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Something that's been puzzling me for a while:
We know map control is often key to win. Wards win games. The support picks CV just for the purpose.
But why only support? Isn't there any others that could also pick it up. Okay, everyone wants to run Flash in SR. Top lane likes teleport quite a bit, but you still see some of them without it, so there's one spot I'd see an extra CV possible.
Ranged carry probably wants to keep exhaust, that's fine since exhaust is OP. But like 99% of mid laners pick ignite. I feel that would be another spot that you could free up for another CV easily, unless you specifically need to pick it to counter certain champs like Swain, Vlad, Mundo(lol).
Imagine a team with 3x CVs, after they learn to pace them out, you could track enemy jungler non stop around the map if you pick him up once. I would think that would be of extreme value to any team. Wards are awesome and it wouldn't replace warding, but you can clear out wards, you can't clear out a CV. That's something I think teams should explore.
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He sounds stupid. They wanted to design an up close ranged DPS? Unless he has ridiculous numbers and/or is naturally tanky he'll be pretty shitty just from knowing that's what they wanted to design.
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United States47024 Posts
On October 10 2011 13:56 daemir wrote: Ranged carry probably wants to keep exhaust, that's fine since exhaust is OP. But like 99% of mid laners pick ignite. I feel that would be another spot that you could free up for another CV easily, unless you specifically need to pick it to counter certain champs like Swain, Vlad, Mundo(lol). There are more of these guys than you might think. I don't think it's unfair to say that in any given game it's very likely that at least one person on the enemy team will demand an ignite.
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Ignite is almost mandatory on heavy lifestealers unless you can burst them down. Even if you burst them down your team just expended all their skills on a single target that may not be the biggest threat.
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Yea, there's probably quite a few champs, I just named a few you really want ignite for, but I don't know if that ignite is worth it vs the map awareness. It's hard to pin a value to CV though, for Ignite it's easy, your mid kills enemy mid with ignite tick after flash, hey it netted a kill.
But then again, there's also a rather cheap item you can use instead of ignite if it's that much of a problem later in the game, or you can pick a champ that has ignite like wound ability.
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On October 10 2011 14:20 dignity wrote: Ignite is almost mandatory on heavy lifestealers unless you can burst them down. Even if you burst them down your team just expended all their skills on a single target that may not be the biggest threat. I thought that ignite doesnt reduce lifesteal/spellvamp, just healing and hp regen.
edit: not saying ignite isnt basically mandatory, just that it only works against heals like ww/xin or soraka or mundo or whatnot, and not against lifesteal/spellvamp, which is a specific thing.
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On October 10 2011 13:56 daemir wrote: Something that's been puzzling me for a while:
We know map control is often key to win. Wards win games. The support picks CV just for the purpose.
But why only support? Isn't there any others that could also pick it up. Okay, everyone wants to run Flash in SR. Top lane likes teleport quite a bit, but you still see some of them without it, so there's one spot I'd see an extra CV possible.
Ranged carry probably wants to keep exhaust, that's fine since exhaust is OP. But like 99% of mid laners pick ignite. I feel that would be another spot that you could free up for another CV easily, unless you specifically need to pick it to counter certain champs like Swain, Vlad, Mundo(lol).
Imagine a team with 3x CVs, after they learn to pace them out, you could track enemy jungler non stop around the map if you pick him up once. I would think that would be of extreme value to any team. Wards are awesome and it wouldn't replace warding, but you can clear out wards, you can't clear out a CV. That's something I think teams should explore. Mostly because you only need 1 cv to keep track of a jungle. Once you find him, you know where he has been, and where he is going, especially at low levels. After that, wards protect from ganks and constant cv can keep an eye on what buffs are still there and which are gone.
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If that was true, we'd never seen a jungle gank succeed.
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On October 10 2011 14:24 Treadmill wrote:Show nested quote +On October 10 2011 14:20 dignity wrote: Ignite is almost mandatory on heavy lifestealers unless you can burst them down. Even if you burst them down your team just expended all their skills on a single target that may not be the biggest threat. I thought that ignite doesnt reduce lifesteal/spellvamp, just healing and hp regen. edit: not saying ignite isnt basically mandatory, just that it only works against heals like ww/xin or soraka or mundo or whatnot, and not against lifesteal/spellvamp, which is a specific thing. Spellvamp and lifesteal are now the same as every other type of healing as far as ignite/spirit visage/etc. are concerned.
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Realistically, what IS the success rate for jungle ganks in pro matches? I have a feeling that the success rate is incredibly low already. It isnt like we saw a bunch of kills at low levels outside of drag fights today. Most of the time ganks just grab flashes, or are seen a mile away and the jungle is forced to back off. Id be willing to bet money that a successful gank is probably a 10% chance at best. At that point, is it really worth trading exhaust or ignite for another cv?
