: So... I guess if you search for League of legends on google right now...
Ah yeah, we are talking about that sweet canvas art right? One with the awesome Thresh pointing his team to victory, hmmmm.
: > [{quoted}](name=Boatwhistle,realm=NA,application-id=3ErqAdtq,discussion-id=kENoe46Z,comment-id=00020000,timestamp=2019-03-23T06:47:34.332+0000) > > mage supports damage doesn't fall off as much as the intended supports though, particularly so if they have any success. Who falls off late in this meta? All I see is snowballing lately. Even allegedly early game picks like Fizz and Lee.
well as an example, most of the intended supports... as I said.
: whats the point of mr and armor if im getting fucking one shot anyways???
Gives everything but raw AD burst and raw HP a reason to exist. Other wise it would be a very simple game, everything else is just counters producing a ton of fluff.
: What was the design concept behind Kayle's anti-tank stats
easy, the armor shred allows her allies to do more dmg to the target as well. Until 16 its also good for her.
: Did you know? The "carry" part of "Attack Damage Carry" has two meanings. Support carries them early game. They carry the team late game. That's how it's always been. Damage is too high for sure, but on everyone. I didn't used to be able to burst 60% of an enemy ADC's HP with my {{champion:61}} combo... but then I didn't used to die in three Vayne autos either.
mage supports damage doesn't fall off as much as the intended supports though, particularly so if they have any success.
: While I somewhat agree with your commentary.... i also disagree. If you are tossing out all those other champions.... you need to toss out Zilean, and Sona and Pyke for those very same exact reasons. In all honesty, you are right. Nearly everything CAN be played as support (to varying degrees of effectiveness), however they all fill a specific niche. Quite a few of them can be played in a solo lane and do just fine, often better than a usual laner of that lane. For example, i absolutely tormented a Teemo top as Zilean, so much so that my first back was at 47 cs to their 10.... and they had just had to finish their second back after having had just used their teleport to get back in the first time.... I usually take Blitzcrank mid and blow up mid laners, top laners, ADCs, Junglers, Supports... well aslong as none of them are tanky persay, otherwise it takes a tad more than Q, E, R passive, R to kill them.... but usually thats about it. I take Soraka mid vs Zeds and annoy the living crap out of them because if they ulti me.... E silence, Q heal, move speed boost while running away... lots of sustain, global save, less points in W means more points in Q and E. Zilean mid works too. Ive taken Nautilus top, Lulu top.... ive seen Sona taken top and mid.... Taric and Braum are surprisingly a pain in the butt in top lane too, especially vs more melee type champions. Who needs follow up? Yes, ADCs are useful, if paired with a support that helps compliment them.... they can 2v5 easy peasy. With a mage support or an enchanter either way. It is all about who you are working with. Supports are there to help harrass the enemy team and keep the ADC alive. If that means death foe the enemies.... so be it. Why? Because death is the best cc. If they are poked out of lane.... will your team complain? No. You are doing your job. That simple.
All supports can be effective in other roles, however its more circumstantial then the meta champions for those roles and most need to the game to end early or they get out scaled. At best they can be pocket pick for certain match ups like taric, zilean, and pyke but most of the time most of them are just troll picks. The mage and tank supports brought from other lanes are less so circumstantially effective in their intended lanes cause they are balanced around those lanes(ideally). Perhaps they aren't meta at a given time, however they are far more often/more likely to be effective in those lanes then the true supports. Even when not meta these mages will also typically be more effective then supports in those lanes as well. I will not say that mages shouldn't be viable as supports, however I am frustrated when I see they are out preforming/a higher tier then actual dedicated intended supports even in high level play. In my opinion that is a sign of bad design.
: Because why build Protobelt when you could use Gunblade instead!?
> [{quoted}](name=ChickenWrap,realm=NA,application-id=yrc23zHg,discussion-id=hd6tiups,comment-id=0000,timestamp=2019-03-23T06:10:43.337+0000) > > Because why build Protobelt when you could use Gunblade instead!? well I was thinking it wouldn't help with range though looking it up then yeah it would be better for the purpose and scale him better.
Comentários de Rioters
: I'd prefer they just make every hard CC ground the target, forcing them to stop mid-dash.
