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[Patch 3.06: Lissandra Patch] General Discussion - Page 70

Forum Index > LoL General
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obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
May 04 2013 15:34 GMT
#1381
They should make Jax's E dodge Nasus Q too. It's an autoattack enhancer and almost all other autoattack enhancers have their damage blocked.

Then fix how spells interact with towers. Either all autoattack enhancers hit towers or don't.

Jax's thing has been about relentless assault. He used to also be unique because of his dodge but now people use his dodge as just a 1 second stun :/
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
nafta
Profile Joined August 2010
Bulgaria18893 Posts
May 04 2013 15:37 GMT
#1382
On May 05 2013 00:34 obesechicken13 wrote:
They should make Jax's E dodge Nasus Q too. It's an autoattack enhancer and almost all other autoattack enhancers have their damage blocked.

Then fix how spells interact with towers. Either all autoattack enhancers hit towers or don't.

Jax's thing has been about relentless assault. He used to also be unique because of his dodge but now people use his dodge as just a 1 second stun :/


It didn't block the old trundle q too.Don't know about new one.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2013-05-04 15:54:04
May 04 2013 15:48 GMT
#1383
My modern Heimerdinger remake:


Passive:
Turret Master:
Heimerdinger's basic skills spawn Hextech turrets. Each Turret will have a one second delay before they are able to begin firing. Each Hextech turret has 550 range, 280(+40xlvl) health, 75% of Heimerdinger's Armor and MR and they all deal 15-85(depending on level) mixed damage per attack(BaT 0.665), lowering the opponent's armor and magic resist by 3/5/7% per attack, stacking up to 5 times. Each turret has 100% bonus attack speed for 5 seconds upon creation, and each turret lasts for a maximum of 10 seconds. Hextech turrets seek targets every second, and their attacking priority goes from champion > pet > minion > monster, prioritizing lowest health targets in each group. There is no limit to the amount of Turrets you can have out at one time.


Q:
Turret Head:
Range: 600/650/700/750/800
Mana cost: 40/40/40/40/40
Cooldown: 16/14/12/20/8
Leaps up to an allied or enemy target. If the target is an enemy, the skill deals 50/75/100/125/150(+.05/AP) damage + 8/10/12/14/16% of their max health as magic damage and stuns them for 0.5 seconds. Additionally, if the target is a champion(an allied one too), places a turret on their head. The turret will stick to the target until it expires or gets destroyed. The turret can attack the target. The The turret can be removed with a Quicksilver Sash or with normal methods of targeting.

W:
Turret Prison:
Range: 600 Diameter: 450
Mana cost: 50/55/60/65/70
Cooldown: 12

Targets an area. After a 1 second delay, an electric hextech net appears around the diameter for 4 seconds, spawning a turret in the center and slowing the movement and attack speed of targets inside by 15/25/35/45%. Additionally, drains 4/5/6/7/8% of every champion's maximum health in magic damage over the duration and heals Heimerdinger for half the drained amount(after resistances). Hitting the hextech net itself deals 80 / 140 / 200 / 260 / 320 (+0.8/AP) magic damage and slows the opponent's movement speed by 30/50/70/90% for 2 seconds, decaying over the duration.

E:
Turret Calldown:
Range: 1000 Diameter: 225
Mana Cost: 30/35/40/45/50
Cooldown: 16/15/14/13/12

Heimerdinger causes a Turret to fall down to the target area after a 0.5 second delay, stunning every target it hits in the AoE for 1.5 seconds. In addition, the first bullet the turret fires will cause a 300 diameter AoE knockup for 1/1.05/1.1/1.15/1.2 seconds and deal 60/80/100/120/140 (+0.4 AP) magic damage and half that amount as true damage in a 300 diameter AoE.

