Comentários de Rioters
Comentários de Rioters
: Crystal needs to be a 2-3-4 comp, and Crystal-4 needs to be bumped to 50
But then give them the warden buff item, a warmogs, and lunar and cloud buff, then they literally wont die because they can only take 50 damage maximum. Skarner will be unkillable if his third item is lifesteal or quicksilver.
Hibeki (NA)
: AD senna is stil being played because riot has not addressed any of her core issues
She has drawbacks which many ADC's do not. Keep in mind, she is close to Jhin in design too so her being able to deal a lot of burst-ish damage is expected to an extent. - Her biggest drawback is her AA delay. It is massive. One of the longest in the game. And arguably what makes it even worse is that it requires you to become "rooted" during it. This means she has almost 0 ability to kite enemies. - Her E does cloak her, so targeted attacks wont work, but she is always going to be in its center, and is still vulnerable to AOE and skill shots. - Her Q is targeted. So only if you are either in its range, or grouped behind something that is will it hit you. - She has 0 instant damage in her entire kit. Everything has a delay. If you time your cc, you can interrupt it all (except her w, which is slow moving, delay activated, and dodgable). She also cant out sustain with her kit in the early game without burning most of if not all of her mana. - Taking either a hard engage champ or a spam harass champion into her are good ideas. Champions like Nautilus, Braum, Leona, can chain their CC to interrupt her damage. Champions like Lux and Vel'koz can out poke her forcing her Q to be used to heal, not trade (if you position right). - Outside of flash, she cant evade enemies once they are on her. She can W or E, but it wont save her from a burst champion like an assassin. She was already hit hard with the soul collection. Now almost all of them will be from trading, especially if played ADC. Personally I believe this hit support Senna too hard unintentionally, but we will see in time. As for her %health damage... If she didn't have it. Picking anyone who builds health/tank into her means she is screwed since she has poor DPS with her almost non-existent Attack Speed benefits. Her range is alright. Having no mobility in the form of a displacement, makes her one of the few who cant escape or trade by getting quickly in and/or out of range. Sure it scales, but it wont ever get out of hand normally unless she gets to free hit enemy champions who play poorly positioning wise.
TrulyBland (EUNE)
: Inting is not just about intentionally doing something that ends up lowering your team's chance to win (otherwise literally everything with a negative effect could be considered inting). It's about doing something **with the specific intention** of lowering your team's chance to win. So... did that player play the champion **because** it is bad? According to you, the answer to that is no. I would also love to know what you consider a "proven bad champion" in this context.
{{champion:429}} is the champion directly from the game I mentioned, but again, it was just an example game. Your first part answered my question too, so thanks. One of the few who actually answered the question and didn't only question why the game which provoked the thought was URF.
: > [{quoted}](name=JavelinJoe,realm=NA,application-id=ZGEFLEUQ,discussion-id=IGEzJMcW,comment-id=,timestamp=2020-02-03T05:22:14.593+0000) > > Just played a game where a person intentionally played a proven bad champion, specifically because they only played female champions and they had 2 rr but didn't spend them. I'm not against players playing off meta, but if that is your reason as to why... Then you need to get over it. Other people picking a champion you don't like is not inting. We get that you are intensely against off meta picks, but that is not at all reasonable idea to come to.
I clearly stated I have no issue with people doing off meta things. I do it sometimes as well (though not in ranked). And especially in URF and such, I dont really care if you do or not. It is meant to be fun and not taken very seriously. My concern would be geared entirely towards ranked queues. And the real focus is on if that act would be considered inting or not in general since it does not have any basis in some kind of interesting play, strategy, or off meta build. It is only for a purely cosmetic reason. Thus my question.
: ment to be a fun game mode. Player plays for fun other players want them reported for playing for fun. Sounds about right for league.
Never did I say that I wanted to report them for it. I was just curious as to if this counted as inting in general. Playing in URF is one thing. I am not against people doing what they want in non-competitive game modes. It was used as an example. My real focus is on if that act would be considered inting or not. It does not have any basis in some kind of interesting play, strategy, or off meta build. It is a purely cosmetic reason. Thus my question.
Comentários de Rioters
: ALWAYS BLAME JUNGLE! A meme Riot adopted as their mentality and then made into a reality.
They just swapped them with support. Support now is a High damage role, and Jungler is now a utility, vision control, roaming support. Now they get the same amount of XP too.
