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On September 03 2014 02:27 Sn0_Man wrote:Show nested quote +On September 03 2014 02:24 Acritter wrote:On September 03 2014 02:14 Sn0_Man wrote:On September 03 2014 02:10 Acritter wrote: 400 gold is a whole fucking lot. Like, you're guaranteeing your supports won't have sufficient regen. ? supports start with 1300 gold combined. 300 is wards/courier, 400 for sentries, 100 for smoke, leaves 500 for regen which is fine. Hell you can pick up an extra smoke and still start with tangos/clarity each. you only *need* more than that in contested trilanes, which obviously isn't going to happen when there's a chen/ench who got fucked out of their creeps lol. Yes some greedy supports like more clarities or w/e but some supports start with boots to zone an offlaner, if you can afford to invest 450 start gold into zoning an offlaner u can afford to invest 400 in ruining a jungler. See: TI4 EG vs VG games where zai did nothing games 2/3 due to wards in his jungle. 400 for Sents means that you can't deward. The enemy is guaranteed vision AND blocking your pull camp, meaning that your supports are getting no extra gold after that. 500 gold is about 2 Tangoes, 3 Clarities, and a Salve. If anything goes even slightly wrong, your supports are going to have a really bad game. Boots first supports are ridiculously rare and are practically guaranteed to get gold from kills to make up for it. It's a different kind of gamble. It's betting you'll make up for the greed, while the other is hoping that it'll set the enemy far enough back. 4 dewards means u can't deward? Iunno wat to tell u dude. Starting with 6 total wards gives you some spare after blocking the relevant camps. That and there are only 5 jungle camps, counting the pull camp. You can block off 3 of them and still keep one ward for dewarding. It seems pretty cheap to shut down a heroes farm that badly.
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How is core Rubick even viable
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I wish rubick would get buffed in a way that makes offlane rubick viable that shit seems good
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On September 03 2014 02:27 Sn0_Man wrote:Show nested quote +On September 03 2014 02:24 Acritter wrote:On September 03 2014 02:14 Sn0_Man wrote:On September 03 2014 02:10 Acritter wrote: 400 gold is a whole fucking lot. Like, you're guaranteeing your supports won't have sufficient regen. ? supports start with 1300 gold combined. 300 is wards/courier, 400 for sentries, 100 for smoke, leaves 500 for regen which is fine. Hell you can pick up an extra smoke and still start with tangos/clarity each. you only *need* more than that in contested trilanes, which obviously isn't going to happen when there's a chen/ench who got fucked out of their creeps lol. Yes some greedy supports like more clarities or w/e but some supports start with boots to zone an offlaner, if you can afford to invest 450 start gold into zoning an offlaner u can afford to invest 400 in ruining a jungler. See: TI4 EG vs VG games where zai did nothing games 2/3 due to wards in his jungle. 400 for Sents means that you can't deward. The enemy is guaranteed vision AND blocking your pull camp, meaning that your supports are getting no extra gold after that. 500 gold is about 2 Tangoes, 3 Clarities, and a Salve. If anything goes even slightly wrong, your supports are going to have a really bad game. Boots first supports are ridiculously rare and are practically guaranteed to get gold from kills to make up for it. It's a different kind of gamble. It's betting you'll make up for the greed, while the other is hoping that it'll set the enemy far enough back. 4 dewards means u can't deward? Iunno wat to tell u dude. Starting with 6 total wards gives you some spare after blocking the relevant camps. Let's math. One ward to defend your offlane or guard rune. Five wards devoted to camps. This leaves you exposed in at least one location, and will leave the enemy with two available camps after they deward them. In this situation, if they have an Enchantress, they can still smoke gank mid or normal gank the offlane. This puts you heavily on the defense. If they have an Enigma, they will be able to fully farm from simply those two camps until the 4 minute mark, where your Sentries will have expired anyway. Furthermore, in order to safely ward their jungle, you need to use a Smoke, putting the total expense to 500 gold.
It's a big, big gamble, and if you watch professional games, it fails a lot of the time.
