (say, she heals 100 HP at full Health and increases up to 4 times when almost dead, then she would heal 200 when at 50% HP).
: > that should be made only after consulting with the main base Lets be completely honest, we karma players cant even decide which lane she should be played in let alone what changes to abilities need to be done in a potential rework.
I mean, I definitely am not representative for the whole Karma playerbase, but I played the new one mostly for her flexibility. I could pick her Mid/Top/Support every game, building relatively the same items. However, I kinda gave up on her since her Q AP ratio nerf. She already felt like a Shieldbot to me and those changes simply accentuated that feeling. While I'm not saying the nerf killed her, I wish it was a different one from reducing her already low damage. The planned changes will only feel noticeable until she reaches 50 AP and then they will still be a downgrade from her pre-nerf numbers.
Paroe (NA)
: > [{quoted}](name=BLACK REALM GOD,realm=NA,application-id=3ErqAdtq,discussion-id=AkvghbB7,comment-id=0000,timestamp=2020-01-10T21:37:38.371+0000) > > she was meant to be both a support and an adc. so her fitting one more than the other isn't really a big deal. Beyond that, her "support" design is _simply_ her passive - which shes punished for solo laning with - and the heal tacked onto her Q. She is a carry first and formost, riots second _overt_ step into the duo carry bot lane with the first being Pyke.
? If you check her kit, all her abilities provide utility. Her Q is an AoE heal, her W is a delayed or situationally instantaneous AoE Root, her E is an AoE camouflage with a Speed boost and her ult provides an AoE Shield. Pyke doesn't even compare to her in terms of utility. And even as an ADC, the main reasons she is picked are her very high utility and safety, not her damage. Because of her really low Crit Damage and Attack Speed, both her DPS and Burst suck compared to a Crit Carry. However, if her team collapses on somebody, she has all the tools to assist them from safety.
Pika310 (NA)
: > [{quoted}](name=Anu3isII,realm=EUNE,application-id=3ErqAdtq,discussion-id=uiEmjAZG,comment-id=000100000000,timestamp=2020-01-05T13:51:40.265+0000) > > Sona is a particular case since she ALWAYS had a damage-focused build as her most popular setup. Besides her and a few more damage-focused supports (like Brand, Pyke etc), everyone is focused only on utility over stats. "Damage" Sona **literally** did not gain "popularity" until **after** patch 4.13 and even then-so, it was done out of **complete necessity.** Sona's entire kit went to shit in 4.13 and she quite literally became as useless as a fucking caster minion until she bought an artificial number. {{item:3057}} {{item:3285}} Forbidden Idol's heal-boosting passive didn't exist yet, so this was quite literally the **only** way to not be a helpless pinata if either Crescendo or Flash weren't up. Especially since Rito secretly **gutted** the hitbox on Crescendo (not quite so much a "secret" per-say as **SEVERE** intentional lies & propaganda from Rito employees.) So both of these had to be saved as selfish defense tools to prevent the scared little pinata from consistently going 0-20 every game. Actually, most of Sona's numbers are even **worse** post-6.14, but her rank 3 R-passive gives the illusion that she's not as useless as she truly is.
While yes, Aura Sona wasn't building damage as oftenly as the current Sona, I doubt Rito would ever revert her. About patch 6.14, I personally had mixed feelings. You are right that they nerfed her Early Game significantly, but she felt a lot more powerful in the Late Game (and that extended Aura Range made her feel less risky against AoE). There was also the problem with Ardent which made enchanters harder to balance during that period of time. Anyway, since her rework, Sona always either went full damage or for a more AP heavy Enchanter build, hence why I say her build didn't change as much post-4.13 as the OP says. It is not the game changing towards damage, it is the champion building the same stuff for entire years.
Elohaven (NA)
: I think the issue is that damage is made way too valuable and prioritized in League that Riot is now running into the issue with champions and classes being obsolete (Tanks). Malphite just runs straight AP now since it's much more valuable and supports like Sona can't survive without damage. Even Janna likes maxing W for more poke.
Both Malph and Janna had reworks to reach this state. Until then, Janna was the same as always, a Shielding-Peeling machine and Malph was mostly built tank, his AP build being at most situational. Sona is a particular case since she ALWAYS had a damage-focused build as her most popular setup. Besides her and a few more damage-focused supports (like Brand, Pyke etc), everyone is focused only on utility over stats.
