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On January 10 2013 16:10 Celial wrote: I need a little help/input.
I'm trying to create a roster of 10 champs (2 for each role) for solo queue. Coolness or fotm are not important, what I am looking for is champions that are ALWAYS strong due to their mechanics specifically in the solo queue setting. Not competetive play, not aram. Just soloqueue.
Other criteria include a low popularity and a low ban rate.
I imagine having one "main" for the role, while the other one should be as versatile as the main (against as many opponents as possible) while it can go even or counter the main.
Stuff I have come up with so far Needs - to be able to exploit communication barrier / unorganized play - to be mechanically simple enough to focus on learning the game/lane - to be as versatile as possible / as strong against as many champions as possible - to be strong with little farm - to have a linear power curve (slightly favored towards early/laning and midgame) - to scale well with items - in addition to above: needs to shine during earlygame and midgame to press advantage without falling off late - to be able to hardcarry the game (where applicable) - to WIN :D
So far I have:
Support Taric Easy choice, best/most popular/most successful soloqueue support. Especially good against my secret fear - Blitzcrank. Aurabot.
Jungle Amumu Can't deny the highest winrate in the game. Not sure if he might get nerfed though. Ult is the best. Skillshot is a disadvantage.
Mid TF Ult, Stun, Poke. Nuff said. Also: Underworld Skin.
AD Cait Super strong lane control with traps. Can push with Q. Highest range (except Trist@18 and Kog) in the game. No steroid is a disadvantage though.
AD Ashe Super safe thx to Hawkshot. Two early points in Hawkshot = TF passive. Kite all day. High range. Gamechanging ult. Again, no steroid.
Considered:
Jungle: Jax/Shyvana/Maokai/etc. Kinda need some damage from the jungle in case of tanky top lane. Mid: Yorick/Panth/Swain/Morde/Eve/etc I have no idea. I heard mid Yorick is op though. Top: I have literally no idea. Seems to have shifted so much in the past few months. Default stuff: Irelia/Shen/Darius/Singed/Vlad/Rumble etc Support: Any would do I guess. I have absolutely NO idea about supports.
So guys, I kinda need your input. What do YOU think fits well? Am I wrong with some choices? What would you suggest for the missing champions? Don't stick with my considerations, I'm a noob after all and have relatively NO idea about this game and winning in solo queue haha :D
karthus for ap ezreal for ad
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And there is only so much defense characters like those can build before there is no point in playing them. Ya, that was exactly my point (and I implied that numbers can be fixed, as in "hey s3 changed item values, we can alter assassins' numbers to adapt to that" with details to be managed by Riot).
I think an important part of "handling the assassin issue" is determining how much is truly bad for the game, and how much is simply our reluctance to change our habits. Look at yesterday's "conversation": the idea of building warmogs, or even worse, of trading another damage item to build warmogs as a second defensive item (on top of GA/QSS), seemed to be alien and shocking to several people here. It doesn't particularly bother me. But if we determine that to survive assassins' as they are now you need either to make 2 defensive items part of your core (as in build them earlier than you build your one now, which is usually 3rd at the earliest, often 4th), or to build 3 defensive items out of your 3 slots, then it'll be obvious that the current state of assassins is a problem and that they should be altered so that we don't have to take such extreme measures as making ranged AD carries into ranged AD bruisers.
Though I'll grant that the "you spend more time running" because assassins' are unpeelable or something is more concerning, since if you become 100% reliant on your team to keep you alive... where's the fun? As much as I love a team capable of peeling for me as Sivir, I'm aware than being shit when they don't is an issue with my mechanics, not the "normal" state of a game.
About the "round of spells" thing, I remember being irked by Brand because of how fast he can cast most of his stuff. Basically, if you're fighting a Brand, you'd better be chaining enough cc to have him dead because if it stops 1.5s before he dies he'll cast his whole combo anyway and cripple your team. This problem has to do with burst (and how you can easily fuck up Pantheon, Garen or Wukong because of the time it takes them despite being burst-oriented) as a whole rather than assassins. Rather, I'd say the "annoying" part with assassins' is that most of their stuff is targeted, or they have ways to position so that their AoE will hit (Brand's Q is a collision skillshot, so his Morg's, and they are vital parts of their combos, for example; compare to assassin-type AP carry Diana, Q is pass-through, R targeted, and W is sure-fire AoE thanks to R; "true" assassins like Kha, Talon, Zed have gap closers to make sure W, W and E (respectively) hit). It comes from the kits rather than the assassin role.
