[Patch 1.0.0.144: Diana] General Discussion - Page 91
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Ryuu314
United States12679 Posts
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mordek
United States12704 Posts
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AsmodeusXI
United States15536 Posts
On August 09 2012 01:59 obesechicken13 wrote: What I'm getting is that he's afraid of bad leashes. Which just don't happen after level 20. I dunno. I've watched/suffered some REALLY bad leashes at 30 (note: low ELO), to the tune of stolen mobs to nothing at all. | ||
NEOtheONE
United States2233 Posts
On August 09 2012 01:59 obesechicken13 wrote: What I'm getting is that he's afraid of bad leashes. Which just don't happen after level 20. Lol, no they still happen all the darn time. I keep getting people who end up resetting the buffs on me, so this route let me avoid all that drama. | ||
Requizen
United States33802 Posts
I mean, there are some occasions where MR is better (double AP lanes + AP jungler, or someone like LeBlanc/Ahri being scary early game AP), but as a jungler, a lot of time I feel like the MR is just sort of wasted unless I'm camping mid hardcore. And as I generally spend most of my time clearing, top, or bot and less mid, I'm more inclined to fill my Blues with Armor or something else useful like AP on Diana, maybe CDR on Xin, or more AS or something. I don't know, probably not efficient, but I never really feel scared vs AP early game, especially early Merc's is so standard on nearly everyone and Wit's/Chalice/Aegis has plenty of early game MR as options. | ||
ViZe
United States1513 Posts
EDIT: ^^ I always thought the reason people have been taking MR or Scaling MR (and generally get MR items) on junglers is because often the most influential characters in the mid-game are short-lane mages and junglers, who, nowadays, clear primarily with skills that give them magic damage. When I'm Level 9 and the enemy mid is Level 11 and has level 2 ult I don't want to get caught with low MR and a low health pool | ||
Ryuu314
United States12679 Posts
On August 09 2012 02:02 NEOtheONE wrote: Lol, no they still happen all the darn time. I keep getting people who end up resetting the buffs on me, so this route let me avoid all that drama. buffs resetting is also partially the jungler's fault. If you position yourself properly and are constantly hitting the buff it shouldn't reset if mid lane is the one leashing blue. | ||
JackDino
Gabon6219 Posts
On August 09 2012 01:59 obesechicken13 wrote: What I'm getting is that he's afraid of bad leashes. Which just don't happen after level 20. Lol, I've gotten better pulls at lvl25(like smiteless pulls when asked etc) compared to 1700elo, where I occasionally get like 1autoattack that's 3seconds late. | ||
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AsmodeusXI
United States15536 Posts
On August 09 2012 02:03 ViZe wrote: Why are we arguing so much about something that could easily be clarified by testing it in game? Because we like to argue? ![]() | ||
Ryuu314
United States12679 Posts
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cLutZ
United States19574 Posts
On August 08 2012 19:53 Shiv. wrote: I like how every new strategy instantly becomes THE NEW META. After Kiev, we had everyone and their mums crying about snowball meta, now Azubu pulled out something unexpected and there we go, THE PUSHING META HAS ARRIVED. Also, saying protect the Kog doesn't work any more because of Soraka ULT nerf and because Lulu got toned down a tad is just hilarious. Protect the Kog existed back when people were building shit like Manamune and MBR on him, and it will keep existing. How does saying something is viable relate to whether it is optimal (which is what matters for tourney play). The heyday of Protect the Kog was ~ April at IPL4(?). That comp was Kog, Lulu, Soraka, Mundo, Janna/Taric. There are some other champs that could be subbed into that comp and work: Ali and Naut for example. Since April: Kog: Void Ooze slow reduced to 20/28/36/44/52% from 28/36/44/52/60%, Living Artillery damage bonus to Champions reduced to 125% from 150%, Living Artillery: additional cost stack maximum increased to 10 from 5 (max mana cost increased to 400 from 200). Lulu: Glitterlance Ability power ratio reduced to 0.6 from 0.7 Mana cost increased at later ranks to 40/50/60/70/80 from 40/45/50/55/60, Damage adjusted to 80/125/170/215/260 from 80/130/180/230/280. Ability power ratio reduced to 0.5 from 0.6. Soraka: Starcall: Duration of magic resist reduction decreased to 5 seconds from 8 seconds. Mana cost increased at later ranks to 20/35/50/65/80 from 20/30/40/50/60. Astral Blessing: armor bonus reduced at later ranks to 25/45/65/85/105 from 25/50/75/100/125. Astral Blessing: armor buff duration reduced to 3 seconds from 5. Wish: cooldown increased to 160/145/130 seconds from 120/110/100. Mundo: Burning Agony: Now has a short cooldown upon activation to avoid accidental disabling. Base damage reduced to 35/50/65/80/95 from 40/55/70/85/100. Crowd control reduction decreased to 10/15/20/25/30% from 15/20/25/30/35%. Fixed a bug where it was reducing the duration of blinds and silences by more than intended. Sadism: cooldown increased to 75 seconds from 65. Sadism: health gained reduced to 40/50/60% of maximum health from 40/55/70%. Janna:Howling Gale: Now knocks the target further into the air the longer it is