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[Patch 3.02: Fake Quinn] General Discussion - Page 9

Forum Index > LoL General
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Prev 1 7 8 9 10 11 170 Next
OutlaW-
Profile Blog Joined July 2010
Czech Republic5053 Posts
February 14 2013 08:04 GMT
#161
On February 14 2013 17:00 MooMooMugi wrote:
Show nested quote +
On February 14 2013 16:55 krndandaman wrote:
this is random and im a noob but could something like double jungle be a somewhat viable strat?
solo adc mid, ap carry solo bot, solo top bruiser.
the two junglers split sides (wraiths/wolves spawn fast anyways) and fill in for the solo lanes when they back to not waste gold/exp. go for double ganks or counterjungling together.

Yeah in <level 30 games, it works wonders

I've done it in plat with my friend in season 2, we won more than we lost. It's hard to say how good it would be against serious people, though.
Delete your post underage b&. You're incestuous for you're onee-chan so you're clearly not a bad guy, but others might not agree
cLutZ
Profile Joined November 2010
United States19574 Posts
February 14 2013 08:06 GMT
#162
On February 14 2013 17:00 MooMooMugi wrote:
Show nested quote +
On February 14 2013 16:55 krndandaman wrote:
this is random and im a noob but could something like double jungle be a somewhat viable strat?
solo adc mid, ap carry solo bot, solo top bruiser.
the two junglers split sides (wraiths/wolves spawn fast anyways) and fill in for the solo lanes when they back to not waste gold/exp. go for double ganks or counterjungling together.

Yeah in <level 30 games, it works wonders


Eh. Usually the solo laners just feed vs. the duo lanes. Plus jungling without full runes sucks.
Freeeeeeedom
Tal
Profile Blog Joined May 2004
United Kingdom1017 Posts
February 14 2013 08:08 GMT
#163
I know this is going to sound a bit silly, but what are you meant to do if the other team has a Poppy? She just made it impossible to keep our AD alive, and the rest of their team just peeled for theirs, so after being a bit ahead we couldn't win team fights...

It is what you read when you don't have to that determines what you will be when you can't help it.
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
February 14 2013 08:09 GMT
#164


Blitzstar duo jungle, sick ganks man
(╯°□°)╯︵ ┻━┻
Seuss
Profile Blog Joined May 2010
United States10536 Posts
February 14 2013 08:16 GMT
#165
On February 14 2013 17:08 Tal wrote:
I know this is going to sound a bit silly, but what are you meant to do if the other team has a Poppy? She just made it impossible to keep our AD alive, and the rest of their team just peeled for theirs, so after being a bit ahead we couldn't win team fights...



QSS removes the damage debuff and dramatically reduces Poppy's damage via MR. Coupled with a big health item and/or Exhaust it makes Poppy's job a hell of a lot harder.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Chexx
Profile Joined May 2011
Korea (South)11232 Posts
February 14 2013 08:23 GMT
#166
Little reminder guys 1h30 minutes till Battle Royal starts!

KT B vs. LG-IM
WriterFollow me @TL_Chexx
Purge
Profile Joined November 2010
Canada372 Posts
February 14 2013 08:28 GMT
#167
On February 14 2013 17:08 Tal wrote:
I know this is going to sound a bit silly, but what are you meant to do if the other team has a Poppy? She just made it impossible to keep our AD alive, and the rest of their team just peeled for theirs, so after being a bit ahead we couldn't win team fights...



If Poppy is picked before your top laner, you can pick darius/olaf to try and shut her down in lane. Lane bullies with true damage (which cuts through her passive) crush her in lane because she is so weak early. QSS cleanses off her debuff and makes it harder for her to completely roflstomp your carry, but a smart poppy will play around it. Like the other guy said too, exhaust crushes her. Also Ignite is basically mandatory lategame when you get her on the ropes because its true damage.

That being said she is still invulnerable and will still completely fuck your day up if you give her the slightest chance to. Poppy is literally the scariest 6 item bruiser in the game (imo) because her ult has next to no counterplay and she has max damage. If she gets qss (or heaven help mercurial) she is going to ignore all the xhausts you drop on her.

