: Can Ezreal's Q be treated as a crit?
the term "counterplay" means something you do actively while playing against the champion. it doesn't mean which items you choose to build. that is called counterbuilding. Ninja Tabi already does what you want. It reduces all of the bonus damage from Ezreal's Q including the damage from Sheen or Trinity Force. As for counterplay... you literally just dodge it.
: ARAM Balance Update Thread
Please be more clear about the buffs/nerfs when presented in patch notes. When I saw buffs to Maokai and Fiddle I was like WHAT?!! The patch notes should indicate a champion's current status.
: Blitzcrank Changes Heading to PBE
The new passive would make it detrimental to have >1.0 attacks per sec. If your attack cooldown is like 0.9 for example, then your second attack would hit 0.1s too early while the mark is still applied. Then your 3rd attack can apply a mark, which would happen 1.8s after the first mark. This is direct anti-synergy with the attack speed steroid on his kit.
PhRoXz0n (NA)
: Crit Item Explorations Part 2
I said this in the previous thread and I'll say it again I think the strategy of pushing around numbers on crit items has not been effective for the past 9 years. There are deep issues with the whole concept of RNG crit in a competitive game, and the characters who use it right now are really binary by design. Either they power spike early and melt people with basic attacks or they don't reach the power spike early and they're irrelevant until late game happens. I think you have to solve these deep design issues if you want crit items and the champs that use them to be healthy in the long term.
: PSA: Zyra and Brand are NOT supports
Support the position is different from Support the character archetype That's why they call the support classes things like Enchanter, Vanguard, Warden, etc... In theory any character can be taken to the support position, so in some metagames there are characters that don't play a supportive role in terms of character design, but fit in the support position really well. So it is totally valid and correct to call such a character a support if that's their strongest position currently. I'm not defending Riot's continued failure to make Brand and Zyra good mid laners though.
PhRoXz0n (NA)
: Crit Item Explorations
Why not remove the RNG from crit somehow? This just looks like another iteration of pushing around numbers and hoping it works out, which has been the approach to crit for the past 8 years.
Rexxiee (NA)
: Even TF blade wants akali to be reverted
The only problem with new Akali is her new shroud. It's the kind of thing where Riot just _had to make it unique_ even at the cost of game health. Aside from shroud, the rest of her kit has more interesting gameplay and more counterplay compared to her old boring point and click kit.
Gall (NA)
: Hi, I'm a Brand main.
If they're gonna mess with Brand I hope they improve his mid laning and nerf his support power.
Comentários de Rioters
: Trundles pillar deals 1 true damage for assist purposes.
If this is true it's an implementation detail. It's not defined as a "damaging ability". The 1 damage is a hack because to be blunt, the LoL engine sucks. They kept having to bandaid on shit through hidden damage and things like that, and it creates nonsense edge cases such as this one with Dark Harvest. Things should interact based on how they are defined, not by how the programmers were forced to implement them due to engine limitations.
: you sire are wrong pykes ult actually has to hit
Well yeah Pyke's ult needs to "hit" meaning that the enemy has to be within the area of effect. But Dark Harvest will trigger regardless of whether Pyke's ult is the damage or the execute.
: Celerity sucks ass.
It's not supposed to be good if your only bonus MS is from boots. The stated purpose of the rework to this rune was to make it more niche because before it was too universal. But personally I think it's pretty weak and very few champs really care about it. It seems _too_ niche now.
Comentários de Rioters
: because fleet scales way to hard ap i know they just nerfed it but really its still way to strong for ap users, i saw a kass heal 500 off it.......mid game
> [{quoted}](name=King Grymm,realm=NA,application-id=3ErqAdtq,discussion-id=WK48suOj,comment-id=00000000,timestamp=2018-11-22T11:55:07.003+0000) > > because fleet scales way to hard ap i know they just nerfed it but really its still way to strong for ap users, i saw a kass heal 500 off it.......mid game He would need 1500 AP to do that.