channeled (now 80 + 10 per second channeled, from a constant 100). Monsoon: Mana cost reduced to 150/225/300 from 200/275/350. Knock back distance reduced to 875 from 1000. Zephyr: Passive movement speed reduced at earlier ranks to 4/7/10/13/16% from 8/10/12/14/16%. Slow duration reduced to 3 seconds from 4. Monsoon: cooldown increased at earlier ranks to 150/135/120 from 120 seconds at all ranks. Zephyr: Ability Power ratio reduced to 0.6 from 0.8. Janna will no longer sometimes retain the passive bonuses while Zephyr is on cooldown. Taric: Buffed: Now gains 1.25 magic resist per level. Other champs that have synergy with the comp: Naultilus: Titan's Wrath: damage reduced at later ranks to 30/55/80/105/130 from 30/60/90/120/150. Dredge Line: Damage reduced at earlier ranks to 60/105/150/195/240 from 80/120/160/200/240. Cooldown increased at earlier ranks to 18/16/14/12/10 seconds from 14/13/12/11/10. Depth Charge Primary target damage reduced at earlier ranks to 200/325/450 from 250/350/450. Cooldown increased at earlier ranks to 140/110/80 seconds from 120/100/80. Alistar: Now gains 1.25 magic resist per level. Headbutt: damage adjusted to 55/110/165/220/275 from 85/130/175/220/265. Trample: damage reduced to 7-24 from 10-27. Triumphant Roar: mana cost increased at earlier ranks to 40/50/60/70/80 from 28/41/54/67/80. Protect the Kog was nerfed because popular supports have consistently been getting nerfed aside from the MR/Lvl buff that was very strong for some of them. | ||
koreasilver
9109 Posts
On August 09 2012 01:47 Requizen wrote: Because solo queue is solo queue. Either way, Boots is probably my preferred start, seeing as her ganks need all the help they can get. Still not sure as to MS or AP quints, though. Edit: Ergh, Rune Pages so expensive for IP, almost considering RP buying them just so I don't have to wait and keep switching them. I get a leash every single game in solo queue and my elo is pretty low (1300~1400). Pretty much the only junglers that has a rough time with shitty pulls (one auto attack) that I play often is Nautilus and Alistar. | ||
Seuss
United States10536 Posts
On August 09 2012 02:03 ViZe wrote: Why are we arguing so much about something that could easily be clarified by testing it in game? EDIT: ^^ I always thought the reason people have been taking MR or Scaling MR (and generally get MR items) on junglers is because often the most influential characters in the mid-game are short-lane mages and junglers, who, nowadays, clear primarily with skills that give them magic damage. When I'm Level 9 and the enemy mid is Level 11 and has level 2 ult I don't want to get caught with low MR and a low health pool Some of the people here may be at work or otherwise in a position where firing up the game is not possible. You're correct regarding the reason for taking MR on junglers, but what Requizen is suggesting is that you don't necessarily have to rune for it. Most of the popular junglers are going to (or should) build Merc's and Aegis anyway, so if you need MR to safely gank mid lane all you need is 400g and you're set. | ||
wei2coolman
United States60033 Posts
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Parametric
Canada1261 Posts
Edit: On August 09 2012 02:23 wei2coolman wrote: I even get decent leashes in normal game >.< I haven't had a reset happen to me in like 200 games~ I get the odd reset when i start red and ask for a big leash. People don't understand that I don't start recurve bow on my junglers =P | ||
ViZe
United States1513 Posts
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AsmodeusXI
United States15536 Posts
On August 09 2012 02:23 wei2coolman wrote: I even get decent leashes in normal game >.< I haven't had a reset happen to me in like 200 games~ So jelly. ![]() | ||
StateAlchemist
France1946 Posts
Note to self : dont save smite for a fast red buff in solo queue. ![]() | ||
arb
Noobville17921 Posts
On August 09 2012 02:02 mordek wrote: Wait and see if someone confirms they will leash before buying and leaving fountain? If they agree to, buy boots. No reason not to at that point. Actually what you do when they refuse to leash for you is, you dont touch their lane. And when they proceed to feed and be like, JUNGLE WHY YOU NO GANK. You say what i always say "you remember when i needed help on blue? yeah so do i" then ignore them the rest of the game. usually some big luls happen | ||
Requizen
United States33802 Posts
On August 09 2012 02:17 Seuss wrote: Some of the people here may be at work or otherwise in a position where firing up the game is not possible. You're correct regarding the reason for taking MR on junglers, but what Requizen is suggesting is that you don't necessarily have to rune for it. Most of the popular junglers are going to (or should) build Merc's and Aegis anyway, so if you need MR to safely gank mid lane all you need is 400g and you're set. Yeah, that was kind of what my train of thought was. Flat blues are 12 MR, scaling are less MR early game. If I'm really pressured by AP, I'm going to get NMM (24 MR) early anyway, probably 2 for Merc's + Aegis/Chalice/Wit's (whichever I'm going for on a given champ). Suddenly 12 MR (or .15 per level, only 24, the amount of a NMM, at 18) doesn't feel as useful as stocking it with Armor for safer/healthier clears or another stat for more damage. I don't know, was just musing. | ||
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