R:
The Revered Turretor:
Mana Cost: 100
Cooldown: 120/90/60

Passive:
Heimerdinger gains 10/15/20% cooldown reduction and Spell Vamp

Active:
For 15 seconds, Heimerdinger utilizes all of his knowledge in the art of turrets, causing them to deal an additional 0.25/0.5/0.75% of the opponent's max health as true damage per hit. In addition, all turrets will slow the movement speed of targets hit by 30/40/50%, reducing attack speed for half that amount. The cooldown on Turret Head will reset on kills and assists. his Turret Prison now spawns 2 turrets at once and they gain a chain lightning effect on their every attack, dealing 30/50/70(+0.2/AP) magic damage per attack to up to 5 targets, applying the armor/magic reduction debuff to every target affected. Turret Calldown will now additionally deal 8/12/16% of the opponents' max health as magical damage in the AoE on its first attack.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Alaric
Profile Joined November 2009
France45622 Posts
May 04 2013 15:54 GMT
#1384
He doesn't block Xin's TSS knock-up either. He doesn't block on-hit effects nor most of the "on next attack" abilities. His dodge is still strong (and powerful enough to warant at least 15-20% CDR on my end-game builds on him) against AD carries, especially as you get CDR and the game goes on, since their scaling makes 2s a bigger and bigger window for stuff to happen.
Cant take LMS hipsters serious.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
May 04 2013 15:58 GMT
#1385
On May 05 2013 00:54 Alaric wrote:
He doesn't block Xin's TSS knock-up either. He doesn't block on-hit effects nor most of the "on next attack" abilities. His dodge is still strong (and powerful enough to warant at least 15-20% CDR on my end-game builds on him) against AD carries, especially as you get CDR and the game goes on, since their scaling makes 2s a bigger and bigger window for stuff to happen.

His dodge blocks damage. Not cc. And it blocks 80-95% of all autoattack enhancers.

Why not the last 5-20%?
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
h3r1n6
Profile Blog Joined September 2007
Iceland2039 Posts
Last Edited: 2013-05-04 15:59:34
May 04 2013 15:58 GMT
#1386
That's completely broken Shikyo, but I guess that's the point.
TheKefka
Profile Blog Joined March 2011
Croatia11752 Posts
May 04 2013 16:08 GMT
#1387
On May 04 2013 21:45 Gahlo wrote:
Show nested quote +
On May 04 2013 20:47 TheKefka wrote:
sejuani is good,pacers and golden state advance to seminfinals,barcelon gets annihilated back to back.
what reality is this

Sejuani was always good.

no she wasn't..her ult was good and she was a victim of it's strength.
there were always better and safer junglers
Cackle™
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2013-05-04 16:16:32
May 04 2013 16:14 GMT
#1388
On May 05 2013 00:58 h3r1n6 wrote:
That's completely broken Shikyo, but I guess that's the point.

Of course. After he's played a lot we tone him down. Modern, as I said.

It's sort of a joke but it would make Heimer more fun to play...
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
kainzero
Profile Blog Joined January 2009
United States5211 Posts
May 04 2013 16:14 GMT
#1389
On May 05 2013 00:10 onlywonderboy wrote:
Show nested quote +
On May 04 2013 18:55 Caphe wrote:
On May 04 2013 18:39 Serelitz wrote:
I'd rather have Zed not being played competitively than another 6 months of him being ridiculously broken. Same with Thresh and a few others TBH.

If you make a champion that scales too well with skill it's always going to be broken until he gets to a spot where only the few REALLY good players can play him. Look at Lee Sin. That's where Zed and Thresh are going to end up eventually.

Actually, if they nerf Zed too much, noone will play him again. He is not Lee Sin where you can make alot of plays with his kits no matter how much you nerf him. Zed actually has a very straight forward way to play, if he was nerfed to a level he can no longer be a formidable thread to the other team, noone would play him anymore.

What I think is, Riot is too quick to nerf him, after all, he really shines in the EU LCS and that's about it. Maybe they should left him alone and let teams around the world to figure him out. NA teams havent touched him yet.

He's played a lot in OGN, NA is in the minority not playing him. His ult is on a low enough CD that he doesn't stay useless for long and the proposed nerfs don't seem too bad, but might temper some of his lane phase. He was really strong and played a fair amount, I'm not surprised Riot is looking into him.

Edit: Also I think you're being a little dismissive of his kit, I don't think it's nearly as easy as you make it out to be. Sure most of his skill just boil down to doing damage, but managing his shadows requires some practiced coordination.

nickwu had a banworthy zed. scarra played him occasionally as well.