: Curious why there are no good options for tanky Magic Resistance?
{{item:3091}} I also find is a "forgotten" item. While it does not provide health, for melee champions at least it provides up to 80 (96 with {{item:3065}}, 100 with the revitalize rune also) each auto attack, while also adding 50 MR. I think a few reasons why MR does not have a wide variety of purely defensive items is because there are a lot of other categories filled by MR items as apposed to Armor items. MR is by itself a situational stat. Every champion deals some AD regardless of build because of AA always being at least some part physical damage, and most if not all neutral jungle camps, minions, and structural deal physical (or true damage with certain conditions). For the most part, Magic damage only comes from champions. Furthermore, that damage is split into very specific categories: DOT, Burst, Poke, and AOE. There really is no sustained DPS for magic damage besides maybe {{champion:268}} and even that is mostly considered burst given his build and combo. Keep in mind, champions like {{champion:105}} and {{champion:69}} who do spam abilities, could be considered DPS too, but tend to end up in the Burst, DOT or AOE. Additionally, unlike armor, building direct health somewhat counters Magic damage too. Each type of Magic damage also has either a direct counter item or a direct supporting (not the role) item. {{item:3194}} Counters ability spam users and DOTs. {{item:3001}} supports AOE users, especially engage abilities which center around the champion. {{item:3156}} counters burst. {{item:3065}} partially counters poke because it supports healers and allows to user to better sustain the incoming poke. {{item:3102}} counters burst. I do think there should be another "general MR/Health" item which focuses more or less only on defense. However, {{item:3065}} already is the go to "general MR/Health" item. Maybe an item that has the same function as {{item:3742}} (they would share a unique, named passive so you cant double them up).
: > [{quoted}](name=Mihalikb,realm=EUW,application-id=3ErqAdtq,discussion-id=ng2%%%J0,comment-id=00010000,timestamp=2020-01-28T05:18:58.504+0000) > > There's a pretty simple fix to this but both Rito and the playerbase tend to be stubbornly stupid about it. > > Diminishing returns. Being in CC for 4 or 5 seconds in this game is simply not acceptable. > > Tenacity should reduce snares and slows more and Diminishing returns should handle chain CC. This is actually such a good idea I don't know why it wasn't made before.
Because to use it, you would need to live for 4-5 seconds. You can die in under 1 currently. So it would rarely be used anyways.
: This was the first occurrence given the small sample size we have since Demacia Cup. And it was by two teams; one in which we know has a passive-af style and the other is already slated for a bottom of the barrel standing. It's worth more time once LCK starts and when LPL is able to continue from the virus outbreak epidemic they have
Comentários de Rioters
: ADC Senna
Weaker than support, but she scales better damage wise when allowed to max out damage and gold income. Fun to play either way. Preferably I play her support because I can stack easier without having to worry about maintaining a good cs.
: I agree it is a bit over tuned, maybe the ghosts should only last 7-8 seconds, the real offender is just how powerful lucian is. He basically has 2 spells in one because he can dash during his ult. Not only that but its low mana cost so while dead he can get it off like 3-4 times and nothing can cc him. Maybe double their mana costs while dead, seems like a fair trade off for dying.
just make his ult only have a 50% chance to apply on hits (applies to each bullet). That way he cant just always melt anyone once he gets a giants slayer or 2
Comentários de Rioters
: immobile balanced
Comentários de Rioters
SiG DxD (EUNE)
: especially his Q hitboxes and lockdown with Q refunding CD much counterplay
His Q takes a moment to begin going out, with a tell and while it is short it is not instant like {{champion:111}} or {{champion:53}}. Champions like {{champion:15}} and {{champion:25}} can spellshield it negating the lock-down (morgana's wont break the tether for the second half but neither will her shield necessarily break from just the first half). Others (like {{champion:89}}) can get a spell off to disable his ADC from making use of his hook. Other champions like {{champion:90}} {{champion:35}} {{champion:60}} {{champion:518}} and {{champion:74}} can use deployable "pets"/Traps/clones to intercept it. And of course {{champion:157}} can negate it. Both AD and AP champions have a spellshield item available, as well as QSS and {{item:3222}}. {{champion:25}} {{champion:89}} {{champion:201}} {{champion:12}} and especially {{champion:117}} are decent counter support champions. I will give you that the hit box detection for the Q can be a bit wonky at times, but it isn't a guaranteed hook.
