wolvius (EUW)
: Don't think much will be done by riot they only bans bots in waves so they normally stick around for a bit, doesn't help that they removed twisted bot-line. After playing some games you should probably climb in mmr and won't see them again, _well unless you decide to play coop vs ai, you will still run into a few there._
> [{quoted}](name=wolvius,realm=EUW,application-id=ZGEFLEUQ,discussion-id=1nOkoK2u,comment-id=0002,timestamp=2019-11-28T22:10:53.230+0000) > > Don't think much will be done by riot they only bans bots in waves so they normally stick around for a bit, doesn't help that they removed twisted bot-line. > > After playing some games you should probably climb in mmr and won't see them again, _well unless you decide to play coop vs ai, you will still run into a few there._ See, here's the thing; they shouldn't exist even in coop vs. AI. I recently moved to a new place with extremely spotty internet and before I go to play PvP I'll run a AI game or two to check my connection, as it's more of a stutter than actually bad connection. I just lost one because of bad connection paired with not one, not two, not even three, but all FOUR of my teammates being bots. Do you understand how difficult it is to lose an AI game? How hard you have to be 1v9ing? It's not even an isolated incident - out of 3 games I tried last night, I got a total of one human player. ONE. We had to duo just to play through a COOP VS AI. It's bad, man.
: Sometimes Blitz can not use his ult in the beginning of the game. Can you guys fix it?
He's not supposed to, it's supposed to be counterable by demons or hush.
: Where is the nerf to leonas perma stun? I get that it needs to be long but wow literally had my jinx stunned the entire match XD
I think it's turned into a glitch at this point tbh.
Hvsao (NA)
: {{sticker:sg-lulu}} IS that really a morgana buff. After what happened to demons...
I agree, the Demons changes are just painful... Elise only transforms once and what are her spiders gonna do with extra mana? Not to mention both Swain and Morg can't gain mana while they channel...
tires (NA)
: The hextech effect happens prior to the start of combat, so items disabled that have a “start of combat” effect will not proc when they are no longer under the hextech effect. So locket, zekes, and zephyr are completely nullified (outside of their base stats) by hextech effect. It sort of happens in rounds, similar to some card games. There’s pre combat (hextech effect). Start of combat (where items mentioned apply, guardian/noble/imperial buff, blitz hook, assassins doing their jump etc). Then combat
> [{quoted}](name=tires,realm=NA,application-id=RaE1aOE7,discussion-id=dJRFgPEu,comment-id=00010000,timestamp=2019-08-17T20:15:49.517+0000) > > The hextech effect happens prior to the start of combat, so items disabled that have a “start of combat” effect will not proc when they are no longer under the hextech effect. > > So locket, zekes, and zephyr are completely nullified (outside of their base stats) by hextech effect. > > It sort of happens in rounds, similar to some card games. > > There’s pre combat (hextech effect). > Start of combat (where items mentioned apply, guardian/noble/imperial buff, blitz hook, assassins doing their jump etc). > Then combat Actually, Blitz hook isn't start of combat, it takes him a second. I've been running Demons since pretty much day one and often you can get the proc on him before he fires it off.
Mudkiip (NA)
: Hextech?
Welcome to TFT Patch 9.16. Join us as we wait for next patch in hopes that Riot listens for once.
Cräfty (EUW)
: Here is why the Hextech origin is so unhealthy to the game and a really bad designed trait!
6 brawlers(including Vi)+3 Hextech is 9 champions, which is certainly manageable. It's not hard to run void early and you can build into blademaster. You've got to be stupid in this meta if you can't complete the hextech bonus in addition to something else.