On May 04 2013 21:45 Gahlo wrote:
Show nested quote +
On May 04 2013 20:47 TheKefka wrote:
sejuani is good,pacers and golden state advance to seminfinals,barcelon gets annihilated back to back.
what reality is this

Sejuani was always good.

sejuani was a decent niche pick. now she's insanely good.

it was hard to apply frost/permafrost in teamfights unless you landed ult because W woudn't apply it and her dash was a very small AoE. now W does. and now it's super easy to permafrost and do crap tons of damage.

R applies on whiff, and Q and W do %health damage.

she is so insane right now.
i love it
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2013-05-04 16:17:54
May 04 2013 16:17 GMT
#1390
^ Is Sejuani currently viable as a support?

I saw it once in some high elo stream...
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
cLutZ
Profile Joined November 2010
United States19573 Posts
May 04 2013 16:21 GMT
#1391
The olaf comment makes no sense. I can't think of many character a that are more balance friendly
Freeeeeeedom
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
May 04 2013 16:23 GMT
#1392
I think it's so that olaf's based around being able to ult and dive the AD through everything. If he can do it he's op, if he cannot he's useless
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
cLutZ
Profile Joined November 2010
United States19573 Posts
May 04 2013 16:36 GMT
#1393
But that is not true. He has a skill shot slow, a steroid, a single target nuke, and cc immune ult. Pre Nerf olaf would be fine right now, maybe a bit strong.

They nerfed his core items and people have mitigated 2v1 in other ways.
Freeeeeeedom
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
May 04 2013 16:41 GMT
#1394
Is Irelia any good against Elise(At Silver/Gold level). I ask this because there always seems to be an elise on enemy team and while I "not" lose lane with some other top laners then just roam map it's still frustrating to play. Now I tried irelia and I dumped on this elise so wondering if anyone with experience can tell me. Otherwise is Jayce any good since I'm thinking of grabbing him soon.
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2013-05-04 16:49:00
May 04 2013 16:46 GMT
#1395
Last time I faced an Elise as Irelia I had a pretty hard time but my Irelia is rusty. Was kinda fazed by how even with W active I'd lose trades to her spider form at level 6. I guess I'd have needed to wait till 9-10 to try and fight her head-on.

On May 05 2013 01:08 TheKefka wrote:
Show nested quote +
On May 04 2013 21:45 Gahlo wrote:
On May 04 2013 20:47 TheKefka wrote:
sejuani is good,pacers and golden state advance to seminfinals,barcelon gets annihilated back to back.
what reality is this

Sejuani was always good.

no she wasn't..her ult was good and she was a victim of it's strength.
there were always better and safer junglers

There was better != she was utter trash never ever play her. Geez.


... woah. Matchmaking put me against a Diamond V in a normal, he has 1200+ wins so his Elo should be pretty stabilised, and we're both solos. How can that happen unless he trolls like mad every game in normals? ôo
Cant take LMS hipsters serious.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
May 04 2013 16:49 GMT
#1396
Yea I just farmed with Q and bush then all ined when creep wave was bigger or jungler was close by. Then got small lead and kept all ining but as I said I don't have a lot of experience so wondering if it's worth putting time in or just buying someone else.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
May 04 2013 16:58 GMT
#1397
On May 04 2013 23:09 Alaric wrote:
Rylai core on Cass != Cass OP.


I disagree. With Rylai on Cassiopeia, you can maintain a permanent 35% slow on a single target. That's incredibly strong AGAINST CERTAIN TEAMCOMPS.

I agree that this probably isn't the best way to buff her, but it will definitely make her see more plays competitively.
https://twitter.com/SufficientStats
Terranasaur
Profile Joined May 2011
United States2085 Posts
May 04 2013 17:14 GMT
#1398
On May 05 2013 00:48 Shikyo wrote:
My modern Heimerdinger remake:


Passive:
Turret Master:
Heimerdinger's basic skills spawn Hextech turrets. Each Turret will have a one second delay before they are able to begin firing. Each Hextech turret has 550 range, 280(+40xlvl) health, 75% of Heimerdinger's Armor and MR and they all deal 15-85(depending on level) mixed damage per attack(BaT 0.665), lowering the opponent's armor and magic resist by 3/5/7% per attack, stacking up to 5 times. Each turret has 100% bonus attack speed for 5 seconds upon creation, and each turret lasts for a maximum of 10 seconds. Hextech turrets seek targets every second, and their attacking priority goes from champion > pet > minion > monster, prioritizing lowest health targets in each group. There is no limit to the amount of Turrets you can have out at one time.