SiG DxD (EUNE)
: akali /mordekaiser as reworks and yasuo /aphelios and thresh should explain wht he created
Thresh at least has clear counterplay / counter champions
Kei143 (NA)
: Which champion are you rolling for and at what level?
usually around level 7 and re-rolling for either infernal, mage or occasionally an assassin
Comentários de Rioters
: Maybe a better solution would be giving hers health bars when they're the only things alive? Changing her to be inconsistent with all other summoners would be...well...*inconsistent*.
Hers are time/shot based, where every other summon is health based. Giving them also a health bar is a huge nerf.
: Exactly. It just creates an unfair RNG. The gap between geting a useless item towards getting a item you can use is just too big.
I think more of the AOE items are worse imo. I would rather have a Glacial or Light item than a Zeke's since having to place my units in a line like that is kind of terrible
: > [{quoted}](name=JavelinJoe,realm=NA,application-id=RaE1aOE7,discussion-id=qeZ08AsJ,comment-id=0000,timestamp=2019-12-14T20:17:05.129+0000) > > And why I have yet to see a tier 4 champion at 3 stars. I've gotten an Olaf to 3-star once before. It was pretty dang broken XD Wish I grabbed a screenshot of it D: (It was after I already only needed one more win for 1st place and the game to end though, so the 3-star wasn't really needed. It was fun to watch his ability pop off though)
It should be (and is to an extent already power wise) an instant win given how rare it is.
Xhaiden (EUNE)
: Rewarding variety (player with rarest units)?! 🤨
I wonder if each player has a personal pool of champions. Where the amount of them is unique to the player, but secretly influenced by a factor of appearance and rarity (in terms of champion price tier) for psudo-rarity. For example, there could be 24 druid champions (assuming max 9 of each). But only 5 max for purple and higher tier champions. However, every instance of a purple of higher champion being bought (or taken from the carousel) and sold adds one of that champion to the pool for a few others. The amount added likely caps at some lever per tier of champion, or maybe functions slightly differently based on champion tier. This would explain why up to tier 3 (blue) champions are commonly got to 3 stars. Players are very likely to buy and sell under tier 4, sometimes even tier 4, but it is fairly unlikely. And why I have yet to see a tier 4 champion at 3 stars.
Comentários de Rioters
: Nerf Lucian
Defiantly needs his ult mana increased. And since Senna is 100% on the team already since she is a 2 star champion, his on-hit damage is too high. Give him 2 Giant Slayers and he is pushing out insane damage each ult. Plus 2 units have to die at most 2 times in order to kill him (soulbound passive + 1 GA for each).
Moody P (NA)
: The flaws in the item system are the root of most problems
We need more role specific items. Similar to how melee and range have a specific item(s). We need one for those who are classified as certain rolls (like assassin, marksmen, juggernaut, etc..). Warmog's 3000 hp requirement is also a good option. It allows for high stat champions to benefit, but those who need only a little to do a lot wont. That way champions who need utility items or stat-stick items can get them while not giving them to champions who could abuse them.