: > [{quoted}](name=Glasletter,realm=NA,application-id=RaE1aOE7,discussion-id=EYPxRHgo,comment-id=0005000000000000,timestamp=2019-08-19T03:11:19.996+0000) > > Hextech is active for 80% of most fights, as at later levels when they've gotten the full bonus it covers the extra duration of the fight. It's a trait that almost completely removes half of the strategy in the game, as it's not just about the RNG of getting champions or picking the right traits to run, but also using what items you get to make up for the weaknesses in your team and strategy. > > Hextech just says "screw you" to any item-reliant traits, which are the majority. ...Yeah, no. At best, it's like 20-30% of the fight. Especially late game. And NOBODY is running full hextech. Are you insane? Nobles is a comp that's good enough to run despite having only one synergy in the comp (Knight 1, which is meh by the time you get Kayle). Blademaster is good enough to run despite a lack of synergy. Etc. Hextech is nowhere close to as good as those for the weird hodgepodge of champions you have to run. Hextech also _adds_ strategy to the game because it forces you to vary up comp and modify how you put items on your champs rather than "unga me big brain me give draven 6 items den make corner comp ME HUGE BRAEN". Already I've seen people varying up strategy and comps more to deal with hextech. Could the hextech synergy be better/different? Maybe. But this idea isn't nearly as bad for the game that people are making it out to be.
> [{quoted}](name=CaptainMårvelous,realm=NA,application-id=RaE1aOE7,discussion-id=EYPxRHgo,comment-id=00050000000000000000,timestamp=2019-08-19T03:39:31.387+0000) > > ...Yeah, no. At best, it's like 20-30% of the fight. Especially late game. > > And NOBODY is running full hextech. Are you insane? Nobles is a comp that's good enough to run despite having only one synergy in the comp (Knight 1, which is meh by the time you get Kayle). Blademaster is good enough to run despite a lack of synergy. Etc. Hextech is nowhere close to as good as those for the weird hodgepodge of champions you have to run. > > Hextech also _adds_ strategy to the game because it forces you to vary up comp and modify how you put items on your champs rather than "unga me big brain me give draven 6 items den make corner comp ME HUGE BRAEN". Already I've seen people varying up strategy and comps more to deal with hextech. Could the hextech synergy be better/different? Maybe. But this idea isn't nearly as bad for the game that people are making it out to be. Brawler+Hextech is the most common build to see right now other than Nobles, which are the two comps I have been referencing, and people most certainly run full hextech. The game was designed to be items vs. items, champions vs. champions, items vs. champions and champions vs. items. Now it's champions vs. champions and maybe some items...? Regardless of how salty you may be about item stacking, the brawler+hextech comps are still stacking on Jinx and trying to counter hextech by putting "bait" items on their frontline brawlers, basically acknowledging that those items are useless because of the hextech comps. That's also completely ignoring item synergy and strategy which was on a similar level champion synergy and strategy prior to hextech.
: > [{quoted}](name=Glasletter,realm=NA,application-id=RaE1aOE7,discussion-id=EYPxRHgo,comment-id=00050000,timestamp=2019-08-18T16:27:10.468+0000) > > If you think your fights aren't affected by the first 8 seconds then you are blind in addition to being stupid. Aatrox, for example, uses his ability within that time and if he's 2 star with any amount of AP he generally one-shots at least one champ and drops any others to half, if not outright killing 3. The same is true of a lot of champions, and the addition of hextech completely neuters the effectiveness of many units, limiting strategy potential exponentially. > > As has been mentioned, prior to the addition of hextech most matches on average lasted about 16 seconds. They're affected, but it's rarely enough to completely swing a fight unless A.) You've got one hyper stacked hypercarry or B.) you're way far behind and items are the crutch keeping you up. And yeah, prior to hextech. Now with hextech they often last 25-30 seconds, almost double what it was. Fact is that hextech rarely affects the game in a meaningful way beyond disabling the one rare hyper-carry-comp someone is running. Most people either dip a _little_ into hextech (Mostly Vi and Jinx) or they don't bother going out of their way to build it at all. It's a neat trait. It's somewhat useful but it's hardly unhealthy nor utterly game warping. It's decent at best.