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On October 10 2011 14:29 crate wrote:Show nested quote +On October 10 2011 14:24 Treadmill wrote:On October 10 2011 14:20 dignity wrote: Ignite is almost mandatory on heavy lifestealers unless you can burst them down. Even if you burst them down your team just expended all their skills on a single target that may not be the biggest threat. I thought that ignite doesnt reduce lifesteal/spellvamp, just healing and hp regen. edit: not saying ignite isnt basically mandatory, just that it only works against heals like ww/xin or soraka or mundo or whatnot, and not against lifesteal/spellvamp, which is a specific thing. Spellvamp and lifesteal are now the same as every other type of healing as far as ignite/spirit visage/etc. are concerned. Was it formerly different or something? Because I swear I've seen something saying something of that nature.
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On October 10 2011 14:33 Treadmill wrote:Show nested quote +On October 10 2011 14:29 crate wrote:On October 10 2011 14:24 Treadmill wrote:On October 10 2011 14:20 dignity wrote: Ignite is almost mandatory on heavy lifestealers unless you can burst them down. Even if you burst them down your team just expended all their skills on a single target that may not be the biggest threat. I thought that ignite doesnt reduce lifesteal/spellvamp, just healing and hp regen. edit: not saying ignite isnt basically mandatory, just that it only works against heals like ww/xin or soraka or mundo or whatnot, and not against lifesteal/spellvamp, which is a specific thing. Spellvamp and lifesteal are now the same as every other type of healing as far as ignite/spirit visage/etc. are concerned. Was it formerly different or something? Because I swear I've seen something saying something of that nature. Yes, it used to be different, but a while ago Riot changed it.
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Well that's the big question isn't it, is it wort it at that level to NOT have your top lane die to a lane bush gank or a lvl 2 gank or whatever and possibly lose the lane. When money is on the line in tournaments, is it worth it? I'm wary of saying it's worth an exhaust (too OP), but Ignite..maybe. If you really really need that ignite effect to counter someone, you can have like your toplane bruiser build an early executioner (1300ish gold) that gives him lifesteal for lane sustain so it's not like total waste just for the ignite effect anyway.
I'm hoping a team would test things out a bit to see if it works at that level.
As for lately succesful jungler ganks in tournaments, I recall quite a few. Ofc not in the amounts you'd see in solo q, but they happen. And some were quite embarassing ones (hi fiddle in da bush wat i see no debuff).
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On October 10 2011 14:35 crate wrote:Show nested quote +On October 10 2011 14:33 Treadmill wrote:On October 10 2011 14:29 crate wrote:On October 10 2011 14:24 Treadmill wrote:On October 10 2011 14:20 dignity wrote: Ignite is almost mandatory on heavy lifestealers unless you can burst them down. Even if you burst them down your team just expended all their skills on a single target that may not be the biggest threat. I thought that ignite doesnt reduce lifesteal/spellvamp, just healing and hp regen. edit: not saying ignite isnt basically mandatory, just that it only works against heals like ww/xin or soraka or mundo or whatnot, and not against lifesteal/spellvamp, which is a specific thing. Spellvamp and lifesteal are now the same as every other type of healing as far as ignite/spirit visage/etc. are concerned. Was it formerly different or something? Because I swear I've seen something saying something of that nature. Yes, it used to be different, but a while ago Riot changed it. Thanks, good to know I'm not crazy. Or at least that this specifically wasn't a hallucination.
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Is it even possible for an Ezreal to lane against an aggressive Caitlyn? She just can out poke, out range, and just completely demolish me. Halp?
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i think ganks in high level play dont have to get kills.
If the jungler comes to show off his cloth armor and boots for a while, it already forces the other team to make a move away from creeps. The pros are good strong enough to win a lane from getting a couple of early cs ahead without killing the other guy.
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On October 10 2011 14:44 HereAndNow wrote: Is it even possible for an Ezreal to lane against an aggressive Caitlyn? She just can out poke, out range, and just completely demolish me. Halp?
50% of the battle is with the support
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On October 10 2011 14:44 HereAndNow wrote: Is it even possible for an Ezreal to lane against an aggressive Caitlyn? She just can out poke, out range, and just completely demolish me. Halp? You need your support taking out traps, and you in position so that if caitlyn tries to peacemaker your support to the face you can EQ and auto the shit out of her, cast time is about .5 seconds and if you know the cait is going to q you can get off eq plus an auto, and maybe another auto if she only tries to net out.
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Are the TL LoL forums the most active LoL community on the web?
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On October 10 2011 15:13 GeneralissimoNero wrote: Are the TL LoL forums the most active LoL community on the web? Depends on how retarded of a forum you're looking for.
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