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On September 03 2014 02:39 Acritter wrote:Show nested quote +On September 03 2014 02:27 Sn0_Man wrote:On September 03 2014 02:24 Acritter wrote:On September 03 2014 02:14 Sn0_Man wrote:On September 03 2014 02:10 Acritter wrote: 400 gold is a whole fucking lot. Like, you're guaranteeing your supports won't have sufficient regen. ? supports start with 1300 gold combined. 300 is wards/courier, 400 for sentries, 100 for smoke, leaves 500 for regen which is fine. Hell you can pick up an extra smoke and still start with tangos/clarity each. you only *need* more than that in contested trilanes, which obviously isn't going to happen when there's a chen/ench who got fucked out of their creeps lol. Yes some greedy supports like more clarities or w/e but some supports start with boots to zone an offlaner, if you can afford to invest 450 start gold into zoning an offlaner u can afford to invest 400 in ruining a jungler. See: TI4 EG vs VG games where zai did nothing games 2/3 due to wards in his jungle. 400 for Sents means that you can't deward. The enemy is guaranteed vision AND blocking your pull camp, meaning that your supports are getting no extra gold after that. 500 gold is about 2 Tangoes, 3 Clarities, and a Salve. If anything goes even slightly wrong, your supports are going to have a really bad game. Boots first supports are ridiculously rare and are practically guaranteed to get gold from kills to make up for it. It's a different kind of gamble. It's betting you'll make up for the greed, while the other is hoping that it'll set the enemy far enough back. 4 dewards means u can't deward? Iunno wat to tell u dude. Starting with 6 total wards gives you some spare after blocking the relevant camps. Let's math. One ward to defend your offlane or guard rune. Five wards devoted to camps. This leaves you exposed in at least one location, and will leave the enemy with two available camps after they deward them. In this situation, if they have an Enchantress, they can still smoke gank mid or normal gank the offlane. This puts you heavily on the defense. If they have an Enigma, they will be able to fully farm from simply those two camps until the 4 minute mark, where your Sentries will have expired anyway. Furthermore, in order to safely ward their jungle, you need to use a Smoke, putting the total expense to 500 gold. It's a big, big gamble, and if you watch professional games, it fails a lot of the time. You don't need to devote 5 wards to camps. Blocking 3 of them will get the job done. Once again, see that EG game in TI4 and see how sad enigma was.
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rubick needs a small buff to his lift cd 20+s is way too much and I want the old aghs mechanic back
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On September 03 2014 04:02 andyrau wrote: rubick needs a small buff to his lift cd 20+s is way too much and I want the old aghs mechanic back the new aghs upgrade is still really good though, CD reduction and range increase are awesome
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On September 03 2014 00:05 Plansix wrote:Show nested quote +On September 03 2014 00:04 ben_ballad wrote: Can I mention that Pl was never picked at Ti4... Sure? Also, water is wet and making out is fun. Got anything else we need to clear up here in general discussion? I was just saying with the current meta, which is deathball fights into pushing. Farming carries are not that great anymore(Anti-mage). I do not think PL is a strong pick anymore in any situation, 4v5 does not really work anymore.
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On September 03 2014 04:37 tehh4ck3r wrote:Show nested quote +On September 03 2014 04:02 andyrau wrote: rubick needs a small buff to his lift cd 20+s is way too much and I want the old aghs mechanic back the new aghs upgrade is still really good though, CD reduction and range increase are awesome yeah but getting aghs on rubick is actually stupid unless it's like an hour long game
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On September 03 2014 04:44 ben_ballad wrote:Show nested quote +On September 03 2014 00:05 Plansix wrote:On September 03 2014 00:04 ben_ballad wrote: Can I mention that Pl was never picked at Ti4... Sure? Also, water is wet and making out is fun. Got anything else we need to clear up here in general discussion? I was just saying with the current meta, which is deathball fights into pushing. Farming carries are not that great anymore(Anti-mage). I do not think PL is a strong pick anymore in any situation, 4v5 does not really work anymore.
This is generally discussion, where people talk about stupid shit and pub games. As we have stated before and stated again, everything works in pubs.
Plus talking about the 20 heroes everyone's is picking in the current meta got boring while ago.
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I'm tempted to play a lot of pub games as PL and report back how it works.
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On September 03 2014 04:48 Plansix wrote:Show nested quote +On September 03 2014 04:44 ben_ballad wrote:On September 03 2014 00:05 Plansix wrote:On September 03 2014 00:04 ben_ballad wrote: Can I mention that Pl was never picked at Ti4... Sure? Also, water is wet and making out is fun. Got anything else we need to clear up here in general discussion? I was just saying with the current meta, which is deathball fights into pushing. Farming carries are not that great anymore(Anti-mage). I do not think PL is a strong pick anymore in any situation, 4v5 does not really work anymore. This is generally discussion, where people talk about stupid shit and pub games. As we have stated before and stated again, everything works in pubs. Plus talking about the 20 heroes everyone's is picking in the current meta got boring while ago. Some stuff does not work in pubs... like jungling afk legion commander..
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On September 03 2014 04:52 Comeh wrote: I'm tempted to play a lot of pub games as PL and report back how it works. IDK, he just seems bad right now. Like the best sustain for him seems to be Vlads, but it's such a waste of a slot that it isn't worth it.
USH made it work a few times against second tier teams. Might be the best person to look at right now.
EDIT: One thing I would like to see is a buff to diffusal blade. Right now I think that the charges make it too weak, though I know that if you had unlimited that it would probably be nearly broken. Maybe though a third level diffusal that would upgrade stats again and give unlimited charges, but increase the recipe cost so that the total for it is like 6.3k or something. IDK, just a thought.