> [{quoted}](name=CaptainMårvelous,realm=NA,application-id=RaE1aOE7,discussion-id=EYPxRHgo,comment-id=000500000000,timestamp=2019-08-18T17:56:42.138+0000) > > They're affected, but it's rarely enough to completely swing a fight unless A.) You've got one hyper stacked hypercarry or B.) you're way far behind and items are the crutch keeping you up. And yeah, prior to hextech. Now with hextech they often last 25-30 seconds, almost double what it was. Fact is that hextech rarely affects the game in a meaningful way beyond disabling the one rare hyper-carry-comp someone is running. Most people either dip a _little_ into hextech (Mostly Vi and Jinx) or they don't bother going out of their way to build it at all. > > It's a neat trait. It's somewhat useful but it's hardly unhealthy nor utterly game warping. It's decent at best. Hextech is active for 80% of most fights, as at later levels when they've gotten the full bonus it covers the extra duration of the fight. It's a trait that almost completely removes half of the strategy in the game, as it's not just about the RNG of getting champions or picking the right traits to run, but also using what items you get to make up for the weaknesses in your team and strategy. Hextech just says "screw you" to any item-reliant traits, which are the majority.
: Nothing really special just a few clicks and announcements.
> [{quoted}](name=AeQ iDr4zY,realm=EUW,application-id=RaE1aOE7,discussion-id=ag0EaEat,comment-id=00000000,timestamp=2019-08-18T16:50:27.854+0000) > > Nothing really special just a few clicks and announcements. I've probably got time, you just want me to join your discord?
: TFTalents searching new team members!
: > [{quoted}](name=Titanium70,realm=EUW,application-id=RaE1aOE7,discussion-id=sTMtvnya,comment-id=00030000,timestamp=2019-08-16T20:46:12.099+0000) > > The full burn was absolute BS and nonsense - especially at low levels of Demons it was an RNG clownfiesta where one fight you didn't know you had this synergy at all and others where your opponents frontline isn't allowed to ult once! And little to nothing was more rage inducing than seeing stuff like a Gnar get hit ONCE loosing like 120 Mana because of it completely turing the fight... > > The new one is great. Really fun to use and fair to play against. > > While I agree it doesn't work for Elise or her Spider It's great on everyone else. Varus and Brand LOVE it and Swain and Morgana really dont complain about more Mana. Also the Demon-Buff has now uses besides making GS/Voli even more dumb! > > Speaking of GS - made a Demon/Yuumi MF today since the game refused to give me a Swain... That was hilarious! She ulted like 3 times a fight! x'D (In general: Demon, Sorcs are great!) I don't have an issue with removing the complete burn, but the idea was to be a counter to ability-reliant team comp. Double shojin Pyke was in meta for a long time until demons started being played, and current demons can't deal with that. The only champions to have major issues with Demons were SPECIFICALLY shapeshifters, and that was easily countered by putting them just behind the frontline, or in the case of Shyvana, placing her to walk a space before engaging so she wasn't hit early. Demons was also a large counter to Nobles with the true damage, which, in case you hadn't noticed, is absolutely decimating the game alongside hextech right now.
To add to that, frontline units typically don't make an impact with their abilities to the same extent as backline units, as most of the purpose of frontline is to tank anyways, so they could manage the burn better than other units.
: The full burn was absolute BS and nonsense - especially at low levels of Demons it was an RNG clownfiesta where one fight you didn't know you had this synergy at all and others where your opponents frontline isn't allowed to ult once! And little to nothing was more rage inducing than seeing stuff like a Gnar get hit ONCE loosing like 120 Mana because of it completely turing the fight... The new one is great. Really fun to use and fair to play against. While I agree it doesn't work for Elise or her Spider It's great on everyone else. Varus and Brand LOVE it and Swain and Morgana really dont complain about more Mana. Also the Demon-Buff has now uses besides making GS/Voli even more dumb! Speaking of GS - made a Demon/Yuumi MF today since the game refused to give me a Swain... That was hilarious! She ulted like 3 times a fight! x'D (In general: Demon, Sorcs are great!)