JoshTGW (NA)
: > [{quoted}](name=JavelinJoe,realm=NA,application-id=3ErqAdtq,discussion-id=6yErb9Q3,comment-id=0000,timestamp=2019-11-10T04:48:26.886+0000) > > The free leaver idea has been more or less suggested many times. It never will happen because players will abuse the hell out of it. Doing bad just means one player takes the hit while 4 take a free "loss" with out any downside. And the winning team is not immune to the downside of this either. Winning by a team "losing by teammate quitting" is not a good way to measure skill level. It makes boosting, skill manipulation, etc... easier since all you have to do is get the other team to have one player rage quit, so the rest can FF for free. > > If anything this only will create a far more toxic environment where teams will gang up on one member to try and get them to rage quit. Especially with a single and a pair of 2-man premades, you can guess who gets all the hate once they start to lose. > > Another thing, what if my power goes out for maybe 2 seconds during a wind storm? It takes maybe 30-40 seconds to get back in the game (for my PC at least). That is more than enough time for my team to quit. I could have even been dead for the entire time, but now I get the entire loss penalty for a game I still was able to finish without any downside for my short disconnect. Maybe the power didn't got out but I got some server disconnect, lag, or whatever. Nothing game costing but enough time to allow a team to quit, like 10 seconds. > > They already have the 3 minute AFK remake in the game. That is likely all you can expect for this kind of thing. People already rage quit in general, this idea for enhancing leaver penalties wouldn't make a difference towards players being more or less aggressive or toxic. Toxicity exists in any and all games, not a way to flush it out, it's always the same story. High rank players using alternate accounts already make players in lower elos rage quit even now. You can even see Youtubers doing the same thing. Also you do realize players use their accounts to also sabotage (troll) matches by leaving them purposefully, so how is that not worse than what YOU believe is the worse-case scenario for my idea? Just because you get disconnected by some storm doesn't mean it's the same case for other leavers. A majority of leavers are in fact rage quitters who can't seem to play the game when things aren't going their way. The amount of people leaving the game seems to be only getting worse and is seen actually frequently. /remake is only for when someone FAILS TO CONNECT to the game and doesn't do so. /ff comes at a later time forcing the players to endure a miserable match until a certain time in the match. My idea for "Free Leave" is strictly Quality of Life and if you're regarding alternate accounts used by high elo players, this idea would make no difference towards that. If you can't play the game, then why should other people suffer just because you can't handle it or don't want to play? How will this make the game more toxic when this idea of mine if focused solely on Quality of Life and with players already being toxic as it is? How is it remotely fair that the players you queued up with have to put up with you leaving?
While your idea is good intentioned, exactly because the game is full of toxic players and "trolls" is why this would not work. Sure it is good for those who follow the rules, but honestly they are not common enough to offset the toxic/troll players. Actually a big issue with this is in rank balancing. Since there is no punishment for losing a game where you would likely lose anyways (or the player would not be rage quitting unless other reasons are present), you basically dont go down in LP as often. Meaning you gain more often than lose or in other words, you will find a bunch of players with inflated ranks because of this. You will have players who reach silver, gold, and platinum who truly dont deserve to be there based on their skill level. Players playing above their skill level will lose way more often, and become more toxic because "matchmaking balancing sucks", which in this case would be an actually agreeable reason. The only way to remedy this would be to make the game more or less a dead game. Winners dont win any LP and losers who didn't quit do not lose LP. But that just makes it a big waste of time for everyone.
JoshTGW (NA)
: Suggestion: Enhance Leaver Penalties and Allow "Free Leave" idea in Case of Leaver
The free leaver idea has been more or less suggested many times. It never will happen because players will abuse the hell out of it. Doing bad just means one player takes the hit while 4 take a free "loss" with out any downside. And the winning team is not immune to the downside of this either. Winning by a team "losing by teammate quitting" is not a good way to measure skill level. It makes boosting, skill manipulation, etc... easier since all you have to do is get the other team to have one player rage quit, so the rest can FF for free. If anything this only will create a far more toxic environment where teams will gang up on one member to try and get them to rage quit. Especially with a single and a pair of 2-man premades, you can guess who gets all the hate once they start to lose. Another thing, what if my power goes out for maybe 2 seconds during a wind storm? It takes maybe 30-40 seconds to get back in the game (for my PC at least). That is more than enough time for my team to quit. I could have even been dead for the entire time, but now I get the entire loss penalty for a game I still was able to finish without any downside for my short disconnect. Maybe the power didn't got out but I got some server disconnect, lag, or whatever. Nothing game costing but enough time to allow a team to quit, like 10 seconds. They already have the 3 minute AFK remake in the game. That is likely all you can expect for this kind of thing.
Comentários de Rioters
: > [{quoted}](name=IncrediPhiLL,realm=NA,application-id=9hBQwnEU,discussion-id=lE0kjsyh,comment-id=000100000000,timestamp=2019-09-09T05:07:34.553+0000) > > > He's a regional player and if you want to be successful regionally, then DL is your guy as long as you have strong laners who can carry him... but he's a paperwieght in international play. TL better off trying to trade him before Worlds even starts. Well TSM already tried what you suggest. How did that work out for them again?
3 consecutive split victories then he left.
Zeyphel (NA)
: He said in General, not ahead in the game. If someone from the balance team has that opinion, then there is no hope for League.
I know. Not the first time something like this happened. Actually this is fairly common sadly. At least it has not been as bad as juggernaut release or the worst point back in the lethality meta for a while now.