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On September 03 2014 05:02 LeLoup wrote:Show nested quote +On September 03 2014 04:52 Comeh wrote: I'm tempted to play a lot of pub games as PL and report back how it works. IDK, he just seems bad right now. Like the best sustain for him seems to be Vlads, but it's such a waste of a slot that it isn't worth it. USH made it work a few times against second tier teams. Might be the best person to look at right now. alright challenge accepted.
and yes i build vlads on him (blindly).
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On September 03 2014 05:03 Comeh wrote:Show nested quote +On September 03 2014 05:02 LeLoup wrote:On September 03 2014 04:52 Comeh wrote: I'm tempted to play a lot of pub games as PL and report back how it works. IDK, he just seems bad right now. Like the best sustain for him seems to be Vlads, but it's such a waste of a slot that it isn't worth it. USH made it work a few times against second tier teams. Might be the best person to look at right now. alright challenge accepted. and yes i build vlads on him (blindly). I'll be watching. #1 Comeh fan NA.
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On September 03 2014 05:06 LeLoup wrote:
I'll be watching. #1 Comeh fan NA.
YOU WOT M8?! FIGHT ME IRL. DON'T YOU DARE CLAIM TO BE #1 COMEH fan. Not even #1 Comeh Fan NA. I've been #1 comeh fan since before you even thought about being a comeh fan.
I would consider letting you into the Comeh fanclub though... we could always use more masochistic members!
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Yeah, Shaella, you thought you had weird followers.
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On September 03 2014 04:37 tehh4ck3r wrote:Show nested quote +On September 03 2014 04:02 andyrau wrote: rubick needs a small buff to his lift cd 20+s is way too much and I want the old aghs mechanic back the new aghs upgrade is still really good though, CD reduction and range increase are awesome well I was talking about the other mechanic where if you stole an aghs upgraded ult you'd have the same effect regardless of whether you have an aghs or not
reason being it's almost impossible to get an aghs as a support rubick anyways, you are always going to prioritize positioning items over such an expensive item
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United Kingdom14103 Posts
damn so i faced a decent earth spirit and it makes me cringe to think how op he must have been when he had that insta stun
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On September 03 2014 02:44 Plansix wrote:Show nested quote +On September 03 2014 02:39 Acritter wrote:On September 03 2014 02:27 Sn0_Man wrote:On September 03 2014 02:24 Acritter wrote:On September 03 2014 02:14 Sn0_Man wrote:On September 03 2014 02:10 Acritter wrote: 400 gold is a whole fucking lot. Like, you're guaranteeing your supports won't have sufficient regen. ? supports start with 1300 gold combined. 300 is wards/courier, 400 for sentries, 100 for smoke, leaves 500 for regen which is fine. Hell you can pick up an extra smoke and still start with tangos/clarity each. you only *need* more than that in contested trilanes, which obviously isn't going to happen when there's a chen/ench who got fucked out of their creeps lol. Yes some greedy supports like more clarities or w/e but some supports start with boots to zone an offlaner, if you can afford to invest 450 start gold into zoning an offlaner u can afford to invest 400 in ruining a jungler. See: TI4 EG vs VG games where zai did nothing games 2/3 due to wards in his jungle. 400 for Sents means that you can't deward. The enemy is guaranteed vision AND blocking your pull camp, meaning that your supports are getting no extra gold after that. 500 gold is about 2 Tangoes, 3 Clarities, and a Salve. If anything goes even slightly wrong, your supports are going to have a really bad game. Boots first supports are ridiculously rare and are practically guaranteed to get gold from kills to make up for it. It's a different kind of gamble. It's betting you'll make up for the greed, while the other is hoping that it'll set the enemy far enough back. 4 dewards means u can't deward? Iunno wat to tell u dude. Starting with 6 total wards gives you some spare after blocking the relevant camps. Let's math. One ward to defend your offlane or guard rune. Five wards devoted to camps. This leaves you exposed in at least one location, and will leave the enemy with two available camps after they deward them. In this situation, if they have an Enchantress, they can still smoke gank mid or normal gank the offlane. This puts you heavily on the defense. If they have an Enigma, they will be able to fully farm from simply those two camps until the 4 minute mark, where your Sentries will have expired anyway. Furthermore, in order to safely ward their jungle, you need to use a Smoke, putting the total expense to 500 gold. It's a big, big gamble, and if you watch professional games, it fails a lot of the time. You don't need to devote 5 wards to camps. Blocking 3 of them will get the job done. Once again, see that EG game in TI4 and see how sad enigma was. You mean one of those EG games where they got massively outdrafted otherwise, running a strategy that was very solidly countered by the opposition, and where they were going up against a strong roaming support duo with an Enigma and insufficient lane defense? Because I can think of some other people who were sad in those games.
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