: "Don't flame them, you're just making them play worst"
So you want to flame everyone for every possible mistake? Because that's how you sound... And even if their playing at their worst (from your perspective), you wouldn't gain anything from flaming them. Most of the times, they would be tilted or even sabotage you from winning. And for your last examples: - Morg would never Shield you again. -Yasuo wouldn't even bother pressing R when you ult. And you should communicate your intentions in a better manner. I had plenty of times where my teammates weren't in sync with my engage/disengage, so ofc it would look like they didn't react in time (because they were focused on doing the opposite thing). I generally try to signal everything that may seem missed by them. If you want to collaborate with your team, better treat them with respect. If they do mistakes, just mention it (without any sarcasm or any passive/aggressive things). If they acknowledge the error, then they would try to correct themselves. If they respond in a toxic manner, leave them be. If they intentionally sabotage your game, then ignore them. Yelling at the 0/10 ADC won't change a thing. And, just personal advice, you take the trolls/bad players too seriously. Yeah, I hate those guys, but I mostly focus on the outcome of the game and how to make it work. Flaming them wouldn't help in my objective, so why bother?
Nithke (EUW)
: I cannot kill a Garen, Nor a Mordekaiser, It's just impossible
Pick them up and try them. While you may not be a big fan of them, trying a champ is the best way to learn to fight them. I agree with everyone that their numbers currently are too high, but they aren't unmanageable. After you had a bit of practice with them, pick your favourite champions again and try to exploit the weaknesses of these 2 when facing them. Think from both yours and opponent's perspective in the match-up. Another easier/cheating method would be to counterpick them. That however isn't possible all the time, unless you pick their counters even when you pick before your opponent's top.
: > [{quoted}](name=Sister meow,realm=EUW,application-id=3ErqAdtq,discussion-id=w1iNHuIg,comment-id=0000,timestamp=2019-12-29T07:41:57.844+0000) > > if your dumb 5th pick insists on wanting to play season 4 kassadin Is this you implying that Kassadin is bad, right now? Because his stats would say otherwise. Unless you're implying that they picked him, despite your comp not needing nor supporting it. In which case, yeah, I'd agree with you.
Kassadin reached pick or ban status during that time. If your team didn't first pick him, then the enemy would. Hence why people banned him even tho your mid might have wanted to pick him.
: Are there really even more than 20 viable items for mid, lmao? Cast a net wide enough and you’ll catch something
Thing is this item is built by every role and the most popular builds that include it are actually in the Jungle (with GA as third item). A Zed, an Irelia and a Caitlyn can all buy GA and work with it. I can't really say only Zed builds it and compare its stats to all the other mid lane items since it's not accurate. And the statistics I took are from all the item pool, meaning that I included AP, Support, Tank and Jungle items on the list, showing that this item is actually really popular. If you want to filter the list, [be my guest](https://www.leagueofgraphs.com/champions/items/master).
2gudaiya (NA)
: > [{quoted}](name=Anu3isII,realm=EUNE,application-id=3ErqAdtq,discussion-id=ABeXR94I,comment-id=0000000200000000,timestamp=2019-12-27T20:37:06.304+0000) > > Where do you even see complaints in my post? All I'm saying is that despite its nice passive, Duskblade simply isn't as good as Umbral for clearing wards. It's main power was in the raw damage it offered, while Vision Control was the cherry on the top. Umbral however offers tons of it. > > And Umbral makes clearing way faster. Almost every AD Assassin built Sweeper, now with it they 1-shot (2-shot for control wards) all the wards in their path without even needing Blackout. The halved CD makes the vision denial a whole lot more powerful. > > And the number of Control Wards you Blackout pales in comparison to the amount of normal wards you find through scans or Blackout (which now has half the CD). Clearing them is definitely faster and, because of that, it helps you clear bigger areas. > > So you lost a significant amount of damage for clearing wards faster and more often, at a significantly lower cost. old dusk blade is better at clearing wards than umbral glaive is. 1 shotting pink wards vs 2 shotting them. a cheesy support build doesn't suddenly make the item imba and neither does an ad jungler building it cause they'll be lacking damage. the item isn't that good lol, none of the new lethality items are in practice. heck old dusk would get to setup its own passive on the blackout passive. the simple fact the item was divided into two pieces now means the two remaining pieces aren't as good as the parent piece. the glaive is fine dude, heck not even fine it's barely serviceable. it clearing wards at a price is fine, it only does that as opposed to the item that parented it doing that and fisting the armorless. if the item gave more lethality then we could be having this talk about the glaive, but it doesn't so whatever. sanguine is a bigger issue than it and that item is mad situational anyway.