Id say kite out her ulti if you can and respect her damage. If she is diving you dont need to dive them, just wait till her ult is down and focus her.
"Never do an enemy a small injury." - Machiavelli
Purge
Profile Joined November 2010
Canada372 Posts
February 14 2013 08:32 GMT
#168
On February 14 2013 16:35 wei2coolman wrote:
Show nested quote +
On February 14 2013 15:22 I_Love_Bacon wrote:
Maybe it has been discussed, but my involvement in this subforum has been rather minimal the last few weeks.... Why the sudden increase in Lux play? I'm never really impressed by her, regardless of who is using it (pro or otherwise). I can see the long range and relatively short cd on ult be impactful if you can influence jungle/lanes with it, but it is fairly rare from what I've seen.

It was briefly mentioned in last GD, but her ability to pretty much shove a lane out at a completely safe distance, is really strong. At 40% cdr, her ult is at below 30 second cooldown, allowing her to have complete lane control CONSTANTLY, without risk. Also, considering her ult is at like a ridiculous cd, she pretty much can get 2-3 ults in one teamfight, which eventually making it one of the strongest AP ults in the game.

Also, she offers a lot of team fight control with giant aoe, decent shield, and double bind, very good in botched teamfights/peels, also very strong in kiting. Also towards early lategame, if you land her ulti on a squishy you can pretty much force teams off of towers, and you can do this like every 25 seconds. Also considering how hard it is to stack AP like you could in S2 (due to DC nerf), it's hard for high AP ratio (but medium base damage) to match lux's high base damage + lower ap ratio. Pretty much in s3, CD based/high base damage AP champs are king.



I dont completely understand the idea of her ult-shoving being critical. In the early game/roaming midgame, dont you need your ult to roam with? I mean I like playing her but maybe I'm missing something....
"Never do an enemy a small injury." - Machiavelli
Tal
Profile Blog Joined May 2004
United Kingdom1017 Posts
February 14 2013 08:42 GMT
#169
Thanks for the advice guys - I didn't know QSS effected her ult, does cleanse work too? True damage cutting through her passive is good to know too.

What was frustrating is she didn't do that well in lane, losing her tower and being behind in CS (though she did trade a couple of kills, so had gold). But in fights she just caused us to collapse. I think it would be easier to shut her down in an arranged team, but in solo queue she's a nightmare...I'm glad she isn't played more.
It is what you read when you don't have to that determines what you will be when you can't help it.
Isken
Profile Joined November 2010
Korea (South)1131 Posts
February 14 2013 08:56 GMT
#170
yesterday I realized that nasus = susan backwards
I haven't slept since then
Slayer91
Profile Joined February 2006
Ireland23335 Posts
February 14 2013 08:58 GMT
#171
it also is the latin for nose/snout and since hes a dog...
BlueSpace
Profile Joined May 2011
Germany2182 Posts
Last Edited: 2013-02-14 09:04:14
February 14 2013 09:00 GMT
#172
On February 14 2013 17:04 OutlaW- wrote:
Show nested quote +
On February 14 2013 17:00 MooMooMugi wrote:
On February 14 2013 16:55 krndandaman wrote:
this is random and im a noob but could something like double jungle be a somewhat viable strat?
solo adc mid, ap carry solo bot, solo top bruiser.
the two junglers split sides (wraiths/wolves spawn fast anyways) and fill in for the solo lanes when they back to not waste gold/exp. go for double ganks or counterjungling together.

Yeah in <level 30 games, it works wonders

I've done it in plat with my friend in season 2, we won more than we lost. It's hard to say how good it would be against serious people, though.

A four man-push strat with heimer is evidently viable in competitive play, so I'm sure there are circumstances where you can pull off a two man roaming/jungling strat. So what you probably want to look for are having three strong solo laners, that can 1v1. Junglers with a high gank potential, because you will need successful ganks not to fall behind and ideally an enemy jungler that is prone to counterjungling.

On February 14 2013 17:32 Purge wrote:
Show nested quote +
On February 14 2013 16:35 wei2coolman wrote:
On February 14 2013 15:22 I_Love_Bacon wrote:
Maybe it has been discussed, but my involvement in this subforum has been rather minimal the last few weeks.... Why the sudden increase in Lux play? I'm never really impressed by her, regardless of who is using it (pro or otherwise). I can see the long range and relatively short cd on ult be impactful if you can influence jungle/lanes with it, but it is fairly rare from what I've seen.