Zéychin (NA)
: Again, I don't disagree with you, but that's how Dark Harvest is applied. It is applied first so that it maximizes the potential damage of any % health-missing execute (like Lee Sin and Elise have) in the game. That has the side-effect of Pyke killing you at considerably higher health. Not arguing balance, just stating that it is working as Riot had intended it.
I mean the damage which applies DH should not occur on the same cast as the actual execute. It should be either damage + DH or execute alone. If you think about how the logic for this ability should be, it should be like this: First you determine if there should be normal damage or execute. Then you apply the chosen effect. If the chosen effect is damage then you get DH. If the chosen effect is execute then it shouldn't really matter. But apparently how it works is, it first applies damage, then it checks to see if it should execute. This produced the correct behavior before, but now with DH it doesn't. or IDK maybe it doesn't apply damage first. Maybe DH just triggers because the ability is flagged as a damaging ability even in cases where it doesn't deal regular physical damage. Like I know that the execute is technically implemented with damage but by the game mechanics definition it isn't "damage".
: >Offensive items are significantly stronger than their defensive counterparts currently Can't agree enough how true this is, here's a few examples... * Anyone with a lot of Armor = {{item:3071}} * Anyone with a lot of Magic Resistance = {{item:3135}} * Anyone who builds {{item:3194}} (reduces 20% of magic damage taken over 4 seconds) = {{item:3151}} (reduces the Adaptive Helm magic damage reducement to 10%)
> [{quoted}](name=Darkin Hybrid,realm=EUW,application-id=3ErqAdtq,discussion-id=YwyPg6YV,comment-id=000100000000,timestamp=2018-11-21T10:04:32.405+0000) > > Can't agree enough how true this is, here's a few examples... > > * Anyone with a lot of Armor = {{item:3071}} > > * Anyone with a lot of Magic Resistance = {{item:3135}} > > * Anyone who builds {{item:3194}} (reduces 20% of magic damage taken over 4 seconds) = {{item:3151}} (reduces the Adaptive Helm magic damage reducement to 10%) You got the math wrong on Adaptive Helm vs Liandry's. 0.8 * 1.1 = 0.88, meaning the resulting damage is still reduced by 12% % damage reduction is "more powerful" than % damage increase. Even if they are both the same number you will end up with reduced damage. 1.1 * 0.9 = 0.99 IMO Adaptive Helm is one of the few defensive items that is actually really strong.
: 100% fully and completely agree with you about that....however, my fear is that if RIOT does decide to work on the resolve tree it will be less of "how can we improve defenses and make them more interesting?" and more of "let's just add 5 damage to every rune here" given their recent track record. So buffing defensive shards is a safe, easy, and quick alternative.
Well look at how they recently decided to replace Crysalis instead of replacing Bone Plating. I think people are asking for Resolve to be better at actual defense and Riot is (probably begrudgingly lol) listening.
Zéychin (NA)
: It's working exactly as how Dark Harvest was intended to when it was reworked. Not saying that's a good thing -- they are hotfixing (hotfixed already? Unsure, haven't played since last night) Dark Harvest in general because it was too strong. The Dark Harvest damage procs before the damage source (ability/autoattack/Ignite, et cetera) procs.
The problem is the ability isn't supposed to deal damage, and then check if the target is in execute range. It's supposed to either do damage OR execute.
Rexxiee (NA)
: Watching pyke R kill half health squishies with rank 1 ult feels wrong
Sounds like a bug with how dark harvest interacts with his ult.
: You're right about the gold values of the stat runes. However, I don't think it would be a bad thing to get more overall value out of the defensive runes. Offensive items are significantly stronger than their defensive counterparts currently. It's a large part of the reason why we're in this ridiculous oneshot meta (the other parts being ~~itemization~~ masteries and patch buff power creep)
Resolve still needs some work. I think that is more important than buffing the stat shards.