Reading all this all I can say is believe what you want. Just from the fact that you say that old Dusk is better at clearing than Umbral and that you consider Sanguine a bigger issue despite being less picked than Umbral across ALL Elos above Silver, reaching a minuscule 1% Pick Rate while Umbral reaches a 4.3% Pick Rate in High Elo, you lost your credibility. Oh, and if none of the Lethality items were good, you WOULDN'T see lethality users being picked or even building them. Yet, Duskblade is one of the 10 most built items in the GAME. IN EVERY ELO. [Check](https://www.leagueofgraphs.com/champions/items/master) the stats if you are even interested in looking at them.
2gudaiya (NA)
: > [{quoted}](name=Anu3isII,realm=EUNE,application-id=3ErqAdtq,discussion-id=ABeXR94I,comment-id=00000002,timestamp=2019-12-27T19:39:37.412+0000) > > 1) Duskblade had double the CD (90 sec) > > 2) Duskblade always was 3250. Umbral is 2400. > > 3) Umbral's Blackout makes ALL attacks 1-shot usual wards and 2-shot Control Wards. Duskblade made attacks 1-shot wards ONLY when Blackout was triggered (and only for melee). > > So nowadays an AD can rush it WAY faster and if they also use Sweepers, then they also clear vision with turbo speed because of the Blackout rework, while triggering it twice as often for more vision denial. > > Old Duskblade and Umbral Glaive are not comparable in terms of vision control. the glaive isn't going to give one the necessary damage to finalise plays though, I know you guys have already playtested rushing that item and it wasn't worth, neither were any of the other new lethality items barring unique situations but that only applies for the sanguine blade. we are in a damage meta as the boards like to make known, so what value does the ward removal have if I then don't have damage to do the brushy brushy later? also, old dusk blade could one shot pink wards, that bit of vision denial was hard nerfed with the glaive. so I get less dmg and I clear wards slower but I get to clear wards more often for dealing less total damage. is there a problem with this? I am failing to see one. so I chalk this up to complaining about nothing while having joy thought it through, but the boards always does that.
Where do you even see complaints in my post? All I'm saying is that despite its nice passive, Duskblade simply isn't as good as Umbral for clearing wards. It's main power was in the raw damage it offered, while Vision Control was the cherry on the top. Umbral however offers tons of it. And Umbral makes clearing way faster. Almost every AD Assassin built Sweeper, now with it they 1-shot (2-shot for control wards) all the wards in their path without even needing Blackout. The halved CD makes the vision denial a whole lot more powerful. And the number of Control Wards you Blackout pales in comparison to the amount of normal wards you find through scans or Blackout (which now has half the CD). Clearing them is definitely faster and, because of that, it helps you clear bigger areas. So you lost a significant amount of damage for clearing wards faster and more often, at a significantly lower cost.
: no one ruashes hextrinker for strong all-ins(outside from toplane), the only reason you rush it is to deny your opponents all-ins. You sacrifice your own kill potential to lower that off your opponent. If you rush hextrinker on any AD-assasin, you gimp your early just as hard as mages going for AA over ludens, just that most mages can atleast use the mana from AA to afk clear waves, while assasins rarly have that option with hextrinker. 1300g for 700g worth of ad really hurts your damage, especially since most assasins thrive on their 1+2 item spikes to get their roams rolling which then get delayed quite alot.
If your opponent can afk waveclear even when you play aggressively, then don't build it. But if your opponent has to react to your engage, then Hexdrinker becomes way better since you will definitely beat them in all-ins. So you either kill your opponent or force them to back, which would lead to a gold/exp/summoner spell advantage over your opponent. If you time your engages correctly, this advantage can snowball pretty hard, making your lane opponent really behind. By building Hexdrinker, you force your opponents to avoid all-ining you and roam (if they can). Otherwise, they will be stuck in a disadvantageous match-up.
Owocie (EUW)
: > [{quoted}](name=Anu3isII,realm=EUNE,application-id=3ErqAdtq,discussion-id=ABeXR94I,comment-id=00020000000000000001000000000000,timestamp=2019-12-27T19:22:28.279+0000) > > 1) No one in their right mind rushes Steraks. And no one builds Maw unless they face heavy Magic Damage. Hexdrinker by itself is very powerful and can be kept until you are at your last item in your build. > > 2) Trading Luden's for Archangel's is a huge deal. You lose most of your early and mid game. With Hexdrinker, you delay your main items for better all-in vs enemy Magic Damage carries, which translates into a better early game (which also can snowball btw). > > 3) Seeker's isn't as good as you think. Even when fully Stacked, it is beaten by Hexdrinker in Gold Efficiency (counting its passive). And you don't get it fully stacked from the start. so you're telling me that maw is shit, yet telling me to waste 1300 gold for its component just to sell it later, while you can buy seeker's armguard, for 200 less gold and have more armor and more ap, and then you build it into the strongest item in the game. tell me, have you ever bought a hexdrinker and actually played with it? because from what I read I doubt you even play the game.
