I think ELO hell might actually exist.
[Patch 1.0.0.131: Viktor] General Discussion - Page 11
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Haemonculus
United States6980 Posts
I think ELO hell might actually exist. | ||
Amui
Canada10567 Posts
On December 31 2011 06:26 spinesheath wrote: You don't protect your carry from damage, you enable him to apply damage while taking less retaliation damage. Janna can't win lanes by shielding damage, she wins by forcing favorable trades. Essentially this. Let's say you have a vayne. If you shield, vayne can tumble, auto condemn and then walk away, and your shield will absorb the incoming auto and a portion of the skill(sometimes) with ease. This gets a lot harder against the strong healers though because until a vamp sceptre, all carry damage is semi-permanent on your end while on the other it takes only a short time to recover. | ||
HazMat
United States17077 Posts
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Navi
5286 Posts
On December 31 2011 06:31 Haemonculus wrote: Haha wow, playing some duo ranked games on another acc at about 1200-1300 elo. Holy shit. I think ELO hell might actually exist. play garen top, win :3 | ||
Brees
Marshall Islands3404 Posts
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Brees
Marshall Islands3404 Posts
On December 31 2011 06:41 HazMat wrote: Are there replays yet? no, but guitar is banned so its all good | ||
phyvo
United States5635 Posts
On December 31 2011 04:19 Requizen wrote: It's not that it's a bad item, it's just that it's not as good as the other items you can use as your core. It's not giving as much damage as DC, you can make up the mana regen with gravity or just getting RoA for more mana, and CDR can be gotten from Gravity and Blue. The active is great, but with the damage he already has, it doesn't seem like it's a core item. Uh, DFG > Cap in terms of single target burst damage even on Leblanc, and if you're taking gravity with DC you could also take death with DFG for more burst. IDK there isn't a reason to write off DFG really until you try it, honestly more people should try things out on this forum before passing judgement (something I've been guilty of before). | ||
BlackMagister
United States5834 Posts
EG vs MIG I think. http://www.own3d.tv/live/33356/Chaox | ||
HazMat
United States17077 Posts
Both should have happened 2 years ago. Oh well 50% ain't awful. | ||
KillerSOS
United States4207 Posts
On December 31 2011 06:52 BlackMagister wrote: Watching Chaox commentate on the Clg tournament with Colby EG vs MIG I think. http://www.own3d.tv/live/33356/Chaox Thanks for the link, good stuff. | ||
DoXa
Switzerland1448 Posts
On December 31 2011 06:31 Haemonculus wrote: Haha wow, playing some duo ranked games on another acc at about 1200-1300 elo. Holy shit. I think ELO hell might actually exist. how do you mean that? getting afkers/leavers/trolls or bad players? im actually even below there because of my bad placing matches. | ||
Niton
United States2395 Posts
On December 31 2011 06:52 BlackMagister wrote: Watching Chaox commentate on the Clg tournament with Colby EG vs MIG I think. http://www.own3d.tv/live/33356/Chaox Atlanta's Team (goose) vs MiG Ice (Locodoco's team) is coming up next. | ||
spinesheath
Germany8679 Posts
On December 31 2011 06:43 Brees wrote: thats why more jannas should take heal/ignite instead of heal flash. You dont need flash on janna unless your horrendous at positioning/map awareness. then you'd be able to go in for kills a lot easier with the reduced healing which is the point of janna. Flash on Janna is not for escaping. Janna is pretty damn awesome at catching people out of position with Flash Q/W, and a Flash R can have a HUGE impact. (And you'd be surprised how many people STILL don't know how much damage Flash+W deals if you max W - you can grab so many kills just because your enemy is clueless and bluepills in Flash+W range) I don't mean to say that Flash is mandatory, but it's definitely strong offensively. Heal Ignite on Janna sounds like something I'd really want to avoid: Both spells are better on the carry, while Exhaust is the same on anyone. So unless you need Ghost/Flash+Cleanse on your carry (in most cases you shouldn't if you have Janna on the team), one of those spells should be on the carry. | ||
starfries
Canada3508 Posts
On December 31 2011 05:57 Mr. Wiggles wrote: http://en.wikipedia.org/wiki/Lorentz_force#Force_on_a_current-carrying_wire http://en.wikipedia.org/wiki/DC_motor It would work something like this, I assume, because there's a current running through it. The net force from the magnetic field on the Kunai is actually zero, however, due to the directions of the forces, they produce a torque (on the front end, it points up, and on the rear end, it points down). Even still, the problem is that in my drawing, the Kunai won't actually spin, it will just oscillate back and forth, but we can say Kennen switches the direction of the current, to keep it spinning. Also, I don't take into account the induced EMF from the Kunai moving through the magnetic field, but whatever, I'm too lazy for that, and there's probably other stuff I'm forgetting. This was mostly a joke to the one guy, who said that he wanted to keep his physics and magic separate. ![]() Yeah, it would just flop back and forth, since the current loop produces its own magnetic field that tries to align itself with Kennen's magnetic field. But an easier way to solve it rather than reversing the direction of the current is to just have Kennen reverse the direction of his magnetic field (unless that's what you meant in the first place). Also that way you can just use magnetic kunai rather than the superconducting kunai/power source you need for the current loop. I think the induced EMF in the kunai caused by Kennen's B field changing will always repel Kennen so it won't mess up the rotation and actually helps when you're throwing it. Fuck the haters who say playing Kennen is easy. | ||
Mr. Wiggles
Canada5894 Posts
On December 31 2011 06:34 Amui wrote: Essentially this. Let's say you have a vayne. If you shield, vayne can tumble, auto condemn and then walk away, and your shield will absorb the incoming auto and a portion of the skill(sometimes) with ease. This gets a lot harder against the strong healers though because until a vamp sceptre, all carry damage is semi-permanent on your end while on the other it takes only a short time to recover. Ok, that sounds about right. It's actually surprising how many ADs I play with don't know that Janna's E gives an AD steroid. I'll always shield either to protect from predictable harass, or try to shield them if I see they can harass. However, whenever I do that, they don't hit anything, and then I have to explain to them that the shield gives an AD steroid. I'll try to apply this advice, thanks. | ||
dignity
Canada908 Posts
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phyvo
United States5635 Posts
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Brees
Marshall Islands3404 Posts
On December 31 2011 07:38 spinesheath wrote: Flash on Janna is not for escaping. Janna is pretty damn awesome at catching people out of position with Flash Q/W, and a Flash R can have a HUGE impact. (And you'd be surprised how many people STILL don't know how much damage Flash+W deals if you max W - you can grab so many kills just because your enemy is clueless and bluepills in Flash+W range) I don't mean to say that Flash is mandatory, but it's definitely strong offensively. Heal Ignite on Janna sounds like something I'd really want to avoid: Both spells are better on the carry, while Exhaust is the same on anyone. So unless you need Ghost/Flash+Cleanse on your carry (in most cases you shouldn't if you have Janna on the team), one of those spells should be on the carry. ? ignite isn't for taking kills, you are supposed to use it at the beginning to null healing. ignite is pretty garbage on most carries since you need some sort of cc if anyone gets on you, hence exhaust. | ||
Parnage
United States7414 Posts
Kennen is the Revan of the League universe, he gets to use dark force powers for good purposes. I keep Flash on Janna for the purpose of turning hugging turret folks into diving turret folks. Great for hilarity. | ||
Craton
United States17236 Posts
When you ignite depends greatly on the circumstances of the fight. Ideally you block as much healing with it as possible, but you don't want to just waste it first thing in the fight where you can't actually finish the deal. Best usage is generally igniting right as the person with heal is about to come out of CC. | ||
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