On January 29 2012 01:03 Noocta wrote:
Most bruiser can
Other that ain't really bruiser :
Poppy
Tryn
AD Sion
etc
Most bruiser can
Other that ain't really bruiser :
Poppy
Tryn
AD Sion
etc
A super fed Eve
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Shiragaku
Hong Kong4308 Posts
On January 29 2012 01:03 Noocta wrote: Show nested quote + On January 29 2012 00:46 emucxg wrote: what champion can 1v5 late game when he got fed? irelia and akali come to mind first Most bruiser can Other that ain't really bruiser : Poppy Tryn AD Sion etc A super fed Eve | ||
Zhiroo
Kosovo2724 Posts
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NotSorry
United States6722 Posts
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Sven Stryker
United States423 Posts
Can someone explain to me how Attack Speed helps melee characters in fights? It makes sense to me for a ranged carry that has a variation in range that can take advantage of it, but it would seem that melee characters would need to be on the move often enough that attack speed wouldn't matter as much. I would assume that better attack speed would increase how often you can stop moving to attack, but would actually reduce the amount of distance you cover while alternating attacking and moving. Forcing junglers to build attack speed just seems like forcing them to build a stat that won't help them at full efficiency in fights where the enemy team is trying to run or evade. (if everyone just stands around like idiots or get stunned/immobilized I guess it is 100% effective then.) I'm probably missing something very obvious and would appreciate being enlightened. | ||
UniversalSnip
9871 Posts
On January 29 2012 04:05 Zhiroo wrote: How will the Lee Sin nerfs affect him? we have no idea | ||
UniversalSnip
9871 Posts
On January 29 2012 04:20 Sven Stryker wrote: Noob Post on attack speed prompted by the Lee Sin passive nerf discussion: Can someone explain to me how Attack Speed helps melee characters in fights? It makes sense to me for a ranged carry that has a variation in range that can take advantage of it, but it would seem that melee characters would need to be on the move often enough that attack speed wouldn't matter as much. I would assume that better attack speed would increase how often you can stop moving to attack, but would actually reduce the amount of distance you cover while alternating attacking and moving. Forcing junglers to build attack speed just seems like forcing them to build a stat that won't help them at full efficiency in fights where the enemy team is trying to run or evade. (if everyone just stands around like idiots or get stunned/immobilized I guess it is 100% effective then.) I'm probably missing something very obvious and would appreciate being enlightened. Of course attack speed not very useful unless you are moving faster than your opponent, this is why pretty much every melee autoattacker has a slow or a speed steroid or a stun and why ghost is relatively common on them. If you just aren't using those than no, attack speed is pretty awful on melee, but every stat you could build would be subpar because... you wouldn't be hitting them. | ||
armed_
Canada443 Posts
On January 29 2012 04:20 Sven Stryker wrote: + Show Spoiler + Noob Post on attack speed prompted by the Lee Sin passive nerf discussion: Can someone explain to me how Attack Speed helps melee characters in fights? It makes sense to me for a ranged carry that has a variation in range that can take advantage of it, but it would seem that melee characters would need to be on the move often enough that attack speed wouldn't matter as much. I would assume that better attack speed would increase how often you can stop moving to attack, but would actually reduce the amount of distance you cover while alternating attacking and moving. Forcing junglers to build attack speed just seems like forcing them to build a stat that won't help them at full efficiency in fights where the enemy team is trying to run or evade. (if everyone just stands around like idiots or get stunned/immobilized I guess it is 100% effective then.) I'm probably missing something very obvious and would appreciate being enlightened. With lower attack speed you have to stand still for longer each time you attack, so it balances out. | ||
Alaric
France45622 Posts
eg. if your target is running from you, it will cover less distance while you're attacking, so you'll catch up earlier, and attack again earlier. If your champ's animation has wind-up frames, you want to animation-cancel as early as possible to resume moving. Speeding the animation helps with that (or "why Ashe with PD kites so much better than Ashe without it"). If (I'm not sure of that) your attack can be canceled by your target moving out of range before the damaging part is played, then having more attack speed to make the damaging part occur faster, giving less time to "dodge" it, would be beneficial too. On another topic, I've been playing some Mordekaiser this week, and haven't for months before that. Would you rather turn your early revolver into a Will or a Gunblade? You'll probably attack a bit between spells, and Q scales a bit from bonus AD but I'm not sure if it's worth it. Stuff like sorcs/mercs, gunblade/wota, rylai, FoN, Zhonya, DC's the kind of items I'd get on him. Not sure if "avoiding buying mana" is worth getting Zhonya. | ||