: Will we get a new keystone rune to replace electrocute?
My initial thoughts are that DH is better for DoT champs who can chain multiple procs more easily with less commitment than other champs since the reset mechanic is delayed. And Electrocute gives you way more early game power on champs that were already using it for their early game.
: Defensive stat runes need to have their values doubled (or more)
If they are doubled that puts them roughly on par with the offensive shards in terms of gold value, so any more than double would be too much.
: Karthus dark harvest exploit.
It can trigger from any damage so yeah, the Liandry's will burn long enough to proc again after the delayed reset. This is the same for other champs too.
iiGazeii (NA)
: No knock ups. No dashes. No multi-casts. No resets. Are you sure Riot made this champion?
Yeah this is how they design mages.
Comentários de Rioters
: > [{quoted}](name=Khristophoros,realm=NA,application-id=3ErqAdtq,discussion-id=thGdEJEp,comment-id=000100020000,timestamp=2018-11-20T18:29:14.986+0000) > > According to the numbers, the strongest shards are the adaptive force shards. > > You guys are just going with your gut. You haven't analyzed this at all. > > Yes, the armor one is clearly better than health for _jungling_ like of course any of those shards will have situations where it's good. But in general the best ones are the adaptive force shards. They give you 200-ish gold of stats vs 100-ish from the defensive shards. And speaking of jungling unless your champ sucks at jungling you're gonna want the AD for faster clear. Did I ever say that the defensive shards were better than the offensive? No? Then what the hell are you going on about? Absolutely none of my rune pages (that I've updated) take defense in anything but the third row, where it's absolutely mandatory and I'm given no choice. The only ones who take attack speed over straight up AD / AP are the ones where there's a good reason (scales strongly with AS, helps with jungle clear, ect). You can't move the goal posts; that's bullshit and you are absolutely aware. We're having a conversation here about the DEFENSIVE rune choices, and how the health one is an absolute trap and not worth its salt when compared with flat resists. Bring in the offensive ones, which are inarguably better, when they're not being discussed is a slight of hand at worst and straight up dishonest at worst.
> [{quoted}](name=MorganFreemanBot,realm=NA,application-id=3ErqAdtq,discussion-id=thGdEJEp,comment-id=0001000200000000,timestamp=2018-11-20T21:19:56.363+0000) > > Did I ever say that the defensive shards were better than the offensive? > > No? > > Then what the hell are you going on about? Absolutely none of my rune pages (that I've updated) take defense in anything but the third row, where it's absolutely mandatory and I'm given no choice. The only ones who take attack speed over straight up AD / AP are the ones where there's a good reason (scales strongly with AS, helps with jungle clear, ect). > > You can't move the goal posts; that's bullshit and you are absolutely aware. We're having a conversation here about the DEFENSIVE rune choices, and how the health one is an absolute trap and not worth its salt when compared with flat resists. Bring in the offensive ones, which are inarguably better, when they're not being discussed is a slight of hand at worst and straight up dishonest at worst. The health shard breaks even with the armor/mr shards in gold value at level 6. At higher levels it gives you more in terms of gold value. My point was that both types of defensive shards are weak. Not only the health ones.
: > [{quoted}](name=Khristophoros,realm=NA,application-id=3ErqAdtq,discussion-id=thGdEJEp,comment-id=0001,timestamp=2018-11-20T09:40:32.359+0000) > > It seems just about as weak as 5 armor/6 mr to me though. It's not. 5 armor is the strongest choice by far. If you're a jungler, the damage reduction it gives over your first clear is well beyond 90 health, so it's more effective in the first few levels than the other rune is all game, and it only gets better. Likewise, the damage reduction provided in lane is also insane. It's going to reduce 90 damage, just from auto poke / a couple of trades, over the first few levels on its own. That again out strips the other rune, and that's just until about level 4 or 5. If the health rune had been a FLAT 90 health, it would have been good. That would've been a couple of autos / an auto and a half an ability (ect ect) early game, and.. Well, not terribly appreciable late game. As it stands its garbage, it gives you half a support auto worth of health around level 6. Yippie.
