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Really good write-up MoonBear. Pretty sweet to see a detailed analysis of LoL on TL 
Also, upvoted.
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Straight outta Johto18973 Posts
On August 08 2012 02:55 mordek wrote:Really good write-up MoonBear. Pretty sweet to see a detailed analysis of LoL on TL  Also, upvoted. Massive amount of overtime pulled to get this done as soon as it was. I'm still not as good as the Writers we have for SC yet though (Riptide, Ver, Fionn, TreeHugger and all of the others are so good omg).
If there's a good reception to this, we may consider doing more. If not, then at least I'll be getting more sleep.
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United States15536 Posts
On August 08 2012 02:07 AsnSensation wrote:Show nested quote +On August 08 2012 01:54 Vaporized wrote:On August 08 2012 01:44 AsmodeusXI wrote:On August 08 2012 01:33 Sufficiency wrote: I played Diana a couple of times, once laning and once jungling.
Her Q is SO DAMN SLOW. To ask for a confirmed Q hit then R -> R is awfully difficult. The range of it is also really sad.
Ganking with Diana is difficult before 6. Her only CC is her E, which is almost melee range.
I think if I practice more I might be better at her. Her skill ceiling is deceptively high. Was your jungle build more offensive or general tanky (as far as runes and masteries)? I'm trying to learn as much about her from work as possible so I'm ready when I get home.  Also if my iPad corrects masteries to mysteries one more time I'm going to smash it. im trying 9-12-9 masteries, i used 21-9-0 in my first game. the buff duration seems like it would be very important for her. runes im using essentially what phreak said to use - as reds, armor yellow, i use scaling ap blues cuz i dont have flat, and flat ap quints. i found hitting q's to be easier when i didnt use smartcast on it. After a few games I also prefer the 9-12-9 over the "recommended" 21/9 by phreak, buff duration and mana/movement speed too strong while 12 covers the essentials for jungling imo, maybe 21 defense when theres really heavy heavy cc
Would you go for gp10 first or do something different? Is her clear fast enough to do something like DRings?
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On August 08 2012 03:01 AsmodeusXI wrote:Show nested quote +On August 08 2012 02:07 AsnSensation wrote:On August 08 2012 01:54 Vaporized wrote:On August 08 2012 01:44 AsmodeusXI wrote:On August 08 2012 01:33 Sufficiency wrote: I played Diana a couple of times, once laning and once jungling.
Her Q is SO DAMN SLOW. To ask for a confirmed Q hit then R -> R is awfully difficult. The range of it is also really sad.
Ganking with Diana is difficult before 6. Her only CC is her E, which is almost melee range.
I think if I practice more I might be better at her. Her skill ceiling is deceptively high. Was your jungle build more offensive or general tanky (as far as runes and masteries)? I'm trying to learn as much about her from work as possible so I'm ready when I get home.  Also if my iPad corrects masteries to mysteries one more time I'm going to smash it. im trying 9-12-9 masteries, i used 21-9-0 in my first game. the buff duration seems like it would be very important for her. runes im using essentially what phreak said to use - as reds, armor yellow, i use scaling ap blues cuz i dont have flat, and flat ap quints. i found hitting q's to be easier when i didnt use smartcast on it. After a few games I also prefer the 9-12-9 over the "recommended" 21/9 by phreak, buff duration and mana/movement speed too strong while 12 covers the essentials for jungling imo, maybe 21 defense when theres really heavy heavy cc Would you go for gp10 first or do something different? Is her clear fast enough to do something like DRings? From what I've seen (still at work, but watching streams and stuff), her clear is plenty fast without any huge items. I'd forgo HoG for Kage, and then will probably do DRings, Sheen, or Guise as my first item (maybe revolver, but I don't think she needs it), followed by Abyssal. If she feels really strong with just boots and GP10s, I might consider just doing Philo/Kage into Abyssal and skip midgame altogether, following it up with DFG/Lichbane/FH/DC/whatever looks good.
Also, great write up Moonbear, we need more like it
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On August 08 2012 02:54 Dandel Ion wrote:Show nested quote +On August 08 2012 02:52 wei2coolman wrote:On August 08 2012 02:47 Dandel Ion wrote:On August 08 2012 02:34 kainzero wrote: sometimes when i animation cancel with an ADC, i see the projectile land on the enemy/minion but they take no damage.
is it just me? Happens if you cancel just a bit too early. Very annoying for lasthitting It happens to me on vayne, more than any other ad carry. I rage everytime it happens. For me, it mostly happens on Ashe. fkn fake arrows. btw happens on any ranged champ, ADCs just spend the most time AAing Best is when that auto would've been a killing blow and enemy gets out of range because of it :DDD
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Valhalla18444 Posts
Sick, Moonbear. I thought it was quite well written
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Don't think I don't notice your name twice in the credits.
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elohell running Diana and Jayce, I'm pretty hyped.
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I'm reading it and it is by FAR the best damm lol related thing I've ever read. This should be Considered to maybe become a TLFE honestly.
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On August 08 2012 03:00 MoonBear wrote:Show nested quote +On August 08 2012 02:55 mordek wrote:Really good write-up MoonBear. Pretty sweet to see a detailed analysis of LoL on TL  Also, upvoted. Massive amount of overtime pulled to get this done as soon as it was. I'm still not as good as the Writers we have for SC yet though (Riptide, Ver, Fionn, TreeHugger and all of the others are so good omg). If there's a good reception to this, we may consider doing more. If not, then at least I'll be getting more sleep.
