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[Patch 1.0.0.126: Xerath] General Discussion - Page 9

Forum Index > LoL General
Post a Reply
Prev 1 7 8 9 10 11 156 Next
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2011-10-05 08:46:48
October 05 2011 08:39 GMT
#161
Did you notice that armor amount Xerath had in that vid with like semi midgame build? 380ish AP for 120ish armor
tyCe
Profile Joined March 2010
Australia2542 Posts
Last Edited: 2011-10-05 08:49:53
October 05 2011 08:49 GMT
#162
edit: wrong thread
Betrayed by EG.BuK
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
October 05 2011 08:59 GMT
#163
Miss Fortune
Bullet Time now scales with attack damage and ability power

;D
I'm not stupid, a marauder just shot my brain.
Gorsameth
Profile Joined April 2010
Netherlands22564 Posts
October 05 2011 09:01 GMT
#164
Lvl 16 383 AP 124 Armor
Lvl 18 722 AP 195 Armor
Sooo something in the region of 0.2 armor per point of AP?
It ignores such insignificant forces as time, entropy, and death
courtpanda
Profile Blog Joined May 2011
866 Posts
October 05 2011 09:14 GMT
#165
judging by the champion spotlight, theyre going to have to bring xerath's numbers down. for an AoE with that massive range, cc with that massive range, etc., he shouldnt be able to take ryze out that easily
jaybrundage
Profile Joined December 2009
United States3921 Posts
October 05 2011 09:14 GMT
#166
seems like a solid counter to talon
The more you sweat in training, the less you bleed in battle.
cascades
Profile Blog Joined October 2009
Singapore6122 Posts
October 05 2011 09:18 GMT
#167
Gonna repost this since it got ignore:

When do you ward top tribush over top river?
HS: cascades#1595 || LoL: stoppin
TheYango
Profile Joined September 2008
United States47024 Posts
October 05 2011 09:25 GMT
#168
On October 05 2011 18:18 cascades wrote:
Gonna repost this since it got ignore:

When do you ward top tribush over top river?

http://www.teamliquid.net/forum/viewmessage.php?topic_id=265340&currentpage=193#3858

You got like 5 responses.
Moderator
Navi
Profile Joined November 2009
5286 Posts
October 05 2011 09:31 GMT
#169
xerath looks like he's gonna be a broken pos
i mean his damage won't be off the charts or anything but the range is so insane
with a well thought out team comp to prevent instagibbing along with kog or something of the sort it should be near impossible to take any objectives without blowing flashes or huge gab closers like nocturne
and nocturne in particular suffers the problem of having to deal with that passive lol
Hey! Listen!
Gorsameth
Profile Joined April 2010
Netherlands22564 Posts
October 05 2011 09:34 GMT
#170
40 sec cd on lvl 3 ult aswell isnt all that long. 3 big aoe shots when your pushing a turret is going to be sick before you even consider the range his skillshot gets.

Add something like amumu that stops people from initiating on you and you can push towers all day with impunity
It ignores such insignificant forces as time, entropy, and death
Noocta
Profile Joined June 2010
France12578 Posts
October 05 2011 09:37 GMT
#171
Imagine a team with Kog as AD and Xerath as AP, with 3 very beefy melee to protect them.
Good luck catching the two damage dealer before it's too late. :/
" I'm not gonna fight you. I'm gonna kick your ass ! "
cascades
Profile Blog Joined October 2009
Singapore6122 Posts
October 05 2011 09:52 GMT
#172
On October 05 2011 18:25 TheYango wrote:
Show nested quote +
On October 05 2011 18:18 cascades wrote:
Gonna repost this since it got ignore:

When do you ward top tribush over top river?

http://www.teamliquid.net/forum/viewmessage.php?topic_id=265340&currentpage=193#3858

You got like 5 responses.