According to the numbers, the strongest shards are the adaptive force shards. You guys are just going with your gut. You haven't analyzed this at all. Yes, the armor one is clearly better than health for _jungling_ like of course any of those shards will have situations where it's good. But in general the best ones are the adaptive force shards. They give you 200-ish gold of stats vs 100-ish from the defensive shards. And speaking of jungling unless your champ sucks at jungling you're gonna want the AD for faster clear.
GigglesO (NA)
: > [{quoted}](name=Khristophoros,realm=NA,application-id=3ErqAdtq,discussion-id=thGdEJEp,comment-id=0001,timestamp=2018-11-20T09:40:32.359+0000) > > It seems just about as weak as 5 armor/6 mr to me though. Which are both worth half of the AD/AP values
Going by gold value of stats, you're correct. That's pretty funny. Riot really doesn't want people to use the defensive stats apparently.
: > [{quoted}](name=Khristophoros,realm=NA,application-id=3ErqAdtq,discussion-id=thGdEJEp,comment-id=0001,timestamp=2018-11-20T09:40:32.359+0000) > > It seems just about as weak as 5 armor/6 mr to me though. 5 armor on low armor champions provides a MASSIVE boost in damage reduction. And you can apply it twice for 10 armor or 12 magic resistance. Couple that with shield bash providing armor and magic resist on shields and some champions {{champion:77}} {{champion:14}} {{champion:6}} can easily get 11 bonus armor at level 1-3, champions that already have an easy time against aggressive laners. Armor and magic resist works in % damage reduction. The lower your armor already is, the more effective each point you gain will be. That means the health will NEVER be the right choice, and the armor will NEVER be the wrong one. You'll be seeing every single player in the game with it in a day or two from now. Meanwhile, that health bonus? That's never going to be helpful. The patch hasn't been out for a day and it already needs to be changed. It might be different if it was HEALTH PER LEVEL, but no. It's HEALTH AT LEVEL 18. +90 max HP. Or +5 armor / +6 magic resistance. There's not even a choice there.
lol at saying 5 armor/6 mr gives "massive" damage reduction... what? I looked at the gold value of these rune shards. At level 1 the armor/mr ones are obviously better. They give you ~100 gold worth of their stat. Health shard at level 1 gives you 40 gold worth of health, and it reaches ~98 gold worth of health at level 6. So that is basically the break even point in terms of pure gold value compared to the armor/mr ones. I will acknowledge that the armor/mr ones are way stronger at level 1 but the actual effectiveness depends on a lot of variables and ultimately we're talking about really tiny amounts of stats.
: The defense rune stat path has another "fake" choice, as usual with health runes
DraXilla (NA)
: Bringing Back Kassadin's Gameplay Identity (and how)
In concept, I agree with you totally. The ult having long range was what gave him an identity, made him fun to play, and gave him unique gameplay. He needs a bigger rework because his damage is too reliable. There isn't any counterplay once he's ahead or it's late game and he's full build, unless your champ has specific mechanics that can nullify his damage with timing. I really want his old ult back that didn't cost a million mana after a few casts, and had a high cast range. I'd take huge changes to the rest of his kit just to have that back. Tear it all down and give back his ult that gave him an identity.
: > [{quoted}](name=Khristophoros,realm=NA,application-id=3ErqAdtq,discussion-id=F4ZG1Iqg,comment-id=00000000000000000000000000000000,timestamp=2018-11-13T19:00:16.561+0000) > > [DELETED CONTENT REMOVED - ULANOPO] You said it yourself, java and java script are not the same, java script's interpreter is built into most browsers, java script is not timing sensitive as that accuracy is kept for other programing languages. Browsers are not magic, there is no instant reaction even when running the code locally. unfortunately it's not accurate because browsers interpreters are not built to be that accurate and fast, they are built to be efficient. This is why HTML5, JAVA, ect have dedicated processes that handle those tasks. You ask me to submit proof.. i need none. i also don't need you calling me a liar. I can also make mistakes.. i am human. where is your humanity?