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I think you guys are typing so much just to fuck with neo because he has to read all of it.
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If you want 2 heroes per role, pick 1 that's broken and then 1 that you enjoy playing (while he's still strong) I don't really like Ashe for soloq, I'd recommend Ezreal instead. That guy will always remain viable and I think he's pretty balanced (but strong in good hands) Cait is good but only with Nunu. Taric is definitely a beast support, very easy to play and very strong. The other one you should learn is Blitz (you will ALWAYS be able to carry games as blitz, no matter how hard he gets nerfed) or if you're a big man then leona. TF for mid is fine, he's really good in soloq. Bonus points if you like playing him. Kassadin/Kat/Khazix/Talon/Zed/Eve. Strong roamers are kings of soloq. Amumu is fine and strong in soloq. I think Nocturne/Lee(if you're good)/Eve/Shaco(if you're good) are strong picks as well. Champs like Maokai are very strong too. I wouldn't play Shyvana/Mundo because they don't have strong ganking potential in comparison. Top: 2 champs that you like playing. Almost anything is viable here. Bonus points for being able to gank midlane well. When I was farming for diamond I played Jax and Malphite exclusively, but that was S2. Honestly I think you can pick whatever here. Maybe you alrady know this, but you can carry yourself with any champ as long as you can play him right. That's why I'd usually recommend playing the champions that you find the most fun. Grinding for Elo will take long, and you must remember that your #1 priority should always be improvement, not winning this particular game that you're playing. The important thing is to never give up. Courage is the will to stand down after you've been knocked down.
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Actually I'm a masochist currently having a blast looking at my clock between each post. That, or in addition to having content of questionable quality I'm unable to make said content concise.
I'm just gonna give my bed a flabby lump of meat for breakfast.
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On January 10 2013 16:16 Alaric wrote:Show nested quote +And there is only so much defense characters like those can build before there is no point in playing them. Ya, that was exactly my point (and I implied that numbers can be fixed, as in "hey s3 changed item values, we can alter assassins' numbers to adapt to that" with details to be managed by Riot). I think an important part of "handling the assassin issue" is determining how much is truly bad for the game, and how much is simply our reluctance to change our habits. Look at yesterday's "conversation": the idea of building warmogs, or even worse, of trading another damage item to build warmogs as a second defensive item (on top of GA/QSS), seemed to be alien and shocking to several people here. It doesn't particularly bother me. But if we determine that to survive assassins' as they are now you need either to make 2 defensive items part of your core (as in build them earlier than you build your one now, which is usually 3rd at the earliest, often 4th), or to build 3 defensive items out of your 3 slots, then it'll be obvious that the current state of assassins is a problem and that they should be altered so that we don't have to take such extreme measures as making ranged AD carries into ranged AD bruisers. Though I'll grant that the "you spend more time running" because assassins' are unpeelable or something is more concerning, since if you become 100% reliant on your team to keep you alive... where's the fun? As much as I love a team capable of peeling for me as Sivir, I'm aware than being shit when they don't is an issue with my mechanics, not the "normal" state of a game. About the "round of spells" thing, I remember being irked by Brand because of how fast he can cast most of his stuff. Basically, if you're fighting a Brand, you'd better be chaining enough cc to have him dead because if it stops 1.5s before he dies he'll cast his whole combo anyway and cripple your team. This problem has to do with burst (and how you can easily fuck up Pantheon, Garen or Wukong because of the time it takes them despite being burst-oriented) as a whole rather than assassins. Rather, I'd say the "annoying" part with assassins' is that most of their stuff is targeted, or they have ways to position so that their AoE will hit (Brand's Q is a collision skillshot, so his Morg's, and they are vital parts of their combos, for example; compare to assassin-type AP carry Diana, Q is pass-through, R targeted, and W is sure-fire AoE thanks to R; "true" assassins like Kha, Talon, Zed have gap closers to make sure W, W and E (respectively) hit). It comes from the kits rather than the assassin role.
The sustained damage part is one of the reasons I didn't include Wukong.