gtrsrs
United States9109 Posts
On January 29 2012 04:05 Zhiroo wrote: How will the Lee Sin nerfs affect him? slightly slower jungle speed due to lower %AS in his passive. i don't think the numbers were released though so we don't know HOW much slower. if it's 50%->40% then it will be a relatively minor change. if it's 50%->25% then we might see lee fall out of fashion. the execute damage was 10%->8%, right? let's say you open your gank with Q on a champ that has taken 90 damage in harass. your Q will do like 3 less damage. if you E to start your gank and Q once they're fleeing, maybe they've taken 400 damage at this point, your Q will do maybe 9 or 10 less damage. so you might get more instances of people typing in all chat: "how much hp?" and close escapes but in the grand scheme of things it's not that big of a deal imo the two nerfs combined might knock him out of top tier into trundle/pirate/nocturne level jungling, but i don't think that's a bad thing given how hard he is to kill | ||
Two_DoWn
United States13684 Posts
And ATM there is no trade off with him. He has one of the best ganks, THE best 1v1, and a very high clearspeed. Typically you see only 1 or 2 of those traits in a jungle, not all 3. | ||
wei2coolman
United States60033 Posts
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Treadmill
Canada2833 Posts
On January 29 2012 05:05 wei2coolman wrote: lololol warmog anivia? new meta? Froggen has been going warmogs-mejai's-other weird items on anivia for a looong time, just almost nobody notices. Everytime people notice they just make fun of it but froggen's anivia carries super hard so it's probably just good. | ||
UniversalSnip
9871 Posts
On January 29 2012 05:05 wei2coolman wrote: lololol warmog anivia? new meta? i build pretty much every ap I actually like to play as a tank. He could do with a wota but warmogs is fine. | ||
Vaporized
United States1471 Posts
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Jaso
United States2147 Posts
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Slayer91
Ireland23335 Posts
Froggens been doing this for ages altho he usually snowballs hard off the mejais but kennen and ahri +noct too mobile for anivia :< | ||
seRapH
United States9756 Posts
On January 29 2012 04:33 Alaric wrote: Attack speed is shown by a reduction in the amount of time it takes for your champ's animation to play out. eg. if your target is running from you, it will cover less distance while you're attacking, so you'll catch up earlier, and attack again earlier. If your champ's animation has wind-up frames, you want to animation-cancel as early as possible to resume moving. Speeding the animation helps with that (or "why Ashe with PD kites so much better than Ashe without it"). If (I'm not sure of that) your attack can be canceled by your target moving out of range before the damaging part is played, then having more attack speed to make the damaging part occur faster, giving less time to "dodge" it, would be beneficial too. On another topic, I've been playing some Mordekaiser this week, and haven't for months before that. Would you rather turn your early revolver into a Will or a Gunblade? You'll probably attack a bit between spells, and Q scales a bit from bonus AD but I'm not sure if it's worth it. Stuff like sorcs/mercs, gunblade/wota, rylai, FoN, Zhonya, DC's the kind of items I'd get on him. Not sure if "avoiding buying mana" is worth getting Zhonya. Gunblade, for a few reasons. Morde's Q scaling is ABSURD, to the degree that if you get a fully stacked BT, the single target damage is enough to take out half of someone's health. The gunblade also has that very useful slow, that lets you get in range to hit someone with your Q. Generally, what you'd want to do as morde is ult their AD, then pop your full combo after gunblade proc and ignite, then spam /l as you watch your ghost wreck their team. Thornmail on Morde is also super troll, because every time they hit you you gain shield and spellvamp :3 | ||
Jaso
United States2147 Posts
Kennen ultis, and in chat Janna says "I just ulti'd" Kennen: "fuck" | ||
wei2coolman
United States60033 Posts
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barbsq
United States5348 Posts
On January 29 2012 05:20 wei2coolman wrote: Wow, i've never seen jungle alistar, what do you guys think about snoopeh's jungle alistar? seemz risky imo, because then your team is running double support... cow is one of those really dumb champions where you can actually build him however the fuck you want and he's still really good. Like, you can build him as an AD bruiser jungler and it's still really effective just because of how versatile his kit is. | ||
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