Anyway I am gonna have to stop posting in this thread because I got moderated for calling you a liar. I am really tired of people like you claiming to know about programming and making posts like "that thing sucks and is badly coded" when you actually have no idea what you are talking about. To me that is being a jerk, but apparently I'm a jerk for calling you out on it. Peace.
: > [{quoted}](name=Khristophoros,realm=NA,application-id=3ErqAdtq,discussion-id=F4ZG1Iqg,comment-id=00000000000000000000000000000000,timestamp=2018-11-13T19:00:16.561+0000) > > [DELETED CONTENT REMOVED - ULANOPO] You said it yourself, java and java script are not the same, java script's interpreter is built into most browsers, java script is not timing sensitive as that accuracy is kept for other programing languages. Browsers are not magic, there is no instant reaction even when running the code locally. unfortunately it's not accurate because browsers interpreters are not built to be that accurate and fast, they are built to be efficient. This is why HTML5, JAVA, ect have dedicated processes that handle those tasks. You ask me to submit proof.. i need none. i also don't need you calling me a liar. I can also make mistakes.. i am human. where is your humanity?
Additional thing to address: >This is why HTML5, JAVA, ect have dedicated processes that handle those tasks. First of all you messed up your terminology. A "process" is a separate program. Perhaps you mean a dedicated function for performance profiling, which is true. All programming languages have functions specifically for this. HTML5 does not have these because it's not a programming language. JavaScript has them.
: > [{quoted}](name=Khristophoros,realm=NA,application-id=3ErqAdtq,discussion-id=F4ZG1Iqg,comment-id=00000000000000000000000000000000,timestamp=2018-11-13T19:00:16.561+0000) > > [DELETED CONTENT REMOVED - ULANOPO] You said it yourself, java and java script are not the same, java script's interpreter is built into most browsers, java script is not timing sensitive as that accuracy is kept for other programing languages. Browsers are not magic, there is no instant reaction even when running the code locally. unfortunately it's not accurate because browsers interpreters are not built to be that accurate and fast, they are built to be efficient. This is why HTML5, JAVA, ect have dedicated processes that handle those tasks. You ask me to submit proof.. i need none. i also don't need you calling me a liar. I can also make mistakes.. i am human. where is your humanity?
JS may be slow but it is not slow enough to matter for this case. It easily measures timing at the 1ms time resolution. In fact this is not a programming language issue, which is something I've been trying to explain to you. This is purely an issue of how the browser's async callbacks may be implemented. It most likely has a 1ms or so added from operating system thread wakeup time. This same delay would also be present in a native application if it was relying on thread sleeps. I've told you this like 2 times already but you don't understand what I'm talking about. There is one issue I can think of. The browser's rendering engine may take a few ms to update the color when it changes. This is not a problem as long as the JS code only starts the timer after the color has been changed. Anyway there is like a 1ms or so added to the reaction time, it is like a 0.5% or less inaccuracy for average human reaction times so it doesn't matter. Even if somebody has extremely fast reaction times of like 100ms we're talking about a 1% inaccuracy.
Saif Hani (EUW)
: Why Iron is below bronze? and why Riot added it?
Difference between bronze divisions is too large while difference between gold divisions is too small. Adding Iron allows them to take the 5 bronze divisions and make 8 iron/bronze divisions, without turning every other tier into 8. I guess they figured that every other tier can be spaced correctly with only 4 divisions each. So they're basically saying they've identified a vast range of players below silver who need more divisions to separate them. I imagine it looks like this shitty MSpaint thing I made: https://puu.sh/C150Z/6380831b83.png I didn't include plat+ because too lazy
: Was trying to keep it noob friendly without writing all that. Also java and java script may be different but both still rely on the same web browser interface. Because all i would have to say it "that delta timer is trash" but only a few would understand what that means. And no using a browser to show that kind of timing is bad. That's why games in browsers make use of higher level code where essentially the browser is nothing more than a window showing the data from another process. <this can be accurate. In the end browsers and java script are not accurate for this due to several different factors -1ms is hardly correct.