I think you brought up a good point about building a second defensive item. This is nice, except the meta has also pulled us in the direction of sacrificing slot-efficient damage items for earlier powerspikes. So, there is the double problem: You might need to get by with Zerkers+3 damage items (endgame of course, I dont even know what a double-defensive buildup is), but that you probably won't have a good 3 item core such as IE+Pd+LW, it will probably be BT+SS+LW, which is, on most champs, significantly less damage.
Also re eeling. I think some should be needed. But the problem I see, is kinda the Brand point you are wasting a bunch of spells just to CC a person, who is not the other teams AD Carry (who by the way is clowning your team).
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United States23745 Posts
On January 10 2013 16:33 cLutZ wrote:Show nested quote +On January 10 2013 16:16 Alaric wrote:And there is only so much defense characters like those can build before there is no point in playing them. Ya, that was exactly my point (and I implied that numbers can be fixed, as in "hey s3 changed item values, we can alter assassins' numbers to adapt to that" with details to be managed by Riot). I think an important part of "handling the assassin issue" is determining how much is truly bad for the game, and how much is simply our reluctance to change our habits. Look at yesterday's "conversation": the idea of building warmogs, or even worse, of trading another damage item to build warmogs as a second defensive item (on top of GA/QSS), seemed to be alien and shocking to several people here. It doesn't particularly bother me. But if we determine that to survive assassins' as they are now you need either to make 2 defensive items part of your core (as in build them earlier than you build your one now, which is usually 3rd at the earliest, often 4th), or to build 3 defensive items out of your 3 slots, then it'll be obvious that the current state of assassins is a problem and that they should be altered so that we don't have to take such extreme measures as making ranged AD carries into ranged AD bruisers. Though I'll grant that the "you spend more time running" because assassins' are unpeelable or something is more concerning, since if you become 100% reliant on your team to keep you alive... where's the fun? As much as I love a team capable of peeling for me as Sivir, I'm aware than being shit when they don't is an issue with my mechanics, not the "normal" state of a game. About the "round of spells" thing, I remember being irked by Brand because of how fast he can cast most of his stuff. Basically, if you're fighting a Brand, you'd better be chaining enough cc to have him dead because if it stops 1.5s before he dies he'll cast his whole combo anyway and cripple your team. This problem has to do with burst (and how you can easily fuck up Pantheon, Garen or Wukong because of the time it takes them despite being burst-oriented) as a whole rather than assassins. Rather, I'd say the "annoying" part with assassins' is that most of their stuff is targeted, or they have ways to position so that their AoE will hit (Brand's Q is a collision skillshot, so his Morg's, and they are vital parts of their combos, for example; compare to assassin-type AP carry Diana, Q is pass-through, R targeted, and W is sure-fire AoE thanks to R; "true" assassins like Kha, Talon, Zed have gap closers to make sure W, W and E (respectively) hit). It comes from the kits rather than the assassin role. The sustained damage part is one of the reasons I didn't include Wukong. I think you brought up a good point about building a second defensive item. This is nice, except the meta has also pulled us in the direction of sacrificing slot-efficient damage items for earlier powerspikes. So, there is the double problem: You might need to get by with Zerkers+3 damage items (endgame of course, I dont even know what a double-defensive buildup is), but that you probably won't have a good 3 item core such as IE+Pd+LW, it will probably be BT+SS+LW, which is, on most champs, significantly less damage. Also re  eeling. I think some should be needed. But the problem I see, is kinda the Brand point you are wasting a bunch of spells just to CC a person, who is not the other teams AD Carry (who by the way is clowning your team). Oh man, that accidental emoticon is golden. Please no edit haha.