So I guess you find building {{item:1055}} {{item:1056}} {{item:1054}} {{item:2033}} a waste because they don't build into anything? Hexdrinker is one of the best items in the early game, to the point where it should be impossible for someone to die in 1v1 vs an AP champion if they built it. You can't have both a fantastic late game item with OP early game components. And I do build Hexdrinker. My question is if YOU ever build it. Since you clearly seem to underestimate it to the point where I bet you don't even use it.
Owocie (EUW)
: > [{quoted}](name=Zeyphel,realm=NA,application-id=3ErqAdtq,discussion-id=ABeXR94I,comment-id=00020000000000000001000100000000,timestamp=2019-12-27T18:58:37.579+0000) > > Do you live underground? Or do you blind yourself on purpose to defend your bias? no man i usually odnt play in silver elo
Funny, since stats show that it is in top 20 most popular items across ALL elos, even considered a core item for some pretty common builds. [Check](https://www.leagueofgraphs.com/champions/items/master) if you don't believe me.
2gudaiya (NA)
: you didn't ask for a dusk blade equivalent when it was the only thing that did what it does did you?
1) Duskblade had double the CD (90 sec) 2) Duskblade always was 3250. Umbral is 2400. 3) Umbral's Blackout makes ALL attacks 1-shot usual wards and 2-shot Control Wards. Duskblade made attacks 1-shot wards ONLY when Blackout was triggered (and only for melee). So nowadays an AD can rush it WAY faster and if they also use Sweepers, then they also clear vision with turbo speed because of the Blackout rework, while triggering it twice as often for more vision denial. Old Duskblade and Umbral Glaive are not comparable in terms of vision control.
Owocie (EUW)
: > [{quoted}](name=Anu3isII,realm=EUNE,application-id=3ErqAdtq,discussion-id=ABeXR94I,comment-id=000200000000000000010000,timestamp=2019-12-27T16:19:11.386+0000) > > Yeah, after spending most of the game with suboptimal items: {{item:3070}} {{item:3003}} and ruining your Early Game (opposed to Hexdrinker, which wins the early game). > > And do you really compare a 1300 Gold Item to a 3200 Item that also has requirements to achieve said shield? Which, btw, isn't all that popular of an item because it competes with {{item:3285}} rush. hexdrinker competes with {{item:3053}} rush? also maw is a complete dogshit item compared to steraks or any mage item? i'm comparing 1300 gold to 3200 item because i already mentioned seeker's armguard, which is literally a better version of hexdrinker for mages.
1) No one in their right mind rushes Steraks. And no one builds Maw unless they face heavy Magic Damage. Hexdrinker by itself is very powerful and can be kept until you are at your last item in your build. 2) Trading Luden's for Archangel's is a huge deal. You lose most of your early and mid game. With Hexdrinker, you delay your main items for better all-in vs enemy Magic Damage carries, which translates into a better early game (which also can snowball btw). 3) Seeker's isn't as good as you think. Even when fully Stacked, it is beaten by Hexdrinker in Gold Efficiency (counting its passive). And you don't get it fully stacked from the start.
Owocie (EUW)
: > [{quoted}](name=0 Hogapu,realm=EUW,application-id=3ErqAdtq,discussion-id=ABeXR94I,comment-id=0002000000000000,timestamp=2019-12-27T15:25:45.156+0000) > > let's not talk about what {{item:3155}} and {{item:3140}} can do (: im sure mages feel sad that they do not have any item that gives them an ap shield, or even any kind of sh-{{item:3040}}
Yeah, after spending most of the game with suboptimal items: {{item:3070}} {{item:3003}} and ruining your Early Game (opposed to Hexdrinker, which wins the early game). And do you really compare a 1300 Gold Item to a 3200 Item that also has requirements to achieve said shield? Which, btw, isn't all that popular of an item because it competes with {{item:3285}} rush.
: >But most of the time especially in ranked people just don't say anything Then...isn't that their fault? Shouldn't it be expected they'll do a basic amount of communication?