> [{quoted}](name=Titanium70,realm=EUW,application-id=RaE1aOE7,discussion-id=sTMtvnya,comment-id=00030000,timestamp=2019-08-16T20:46:12.099+0000) > > The full burn was absolute BS and nonsense - especially at low levels of Demons it was an RNG clownfiesta where one fight you didn't know you had this synergy at all and others where your opponents frontline isn't allowed to ult once! And little to nothing was more rage inducing than seeing stuff like a Gnar get hit ONCE loosing like 120 Mana because of it completely turing the fight... > > The new one is great. Really fun to use and fair to play against. > > While I agree it doesn't work for Elise or her Spider It's great on everyone else. Varus and Brand LOVE it and Swain and Morgana really dont complain about more Mana. Also the Demon-Buff has now uses besides making GS/Voli even more dumb! > > Speaking of GS - made a Demon/Yuumi MF today since the game refused to give me a Swain... That was hilarious! She ulted like 3 times a fight! x'D (In general: Demon, Sorcs are great!) I don't have an issue with removing the complete burn, but the idea was to be a counter to ability-reliant team comp. Double shojin Pyke was in meta for a long time until demons started being played, and current demons can't deal with that. The only champions to have major issues with Demons were SPECIFICALLY shapeshifters, and that was easily countered by putting them just behind the frontline, or in the case of Shyvana, placing her to walk a space before engaging so she wasn't hit early. Demons was also a large counter to Nobles with the true damage, which, in case you hadn't noticed, is absolutely decimating the game alongside hextech right now.
: I disagree with this post 100% for the most part. hex has forced people to use more strategy than just throw 3 items on one dps and protect the karthus (obviously an example). teams with beefier frontlines wont fall so easily to hex just saying. I dont think the game in general is perfectly balanced yet, but i love hex
> [{quoted}](name=KingSlushee,realm=NA,application-id=RaE1aOE7,discussion-id=a50RE2Il,comment-id=000d,timestamp=2019-08-18T02:46:10.572+0000) > > I disagree with this post 100% for the most part. hex has forced people to use more strategy than just throw 3 items on one dps and protect the karthus (obviously an example). teams with beefier frontlines wont fall so easily to hex just saying. I dont think the game in general is perfectly balanced yet, but i love hex Seeing as how every comp beyond 2 require items on certain champions to preform well and also counter other comps, this has locked everyone into one strategy; build one and hope you get more Jinx than everyone else.
Smyrage (EUNE)
: Uhm guys, let's stop for a moment. Hextech builds were meant for shutting down hypercarry compositions, meaning those compositions which rely a lot on stacking items on a single champion are now more vulnerable. You all kept crying about item RNG and now you cry about that Riot gave something to negate it temporarily? :D I mean seriously, I don't agree with Riot balance at all, but this Hextech champion line is actually neat and necessary. Also certain other compositions basically nullify the threat from others. Like: Demon build makes it impossible to fully utilize Shapeshifters, Sorcerers and Elementalists; championlines which rely a lot on casting abilities. Or Yordle builds nullifying the threat from auto attack reliant compositions, such as Gunslingers, Blademasters and Rangers. Yeah, it might suck that your hypercarry Draven suddenly became useless, but then you can still switch strategy.
> [{quoted}](name=Smyrage,realm=EUNE,application-id=RaE1aOE7,discussion-id=a50RE2Il,comment-id=0009,timestamp=2019-08-15T07:47:44.411+0000) > > Uhm guys, let's stop for a moment. Hextech builds were meant for shutting down hypercarry compositions, meaning those compositions which rely a lot on stacking items on a single champion are now more vulnerable. You all kept crying about item RNG and now you cry about that Riot gave something to negate it temporarily? :D I mean seriously, I don't agree with Riot balance at all, but this Hextech champion line is actually neat and necessary. Also certain other compositions basically nullify the threat from others. > > Like: Demon build makes it impossible to fully utilize Shapeshifters, Sorcerers and Elementalists; championlines which rely a lot on casting abilities. Or Yordle builds nullifying the threat from auto attack reliant compositions, such as Gunslingers, Blademasters and Rangers. > > Yeah, it might suck that your hypercarry Draven suddenly became useless, but then you can still switch strategy. The issue is that every comp beyond 2 became useless with the introduction of hextech. "Hey, stop playing all these now since we added this...!" isn't exactly a winning idea in the minds of regular players.
