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On October 03 2012 20:25 Alaric wrote: What do you max on Alistar btw? From what I recall his heal is much more effective (hp/mana ratio) at level 1, and it's spammable anyway, so I just go R>Q>W>E for cdr on my cc spells, but I see people max E and play super passively. If you're in a lane where you need more healing than that you can usually go QWEEER E>Q>W and play more passively. It's not like the CC is any less effective like that!
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Thanks for the advice - my gut feeling was Soraka (in a "lose less" attempt at bandaging an unfavourable matchup rather than any real hope of winning lane), but Janna seems workable. I do have memories of one of the big tournaments (four or so months ago? Maybe longer, and before or around the dawn of the Ez/Corki/Graves era) where there were multiple Janna/Vayne lanes, none of which did well. I'll try to get some practise in with a friend in some draft normals to get a feeling for trades etc.
FWIW, it was solo queue, and I ended up dodging the game, played Torchlight 2 for an hour, came back, and ... the enemy first picked Vayne, allowing us to Ez/Sona against their Vayne/Nunu, hue.
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yes janna vayne did not do well in a couple tournaments but the fact they played it alot kinda implies it has seen reasonable success in practice. As I said this lane does not have to be won. With a slightly behind vayne you will still outscale alot of support&carry lanes and the sheer lategame utility janna provides is exeptional.
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Learning from Dan Dinh's stream, apparently Saint uses a mouse thats heavy as fuck and his mouse is super sensitive too
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pretty sure saint's an old fps player, so it's not really surprising he kept his settings the same.
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On October 03 2012 20:25 Alaric wrote: What do you max on Alistar btw? From what I recall his heal is much more effective (hp/mana ratio) at level 1, and it's spammable anyway, so I just go R>Q>W>E for cdr on my cc spells, but I see people max E and play super passively. hp/mana ratio on E is now better at level 5 since they increased the mana cost on it, especially at level 1. (unless you have a lot of AP which you shouldn't)
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On October 03 2012 22:28 thenexusp wrote:Show nested quote +On October 03 2012 20:25 Alaric wrote: What do you max on Alistar btw? From what I recall his heal is much more effective (hp/mana ratio) at level 1, and it's spammable anyway, so I just go R>Q>W>E for cdr on my cc spells, but I see people max E and play super passively. hp/mana ratio on E is now better at level 5 since they increased the mana cost on it, especially at level 1. (unless you have a lot of AP which you shouldn't)
I sometimes go hidden AP carry alistar bot support, scares the crap out of squishy AD carrys when your WQ-combo does 75% of their hp as damage
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On October 03 2012 21:21 clickrush wrote: yes janna vayne did not do well in a couple tournaments but the fact they played it alot kinda implies it has seen reasonable success in practice. As I said this lane does not have to be won. With a slightly behind vayne you will still outscale alot of support&carry lanes and the sheer lategame utility janna provides is exeptional.
I honestly hate this lane so much because both are terrible laners for the most part. No sustain/strong buff on Vayne doesn't synergize with her imo.
Now get them to 40+ minutes, and they will dominate team fights harder than pretty much any other adc/support in the game.
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On October 03 2012 22:51 Cloud9157 wrote:Show nested quote +On October 03 2012 21:21 clickrush wrote: yes janna vayne did not do well in a couple tournaments but the fact they played it alot kinda implies it has seen reasonable success in practice. As I said this lane does not have to be won. With a slightly behind vayne you will still outscale alot of support&carry lanes and the sheer lategame utility janna provides is exeptional. I honestly hate this lane so much because both are terrible laners for the most part. No sustain/strong buff on Vayne doesn't synergize with her imo. Now get them to 40+ minutes, and they will dominate team fights harder than pretty much any other adc/support in the game.
The laneing phase can go decent though. Ppl are perhaps not used enough to reactive play it is much easier when the support does the plays and the carry reacts to it instead of having both react simultaneosly to their opponents play (you need trust for that).
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On October 03 2012 22:51 Cloud9157 wrote:Show nested quote +On October 03 2012 21:21 clickrush wrote: yes janna vayne did not do well in a couple tournaments but the fact they played it alot kinda implies it has seen reasonable success in practice. As I said this lane does not have to be won. With a slightly behind vayne you will still outscale alot of support&carry lanes and the sheer lategame utility janna provides is exeptional. I honestly hate this lane so much because both are terrible laners for the most part. No sustain/strong buff on Vayne doesn't synergize with her imo. Now get them to 40+ minutes, and they will dominate team fights harder than pretty much any other adc/support in the game. Add a strong ganking jungler with an early oracle and proceed to snowball this lane out of control !
It works really well with Ali/Mao as an example, especially on blue side.