Expectation of communication can as easily lead to no communication at all. For example, I generally pick Mid/Top or the reverse. Besides Jungle (which I completely suck at), I'm confident in my ability to play the other roles at a decent level and generally setlle for it, with the expectation that my roles have been occupied by people who chose them or that the Autofilled who aren't as confident would nudge me to change roles. However, if I meet a person similar in my approach and both of us are autofilled in the other's role, then we would stick with it and have a sub-optimal team distribution. It rarely happens to have 2 players autofilled instead of getting their main roles, but it does happen. Basically, everyone should announce that they are autofilled whenever they are to avoid this scenario. Besides, there is no reason to not add this feature. It speeds up communication and even encourages it ("Hey, I see you are autofilled in a role I'm okay with, would you like to swap?").
: Nice try bro, in return they lowered the cool down of it.
To be fair, they buffed it because it didn't see any use in Pro Play (partially because of Teleport). And it's not like Ignite is the only cause of this issue. Keystones, new overloaded Champions/Reworks, continuous Buffs to Damage and Nerfs to Tankiness resulted in the current state of the game.
AIQ (NA)
: Agreed, details like having Yvvas name, a reason Yvva waited (her clutch), were great additions to the story, but the removal of things like her Father and mothers motivation are unacceptably bad writing and creat plot holes that should have never existed. A Shyvana fan should not have to do homework to understand those things. I hope that alone with her rework her lore is updated again, but going back to her Draconic fathers roots (and his name) and that sense of community among the villagers you mentioned. Your post is solid.
Unfortunately, if you want to be up to date with many lore facts in this game, you have to do a lot of homework. Lots of information are shared through more "unconventional" ways (Q&As, Social Media posts, etc.) instead of being all collected in the Universe page. The worst part however is that rewritings basically erase whatever has been built until now and make the fans question what stays and what goes from the old lore and their main character.
vimaid (NA)
: How do you fight veigar
Generally when I play vs him and we start to get into late game, I build {{item:3102}} and it becomes impossible for him to kill me. ADs have it easier with{{item:3156}} {{item:3814}} .
: %HP damage isnt something that is indicative of a juggernaut though, its more common on tanks. He also has quite a fair amount of CC within his kit which again is something you dont see in the class. He looks more like a juggernaut killer as apposed to a juggernaut itself.
{{champion:266}} {{champion:420}} {{champion:82}} {{champion:102}} {{champion:48}} {{champion:83}} {{champion:36}} {{champion:86}} {{champion:75}} {{champion:6}} {{champion:106}} are all juggernauts who have some form of %HP Damage. Juggernauts by definition are supposed to be able to duel any character that tries to fight them, including Tanks, Divers and even themselves. %HP Damage is supposed to be the way to manage that, alongside %Armor/Mr Shreds. Remove the %HP Damage and you will get a juggernaut that is easily countered by tanks or a juggernaut who deals such high amounts of damage that would pop any squishy in sight.
: tldr?
Titan Resolve isn't good on Braum.
: Except you can make him cc immune give an infinite as item or a warmogs with it. All he needs to do is take hits to infinite scaling damage output. It's incredibly abusable not to mention having glacial olaf linked to him. You now get a harder hitting unit your ai is forced to attack first which only makes him hit even harder while his traits allow the rest of the team stun and reduce all damage etc.
Until Titan Resolve's damage starts to skyrocket the match will be way over by then. And it is counterintuitive to run it in a Glacial comp since they are supposed to stun their opponents, not to tank. The only reason Braum stood out was the 4 or 6 Warden comp and his E combined with Thornmail making him return most of the damage he would receive to his opponents. Add a Warmog and Dragonclaw and you got a guy that reflects damage while barely taking any. Unless his opponents built specific items to cut him down, he could stay in one hex and win the whole game.
: Olaf. Isn’t. That. Strong. Lmfao... yea maybe he stomps people that never build a morellos/red buff but other than that, he’s just ok 😹
Plus the new item doesn't make him immune to burst damage. If anything, the removal of PD will nerf him considerably considering that most people built BT and Rageblade, so Dragonclaw and PD were his only tools to survive burst.
Jarring (NA)
: shouldn't sett's base health regeneration be higher to encourage tank items?
Which Tank items are you referring to? Very few offer Health Regen and I would argue that his passive covers or even outscales the lack of regen at level 18.
: why we nefed Conqourer so that it does the same thing but needs to stack
Conq is arguably worse since you can't stack it on creeps, so you can't heal of minions unless you engage your lane opponent.
: New Evelynn is no fun to play as or against
While I did enjoy playing old Eve more, she definitely was one of the worst champions to face for many people.