You are completely wrong. Java does not rely on the browser. Like I said, it has not been used in web browsers for years. The only significant bottleneck in this type of application is the thread wakeup time which is operating system controlled, and it is usually around 1ms or so. This is going to be there in any application regardless of JS in browser or C++ or whatever you want, as long as the implementation relies on thread sleep, you are looking at another 1ms or so. Any other overhead you get from the browser is going to be negligible in this use case.
: @Riot Can we expect to have some sort of compensation buffs for Rageblade users?
It's easier %magic pen for those champs to get and shred tanks even better than they already do. How is that a nerf?
: As a mage main, I stopped taking sorcery tree altogether around since half of the season.
How do you deal with not having Manaflow Band? It's the only significant source of mana regen in the game.
: > [{quoted}](name=Khristophoros,realm=NA,application-id=3ErqAdtq,discussion-id=F4ZG1Iqg,comment-id=00000000,timestamp=2018-11-13T04:35:40.459+0000) > > its obfuscated so how can you tell? what did they do wrong specifically? because a web browser has a huge delay due to java not being a high speed hyper accurate language for timing sensitive processes . that delay is already +- 100
Sorry you have no idea what you're talking about at all. Like completely. 1. It is not Java. It is JavaScript. They are different languages with similar names. Java for web browser has not been in use for years. 2. Java is a fast language (but it's not used in web browsers so I'll leave it at that) 3. JavaScript is "slow" by programming language standards. This means absolutely nothing for this case though. Current hardware is so fast that even a slow language like JS can easily measure timing below 1ms even on a cheap computer. The performance problems of JavaScript only come into play for larger applications. To give you an example, doing something as simple as comparing the current timing of an event to another event would only take a few nanoseconds in a C program. In a JS script it takes something like a few microseconds instead. It is a large percentage difference, but still far below 1ms. Ok so, the only actual problem with using JS in the browser for this is that it uses an async system that we cannot control. It may add something in the order of 1-5 ms depending on which browser you use, because the way each browser implements async operations is different. However like I said the added delay will only be in the order of 1-5 ms, and most likely under 1ms tbh. Fun fact: JS in web browsers used to be able to measure performance down to timings far below 1ms, but this was removed intentionally because the spectre vulnerability relies on high resolution timing. So this vulnerability was patched in browsers by reducing the resolution of the timing functions in JS. However, it still measures timings with a 1ms resolution, so for this use case it is fine. TLDR; You guys on these boards pretending you know shit about programming need to stop.
GigglesO (NA)
: An assassin is something that can kill quickly...
The defining feature of assassins is target access.
: The thing is Riot has reduced vision in the game substantially as of recent. Removal of the warding jungle item, removal of purchasing regular wards, removal of sightstone, and quest requirement of new support items. Less wards and more ways to remove wards is destroying vision. Visions is strong and doing it well should be rewarded, but nowadays it is just too easy to clear the few wards we have.
Regardless of whether you think vision is too weak, it's a core utility both teams have in every single match. So a core utility for a class of champions can be anti-vision. That helps to give that class a niche in the game because vision is something you can assume will always be there. If anti-shield was their core utility it would only be relevant in a subset of matches because shields are not guaranteed utility for every team.
: Personally I think the Ultility from the ward clearing mechanic is too strong right now. I would either nerf the cooldown or buff the cooldown, but make it so the wards are disabled, but you can not destroy them. Other than that I would remove the garuenteed damage like I said and increase the damage to shields like I said.