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On January 10 2013 16:20 OutlaW- wrote: If you want 2 heroes per role, pick 1 that's broken and then 1 that you enjoy playing (while he's still strong) I don't really like Ashe for soloq, I'd recommend Ezreal instead. That guy will always remain viable and I think he's pretty balanced (but strong in good hands) Cait is good but only with Nunu. Taric is definitely a beast support, very easy to play and very strong. The other one you should learn is Blitz (you will ALWAYS be able to carry games as blitz, no matter how hard he gets nerfed) or if you're a big man then leona. TF for mid is fine, he's really good in soloq. Bonus points if you like playing him. Kassadin/Kat/Khazix/Talon/Zed/Eve. Strong roamers are kings of soloq. Amumu is fine and strong in soloq. I think Nocturne/Lee(if you're good)/Eve/Shaco(if you're good) are strong picks as well. Champs like Maokai are very strong too. I wouldn't play Shyvana/Mundo because they don't have strong ganking potential in comparison. Top: 2 champs that you like playing. Almost anything is viable here. Bonus points for being able to gank midlane well. When I was farming for diamond I played Jax and Malphite exclusively, but that was S2. Honestly I think you can pick whatever here. Maybe you alrady know this, but you can carry yourself with any champ as long as you can play him right. That's why I'd usually recommend playing the champions that you find the most fun. Grinding for Elo will take long, and you must remember that your #1 priority should always be improvement, not winning this particular game that you're playing. The important thing is to never give up. Courage is the will to stand down after you've been knocked down.
Thanks a lot man. That's also why I opt for champs with low mechanical skill ceilings. I want to focus on understanding the lane and game instead of not only fighting against my opponent but also my own champ :D
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On January 10 2013 16:33 cLutZ wrote:Show nested quote +On January 10 2013 16:16 Alaric wrote:And there is only so much defense characters like those can build before there is no point in playing them. Ya, that was exactly my point (and I implied that numbers can be fixed, as in "hey s3 changed item values, we can alter assassins' numbers to adapt to that" with details to be managed by Riot). I think an important part of "handling the assassin issue" is determining how much is truly bad for the game, and how much is simply our reluctance to change our habits. Look at yesterday's "conversation": the idea of building warmogs, or even worse, of trading another damage item to build warmogs as a second defensive item (on top of GA/QSS), seemed to be alien and shocking to several people here. It doesn't particularly bother me. But if we determine that to survive assassins' as they are now you need either to make 2 defensive items part of your core (as in build them earlier than you build your one now, which is usually 3rd at the earliest, often 4th), or to build 3 defensive items out of your 3 slots, then it'll be obvious that the current state of assassins is a problem and that they should be altered so that we don't have to take such extreme measures as making ranged AD carries into ranged AD bruisers. Though I'll grant that the "you spend more time running" because assassins' are unpeelable or something is more concerning, since if you become 100% reliant on your team to keep you alive... where's the fun? As much as I love a team capable of peeling for me as Sivir, I'm aware than being shit when they don't is an issue with my mechanics, not the "normal" state of a game. About the "round of spells" thing, I remember being irked by Brand because of how fast he can cast most of his stuff. Basically, if you're fighting a Brand, you'd better be chaining enough cc to have him dead because if it stops 1.5s before he dies he'll cast his whole combo anyway and cripple your team. This problem has to do with burst (and how you can easily fuck up Pantheon, Garen or Wukong because of the time it takes them despite being burst-oriented) as a whole rather than assassins. Rather, I'd say the "annoying" part with assassins' is that most of their stuff is targeted, or they have ways to position so that their AoE will hit (Brand's Q is a collision skillshot, so his Morg's, and they are vital parts of their combos, for example; compare to assassin-type AP carry Diana, Q is pass-through, R targeted, and W is sure-fire AoE thanks to R; "true" assassins like Kha, Talon, Zed have gap closers to make sure W, W and E (respectively) hit). It comes from the kits rather than the assassin role. The sustained damage part is one of the reasons I didn't include Wukong. I think you brought up a good point about building a second defensive item. This is nice, except the meta has also pulled us in the direction of sacrificing slot-efficient damage items for earlier powerspikes. So, there is the double problem: You might need to get by with Zerkers+3 damage items (endgame of course, I dont even know what a double-defensive buildup is), but that you probably won't have a good 3 item core such as IE+Pd+LW, it will probably be BT+SS+LW, which is, on most champs, significantly less damage. Also re  eeling. I think some should be needed. But the problem I see, is kinda the Brand point you are wasting a bunch of spells just to CC a person, who is not the other teams AD Carry (who by the way is clowning your team).
There are two principle reasons AD carries have been a de facto part of every team: their multiplicative damage scaling and their effectiveness in taking towers/objectives. Dropping from four offensive items to three while also reducing their quality reduces the value and importance of the first of the two reasons.