: > [{quoted}](name=Anu3isII,realm=EUNE,application-id=3ErqAdtq,discussion-id=EA88eEkd,comment-id=0004000000000000,timestamp=2019-12-08T08:37:30.964+0000) > > Most probably he didn't take into account the other half and complains only about the stat runes. Basically, his suggestion seems to be more along the lines of "rework this part of the system" than "replace the whole system". There's already 6 choices from 5 trees and a total of 3 choices with 3 options each for stats How many more are actually needed? If you tried to force all the stats from old runes into those stat shards then you're going to have a ridiculous amount of choices and it'd make setting up a rune page a longer process than necessary when most people are going to take generic stats like AD or AS. Its worth noting all 99% of people took was AD/Magic Pen with AS/AD/AP Quints and then defensive runes. Mages may or may not take CDR on blues. Sure you could have a single crit rune, sure you could make the whole thing one stat, but that's not optimizing for your matchup most of the time and was mostly trolling or for fun gameplay. It technically was more options, but it definitely wasn't more useful and viable options.
> [{quoted}](name=TwitchInMyPants,realm=NA,application-id=3ErqAdtq,discussion-id=EA88eEkd,comment-id=00040000000000000000,timestamp=2019-12-08T13:40:40.435+0000) > > There's already 6 choices from 5 trees and a total of 3 choices with 3 options each for stats That doesn't represent a whole lot considering the Pre-Keystone Mastery and Rune pages. > How many more are actually needed? If you tried to force all the stats from old runes into those stat shards then you're going to have a ridiculous amount of choices and it'd make setting up a rune page a longer process than necessary when most people are going to take generic stats like AD or AS. Which would be easily solved by having separated pages for Keystone Runes and Stat Shards. Having set-up stat shards will need minimal modifications and they won't take a lot of time to modify during lobby. > Its worth noting all 99% of people took was AD/Magic Pen with AS/AD/AP Quints and then defensive runes. Mages may or may not take CDR on blues. Sure you could have a single crit rune, sure you could make the whole thing one stat, but that's not optimizing for your matchup most of the time and was mostly trolling or for fun gameplay. It technically was more options, but it definitely wasn't more useful and viable options. Just because a lot of people (definitely not 99%) picked the same combination of Runes most of the times it doesn't mean it is optimal. Just from the fact that you didn't mention Hybrid Pen Reds, Lifesteal and Movement Speed Quints, I'm sure the set-ups mentioned aren't the most optimal (heck, the lack of AS Marks in your list makes me think you completely ignore some champions that pretty much required them). Not to mention the decisions brought by using Scaling Runes vs Flat ones. Let's take Armor for example: Old Runes had the Yellow Runes that gave the most Armor (Flat ones gave 1 Armor, while Scaling ones gave up to 3 at level 18) and having up to 9 of them, you could reach any value between 9 and 27 at level 18. New runes? Now we only have the choice between starting with 6 Armor or 12 Armor (and at the cost of 1/3, respectively 2/3 of stats from Runes). Sometimes it was better to pick scaling runes and completely outscale your opponents. Sometimes you required the Flat ones. Most of the times a mix of both was the best combination. Now the only choice is between picking it or not. It also applies to AP, MR and, in some situations, AD and CDR. Many rune choices sucked? Yeah, that's true. Many people worked with a select few? Definitely, but that doesn't mean those who actually used the runes to their full extent should be punished. You can't deny that the old runes offered a whole lot more options that were definitely viable, if not better than the ones used by most champions. Customisation did exist and there were plenty of champions that benefited from having access to multiple stats that now they can't (or have to access through Minor Runes in very particular set-ups, which restrict them from using the runes they may prefer).
: There's also the issue that rune's weren't REALLY adjusted at all, as far as balance. And a lot of the stats should have had level scaling WITHOUT a flat option. Flat was like 2/3 of the scaling options, but you had it from level 1...making them rather optimal.
> [{quoted}](name=WoonStruck,realm=NA,application-id=3ErqAdtq,discussion-id=EA88eEkd,comment-id=00000000,timestamp=2019-12-08T04:04:10.810+0000) > > And a lot of the stats should have had level scaling WITHOUT a flat option. Flat was like 2/3 of the scaling options, but you had it from level 1...making them rather optimal. ? Flat Stats were at most 1/2 of the Scaling Runes (CDR being pretty much the only ones that reached this value), while most of them were around 1/3 of the Scaling option. Basically, at level 6 most of the flat runes and scaling runes had around the same value. There were scenarios where the Scaling Runes were better than the Flat ones and they were definitely the optimal choice for multiple champions.