: TBF they made galio into such a generalist that whenever he was good he was pick/ban. His original kit, and even the one he has now is good on paper but his numbers both damage and cd wise are kept bad until they think of how to fix him.
> kept bad until they think of how to fix him. Ah yes the old RIOT special. Make the champion garbage and near impossible to play as until they age like a cheep wine and are slightly reworked with 2 new skins and/or a chroma.
Zeyphel (NA)
: Riot August: "Champions like Rengar One-shotting you is GOOD FOR THE GAME. The game becomes a lot more 'bland' when it is all about skill shots" Do I have to point myself his IQ level?
If he was fed, or it was right at his item spikes AND vs an appropriate target then maybe, but anyone regardless of items from a very early level screams unbalanced champion a.k.a "bad for the game".
: Since Darius doesn't have any marker showing him if his ult is going to execute the enemy or not, it wouldn't make sense for him. Also, showing allies the execute ranged for all their allies would be kinda confusing if there are multiple champions with executes on the same team, wouldn't it? For example, if I am playing Urgot and our supp plays Pyke, then it would have to show our allies 2 different execute borders.
Maybe mark it with a color or a small icon of the champion. Maybe an arrow or something could work as well.
SCP 106 (NA)
: BELIEVE IT OR NOT GUYS, RIOT NEEDS MONEY AS A COMPANY TO KEEP RUNNING, I know this is a lot to take in, but its just the truth
This amount of money wont save or break them. They make so much more from sponsors, general merch, and the skin/champion trade. Plus it would not surprise me if pro streamers had a portion of their income from stream donations taken.
Comentários de Rioters
: Not really sure why TSM benched Grig when he and TSM were 4-0 with him and even improved from his 2018 performance. TSM legit went full 100 Thieves when they benched Akaadian and Grig similar to 100 Thieves after an impressive Finals(Meteos) and weeks before Worlds 2018(Codysun). Also, I've been saying this for 3+years now, "Bjergsen plays too damn passive" especially in today's league/meta where the aggressive players/plays gets the WINS. He's a better version of Froggen.......he farms well, he needs every blue, it's a meme "SOLOMID" with the years of constant camping for such, plays passive each game.... and for what? To barely win games around the 40 min mark each split? People can say all they want about Bjergsen and **YES** he's a **GREAT** player! but let's stop acting like you can't replace him. Caps left Fnatic for G2 and Fnatic literally found a replacement just like that and NA could honestly just find another EU mid. Cloud 9( Hai - Jensen - Nisqy) it is possible to actually MOVE ON. Bjergsen has been the constant variable on TSM but never gets the blame.... Reginald {{champion:62}} Go to Europe and scout mid laners..... don't want to spend $ on an EU Challenger player that's fine! You can legit get a Gold EU player that will match the skill of the NA players.
I would say it is management and or other staff, not necessarily team players. Bjerg is playing differently because that is what they want him too. Also, the META may shift to more aggression, but without solid side laners, what is he going to do? BB and Sven were underwhelming for most of the series. And after 2 games on Sej when you lost both times badly in the jungle, maybe let him go onto a new champion.
L0ngball (NA)
: Team Pass Very Underwhelming
>a TSM emote as the only half decent thing out of 12 weeks of effort. Sadly speaks for the team as well. Hope someone shakes up coaching and/or management or whoever decided that series of "fuck-ups" were the best strategies to win. I mean, 1 weekend (2 games) of decent play is enough proof you are good for playoffs? Sure you are talented and did alright, but you did just alright vs 100 Thieves who didn't even make playoffs, and got beat (badly) by a "throw comp" vs TL. But yeah, not giving Braum or the base skin was kind of a bad idea considering you did require players to pay for it.