It's not enough to make AD carries unviable, but it's enough to ask the question, "Do we always need an AD carry?". If the enemy team has one or more champions suited to diving, the answer may be no. It's tough to say how poorly off AD carries are because the game is still in a state of flux, but I know from playing both sides of the coin that it's a fairly frustrating time to be an AD.
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On January 10 2013 15:37 OutlaW- wrote: Can somebody please tell me in what games was Shaco played? (in OGN)
Curious about this as well.
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United States47024 Posts
I do think the sieging ability of a ranged carry is a significant factor.
At this point, the game doesn't really have a safe alternative to that for pushing high ground towers (split-pushing base towers is inherently slow, risky, and not what I'd call safe). This is especially the case insofar as LoL, unlike DotA, does not have casters that can siege towers well, nor does it have many sieging items that help a team's creep wave push the high ground (though the potential of Banner in this type of situation is worth exploring), or allow a melee to siege like a ranged carry does (Manta Style).
There is a LOT of merit in the fact that a ranged carry allows you to safely end a game without having to resort to diving or exposing yourself to 4v5s.
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Didn't play league for a week....
WTB lasthitting lessons now
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InSec from CJ and the jungler on GSG both have, off the top of my head. I think GSG was in NLB against whoever they last played and InSec..can't remember
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Roffles
Pitcairn19291 Posts
On January 10 2013 15:37 OutlaW- wrote: Can somebody please tell me in what games was Shaco played? (in OGN) I'm a nice guy.
KT A vs KT B Quarterfinals Game 4 Azubu Frost vs Najin Shield Group A Game 1 Azubu Blaze vs CJ Entus Group B Game 1 Team OP vs Najin Sword Interleague Game 1
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On January 10 2013 16:10 Celial wrote: I need a little help/input.
I'm trying to create a roster of 10 champs (2 for each role) for solo queue. Coolness or fotm are not important, what I am looking for is champions that are ALWAYS strong due to their mechanics specifically in the solo queue setting. Not competetive play, not aram. Just soloqueue.
Other criteria include a low popularity and a low ban rate.
I imagine having one "main" for the role, while the other one should be as versatile as the main (against as many opponents as possible) while it can go even or counter the main.
Stuff I have come up with so far Needs - to be able to exploit communication barrier / unorganized play - to be mechanically simple enough to focus on learning the game/lane - to be as versatile as possible / as strong against as many champions as possible - to be strong with little farm - to have a linear power curve (slightly favored towards early/laning and midgame) - to scale well with items - in addition to above: needs to shine during earlygame and midgame to press advantage without falling off late - to be able to hardcarry the game (where applicable) - to WIN :D
So far I have:
Support Taric Easy choice, best/most popular/most successful soloqueue support. Especially good against my secret fear - Blitzcrank. Aurabot.
Jungle Amumu Can't deny the highest winrate in the game. Not sure if he might get nerfed though. Ult is the best. Skillshot is a disadvantage.
Mid TF Ult, Stun, Poke. Nuff said. Also: Underworld Skin.
AD Cait Super strong lane control with traps. Can push with Q. Highest range (except Trist@18 and Kog) in the game. No steroid is a disadvantage though.
AD Ashe Super safe thx to Hawkshot. Two early points in Hawkshot = TF passive. Kite all day. High range. Gamechanging ult. Again, no steroid.
Considered:
Jungle: Jax/Shyvana/Maokai/etc. Kinda need some damage from the jungle in case of tanky top lane. Mid: Yorick/Panth/Swain/Morde/Eve/etc I have no idea. I heard mid Yorick is op though. Top: I have literally no idea. Seems to have shifted so much in the past few months. Default stuff: Irelia/Shen/Darius/Singed/Vlad/Rumble etc Support: Any would do I guess. I have absolutely NO idea about supports.
So guys, I kinda need your input. What do YOU think fits well? Am I wrong with some choices? What would you suggest for the missing champions? Don't stick with my considerations, I'm a noob after all and have relatively NO idea about this game and winning in solo queue haha :D
Ashe is really hard to play actually, take her off and replace with Ez like someone said earlier.
Cho for jungle really safe, Rumble top lane and mid is always going to be strong no matter what. Lee Sin top never gonna fall off either.
Support Taric Leona Lulu Nunu until they nerf him Blitz... shit, every support is OP so just play any of them.