: AFKs already lose LP
yeah but does their duo que teamates lose lp? A way to exploit voiding lp loss would be for a friend to make an account they don't care about and then duo with one who has one they do care about. Then when ever the game goes south the one with the throw away goes afk preventing lp lose to the one who does care about their account. Making the loss apply to duo partners removes the exploit hence the response.
: > [{quoted}](name=Boatwhistle,realm=NA,application-id=3ErqAdtq,discussion-id=Agmye8e1,comment-id=00000000,timestamp=2019-03-23T03:53:20.289+0000) > > Grant LP to the winning team regardless of the lack of LP losses for the team with the AFK, easy. Uh, no. If you don't deserve a loss for an afk, you don't deserve a win for an afk either. See how it works, now? They rely on the random chance that an enemy will afk just as often as an ally to even it out. Because the only actually fair alternative is to make every game with an afk completely void.
all I am seeing is your sensibilities, that's not an argument... nor will it change mine.
Lordk0z (NA)
: Skin: BBQ Shack Sion
How about he is trying to deliver his wings to the shop keeper on the enemy side of the map and the enemy champions, waves, turrets, inhibitors, and nexus is in his way, but damn if he does give is his all to get the delivery to them in 30 minutes or its free. Be funny if he a had a quotes around this fact and got even angrier after the 30 minute mark.
: Supports have always done more damage than ADCs early. This is not a new thing. ADCs damage is highly linked to items vs supports that don't really scale all that well with items, offensive wise at least. Why would I want an alistar over a zyra and whatnot? Because he has more reliable CC and doesn't blow up from people just looking at him funny?
Yeah but then what happens is the ADC pulls ahead in dmg over the support and the support ends the game with 10-20k dmg to enemy champions 20k being a ton for most of them while adcs can do 25-60k dmg depending. What the mage supports do is continue to be a damage menace over the games duration, with any sort of success the typical mage supports will even become damage carries.
: Support damage
Brand, lux, morg, zyra, vel koz, Sion, and xerath are not supports. They are in the sense they have abilities that can help allies supportively(however that's most champions in the game) and they are in the sense that they can occupy the role and be effective. However these are side effects to these champions kits, they don't need to follow up for any part of their kit... they have that built in, follow up is a bonus. However they are not supports in the way that {{champion:12}} {{champion:432}} {{champion:53}} {{champion:201}}{{champion:40}} {{champion:89}} {{champion:117}} {{champion:267}} {{champion:555}} {{champion:497}} {{champion:37}} {{champion:16}} {{champion:44}} {{champion:412}} {{champion:26}} are. These are champions whose abilities are dependent on/greatly more effective and balanced around intended presence of allies. They don't just prefer allies by around for their combos like most champions, they need their allies to be around in order to be effective. Examples: In terms of mobility braum and rakan e's are like jax q, however jax can hop to anything you can target accept towers and inhibitors. Braums and Rakan kit rely on the presence of allies. Thresh Q, however he cant attack during the stun, he can only use abilites. So a long range stun you don't want to go in on is only worth while if you have and allies with ranged poke. The value of his lantern lies in people grabbing it. Soraka effectively has one less ability without an ally, I mean come on. Taric can build what ever he wants and tank all day but he wont meet the dmg potential of eveyrthing else with just his passive and E, so yeah he will live forever buts its worthless without an ally to kill them. take brand... he doesn't need nobody to kill 1-2-3-4 even 5 people, he can be an effective support pick but he isn't a support to the same extent and it certainly was not intended for him.
: Not that I haven't experienced spontaneous 'all of a sudden I get on teams with double afkers and rage quitters and yasuos who wont stop pushing mid and feeding mid/jungle till we lose multiple games in a row' moments, but I like to think of the hardest games as a means to teach me to play with more perfection, because the closer I achieve perfection in my own playing the better I can carry the impossible seeming games.
For a support main an incompetent ADC can make a huge difference. What do I do if they wont grab the lantern or react to my pings? What do I do if they don't follow up on my hooks? What do I do if the rest of my team wont work with me now cause they are thinking "those bots laners are awful" when its just the person auto filled ADC. Theres the ADC that plays champs like yasuo, zed, and darius and think they are way better then they are only to find that adcs don't have nearly as much to fall back on without their support which they don't work with effectively cause they are used to not needing much help.