Madz (NA)
: > [{quoted}](name=Teh Song,realm=NA,application-id=RaE1aOE7,discussion-id=a50RE2Il,comment-id=0003,timestamp=2019-08-14T16:16:58.517+0000) > > Can we maybe give it more than less than a day before such major judgement -_- > > And of course everyone is trying to build hextech right now, they're brand new. > This is going to happen with every new class/origin they add. Are you those spoiled American kids who always get encouraged by trying their stupid ideas even if they were so obviously wrong? The dev is forcing everyone to run hextech comp with brawlers or else your team dies due to the lack of support of items.
> [{quoted}](name=Madz,realm=NA,application-id=RaE1aOE7,discussion-id=a50RE2Il,comment-id=00030003,timestamp=2019-08-15T05:18:30.832+0000) > > Are you those spoiled American kids who always get encouraged by trying their stupid ideas even if they were so obviously wrong? > The dev is forcing everyone to run hextech comp with brawlers or else your team dies due to the lack of support of items. Kids can be spoiled anywhere, man, chill.
: >Spacing. With the random nature of Hextech debuff, you're forced to space out your units in weird ways that greatly decreases the effectiveness of your comp. And since most hextech comps run Brawlers, expect to have to face a blitz as well, which makes positioning even harder and frustrating to plan around. Add to that some Assassins players, here and there, and positioning becomes a nightmare. It's not strategy anymore, it's just unfun and boring to play against. I am denied from playing the game in a very boring and unsatisfying way, and it's not even my fault. That's literally the point of it. You should _not_ ideally be able to get your comp as perfect as you want it in a nice little bubble. Assassins and hextech should accomplish this. The strongest part about hextech isn't the item disable (which I've found to be mediocre) but rather that you force enemies to edit their comp and remove simplistic death balls. This is good for the game: It forces strategy and forces players to consider what their best comp _could_ be rather than just facerolling a corner comp for the umptenth time. You're actually in favor of removing strategy and tactical knowhow. >Debuff duration. 8 seconds... where the average fight lasts for around 12 to 15 sec. It doesn't take a genius to realize that 8 sec is too much time and it's too long of a duration to give to any debuff, let alone a debuff that literally breaks the game. They did the same mistake with Red Buff and Morello. They increased the duration of the burn to 10 sec, thus lowering the damage-per-tick of the debuff, but in the process they increased the amount of time units couldn't heal back up by twice as much as well. It's as if the balance team is full of toddlers who don't know WTF they're doing or something, idk... Fights last way longer than this unless you're running a comp made out of paper. In my games fights usually last 30+ seconds. That 8 seconds at the start of a fight rarely makes a difference, especially with items like FoN, class items or GA. If your fights last 12-15 seconds, it sounds like you're running bad comps oir comps without a dedicated frontline. In which case that's your own fault and you need to reexamine how to fix your positioning or composition. Also you don't get Morello for the damage, you get it for the anti-healing. The damage is just a moderate bonus.
If you think your fights aren't affected by the first 8 seconds then you are blind in addition to being stupid. Aatrox, for example, uses his ability within that time and if he's 2 star with any amount of AP he generally one-shots at least one champ and drops any others to half, if not outright killing 3. The same is true of a lot of champions, and the addition of hextech completely neuters the effectiveness of many units, limiting strategy potential exponentially. As has been mentioned, prior to the addition of hextech most matches on average lasted about 16 seconds.
KarmaDyl (NA)
: Game is still in beta, the game will receive balance patches...
There's a difference between balance issues and broken mechanics making it out of the PBE. This should have never made it to live.
: Ideas to balance hextech
I think the simplest and most practical solution would be to make it an on-hit thing with a chance to disable an item for a duration, similar to how demons *used* to disable abilities, instead of this garbage it is now.