Mid Orianna Anivia TF Karthus Lux
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What are people 's thoughts on the S3 qualifiers? Curse got easy group imo. Feel bad for Epik gamer, they might get 2nd just in group, but Ggu, gunna give them a run for their money.
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On January 10 2013 17:06 Sufficiency wrote: Didn't play league for a week....
WTB lasthitting lessons now play osu
On January 10 2013 17:10 Roffles wrote:Show nested quote +On January 10 2013 15:37 OutlaW- wrote: Can somebody please tell me in what games was Shaco played? (in OGN) I'm a nice guy. KT A vs KT B Quarterfinals Game 4 Azubu Frost vs Najin Shield Group A Game 1 Azubu Blaze vs CJ Entus Group B Game 1 Team OP vs Najin Sword Interleague Game 1
You're the bes.
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I don't think Osu helps at all. Osu is more about muscle memory for the song, because each circle comes out at the exactly same time and location.
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On January 10 2013 16:14 nyxnyxnyx wrote:Show nested quote +On January 10 2013 16:10 Celial wrote: I need a little help/input.
I'm trying to create a roster of 10 champs (2 for each role) for solo queue. Coolness or fotm are not important, what I am looking for is champions that are ALWAYS strong due to their mechanics specifically in the solo queue setting. Not competetive play, not aram. Just soloqueue.
Other criteria include a low popularity and a low ban rate.
I imagine having one "main" for the role, while the other one should be as versatile as the main (against as many opponents as possible) while it can go even or counter the main.
Stuff I have come up with so far Needs - to be able to exploit communication barrier / unorganized play - to be mechanically simple enough to focus on learning the game/lane - to be as versatile as possible / as strong against as many champions as possible - to be strong with little farm - to have a linear power curve (slightly favored towards early/laning and midgame) - to scale well with items - in addition to above: needs to shine during earlygame and midgame to press advantage without falling off late - to be able to hardcarry the game (where applicable) - to WIN :D
So far I have:
Support Taric Easy choice, best/most popular/most successful soloqueue support. Especially good against my secret fear - Blitzcrank. Aurabot.
Jungle Amumu Can't deny the highest winrate in the game. Not sure if he might get nerfed though. Ult is the best. Skillshot is a disadvantage.
Mid TF Ult, Stun, Poke. Nuff said. Also: Underworld Skin.
AD Cait Super strong lane control with traps. Can push with Q. Highest range (except Trist@18 and Kog) in the game. No steroid is a disadvantage though.
AD Ashe Super safe thx to Hawkshot. Two early points in Hawkshot = TF passive. Kite all day. High range. Gamechanging ult. Again, no steroid.
Considered:
Jungle: Jax/Shyvana/Maokai/etc. Kinda need some damage from the jungle in case of tanky top lane. Mid: Yorick/Panth/Swain/Morde/Eve/etc I have no idea. I heard mid Yorick is op though. Top: I have literally no idea. Seems to have shifted so much in the past few months. Default stuff: Irelia/Shen/Darius/Singed/Vlad/Rumble etc Support: Any would do I guess. I have absolutely NO idea about supports.
So guys, I kinda need your input. What do YOU think fits well? Am I wrong with some choices? What would you suggest for the missing champions? Don't stick with my considerations, I'm a noob after all and have relatively NO idea about this game and winning in solo queue haha :D
karthus for ap ezreal for ad
Deffo pic up ezreal for soloq. Strong as hell as AD.
If you take your time to learn them the soloq terrors I would recommend for each position is:
Top: Jax, Darius, (Kha'Zix) Mid: Kha'Zix,Pantheon, or if you want an AP - Eve (best soloq terror), Cho'gath Jungle: Amumu, Lee Sin AD: Ezreal,Ezreal,Ezreal Support: Lulu all the way. Her QE poke is so stupidly strong in lane. And if they engage on your ADC ? Speed,Shield and a knockup + health. Learn her and you can dominate pretty hard bot. Also Taric if you are playing with 1 hand.
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Roffles
Pitcairn19291 Posts
Top Kayle Mid Kayle AD Kayle Support Kayle Jungle Kayle
There sir, you have a champion for every role. Sadly it's all viable too.
Oh, since you wanted 2 champs in each role, I present to you Top Jayce, Mid Jayce, AD Jayce, Support Jayce, and Jungle Jayce.
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