It was briefly mentioned in last GD, but her ability to pretty much shove a lane out at a completely safe distance, is really strong. At 40% cdr, her ult is at below 30 second cooldown, allowing her to have complete lane control CONSTANTLY, without risk. Also, considering her ult is at like a ridiculous cd, she pretty much can get 2-3 ults in one teamfight, which eventually making it one of the strongest AP ults in the game.

Also, she offers a lot of team fight control with giant aoe, decent shield, and double bind, very good in botched teamfights/peels, also very strong in kiting. Also towards early lategame, if you land her ulti on a squishy you can pretty much force teams off of towers, and you can do this like every 25 seconds. Also considering how hard it is to stack AP like you could in S2 (due to DC nerf), it's hard for high AP ratio (but medium base damage) to match lux's high base damage + lower ap ratio. Pretty much in s3, CD based/high base damage AP champs are king.



I dont completely understand the idea of her ult-shoving being critical. In the early game/roaming midgame, dont you need your ult to roam with? I mean I like playing her but maybe I'm missing something....

The point is that in mid/late game, her ult has such a short cd, that it is impossible to shove lanes. She can basically stand in base and shove out every single lane. It creates tremendous pressure on the team facing her, because they have to deal with the fact, that the lanes are permanently pushing against them, so they need to react which means splitting up in most cases. She is kind of a split pusher in late game, but she doesn't have to expose herself to do so. She just ults... Ez can do the same but to a much smaller degree because his ult isn't on such a ridiculous short cd.
Probe1: "Because people are opinionated and love to share their thoughts. Then they read someone else agree with them and get their opinion confused with fact."
Lmui
Profile Joined November 2010
Canada6223 Posts
February 14 2013 09:13 GMT
#173
Mostly because I started playing AP Kog but I think that the rylai's + liandry's interaction with the latest patch will push him back into competitive play. Since tear is more accessible now, the massive mana costs don't hurt quite as much (personal experience anyways). He's still weaker than most standard AP's in straight up fights but 5-7% health damage depending on MR (if you grab sorcs+liandry's+masteries+runes, you'll deal more than 5% damage to people up to ~150 MR) and the pretty hefty base damage means that if you get hit, it's going to hurt. You'll be able to chunk down both tanks and squishies pretty readily in an extended siege.
RoKetha
Profile Joined July 2010
United States211 Posts
Last Edited: 2013-02-14 09:17:39
February 14 2013 09:15 GMT
#174
Since literally everyone in this topic who mentioned Liandry's seems to be reading it incorrectly, I feel I should explain the changes:

First, the base damage is up 1% per half second, lasting until 3 seconds after the last spell damage dealt. It used to be 0.83% per half second, and it would last until 3 seconds after the last spell damage for single hits or 1.5 seconds for AoEs and DoTs.

Second, you no longer get this passive effect halved in duration if your spell is AoE or a DoT.

Third--and this is the part everyone's missing--the damage per tick of the passive effect is no longer doubled if the target is slowed, snared, suppressed, taunted, feared or stunned. You used to do 1.66% per half second while any of those CC effects were on the target.

So overall Teemo shrooms do significantly less damage, because while they do apply the passive 3 more times now, the passive is now applied at the standard strength instead of the doubled one. Shrooms already applied the passive effect for the entire duration of the shroom plus 1.5 seconds after, which is way more than 3 ticks. Non-DoT single-target spells are unchanged (except for the base damage). Any spell that applied a CC effect was significantly nerfed. (Most notably Rumble's ult, Sejuani in general, and Teemo shrooms, which would get double damage Liandry's procs over and over as DoTs.) And the interaction between Rylai's and Liandry's is completely gone. (I'm surprised people are assuming it's there when Riot explicitly says that they made the change because Liandry's was forcing you to build a certain way.)
Purge
Profile Joined November 2010
Canada372 Posts
February 14 2013 09:15 GMT
#175
On February 14 2013 17:42 Tal wrote:
Thanks for the advice guys - I didn't know QSS effected her ult, does cleanse work too? True damage cutting through her passive is good to know too.

What was frustrating is she didn't do that well in lane, losing her tower and being behind in CS (though she did trade a couple of kills, so had gold). But in fights she just caused us to collapse. I think it would be easier to shut her down in an arranged team, but in solo queue she's a nightmare...I'm glad she isn't played more.