: Kay, I'm not talking about any of that. Whether it's broken or whatever isn't the point of this thread. The point was that he's complaining that it's 'boring', when he's only looking at half of what is currently in the game. Fundamentally, he's complaining about half a system and saying it's boring. That's like me eating an empty taco shell and complaining it tastes bland.
Most probably he didn't take into account the other half and complains only about the stat runes. Basically, his suggestion seems to be more along the lines of "rework this part of the system" than "replace the whole system".
: Why can Garen keep spinning while stunned?
Except that there is a reason for keeping it like it is: Garen has been balanced around this feature. I hope you do realise that if his E could be interrupted by Stuns, then they would most probably buff Garen by a lot and he pretty much would be busted vs any laners that don't have a Stun in kit or ways to kite him. Basically, most melee champions would be bullied by him considering he can also silence them.
: > As an old Karma player, I wish she went back to her roots of a Battlemage/Enchanter. Bringing both Utility and DPS in the middle of fights and being more oriented towards dealing close Range AoE Damage over Single-Target Burst or Long Range Poke. This. Old Karma "didn't work" because she was a late-game scaling support that favored tanks over carries. Which shouldn't be a problem on modern league.
I personally thought Old Karma would have been perfect in the support role after the heavy Support items rework (the introduction of {{item:3304}} {{item:3310}} {{item:3307}} and Sightstone, addition of Ward cap), since supports used to be some itemless ward slaves before the change. Afterwards they could actually afford buying more than Gold Generation items, which would have been a great boost for Karma.
: Solving the Karma Subclass Chaos
As an old Karma player, I wish she went back to her roots of a Battlemage/Enchanter. Bringing both Utility and DPS in the middle of fights and being more oriented towards dealing close Range AoE Damage over Single-Target Burst or Long Range Poke. One thing is sure tho: her Q needs a heavy rework (since it drains most of her power budget) and her W needs at least some heavy number balancing, if not a full rework. As you said, her skillset seems an amalgamation of contradictions with no clear direction of how it's supposed to function. I don't say she should be streamlined into one or two classes. I'm saying that from all perspectives, she doesn't seem amazing in any class because her kit isn't fully designed to support any class. However one plays Karma, they will most probably have 1 core ability and the rest of the kit would feel mediocre at best.
: Working on Karma is exhausting and risky. The fanbase is so fucked you walk a very thin line if you try to please everyone. And maybe that line ends half way there. I get why other champions get prioritized. They are safer ways of spending your time and less likely to cause someone to rage at you. Which is already tough for other champs, but Karma with her 3 fanbases and 3 lanes is... daunting. I am not surprised nobody took over where NeuroCat left off. I am simpy sad.
They dug their own grave in the first place by not addressing her issues for years. I'm glad whenever I see them working on her, but when they use those excuses as if it wasn't their fault in the first place for creating such a divided playerbase, I get really mad. However, considering her current state, both lore and gameplay wise, it is clear that there is no turning back for her. I still have my times where I play her almost continuously, but I get more and more burn out with her. She will still be a default pick for me when I want Utility as a Solo Laner, but I think I will slowly switch to other champions and wait for a real rework. Overall, I'm happy I still see you posting and trying to find ways to fix her. I have been lurking boards for a long time (idk how many years have even passed since I first saw your posts about Karma's first rework) and I was glad to see a few other Karma players sharing my concerns and ideas. I hope that when they will finally decide to rework her again, they will invite you, like Malicious Metal, to play test her and give your opinion. Until then I guess we will wait and see.
: Can we have a rework on what Champions are considered Melee and Ranged?
Rakan being Ranged was a deliberate decision by Riot to make him weaker with said items, reason being to make him less potent when building tanky.
: Why were Lethality Item Set Bonuses Removed?
It may be me, but {{item:3179}} is a very good item by itself and a really nice rush if you want to control vision around the map. It may not offer Duskblade level of damage, but it is very cheap and definitely more powerful than people think. About {{item:3814}} , I think it simply is a niche item right now, very powerful vs some Mages or even Assassins. Its defensive utility is very high, so ofc it should offer less damage. And a more fair comparison would be to {{item:3102}} (which, btw, seems way worse than its lethality version). And Youmuu's Attack Speed has been removed because ADCs abused it, {{champion:29}} {{champion:21}} {{champion:119}} being the most notorious users. And I would argue item set bonuses discouraged diversity since the bonuses happened until you finished multiple items. Until then, your first buy would be mediocre and you would be forced to rush the second item from the set. If you just bought a {{item:3155}} or {{item:3077}} before, then you would slow down your powerspikes significantly. While I understand why people think Duskblade is top tier, I personally don't think the other items are far off. I would argue that Youmuu's is actually the best from the set with Duskblade and Umbral on second position.