: Need bird facts, Rito plz
probably raven for swain, eagle/hawk for quinn, Azir gives off serious Horus and thoth vibes(Egyptian gods) so those birds are the falcon and ibis... probably the falcon. As for xayah and rakan, I am thinking tropical jungle birds cause dancing and bright showy plumage.... as for specific ones... well generally females of this variety are boring visually and don't do funny dances so I couldn't guess a logical equivalent for xayah, . As for rakan I am thinking macaw cause they got that super yellow underside.
: So on the flip side, you'd also have to accept not getting any LP if the enemy afk's.
Grant LP to the winning team regardless of the lack of LP losses for the team with the AFK, easy.
: There is no unexploitable way to give loss prevention for AFKs, sadly.
then make it so only the AFK their duo que friends if any lose the LP.
Comentários de Rioters
: What are your Support mains? {{champion:63}} {{champion:161}} {{champion:143}} {{champion:101}} These guys can function as carries when you need them and make plays with plenty of damage to back it all up. {{champion:3}} This guy counters the above and has massive utility that sets up even the dumbest teams for easy kills or lets you kill steal and get fed and roam the map with ult, effectively giving you a second jungler with multiple forms of CC that does %hp damage and is naturally tanky.
I think they mean an actual dedicated support that is only ever really been meta as a support and likely only ever will be... {{champion:12}} {{champion:432}} {{champion:53}} {{champion:201}} {{champion:40}} {{champion:89}} {{champion:117}} {{champion:267}} {{champion:497}} {{champion:555}} {{champion:37}} {{champion:16}} {{champion:44}} {{champion:412}} and sorta {{champion:26}} If you don't trust your teams to work with you then I suggest: {{champion:53}} {{champion:201}} {{champion:40}} {{champion:89}} {{champion:555}} {{champion:37}} {{champion:26}} you still need at least one competent team member to deal the damage you cant where it needs to be when it needs to be however these champions can either spoon feed kills when played well or can be so effective at protecting their allies that those allies don't even need to think. Then just get to a skill level where most players will grab the god damned lantern when thresh throws it.
: What the boner with Riot adding abilities that you cant counter with nothing on champions?
I keep saying lately they need to add a true dmg counter item for tanks like the following: 450 hp UNIQUE Passive- True Resolve: heal for 20%+(2% per 100 bonus hp) of the true dmg you take over the following 3 seconds capping at 50%. I made a post for it that saw little attention of just three up votes and 12 comments, people don't really seem too against it but I am honestly surprised at the number of anti- true dmg players there seems to be yet this suggestion doesn't get at least 10 upvotes a pop.
: Why do people hate jungle the most?
I only like playing ivern jg cause I find jg clearing to be tedious, boring, and whatever. I just hate the task of jg clearing so ivern is great for me. If it wasn't for jg clearing then jg might have been my favorite role but I just hate the mind numbing task so much.
Comentários de Rioters
Youngcuck (EUW)
: Idk man, Malphites E reduces attack speed massively in a pretty wide area on a considerably low cooldown and he isnt by any means a strong pick or a win-teamfight-just-because-he-exists.
First of all he maxes his E last typically so for most of the game its not extreme most of the game. The effect radius is way less then frozen heart, yeah you can apply it near permanently at 45% CDR but you gotta stay close and it costs mana. I frozen heart was like a max rank malph E but remained the same in every other regard then it would be absolutely absurd.
: > [{quoted}](name=Youngcuck,realm=EUW,application-id=3ErqAdtq,discussion-id=ZW6vjiiJ,comment-id=,timestamp=2019-03-22T04:29:34.024+0000) > > - , also the passive on that item feels really insignificant, 15% less attack speed is barely noticeable when items like this {{item:3087}} give 40% and adcs usually build 2 Zeal items on top of their {{item:3006}} . {{item:3110}} and {{item:3082}} actually reduce TOTAL attack speed, still not a bad example considering its entirely useless against ad casters (most of which can build black cleaver which also gives 20% cdr AND ->400 HP<-!!!) and even many auto reliant champs have some form of auto reset or actions to perform between autos. The item is INCREADIBLY niche and doesn't even perform very well unlike black cleaver which you might aswell consider to be the offensive counterpart that even assassins abuse to a great extent.