Arsarel (EUW)
: Totally agree. New champs and their abilities are ruining all balance. No matter what you do, they crush your main carry in seconds. Played only 3 times since latest patch, and that was enough for me to lose all interest in game. Hextechs are imbalanced. Devs said that Hex will give more variative gameplay, if fact they ruined it. Don't wanna play TFT until rebalance of Hextechs. You got 2-3 golden champs with 3 items - blah, two stars hextechs without any items will kill them easy. 9.16 worst patch for now, my opinion.
I've WANTED to play TFT, but everytime I remember the cancer that is hextech I remember that it's pointless.
Ana1 (NA)
: I don't think the hextech buff is fun. It shuts down what others are doing. I can see that there is an emphasis on items over champion compositions, particularly when it comes to stacking on draven/swain etc and this helps to mitigate that. However having synergy which nullifies other player's choices just isn't fun. Even when played around, the hextech buff is regularly reducing the amount that I can interact with the game mechanics otherwise available to me. I could see disabling one item for each champion in the area, or perhaps disabling items for less time. That being said, reducing the effect does not change the fact that this buff strictly takes away from player expression, and it being un-fun is a separate issue from wether or not it is too powerful (it seems over-tuned). It seems like the demon passive was reworked for the same reason, that it mostly served to reduce the functionality of others' builds through disabling abilities, which wasn't very fun for the player facing demons, and often not noticeable to the player with demons. The AOE-bomb aspect does introduce interesting spacial puzzles.
The most stupid thing about the demon change, though, is that Elise only uses her ability once and both Swain and Morgana can't gain mana while their abilities channel, so it's literally useless on half of the demons in the game.
: Patch 9.16 Meta lookin stale cuz of Nobles
Demons used to counter them pretty well. Now what? Why would Elise, Swain or Morgana want extra mana? Morg and Swain have to go through the full cast animation/effect in order to get any more mana, and Elise only uses her ability once(completely ignoring the buff allowing her spiderlings to proc it, they don't use mana either). The full burn was a FAIR version of hextech as it was on-hit and countered things like sorcery comps, but still allowed it to do decent damage.
EliFTW (NA)
: Not complaining here, just noting that I don't care for how strong hextech is already. I lose early to get a better draft pick for items to build around, but now that's completely pointless if late game BOOM, no items for half the round? Completely broken in OP in my opinion.
Ruined the game mode entirely for me...
Valkraz (NA)
: Not a huge fan of the Spatula completed items always being on Dragon+... Yes, SOMETIMES it fits the comp I happen to be building, but most of the time it's useless aside from the base stats and even those aren't great. I haven't gotten a full item drop from regular PVE rounds yet, but I'd like Spatula completed items to become less common or non-existent for random drops/dragon drops. The completed Spatula items in the roulette rounds are totally fine, because it's a choice whether to take it or not.
It' would be better if instead it just dropped the two components in PvE. I like the carousel items and how they work because you've still got the choice, but it just feels bad being forced to take a certain item.
: Going to make one complaint about the Hextech buff; I personally feel it shouldn't act as a disarm of ALL items. That's 100% too op and it just makes it an unfair match when say someone also has a Draven with two rageblades who can easily murder your entire team now that they have no items to use. Hextech should only be able to target one item if a champion has more than one item on them not all of their items; sometimes I have items that wouldn't work well on another character so I'll put it on the viable one don't punish me for it by disarming my entire team. You're going to see Hextech be the new Assassin/Glacial teams and eventually people will feel forced to have Hextech buffs, I only like Vi so I only chose Vi from the new champs she was the main target along with my Shen and Ahri which was total bullcrap sine Vi was the only one with two items and one was just a belt. I'm not salty I did a YT video recording in ranked to see what it was all about and that's my only gripe so clearly I like the concept.
My thought is that if anything it should be an on-hit effect that has a chance of working like Demon's burn(which is also a stupid change but I'll deal with it...) which % increases with more of them and maybe only disable one item per proc for a duration. The current thing has made me drop the game mode entirely, which is a shame because I've wanted to play several times recently and then I remember that Hextech is a thing...