Cleanse does not work because it only cleanses status effects (with the exception of suppression like malz and ww ult). QSS (and mercurial) removes all debuffs from your character, so anything that negatively affects you (trundle ult, etc). Poppy's ult is counted as a debuff and is removed. Yeah Like I said, a competent poppy is the scariest thing in this game. If she is ahead midgame you are hard pressed to stop her >.>

TBH thats why her early laning is so bad - because her lategame is so outrageously good (because her ult is ludicrous).
"Never do an enemy a small injury." - Machiavelli
ArchAngelSC
Profile Joined April 2012
England706 Posts
February 14 2013 09:18 GMT
#176
"map pings have been throttled to prevent spam"

There goes our only ability to coordinate a team of soloQ players
Purge
Profile Joined November 2010
Canada372 Posts
February 14 2013 09:20 GMT
#177
On February 14 2013 18:15 RoKetha wrote:
Since literally everyone in this topic who mentioned Liandry's seems to be reading it incorrectly, I feel I should explain the changes:

First, the base damage is up 1% per half second, lasting until 3 seconds after the last spell damage dealt. It used to be 0.83% per half second, and it would last until 3 seconds after the last spell damage for single hits or 1.5 seconds for AoEs and DoTs.

Second, you no longer get this passive effect halved in duration if your spell is AoE or a DoT.

Third--and this is the part everyone's missing--the damage per tick of the passive effect is no longer doubled if the target is slowed, snared, suppressed, taunted, feared or stunned. You used to do 1.66% per half second while any of those CC effects were on the target.

So overall Teemo shrooms do significantly less damage, because while they do apply the passive 3 more times now, the passive is now applied at the standard strength instead of the doubled one. Shrooms already applied the passive effect for the entire duration of the shroom plus 1.5 seconds after, which is way more than 3 ticks. Non-DoT single-target spells are unchanged (except for the base damage). Any spell that applied a CC effect was significantly nerfed. (Most notably Rumble's ult and Teemo shrooms, which would get double damage Liandry's procs over and over as DoTs.) And the interaction between Rylai's and Liandry's is completely gone. (I'm surprised people are assuming it's there when Riot explicitly says that they made the change because Liandry's was forcing you to build a certain way.)


How does this change then interact with Malzahar? Ive been starting to look into him more recently (mainly because of his interaction with Liandries). Also, how sure are you with that 3rd change?

Also, just to make this clear, if this is the case, are these changes to it an increase to its damage in dot cases in general?
"Never do an enemy a small injury." - Machiavelli
HazMat
Profile Blog Joined October 2009
United States17077 Posts
February 14 2013 09:24 GMT
#178
On February 14 2013 17:56 Isken wrote:
yesterday I realized that nasus = susan backwards
I haven't slept since then

Just wait till you learn that Ekans = Snake backwards, then your mind will be blown.
www.youtube.com/user/ShakeDrizzle | League and SSBM content creator | Armada's Youtube Editor
OutlaW-
Profile Blog Joined July 2010
Czech Republic5053 Posts
February 14 2013 09:25 GMT
#179
On February 14 2013 18:24 HazMat wrote:
Show nested quote +
On February 14 2013 17:56 Isken wrote:
yesterday I realized that nasus = susan backwards
I haven't slept since then

Just wait till you learn that Ekans = Snake backwards, then your mind will be blown.

or that nunu upside down is nunu
Delete your post underage b&. You're incestuous for you're onee-chan so you're clearly not a bad guy, but others might not agree
Purge
Profile Joined November 2010
Canada372 Posts
February 14 2013 09:26 GMT
#180
On February 14 2013 18:13 Lmui wrote:
Mostly because I started playing AP Kog but I think that the rylai's + liandry's interaction with the latest patch will push him back into competitive play. Since tear is more accessible now, the massive mana costs don't hurt quite as much (personal experience anyways). He's still weaker than most standard AP's in straight up fights but 5-7% health damage depending on MR (if you grab sorcs+liandry's+masteries+runes, you'll deal more than 5% damage to people up to ~150 MR) and the pretty hefty base damage means that if you get hit, it's going to hurt. You'll be able to chunk down both tanks and squishies pretty readily in an extended siege.



I think the real question is if he is competition for AP Nidalee in a poke comp now - Nid forces people out of fights faster (but deals with gapclosing, high health bruisers worse). Itll be interesting to watch. But for sure AP Kog got a buff this patch. Id play him (because hes fucking fun) but he is next to impossible to play in solo Q and I dont have people to play with.
"Never do an enemy a small injury." - Machiavelli
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