I think the issue with frozen heart really lies in the fact it automatically reduces the attack speed of all enemies within a huge radius around your champion. So it cant really be so significantly effective as it would just be an automatic win cause you exist. Just off the top of my head I am thinking Frozen gauntlet spell blade passive effect on instead of ability auto-attack its an active and you must ability active where your abilities and autos on champions reduce its cooldown making it possible to use a lot under the best circumstances and you can only use it 1-2 times under the worst circumstances if at all. Having a smaller AOE with less reliability to use effectively could then allow for stronger effects to the target until they leave the zone or its duration ends- % slow % reduced attack speed % increased cool downs To prevent abuse by unintended champions these effects could be lack luster unless your champion has a large amount of resistances and hp and even be negated by high AD, AP, and attack speed.
: They really need to introduce more scaling to the game that behave as negatives. For instance there could be an item that give a metric ton of tankiness but reduces your dmg to champions like stone plate passive only less extreme and all the time.
I also made a suggestion for an item to counter true dmg though it saw little momentum of just three up votes and 1k views. 450 hp UNIQUE Passive- True resolves: Heal for 20%+(2% per 100 bonus hp) of the true dmg you take to a cap of 50% over then next 3 seconds. Add whatever else to it to make it a full item but the point is to deal with teams/champs that have an absurd amount of true dmg.
Youngcuck (EUW)
: How to improve tanks
They really need to introduce more scaling to the game that behave as negatives. For instance there could be an item that give a metric ton of tankiness but reduces your dmg to champions like stone plate passive only less extreme and all the time.
GigglesO (NA)
: Great skin, just wondering how much they are going to buff him so he sells...
he should have been buffed for the past year anyway.
: #I'll leave a TLDR at the end for the main points well, not entirely true, glass cannon builds in general tend to be extremely dangerous Vayne's issue is that she can not be caught as easily as other carries, hence why she's a hyper-carry Yasuo's issue is that he doesn't have to commit to his glass cannon build and even when he does he has tons of defenses to fall back on What is concerning, however, is the show of power that vayne's passive does carry 12% of max hp varies by the opponent. an opponent with 8000 HP for instance due to stoneplate, takes over 800 true damage from those 2 autos, 400 if they have the standard 4000, 300 for 3000, etc interesting math with Kayle. If you make her a ridiculous build of {{item:3115}} {{item:3115}} {{item:3115}} {{item:3115}} {{item:3089}} she ends up doing 163.2 true damage per auto and if she uses lethal tempo, over 3.0 attack speed after the 1.5 second delay this comes out to be about the same bonus damage that vayne has against the standard tank but actually does LESS other damage while being able to damage other enemies in the immediate vicinity however, let's try it with AD{{item:3153}} (40 AD , 25% attack speed) {{item:3124}} (25 AD, 25 ap, 25% - 65% attack speed) {{item:3095}} (60 AD 30% attack speed) {{item:3031}} (80 AD , 25% crit, changes normal crit multiplyer to 2.25 ) {{item:3087}} (40% attack speed, 25% crit, energized passive to stack with storm razor ) {{item:3006}} (35% attack speed) this comes to 308 AD(for kayle) before any additional benefits, 180% attack speed, 50% crit, 25 ap, BORK's passive, guinsoo's passive, storm razor's passive and boost and statikk's passive on top of her true damage based on this build: 308 * 0.1 = 30 + (25 * 0.2 = 5 ) + 40 = 75 per hit using lethal tempo, her attack speed comes to roughly 3.0 attack speed because of her passive, more with guinsoos {{item:3124}} itself is the bonkers item. This is similar to how a vayne might build and the damage just goes off the charts 8% current health physical damage, 15 magic damage, statik shiv damage ( 140 * 1.3 = 182 to 409) and 308 AD (for kayle) with around 3.0 attack speed {{item:3124}} also adds both physical and magical % penetration, 15% for physical at 18 308 x 2.25 = 693 physical damage per auto before reductions on top of everything else let's pick against kayle since my example was about her anyway, 86.4 armor * 0.85 = 73.44 effective armor 100/173.44 = 57.7% damage taken roughly or basically, 400 damage per crit attack on top of all of the bonus effects, or 500.5 before armor average damage(due to no crit), coming to 289 average damage per auto or 178 damage per non-crit auto attack oh, and funny way of coincidence, KAYLE'S passive can CRIT... so, here are the values she does with without on hit effects: crit: 400 + 169 true damage at 3.0 attack speed, it takes her less than 2 seconds to defeat herself average: 289 + 121 = 400 even (funny), or less than 2 seconds to defeat herself no crit: 178 + 75 = 253 * 3 = 759 or roughly 4 seconds #squishy life values are not looking good at those values for tanks, let's say they buy all armor {{item:3742}}(425 + 60 armor) * 5 + {{item:3047}} (20 armor and reduces damage taken from autos (except true damage...) by 12%) let's use malphite since he's common enough 2104 + 2125 = 4229 * 1.1 = 4651.9 hp (yes this is terrible build but it's by example) 300 armor + 100 base = 400 100/500 = 20% damage taken from physical ( i don't remember if theres a cap) critical scenario: 138.6 + 169 true damage = 307 damage per hit before additional effects or roughly 6 seconds to defeat at 3 autos per second for vayne, let's assume her AD is the same 138.6 + (6% since it takes 2 hits, unless you want to count when she does not have rageblade active) = 417.7 damage per hit effectively, or 4 seconds to defeat in a crit situation ---------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------- TLDR 1. {{item:3124}} is extremely powerful in its own right 2. Scaling true damage is as much of a threat as %hp damage when CRITICAL MULTIPLIER is involved and there are no limitations to it(i've included some fun math involving vayne and Kayle above) where the worst case scenarios involve LESS THAN 2 second deaths
wow you really like you some math, well done.