I'm sure you'd see it eventually MoonBear, if you haven't already, but for those on TL who don't go to reddit scarra had this to say about your write-up:
It's very refreshing to see this type of analysis. The writers did an excellent job covering points and impacts.
It would be nice to see this type of content get a lot of publicity because there is certainly a lack of strong journalism in e-sports right now.
So, you have at least one pro player who enjoyed it and would like to see more of it!
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So along the line of thought that came with that write up, we're probably going to see more aggressive early game comps like Azubu's in the future, right?
Now, what does this mean as far as champion picks will go in the future? Some have some overlap, for example Ahri being strong early on and having pushing potential, so she'll probably stick around as a popular pick. However, will this be the downfall of "farm all day and win late" champions like Kog?
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On August 08 2012 03:50 Requizen wrote: So along the line of thought that came with that write up, we're probably going to see more aggressive early game comps like Azubu's in the future, right?
Now, what does this mean as far as champion picks will go in the future? Some have some overlap, for example Ahri being strong early on and having pushing potential, so she'll probably stick around as a popular pick. However, will this be the downfall of "farm all day and win late" champions like Kog? Hopefully it leads to more diversity in team comps and strategies. I don't think it would eliminate champs like Kog from competitive play. The team with Kog just has to be prepared to deal with a strategy like Azubu's.
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On August 08 2012 03:50 Requizen wrote: So along the line of thought that came with that write up, we're probably going to see more aggressive early game comps like Azubu's in the future, right?
Now, what does this mean as far as champion picks will go in the future? Some have some overlap, for example Ahri being strong early on and having pushing potential, so she'll probably stick around as a popular pick. However, will this be the downfall of "farm all day and win late" champions like Kog?
I think champions like Kog will still have there place but teams would need to aproach the draft differently. You would have to get a team that is capable of defending towers very well and 1/2 champions (probably top and jungler) who have a strong early/lategame to help make up for the weakness of kog in early teamfights. While when they fall of lategame Kog is really to take over for them.
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I just tried Diana and she seems fun but I can't find any item builds for her so i had to make up my own. Since i'm low ELO, it's probably the worst item build in the world. She really looks like a prime candidate for Nashors Tooth since her passive has insane damage potential and the CDR and Mana Reg seems to be quite useful.
I'm thinking: She seems to take too much damage with a Boots start but Cloth doesn't build into anything useful, so maybe Regrowth Pendant & Pot into Philo & Merc Treads. After that the Fiendish Codex to clear faster and to have enough mana regen so you can give blue to mid (Diana is quite spammy). Follow up with Stinger into Nashors. Next item on the list would be Rylais for slow and defense, then depending on the opponents either Abyssal or straight for Deathfire Grasp. Somewhere between upgrade the Philo into Shurelyas for teamfight and chasing. If you skip Abyssal or instead sell the Philo you could get DC for more damage.
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Wow even Scarra praised the article, great job Moonbear <3
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United States47024 Posts
On August 08 2012 03:50 Requizen wrote: Now, what does this mean as far as champion picks will go in the future? Some have some overlap, for example Ahri being strong early on and having pushing potential, so she'll probably stick around as a popular pick. However, will this be the downfall of "farm all day and win late" champions like Kog? No, those champs will still be fine.
The main thing is that in order to support a lategame hero like Kog, you have to pick earlier-game focused heroes to make up for the lack of early teamfighting strength. A passive late-game focused 1st position necessitates a powerful 2nd position midgame tempo-carrying damage dealer. You just can't expect to pick 3 passive stall lanes a la CLG.EU and expect to blind stall until lategame. A team focused on a lategame carry will still require the ability to control the midgame tempo.
This is the real philosophy of 4-protects-1. It's not just about how you play teamfights where you have 4 defensive/supportive picks protecting the prime damage dealer--it's about how you approach the gameflow, and the 4 protect the 1's development and create farming space by controlling the midgame tempo.
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it's part of why Anivia is so good right now, one of the best picks for a turtle comp with great late game scaling.
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Holy shit that login music is so OP that I opened a ticket and cried on the forums.
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On August 08 2012 03:57 Morfildur wrote: I just tried Diana and she seems fun but I can't find any item builds for her so i had to make up my own. Since i'm low ELO, it's probably the worst item build in the world. She really looks like a prime candidate for Nashors Tooth since her passive has insane damage potential and the CDR and Mana Reg seems to be quite useful.
I'm thinking: She seems to take too much damage with a Boots start but Cloth doesn't build into anything useful, so maybe Regrowth Pendant & Pot into Philo & Merc Treads. After that the Fiendish Codex to clear faster and to have enough mana regen so you can give blue to mid (Diana is quite spammy). Follow up with Stinger into Nashors. Next item on the list would be Rylais for slow and defense, then depending on the opponents either Abyssal or straight for Deathfire Grasp. Somewhere between upgrade the Philo into Shurelyas for teamfight and chasing. If you skip Abyssal or instead sell the Philo you could get DC for more damage.
philo, sorc boots, haunting guise, abyssal, malady is what im going to try.
i only played 1 game so far and went hextech revolver to dcap.
you could also go tankier ap items like roa, rylai, zhonas i think.
it all kind of depends on how many kills you get. jungling obviously. i wont play her mid. i like ap junglers.
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