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United States47024 Posts
On May 01 2013 07:01 Slayer91 wrote: It was stronger before. TBH trundle was probably nerfed overall or at least only equally as strong as he was. (but that -0.5 second duration on pillar hurts)
edit: oh the ult is 24% of max hp, not 12%, so it is a bit stronger than it was so its still a buff to supporty style trundle but I have no idea why they'd nerf the more fun aspect of bruisering around the place and buff the slightly more 1-dimensional playstyle of spamming E and Ring the nearest target and focusing him. I don't think they gave him any help in the places where he actually needed help. Nor did they make him better at the things he was actually good at.
They shifted his power away from the things that made him good at particular things (Tenacity, tiny nerf to Pillar duration), and actually didn't help him in a way that fixed his problems either.
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I thought he was always in a decent play though just noone really wanted to play him. Now he has attention so people play him? Isn't that how fotm works.
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Meh, buffing his strengths but not fixing his problems isn't inherently wrong. Everyone has problems. Trundles main one was pre change was his ganking strength is really weak because early levels of pillar are really underwhelming compared to huge gapclosers and cc. His mid and late game were perfectly fine. With assassiny teams you can play like jatt era dig where you run in and pillar and ult someone and draw spammable spells to give your assassins a timing window to get the critical first kill. With pokey teams you just max range pillar and set up easy skillshots while preventing an engage.
I started hipster trundling before they annouced anything about a change to him (rage mode when it looks like Im hopping on the bandwagon when I start gaming again in a couple weeks) and even then I thought the E and R were borderline toxic spells. (but you get flamed a lot and team thinks you're trolling if you don't do well early game so it makes games harder to get to the stage when it's really op)
I just feel like its a playstyle that has a potential to be nerfed to the ground because of how strong it is and easy to pull off and doesn't offer that much counterplay. I see no reason to buff it further when they should be buffing his W and Q to make him more fun to play and stronger as an individual and nerf the E and R which are insanely helpful to the team but don't help you much as an individual.
It's the same reason I don't really like aura items. I just hate the way every jungler has to built locket and aegis because its objectively the best way to play so theres no diversity or room for individuality because you should always build them because it helps the team passively but it has nothing to do with how good you are or what champion you're playing and how you play them and there's so many fun items you never get a chance to use.
Items like Zekes are great, because you're making a calculated investment in certain members of your team and are making the assumption that you are going to be with them, allowing for stuff like split pushing to mess up that. But aegis and locket are already cost effective and help absolutely everybody so it doesn't matter if certain members of the team are missing.
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On May 01 2013 07:15 Numy wrote: I thought he was always in a decent play though just noone really wanted to play him. Now he has attention so people play him? Isn't that how fotm works. It is indeed.
I wonder when people will realize that top Trundle is actually fairly stong in certain matchups. :s And a free health pot per wave is mmm.
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Haha played Rengar and got pretty fed. Killed some Veigar from full "death recap said 0.45 seconds" <_< Dunno why this is never played, fun fun and again, splitpushes like a baws(and loses NO 1v1s).
So BotRK as the only dmg item on trundle(iceborn gauntlet doesn't count) sounds good because the heal is amplified by your ult and your W(by ult because it reduces armor of course) and the nuke dmg is also amplified by your ult. Apart from that yeah he feels like an assisting tank killer because his W is meh now. Focus that one unkillable renekton with ult, then go from there. His laning does seem crazy though, I was killing enemy Renekton towerdiving him with ult because lol take no dmg and deal tons of dmg. Works really well with the duration of BotRK nuke too.
Especially if Trundle's early jungling is considered bad I think he should just go top.
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Trundle's early jungle is terrifying, wat u talkin' bout foo'.
But yeah, it seriously is. Pre-rework, had a J4 try and counterjungle/kill me at 2/3rds health (while he was full) at ~level 4
Needless to say, it didn't go well for him. It's pretty much the same post-rework as well.
But I would be an advocate of IBG on Trundle nowadays, or Trinity Force (ala S2 build). CDR is a major stat for him given shorter Pillar downtime (and it's his kit's most powerful tool).
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Problem is, just like Nunu, counterjungling lacks incentives compared to s1. So while you're king of your own jungle, and if you play it out correctly of the other jungle as well (till somebody comes and then you're just king of escapes), if the situation doesn't arise, well... it doesn't mean much.
Also I swear the angle on Howling Abyss isn't the same. It's not just the zoom, it's not tilted the same way. Makes cleavers fucking hard to hit since it's pretty narrow to begin with. >_>
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Warmogs also seems good on Trundle because it's amplified by his W and if he goes Spirit Visage, then by that as well. It also synergizes with resistances from ult even though the heal doesn't synergize with hp.
So we get a pretty reasonable-seeming core of BotRK, Iceborn Gauntlet, Spirit Visage, Warmogs.
The final item could either be a tenacity item or... something else if you get mercs.
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Does ARAM queue count for the icons?