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On October 03 2012 22:51 Cloud9157 wrote:Show nested quote +On October 03 2012 21:21 clickrush wrote: yes janna vayne did not do well in a couple tournaments but the fact they played it alot kinda implies it has seen reasonable success in practice. As I said this lane does not have to be won. With a slightly behind vayne you will still outscale alot of support&carry lanes and the sheer lategame utility janna provides is exeptional. I honestly hate this lane so much because both are terrible laners for the most part. No sustain/strong buff on Vayne doesn't synergize with her imo. Now get them to 40+ minutes, and they will dominate team fights harder than pretty much any other adc/support in the game. The thing is that 2v1 meta is pretty popular now, and if you're 2v1ing, then there's no such thing as a "bad lane phase" for janna vayne combo. Thus allowing Vayne to get a reasonable early game, and allow her to carry late game. The problem is that the 2v1 meta usually comes w/ the whole, "lets end lane phase super early, and push objectives", so what ends up happening is, if you're running a 2v1 lane w/ vayne. You either have to push that tower really hard and fast, or otherwise you fall behind in global gold (and if you do this, vayne is still weaker than other ADC at this point in the game, and offers less power) or you try and preserve the 2v1 lane phase to allow more farm on vayne, but you lose in global gold, and your AD carry has less global map presence as the enemy AD-C that did push down your tower early.
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TEAM FOTM Let's hope this game goes well + Show Spoiler +
Edit - Results. Yep, easy win. They had no chance in teamfights, and the ez ended up 22/7 since they can never reach the backline with darius/blitz/ali
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On October 04 2012 00:11 Abenson wrote:TEAM FOTM Let's hope this game goes well + Show Spoiler + They banned annie and nasus wut?
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why lol has no turn rate? I mean when you command a unit, it moves immediately, which is very irritating. I did some research, people say it was riots idea. But isn't it bad for newcomers. I mean there aren't any "good players" in lol, basically high school players who played a dota clone for the first time and thats it. I think its one of the reasons why lol isn't so popular.
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On October 04 2012 00:28 Implenia wrote: why lol has no turn rate? I mean when you command a unit, it moves immediately, which is very irritating. I did some research, people say it was riots idea. But isn't it bad for newcomers. I mean there aren't any "good players" in lol, basically high school players who played a dota clone for the first time and thats it. I think its one of the reasons why lol isn't so popular.
trolls gonna troll.
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On October 04 2012 00:28 Implenia wrote: why lol has no turn rate? I mean when you command a unit, it moves immediately, which is very irritating. I did some research, people say it was riots idea. But isn't it bad for newcomers. I mean there aren't any "good players" in lol, basically high school players who played a dota clone for the first time and thats it. I think its one of the reasons why lol isn't so popular.
dota2 troll detected !_!
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On October 04 2012 00:28 Implenia wrote: why lol has no turn rate? I mean when you command a unit, it moves immediately, which is very irritating. I did some research, people say it was riots idea. But isn't it bad for newcomers. I mean there aren't any "good players" in lol, basically high school players who played a dota clone for the first time and thats it. I think its one of the reasons why lol isn't so popular.
When I was reading at first I thought "because it's not a turn based game...". Also, why is it irritating. An important question to ask is "what does turning durations bring to the game, and does that warrant it being there? I haven't played Dota in at least a few years, and I never really made a note of it, but I'm guessing it means that players have to react more quickly if they want to escape as it takes slightly more time. It could make teams with strong engages a bit stronger, and maybe ganks will be more effective. Not sure if this is good or not though.
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On October 04 2012 00:34 Dark_Chill wrote:Show nested quote +On October 04 2012 00:28 Implenia wrote: why lol has no turn rate? I mean when you command a unit, it moves immediately, which is very irritating. I did some research, people say it was riots idea. But isn't it bad for newcomers. I mean there aren't any "good players" in lol, basically high school players who played a dota clone for the first time and thats it. I think its one of the reasons why lol isn't so popular. When I was reading at first I thought "because it's not a turn based game...". Also, why is it irritating. An important question to ask is "what does turning durations bring to the game, and does that warrant it being there? I haven't played Dota in at least a few years, and I never really made a note of it, but I'm guessing it means that players have to react more quickly if they want to escape as it takes slightly more time. It could make teams with strong engages a bit stronger, and maybe ganks will be more effective. Not sure if this is good or not though. How can you respond seriously to someone who says that LoL isn't popular?
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On October 04 2012 00:28 Implenia wrote: why lol has no turn rate? I mean when you command a unit, it moves immediately, which is very irritating. I did some research, people say it was riots idea. But isn't it bad for newcomers. I mean there aren't any "good players" in lol, basically high school players who played a dota clone for the first time and thats it. I think its one of the reasons why lol isn't so popular. Go back to reddit or whatever cess pool you came from.
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I'm just surprised he got to almost 700 posts.
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