: Just a nitpick but if Pyke misses his execution, the damage becomes physical IIRC
: I would've bought that skin.
PS. despite lore, can ivern please be able to contest buffs with smite without needing to have his passive placed so he isn't screwed over completely by not being able to get a blue?
: Not sure if i feel sorry or that what comes is justified for the creators of Dunk master Ivern skin
Youngsuh (NA)
: Will Prestige K/DA Akali ever come back?
if they really want to maximize hype for something relevant then maybe but it could be awhile. They would be unwise to anger people that earned it already by making it available in the near future, however with time and new players money they might just decide to do so.
Zezilian (EUNE)
: PETITION to censor word "troll" "trolling".
: The nature of Irelia gives her kill pressure even when behind
Thing about high dmg champions and squishy champions... When a champion that builds/has any sort of tankiness destroys a dmg dealer in lane and builds vs them accordingly the damage dealer will struggle in two ways... they will be behind and their opponent will extend this lead with a build that effectively puts them even more behind. So they don't only just have less dmg then they would otherwise but that less damage is less effective against their opponent. A squishy however stays squishy and so a champion that is innately damage focused it only going to be minorly set back vs that opponent. EX. A high dmg champion with two items deals 1500 damage in a short period of time, however they are behind and deal physical dmg facing an opponent that ahead with 2000 hp and 150 armor that after mitigation can exceed the rate of damage they take with their own. HOWEVER! The squishy may only have 1200 hp or so by this point, so they are still very susceptible. Its takes a lot more of a difference in relative levels and items for a squishy to survive dmg cause they don't do nearly as much to deal with it. When we are talking champions like irelia they have better base stats, better early game scaling, mobility and built in dmg reduction that if they play it right they effectively have a leg up back line champions on top of the fore mentioned, meaning need to be extremely behind to not be a significant threat to something that can die getting sneezed on. The advantage these ranged squishies have is they can scale to a point they kill everything else before they can even engage, irelia is one case where and initial cc is optimal cause her engage is fast and strong.
Zemasu (EUW)
: Along the years they added way too much true damage dealers or runes (conqueror). Personally i don't like it, it kinda unbalance the whole roaster
I don't like it either but if this item existed for tank in situations where the true dmg they are taking is otherwise insurmountable then I would be okay with it. They cant just add a 1000+ hp item as this can be abused by more then just tanks very easily not even considering health scalings, so I think a delayed heal that can be cut by grevious wounds for just these situations would be a healthy way to counter extreme cases. If the enemy team comp is high in true dmg to the point of abuse like they are made up of a {{champion:67}} {{champion:114}} and {{champion:161}} then they should be punishable as though they were a full AD or full AP team comp.