Q:
Turret Head:
Range: 600/650/700/750/800
Mana cost: 40/40/40/40/40
Cooldown: 16/14/12/20/8
Leaps up to an allied or enemy target. If the target is an enemy, the skill deals 50/75/100/125/150(+.05/AP) damage + 8/10/12/14/16% of their max health as magic damage and stuns them for 0.5 seconds. Additionally, if the target is a champion(an allied one too), places a turret on their head. The turret will stick to the target until it expires or gets destroyed. The turret can attack the target. The The turret can be removed with a Quicksilver Sash or with normal methods of targeting.

W:
Turret Prison:
Range: 600 Diameter: 450
Mana cost: 50/55/60/65/70
Cooldown: 12

Targets an area. After a 1 second delay, an electric hextech net appears around the diameter for 4 seconds, spawning a turret in the center and slowing the movement and attack speed of targets inside by 15/25/35/45%. Additionally, drains 4/5/6/7/8% of every champion's maximum health in magic damage over the duration and heals Heimerdinger for half the drained amount(after resistances). Hitting the hextech net itself deals 80 / 140 / 200 / 260 / 320 (+0.8/AP) magic damage and slows the opponent's movement speed by 30/50/70/90% for 2 seconds, decaying over the duration.

E:
Turret Calldown:
Range: 1000 Diameter: 225
Mana Cost: 30/35/40/45/50
Cooldown: 16/15/14/13/12

Heimerdinger causes a Turret to fall down to the target area after a 0.5 second delay, stunning every target it hits in the AoE for 1.5 seconds. In addition, the first bullet the turret fires will cause a 300 diameter AoE knockup for 1/1.05/1.1/1.15/1.2 seconds and deal 60/80/100/120/140 (+0.4 AP) magic damage and half that amount as true damage in a 300 diameter AoE.

R:
The Revered Turretor:
Mana Cost: 100
Cooldown: 120/90/60

Passive:
Heimerdinger gains 10/15/20% cooldown reduction and Spell Vamp

Active:
For 15 seconds, Heimerdinger utilizes all of his knowledge in the art of turrets, causing them to deal an additional 0.25/0.5/0.75% of the opponent's max health as true damage per hit. In addition, all turrets will slow the movement speed of targets hit by 30/40/50%, reducing attack speed for half that amount. The cooldown on Turret Head will reset on kills and assists. his Turret Prison now spawns 2 turrets at once and they gain a chain lightning effect on their every attack, dealing 30/50/70(+0.2/AP) magic damage per attack to up to 5 targets, applying the armor/magic reduction debuff to every target affected. Turret Calldown will now additionally deal 8/12/16% of the opponents' max health as magical damage in the AoE on its first attack.



I'd play that guy
Decisions Determine Destiny - Terranasaur#1719 D3 #557 SC2 3DS FC: 2423-3623-8068
Requizen
Profile Blog Joined March 2011
United States33802 Posts
May 04 2013 17:23 GMT
#1399
How do you increase the size of the shop pane? I can't find the damn setting.
It's your boy Guzma!
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2013-05-04 17:53:07
May 04 2013 17:50 GMT
#1400
You place you cursor over the bottom border of the panel (I'm guessing the bottom right corner would work too). If you click the top border, you'll be able to move the panel around, as usual, but not resize it.

As for the Cass thing, I'll try a concise summary (bear with me buddies): Rylai currently core. Riot buffs E saying they hope it opens new itemisation like Rylai. We say Cass kiting will be OP with that, somebody calls her freelo atm. Somebody calls him hipster, I misunderstand and say we saying rylai is already core isn't the same as us calling her currently OP. Then I look silly. Now I do it again.
Cant take LMS hipsters serious.
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