No my bad. I should have clarified the question. This applies only to blue obviously, so all the responses telling me blue only not useful. Sorry for assuming. The points about warding blue and jungle intersection is valid, but I see ppl warding tribush without the mid following up in some tourney games. Which makes me go ?? Maybe I am overthinking it and mid not enough money for ward or smth.
HS: cascades#1595 || LoL: stoppin
esotericc
Profile Joined July 2011
449 Posts
October 05 2011 09:57 GMT
#173
Xerath looks hilarious, but I will probably buy him as artillery champs are fun. But I can't see him not getting nerfed.
R04R
Profile Joined March 2009
United States1631 Posts
October 05 2011 09:57 GMT
#174
Purple side will usually assume there's wards in top river like the mini-bush near baron, so coming from that way is not a "safe" option in their high level play where everything is usually cved properly
ô¿ô
nojok
Profile Joined May 2011
France15846 Posts
October 05 2011 10:10 GMT
#175
Wow the new champ seems so fun! He remembers me ancient apparition which was a damn fun heroe too. The Q obviously needs slight change I guess, casting time, cd, range, mana or dmg.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
ToT)OjKa(
Profile Blog Joined May 2007
Korea (South)2437 Posts
October 05 2011 11:03 GMT
#176
Real lame

What can you do? In a team fight you can't even see him because he's a mile away firing shit at you.
Can't exactly nuke him due to his armour passive and that's even after he can land easy stuns if you try to get close.
Not to mention if you even do start getting close then he can pack up his bags and enjoy a speed boost.

What in the fuck? This guy has everything...
OjKa OjKa OjKa!
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
October 05 2011 11:19 GMT
#177
why did they give him a movement speed increase when he sieges, the downside of siegeing should be that you cant run away.

its like siege tanks being able to run away from zerglings if they dont like their position anymore.
Who the hell thought thats good design, i thought riot only hires "the best" people.
Gorsameth
Profile Joined April 2010
Netherlands22564 Posts
October 05 2011 11:30 GMT
#178
On October 05 2011 20:19 LaNague wrote:
why did they give him a movement speed increase when he sieges, the downside of siegeing should be that you cant run away.

its like siege tanks being able to run away from zerglings if they dont like their position anymore.
Who the hell thought thats good design, i thought riot only hires "the best" people.


The concept would seem better if he couldnt leave his siege for say 2 seconds after getting in it. But with there being virtualy no delay between sieging and leaving again yes it seems very silly.
It ignores such insignificant forces as time, entropy, and death
snow2.0
Profile Joined September 2010
Germany2073 Posts
Last Edited: 2011-10-05 11:35:02
October 05 2011 11:34 GMT
#179
On October 05 2011 20:30 Gorsameth wrote:
Show nested quote +
On October 05 2011 20:19 LaNague wrote:
why did they give him a movement speed increase when he sieges, the downside of siegeing should be that you cant run away.

its like siege tanks being able to run away from zerglings if they dont like their position anymore.
Who the hell thought thats good design, i thought riot only hires "the best" people.


The concept would seem better if he couldnt leave his siege for say 2 seconds after getting in it. But with there being virtualy no delay between sieging and leaving again yes it seems very silly.

or if it simply had a longer animation for sieging/unsieging.

At the moment, you can just siege up, fire spells, remove siege and reposition with the movement speed buff. High range chaser mage? Like a Kog who gets movementspeed for firing ults.

In fact i'd even have a speed DEBUFF from it, trading for power.
Attakijing
Profile Joined June 2011
United States693 Posts
October 05 2011 12:21 GMT
#180
On October 05 2011 20:34 snow2.0 wrote:
Show nested quote +
On October 05 2011 20:30 Gorsameth wrote:
On October 05 2011 20:19 LaNague wrote:
why did they give him a movement speed increase when he sieges, the downside of siegeing should be that you cant run away.

its like siege tanks being able to run away from zerglings if they dont like their position anymore.
Who the hell thought thats good design, i thought riot only hires "the best" people.


The concept would seem better if he couldnt leave his siege for say 2 seconds after getting in it. But with there being virtualy no delay between sieging and leaving again yes it seems very silly.

or if it simply had a longer animation for sieging/unsieging.

At the moment, you can just siege up, fire spells, remove siege and reposition with the movement speed buff. High range chaser mage? Like a Kog who gets movementspeed for firing ults.

In fact i'd even have a speed DEBUFF from it, trading for power.
Yeah agreed. I think there is a strong power creep now. characters dont have drawbacks anymore it seems...
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