: yes and this is a health item, so its okay to you that health counters true dmg but just not this health? The fact the item heals only produces the potential of being more effective then other health items, not guarantees it. One would need to play it right on the right champions vs the right champions to make it work better then a warmogs or spririts visage. With grevious wounds if one builds this and a spirits visage the heal would only be about 36% of true damage dealt. So If one had ignite, {{item:3165}}, or and ally with grevious wounds the target with this and a spirits visage would heal 720 hp(so only more effective then existing counters by potentially about 300 hp in this extreme case) over a 3 seconds period following the dmg, Considering how well allies can follow up on a velkoz all in all this really does is empower a tank to do what they are supposed to which is tank the damage and try to turn it around if they can. The item is a more situational warmogs/sprit visage like item where its likely to be build on tanks that can survive long enough for it to be useful as their 3rd, 4th, 5th, or 6th item. So it wont ruin velkoz by destroying his lane nor would it make him hopless vs anything that isn't a specifically attempting to mitigate the true dmg portion of his dmg. All this said however, what would you say if the healing was based on the tanks max HP in relation to that damage instead, this way it would be even more niche to tanks vs high true damage and the healing wouldn't get that high even if nobody built grevious wounds or used teamwork cause god forbid.
Also... consider the potential that true dmg could hold velkoz back because a full combo is so devastating on him, to have effective counter play against it on just one champion could be cause to buff him making him more effective vs champions the item wouldn't be good on. If this is the one champion that would get ruined, then a buff to the one champion wouldn't be that bad.
: was his W the throw or the fear? his Bite Q is the execute
https://leagueoflegends.fandom.com/wiki/Volibear it says here its his w, but again I had yet to play voli and it dealing true dmg was a misconception I had for a long time for some reason.
: Only problematic true damage is Vayne is far as I am concerned. Otherwise... hmmm... let's see what counters true damage... OH. What is that? HEALTH? Health, health counters true damage. Vayne is a problem here because she deals % max hp **as** true damage, so there is literally no way to counter it, she can kill you in the same amount of shots regardless of what you build. Champions like Vel'Koz don't need more counters... he already has no mobility, high true damage is his only saving grace that makes him viable. And 50% healed is way too much either way. That's 65% if you build Visage. Vel'Koz can deal like 2k in true damage if he gets huge(Passive + R), you would heal for 1,300 damage??? As his laser is damage over 2.5 seconds. You would effectively be deleting these champions from the game. Outside Vayne(stupid damage), true damage isn't supposed to be able to get reduced... That's its function. Maybe there could be a champion closer to that though, like the Darkin Armor [Ovenaas](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/8Jweu8ij-ovenaas-the-frozen-darkin) that Gilgayu made, his passive is a decent counter to true damage while not being too oppressive and still useful against all damage types.
yes and this is a health item, so its okay to you that health counters true dmg but just not this health? The fact the item heals only produces the potential of being more effective then other health items, not guarantees it. One would need to play it right on the right champions vs the right champions to make it work better then a warmogs or spririts visage. With grevious wounds if one builds this and a spirits visage the heal would only be about 36% of true damage dealt. So If one had ignite, {{item:3165}}, or and ally with grevious wounds the target with this and a spirits visage would heal 720 hp(so only more effective then existing counters by potentially about 300 hp in this extreme case) over a 3 seconds period following the dmg, Considering how well allies can follow up on a velkoz all in all this really does is empower a tank to do what they are supposed to which is tank the damage and try to turn it around if they can. The item is a more situational warmogs/sprit visage like item where its likely to be build on tanks that can survive long enough for it to be useful as their 3rd, 4th, 5th, or 6th item. So it wont ruin velkoz by destroying his lane nor would it make him hopless vs anything that isn't a specifically attempting to mitigate the true dmg portion of his dmg. All this said however, what would you say if the healing was based on the tanks max HP in relation to that damage instead, this way it would be even more niche to tanks vs high true damage and the healing wouldn't get that high even if nobody built grevious wounds or used teamwork cause god forbid.
: When has {{champion:106}} ever dealt True Damage?
XD, I had yet to play voli and for some reason I thought his W dealt true dmg. My mistake its just an execute. the more you know...{{sticker:slayer-pantheon-rainbows}}
Comentários de Rioters
atorelle (NA)
: I'm simply using Fizz, Zed and Yasuo as an example. They are a counter to squishies, but they are not played bot lane, but moreso in mid lane. As you can obviously tell, my post is more centred around mid Lux. Bard is a support. You can't use Bard as an sufficient example: it's just an invalid comparison, use a mid laner. I could name hundreds of other mid laners who can dumpster Lux: and she isn't hard to play against if you have an idea of what you are doing. If you don't, I don't know, guess you'll die? Here are some more champions that counter Lux in some way: {{champion:84}} {{champion:131}} {{champion:38}} {{champion:55}} {{champion:142}} {{champion:101}} {{champion:91}} {{champion:7}} {{champion:517}} {{champion:136}} {{champion:8}} {{champion:245}} {{champion:39}} Hope you're slightly more convinced.