: For some reason i think that -as an EU watching NA teams- that C9 is the strongest team. With strongest is that they survive and pull their weights and win the crucial games. The proof is their presense in Worlds each year regardless of highs and lows in regular season . Aslo is this 2 or 3 seasons straght that in Worlds, C9 consistenly play the 2nd week with 3 games in a row make it out of the group stage strong and convincing. After in the knockout stage they play decent and represent the NA very well ( at least in my eyes). In the end they give NA more results and face in international stage and thats for me C9 is the strongest NA team- its not important how many times they fall, they will always stand up and fight ( plus I find sneaky adc performance more stable than any other adc in NA). On the other hand, TSM and other teams with World stage experience they choke in big matches or important matches and fail at the last leg of the tournaments/Worlds etc
C9 is consistently reliable. TSM is now likely to be seen as what was once the big showcase team for NA. But after today, likely all of that image has been broken for the near future for a majority of the viewers. The ones to blame for that are the coaching and managing of TSM who could not decide on an identity and build towards a solid core foundation aside from "Bjerg will hopefully pull us out if we cant win by sheer talent and enemy mistakes." TSM is great at capitalizing on mistakes and drafting big name players. Aside from that, its anyone's guess. The players have the aptitude to win, but without consistency, or some adaptive game plan, you cant expect to win. TSM likely has the best potential for all NA teams since all of their players have a lot of talent. Enough to fumble their way into playoffs with almost no set of easy win conditions besides scale for late game, split push, and poke comp (the 3 most played types with obvious and many counter strategies known). But without any sort of guiding objective / image to try and build a team around, that potential is wasted. The thing about back when it was "Bjerg and 4 wards", was that it worked. It is the original funnel strategy. Also I still cant understand how you dont make significant adaptations after 2 games of best of 5 have proven something was an issue.
Undustas (NA)
: > [{quoted}](name=Barkley,realm=NA,application-id=RaE1aOE7,discussion-id=85Ec89lj,comment-id=00000001,timestamp=2019-07-30T04:13:31.728+0000) > > Dear Silver 1 TFT player > > hi, plat player here... > > TFT is about half RNG and half skill expression in its current form. Whover gets the: > - Cursed blade lucian w/ gunslingers > - Thornmail/Dragons Tooth/Warmogs Braum w/ just about anything. > - 4-piece glacial w/ just about anything. > - 4-piece demon w/ just about anything > - 6-piece yordle (its not hard) > - Warmogs/Gunblade Shyvana w/ shapeshifters or elementalists or both. > - Gunblade/Warmogs Aatrox w/ demons or blademasters or both > > First...... wins. > > Now i'll grant you -- getting to some of these strats does require some resource management and discipline -- which could be perceived as "Skill" > > But still -- its about half RNG. > > Thank you for your time. I 100% disagree. The game has rng elements for sure, but 50%???? Then explain people with 65% win rates? Explain Scarra getting 2 accounts to Masters? Explain how Masters are winning no matter what is thrown at them? Im only silver 1 for now, i only have 35 games played. I have a 64% win rate for top 4. Just lucky i guess!
There is no promotion system. Just get to 100 and you rank up. Place top 4 and you gain LP. The high elo players tend to play ALL DAY LONG. It is their full time job to do so. Most players could be that high if they played for the majority of their time spent awake. Just placing top half is why it requires "skills" to get high leveled accounts? You need simply be luckier than 50% of players. Anything more is just a bonus.
Undustas (NA)
: Oh? Then explain how people are climbing ranked? I'm 1 game from gold.. how did I make it from bronze?? Just all of if are lucky I guess... All them Masters ranked Elo players just lucky every game, no skill involved. You don't know how to play yet to you chalk it up to RNG because you can't fathom the idea that you're the one who is playing bad. This isn't new, that's literally what half the posts on these forums are... Breaking news...you're losing because of you.
Im not saying there is no skill involved, because there are some good (and bad) habits and strategies many players use. However, the main game play is all RNG based at its core. You cant decide what items drop, you cant decide which champions you can select from when you rr. All you can do is hope what appears is something usable or at least not too far off of your current comp that it is worthless to pick up. I have lost many games simply because of item differences. And not just by item types, but by quantity as well. How can I beat a player who has 7-8 full items with my 4, even when we are about equal comp wise? I cant control how many items I get, champions I get to chose from, the opponent I face next, who my champions attack and focus, because it is all up to RNG.
Comentários de Rioters
Undustas (NA)
: Games not rng. Do better.
It is heavily RNG based. WTF are you playing, because it is not TFT?
Comentários de Rioters
pryda022 (NA)
: ranked needs to be solo q only
That is just general strategy any solo can do. No one says you have to use every champion you buy. This game mode is always a solo game at the core.
: Tell me a time where you've ever been stomped by an Ashe without Glacial. Exactly. She's fine, Glacial isn't. And Sej takes a ton of mana to use her ability and thus typically only does it 1 time per fight and requires investment into T2 Sej (sometimes even with more defense to survive long enough).
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JavelinJoe

Nível 186 (NA)
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