IMO anti-vision is more core to assassins than anti-shielding is. There is always vision in every game, but there is not always an enemy enchanter. Vision is just something you always have to deal with so it makes sense to give one class a core strength against it.
: my ping is 220.... my react time 280 to 360 btw that websites timer is coded badly.
its obfuscated so how can you tell? what did they do wrong specifically?
: > [{quoted}](name=Heretics,realm=EUW,application-id=3ErqAdtq,discussion-id=F4ZG1Iqg,comment-id=00020000,timestamp=2018-11-13T03:24:46.313+0000) > > badly coded page. yeah if people in EU west are getting 1.5k + then it actually goes back to the web server and is not using javascript properly. that IS bad coding... Anyone know a better site? i _thought_ mine was kinda high..
Here I just coded this up real quick and uploaded it to this htmlpasta site. It tests using pure JavaScript. https://ab2c33a8-6421-48f0-8b0e-aead62f33c1a.htmlpasta.com/ edit: I think the one in the OP is fine and is not ping dependent tbh.
: > Fundamentally it's not a very good idea because Duskblade is core to AD assassins. Pretty much all of them build it as a core item, not as a counterbuilding option. The point is that everyone hates that it is the core item for AD Assassins. Assassins are supposed to be mobile and do alot of single target damage. Duskblade does one of those. I personally liked it alot better when {{item:3142}} was the AD Assassins core item. Most of the community hates that {{item:3147}} just gives free damage and causes AD Assassins to be balanced around the item instead of the other way around. > If you want to give assassins some itemization option against enchanters it should not be tacked onto their core item. The biggest problem here is that it reduces assassin build diversity by making their core build cover too many problems by itself. It removes the need to counterbuild. So the goal of this change would be to remove {{item:3147}} as a core item and move it to a situational item.
Then would you remove other utility like detecting wards? It's already giving them some utility that helps them do their job. So are you saying that utility should no longer be core, or would you move it to another item? I think it would be better to put a new counterbuilding utility on a different item because Duskblade already works pretty well as a core item. If there is a problem it's just the extra guaranteed damage it has, and that could be reworked somehow while keeping the utility that it already has.
: Duskblade of Draktharr Should do Bonus Damage to Shields
Fundamentally it's not a very good idea because Duskblade is core to AD assassins. Pretty much all of them build it as a core item, not as a counterbuilding option. If you want to give assassins some itemization option against enchanters it should not be tacked onto their core item. The biggest problem here is that it reduces assassin build diversity by making their core build cover too many problems by itself. It removes the need to counterbuild.
: you're right about it cancelling when illaoi dashes. However it doesn't cancel if illaoi attacks from close range so > means specifically the player of the champion canceled it. this is false
The term "cancel" is not the same as the term "interrupt". "cancel" means that the player canceled it. "interrupt" means another player stopped the action by doing something that is capable of stopping it (in this case displacement interrupts movement)
AR URF (NA)
: Boots of swiftness should be buffed.
There was a meta where everyone used BoS and then it got nerfed. So if it was buffed it would go back to being used by everybody and subsequently get nerfed and end up being even worse than it is now.
Kelg (NA)
: why was Leblanc reverted again?
Her remake was cancer too. Hopefully they just delete her this time.
: Telling them common sense that they're clearly lacking is losing us the game? I'll get back to you on that after I solo a {{champion:24}} with my {{item:3087}} and no defense items.
Items don't make any difference in this scenario. Jax pretty much wins 1v1s. Furthermore, when somebody is already behind their lane opponent there isn't an item they can buy that will fix it. And they are probably behind due to a difference in mechanical skill/game knowledge in the first place. All you can do is win everywhere else on the map harder than they are losing their lane. Then you 5 man dive that one guy on the enemy team who is ahead. And if your team is overall just losing and you can't do anything about it? Just go next. Seriously, you can't make your team better than they are just by raging at them.
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Khristophoros

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