Sakaru (NA)
: That's not the case. It specifically says it'll drop a completed item instead of 2 separate pieces. That means if you were going to get, say.. A Recurve Bow and a Giant's Belt in the same round, there's a chance you will instead get a Titanic Hydra. It automatically combines the 2 items you would have gotten, rather than giving you the 2 items separately.
Not quite true. It changes the recurve or belt into a Titanic, not eliminates all other items. Still don't completely agree with the idea, but it's not as bad as you think it is.
: "Strategy in TFT" Lol, that is the funniest thing I've heard. An afk arena doesn't require any strategy at all.
And this right here is the salty guy who lost one too many times {{sticker:zombie-brand-clap}}
Kei143 (NA)
: Spread out your items or your units? It's just 8 seconds, which is around the time a unit gets their ult from scratch.
The first 8 seconds often determines the match. Spreading items is inefficient for synergies such as Rageblade+Shiv, so you get half an item or no items basically. In all honesty it's not a bad mechanic, but it should be an on-hit effect and only hit one item at a time per trigger, with % chance similar to Demon's burn.
Comentários de Rioters
: Major issue with PBE
Even just blind pick would fix some of it.
: Major issue with PBE
My biggest issue is that it's a mode designed for actually testing the game, but no one can even play in the first place. It's an easy fix but Riot has avoided making the small changes they'd need to actually make the game work for the purposes of the actual client.
Comentários de Rioters
Comentários de Rioters
Zrospace (NA)
: S3 adc main looking for good support duo for elo grind
Heyo~! I'm a Soraka main with something around a 75% win rate, but I hate solo-queing so I haven't done much actual ranked outside of doing placements and a bit more occasionally. I'd love to find a solid ADC to play with, and I'm a decent Morgana as well, if that playstyle suits you better. I think I'm either bronze 1 at 100 lp or silver 5 since I have hardly played any competitive this season. IGN is Glasletter, add me and shoot me a message~!
: "There was a problem patching League of Legends."
Delete the following folder: <C:\Riot Games\League of Legends\RADS\projects\lol_launcher Restart League of Legends Found this bit in the League support section and it worked to start up again. We'll see if it stays fixed; I've been seeing a lot of issues with the client since 8.2
: "There was a problem patching League of Legends."
It's let me into the client once or twice, but not for long.
Comentários de Rioters
NRxV2 (NA)
: Looking for a duo to climb with starting silver
I shot you a request. I main support and jungle, although I play a mean Illaoi as well.
Elite515 (NA)
: Looking for a 5th
If ranked what rank are you guys, and what role did you need?
: Silver(pffft) ADC looking for Supp Duo or jungle Duo
I'm down to play some norms with you and see how we work. I'm a Shyvana/Soraka main, although I don't do badly on other champions or in other lanes. IGN is Glasletter.
Comentários de Rioters
KoKoboto (NA)
: Kayle W has 15s CD at max rank
I don't know, I've run Kayle in every position and she seems to work for everything. The only issue is that she doesn't often bring much to the table beyond her ult as far as compared to other champions in the same role. That being said, as a support I find Kayle has some of the best peel/chasing abilities of any support, as her W speed scales with AP and her Q is a massive targeted slow. I can boost my carry to catch up and kill if they're low enough, or I can boost myself into slow range. She plays poorly in the very early game, but once you pick up mana regen(I get charms to fill my inventory first back; no other way to keep up with both healing and being aggressive) then she becomes one of my favorite mid to late game supports. She allows people to be aggressive, allows you to save those who make bad choices, will hardly ever lose lane and straight up laughs at ganks with her massive peel potential. There's a reason I don't main Kayle, but there's also a reason why I pick her when I'm not able to play my usual support picks.
: She's a weird champion that's why. She can be AD or AP, but nobody really knows how to properly build her and position with her.