I couldn't think of a mid laner with an ability similar enough to the lux q and I wanted context to show why I think its dumb. The only thing bard q has over lux q is it can stun for the sake of his allies that will need to enter the targets attack range. In every other regard lux Q is just a stupidly stronger and more effective version.
atorelle (NA)
: Please stop saying "Lux is broken/OP", and is easy to dominate lane with.
{{champion:157}} {{champion:105}} {{champion:238}} do counter lux, they also counter... {{champion:22}} {{champion:51}} {{champion:119}} {{champion:81}} {{champion:202}} {{champion:222}} {{champion:145}} {{champion:429}} {{champion:96}} {{champion:236}} {{champion:21}} {{champion:133}} {{champion:13}} {{champion:15}} {{champion:163}} {{champion:18}} {{champion:4}} {{champion:29}} {{champion:110}} {{champion:67}} {{champion:161}} {{champion:498}} inexcusably well and then proceed to be extremely frustrating towards at least twice as many more champions then that. Lux maybe prey to those three champions as much as many others but she is pretty damn close to being as bad in her own way, at least way more so then most other champions. The only real issue I have with lux is her Q, its dumb. Its is a long range fast projectile with significant total dmg output cause it hits two targets, then being a root with a really long duration on both those targets, just why? Take a look at bard Q cause it is similar... granted it stuns however at lux ranges her root may as well be a stun vs most champions. He has a longer delay on cast, a slower projectile speed, and less range. On top of this he only gets the stun if he hits something behind the first target hit and as the game goes on even if he builds all the same items as lux(not saying one ever should) he will do less dmg. This isn't even considering the fact lux can back up her Q with a metric ton of dmg needing no allies around for it to be worth a lot. Edit: Oh yeah and I forgot to mention her cc lasts a full second longer if I remember correctly. What puts lux in the bin of champs many consider to just be bad for the game is the same issue {{champion:238}} {{champion:157}} {{champion:105}} have. Lux is way less likely and harder for most champions to punish then it is for her to punish them. Your tolerance for mistakes fighting a lux with most other champs is just horribly disproportionate. Is she OP, no, however she is a cancerous shitty match up. Lastly the reason why you see so much Lux is its her relative easy to play hard to play against nature that {{champion:238}} {{champion:105}} {{champion:157}} also benefit from and surprise surprise if these champions are even half decent they are spammed to no end just the same until riot spares rest of us the frustration with nerfs.
: imagine thinking youre good at jungling because you abuse reksai lol
imagine thinking youre good at jungling and not being smart enough to abuse reksai lol This game to its core is about abusing shit, if you aren't using the strongest strategy with the strongest build on the strongest champion then you aren't good at the game. Not saying I am good at the game, I have an aversion to using whatever is OP... but at least I am self aware.
Comentários de Rioters
Rimien (EUW)
: Let us ban a role in draft?
I upvoted cause I like the idea, however there is an issue that would need addressed which is you would need to wait 30 minutes for somone who didn't ban support for themselves to hit play. My suggestion is riot can easily make support a more desirable role if buying the full first support item unlocked them the ability to purchase from a pool of support items that put them on equal power with the other 8 players. Of course nobody wants this cause then the relative influence the other roles will be lower as a result and the oh so important md, jg, or top will feel even less like they can solo carry the TEAM game with NINE other people in it.
: rito please just 1
Its like you are an alcoholic begging a concerned bar keeper that's already flagged you.
: Did the community get worse?
Csing for minutes at a time only so you can "enjoy" a 5-10 second fight will do that to people, its maddening. People wanna go into the game and use their champion with their build vs other champions only to spend 90% of the game walking back and forth pushing lanes and trying to sneak objectives cause if you don't even that 5-10 second fight will suck cause you didn't do anything to give yourself a chance otherwise. Maybe people are dicks cause they spend hours at a time before actually getting a moment of joy out of the game where a fight feels satisfying and they lose their temper at those mistakes that fuck up the potential of it happening at all.
Comentários de Rioters
: Try taking barrier
I don't do mid, I am usually the support forced to play lulu so he doesn't get free kills bot lane all game.
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Boatwhistle

Nível 146 (NA)
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