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On May 01 2013 07:40 Alaric wrote: Problem is, just like Nunu, counterjungling lacks incentives compared to s1. So while you're king of your own jungle, and if you play it out correctly of the other jungle as well (till somebody comes and then you're just king of escapes), if the situation doesn't arise, well... it doesn't mean much. True enough. He does punish roaming fairly effectively, however, and there are still fragile jungles like Naut around, or Mundo/Hecarim/Olaf on their first clear. It's a niche role for him, certainly, but his jungle is versatile (though his ganks aren't the strongest, though they do have a tendency to burn flash). I miss the old shred on baron/dragon, but thems the breaks.
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Valhalla18444 Posts
The new Howling Abyss shopkeeper is quite talkative..
Only seen the north shopkeeper so far though
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On May 01 2013 07:49 FakeSteve[TPR] wrote: The new Howling Abyss shopkeeper is quite talkative..
Only seen the north shopkeeper so far though
Win one for science!
I still don't get the ghost of a beserker. Is this some sort of joke about Olaf? (Serious question).
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United States47024 Posts
On May 01 2013 07:20 Slayer91 wrote: It's the same reason I don't really like aura items. I just hate the way every jungler has to built locket and aegis because its objectively the best way to play so theres no diversity or room for individuality because you should always build them because it helps the team passively but it has nothing to do with how good you are or what champion you're playing and how you play them and there's so many fun items you never get a chance to use.
Items like Zekes are great, because you're making a calculated investment in certain members of your team and are making the assumption that you are going to be with them, allowing for stuff like split pushing to mess up that. But aegis and locket are already cost effective and help absolutely everybody so it doesn't matter if certain members of the team are missing. I think this is only a problem because nobody buys these items on anyone other than the Jungler. Aegis/Locket would be more interesting if people actually considered them on higher position carry roles (which they should be doing but don't). It just feels like it hems in the jungler to buy them because he's the only one buying them while the top laner is buying his own selfish defensive items that, at the end of the day, are doing the same thing as the support defensive items--just only for himself.
The concept of a team item as strong as these are good because they implicitly favor team-oriented playstyles (pushing/teamfighting/objective-taking), rather than solo-oriented playstyles (solo-killing, split-pushing). The problem is that this implicit pressure is ONLY acting on the jungler because out of habit people don't consider them on the carry roles. I don't think this is a design problem more than people being accustomed to being able to itemize selfishly on those roles. If the expectation was that the top laner and/or the mid laner helps out in carrying these important team items, then suddenly you have more room to play with in terms of who gets what items, while maintaining that implicit push toward team-oriented play.
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Olaf is from Frejold now. So there are a bunch like him. And since the HA is far deep into the mountains, the people there are closer to Sejuani's faction (to which Olaf is a member of now) than to Ashe's, hence why at the time of the 3 sisters the warriors (the ghost is that of a random elite warrior from Avarosa's group that was sacrificed to keep watching over the abyss once the battle was over) were closer to that.
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Oh god the new nunu icon. Oh god. It's like nunu is staring at you going "I'm going to rape you now " and you're just sitting there like "OH GOD PLS NO D:"
D:
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On May 01 2013 08:06 TheYango wrote:Show nested quote +On May 01 2013 07:20 Slayer91 wrote: It's the same reason I don't really like aura items. I just hate the way every jungler has to built locket and aegis because its objectively the best way to play so theres no diversity or room for individuality because you should always build them because it helps the team passively but it has nothing to do with how good you are or what champion you're playing and how you play them and there's so many fun items you never get a chance to use.
Items like Zekes are great, because you're making a calculated investment in certain members of your team and are making the assumption that you are going to be with them, allowing for stuff like split pushing to mess up that. But aegis and locket are already cost effective and help absolutely everybody so it doesn't matter if certain members of the team are missing. I think this is only a problem because nobody buys these items on anyone other than the Jungler. Aegis/Locket would be more interesting if people actually considered them on higher position carry roles (which they should be doing but don't). It just feels like it hems in the jungler to buy them because he's the only one buying them while the top laner is buying his own selfish defensive items that, at the end of the day, are doing the same thing as the support defensive items--just only for himself. The concept of a team item as strong as these are good because they implicitly favor team-oriented playstyles (pushing/teamfighting/objective-taking), rather than solo-oriented playstyles (solo-killing, split-pushing). The problem is that this implicit pressure is ONLY acting on the jungler because out of habit people don't consider them on the carry roles. I don't think this is a design problem more than people being accustomed to being able to itemize selfishly on those roles.
To be fair, there is a degree of sense in putting aura items on the jungler/support.
Aura items are typically more cost efficient than the big "carry" items when they're buffing the team, and jungler/support get less gold than the laners do, making them more inclined to make the most efficient item buys possible.
Further, the jungler/support are likely going to spend a larger portion of the game around other teammates and buffing them than the solo lanes are.
It's very true that some coordinated effort of top and mid laners getting aura items wouldn't be bad, and we do see it out of some Korean teams from time to time I think. It's something everybody should be more conscious of in general. But when it comes to solo queue, there is some sense in the mindset that these are Jungle/Support items.
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United States23455 Posts
Getting to 30, should I focus more on runes or champions before I hit ranked?
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runes, 2 default rune pages AD/AP should be enough for now but try to get them asap
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United States23455 Posts
I don't get runes at all. What ones should I buy?
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Btw I think that the aura items should be shared, one for each. Not both locket and bulwark on just one champion. The reason for this is that if the person with both auras gets focused first the team is now at a pretty huge disadvantage.
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