> [{quoted}](name=Shuyin178,realm=NA,application-id=3ErqAdtq,discussion-id=ZsvaGYKf,comment-id=000100000000,timestamp=2017-09-10T03:07:54.713+0000) > > She&#x27;s a weird champion that&#x27;s why. > She can be AD or AP, but nobody really knows how to properly build her and position with her. Oh how true that is. I've actually been able to play her in every position effectively, such as how I was running support in this game. She has the armor shred that allows her to duel top lane, the range for proper midlane trades, her speedboost helps her both close gaps and escape heavy ganks, has solid waveclear and a hybrid ranged attack so can also run ADC well enough, and as a support she has a heal that can become fairly large tied to a 40-60% movement speed boost, a targeted ranged slow and an ultimate that wins lane easily and is game changing regardless of your level. She even has the AOE and engage for jungling. My biggest issue with her is that she doesn't often bring more to her role than most other champions in the same position can do, with the exception of her ultimate.
: Oh you sweet summer child, you know nothing of the Kayle of old when her ult would last 5 seconds. Something of note is that while she can't take damage, she can still be CC'd so you can still knock her around, stun her, etc etc. You just can't kill her for 2.5 seconds.
> [{quoted}](name=Shuyin178,realm=NA,application-id=3ErqAdtq,discussion-id=ZsvaGYKf,comment-id=0001,timestamp=2017-09-10T02:41:26.365+0000) > > Oh you sweet summer child, you know nothing of the Kayle of old when her ult would last 5 seconds. > > Something of note is that while she can&#x27;t take damage, she can still be CC&#x27;d so you can still knock her around, stun her, etc etc. You just can&#x27;t kill her for 2.5 seconds. That does sound pretty busted... I'm surprised more people don't play her though!
Comentários de Rioters
: Can Shyvana have the ability to E beneath herself in Dragon Form or have a minimum range indicator?
Wherever the fireball hits the AOE is placed. That's what the skill description as set by Riot is. **"The fireball stops upon colliding with an enemy champion."** I'm tired of this as well. I know the champion and I know what she does. The issues you bring up, even if they were as you describe them, are miniscule and not worthy of Riot's attention. If you can't play it then that's on you, not Riot. I can play it fine. Maybe the real problem is just that you don't have the skills necessary. Feels bad, man. {{summoner:14}}
: Repost of Good Champion Idea
I main jungle/support, specifically Shyvana and Soraka. I never have issues with him. I jump on his face and eat him as Shyvana, and yes, even if he's behind his team, which is rare since he's melee. I silence him as Soraka. I'm aware he is a counter to a large amount of abilities and therefore champions, but he is in no way unkillable even on those champions. It is also rare to encounter a team with purely knock-up CC. It happens, sure, but it's rare.
: Can Shyvana have the ability to E beneath herself in Dragon Form or have a minimum range indicator?
The only thing that would have made sense is if you were saying that the champions were closer to the champion than her mouth, so the fireball started farther than the end of the hitbox of the other champion. In that case the only issue you would have would be an understanding of unit collision. That was my reasoning for bringing up Cho'Gath, as he has various issues regarding his size, like being hit by towers from the jungle and such. The fireball has no minimum travel range. If you'd like to add me in game we can open a 1v1 and test it. I really don't mind spending time doing so.
: Can Shyvana have the ability to E beneath herself in Dragon Form or have a minimum range indicator?
As I explained, the only reason you won't hit Jax with a fireball is because you missed. The cast time is irrelevant. The same is true of any skill shot, and you could chalk that up to one of Jax's advantages. He's a mobile champion with a decently small hitbox. Are you saying Shyv has the same issue as Cho'gath? Or any size-increased champion that has a ranged attack?
: Can Shyvana have the ability to E beneath herself in Dragon Form or have a minimum range indicator?
So your issue is the hitbox for said ability? In that case I'd recommend changing the title of your post to "Shyvana's E has too small of a hitbox" or "looks too big", which ironically has nothing to do with the actual current title. Also, I still don't get what you mean by "minimum range", as her fireball can explode the second it comes out of her mouth. That's pretty minimum.
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