Laçez (EUW)
: Why is Jax the way his is?
To answer your question, Jax didn't use to be that deadly... now anyone can one-shot each other, to the point where even Jax switched to a more defensive buildpath while doing a ton more damage.
: So wait... you get the charms at 125g and they build into any enchanter item you need... where are you losing the mana regen?
{{item:3850}} used to give 25% Mana Regen and 50% when upgraded. Granted, now you don't have to upgrade the item and if you desperately need a lot more Mana Regen, you can buy up to 3 charms, up to 25% Base Mana Regen advantage after the first back. Since most people didn't upgrade {{item:3851}} afterwards, basically the difference will be only between the first back and second back. I build the same Mana Regen items, only that my Support item doesn't give any Mana Regen, so in Early levels (lost 1/5 total Mana Regen) and Late Game (significant for champions like Sona) I will lose Mana Regen while having the potential to get my Faerie Charms faster and have at most 25% more Mana Regen until my second back. If I had to choose, I would always take the 25% Mana Regen until my first back over the actual situation, ignoring the Late Game advantage of 50% more Mana Regen that we used to have from the Support item.
: Utility, yeah, then why we have Pyke an Senna? Why even bother to create appealing champs if the support role is just a warding bot, if it survives enough to ward/unward. At this point it is better just remove this role and add one rechargable ward to the rest of the team and gg
The whole idea behind the support role is having a character that has enough power to be useful even with a lower income, since there are only 4 reliable sources of gold (the 3 lanes and the jungle). While Pyke and Senna may not have the most Utility in the world, they do bring a decent amount of Utility to make them useful. Pyke in particular has a Hook, a dash that applies an AoE Stun and an Ultimate that generates Gold. He has the tools to set-up kills for his allies and finish the escaping opponents. He is the definition of a catcher (or hooker), class that is defined by heavily aggressive playstyles. Senna instead feels like a true sniper, a backline character that brings both damage and utility from afar. While she is arguably overloaded (I personally think she has number issues, but that is another subject), every ability of her offers utility. Her Q is also a Heal, her W is an AoE Snare, her E is an AoE semi-camouflage with a Speed boost, her R is also a delayed Global AoE Shield. While they sure are broken right now, I feel like their concepts do take into account offering Utility for their team over dealing Damage and they could be balanced through some heavy number nerfs to not be as overbearing as they are.
: Lol did you know you can combined 2 fairy charms into an item that gives cdr and mana regen?{{item:3114}}
So? On most of my enchanters I used to rush these {{item:3311}} {{item:3174}} {{item:3504}} , it doesn't change the fact that I lost Mana Regen in the Early Game (where it matters most btw).
: I'm actually not sure how much more difficult it would be to react to his Q if the cast time was shortened. Since this cast time reduction would work in stacks then it's meant to be a reward for landing skillshots. If you have trouble dodging a standard Ezreal Q then would I wonder if a shorter cast time would make too much of a difference.
He doesn't need to land them on you in order to get his stacks. He can simply Q your frontline or, even more annoyingly, just stack it on minions. His Q as a skillshot is pretty fast and has a significant range. The reason behind his big cast time is to give opponents time to react. If you lower his cast time just a bit it may result in actually huge increasement in his accuracy. What you may define as "clunky" is actually intentionally made for counterplay.
Cõmega (NA)
: Why, do you think amumu HAS to take the fights? He can just walk away he doesn't have to duel Common problem with low elo, People always think they have to fight. And amumu isn't that bad a fighting 1v1, he beats alot of people lvl 3/4
It's not only about fighting, it's about giving up objectives and risk of being counterganked. If you can't duel for scuttle, then you most probably have to give it up to your opponents. If you can gank, but you are screwed if the opponents guess your move, then you would rather avoid ganking. If you have a weak early game, you may have to give up dragon/herald and so on. If you don't have an early game as a jungler, then you will rely on your lanes' priority and, overall, their performance, in order to get your objectives. So if your laners lose, then you lose. What is worse is that unless Amumu goes AP, he can only offer utility for his team, which again relies a lot on his team's performance to be useful. If his team is behind, Amumu most probably will be behind too.
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Anu3isII

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