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 :/
Forum Index > LoL General |
obesechicken13
United States10467 Posts
May 04 2013 15:34 GMT
#1381
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 :/ | ||
nafta
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
Finland33997 Posts
May 04 2013 15:48 GMT
#1383
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. | ||
Alaric
France45622 Posts
May 04 2013 15:54 GMT
#1384
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obesechicken13
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%? | ||
h3r1n6
Iceland2039 Posts
May 04 2013 15:58 GMT
#1386
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TheKefka
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 | ||
Shikyo
Finland33997 Posts
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... | ||
kainzero
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
Finland33997 Posts
May 04 2013 16:17 GMT
#1390
I saw it once in some high elo stream... | ||
cLutZ
United States19573 Posts
May 04 2013 16:21 GMT
#1391
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Shikyo
Finland33997 Posts
May 04 2013 16:23 GMT
#1392
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cLutZ
United States19573 Posts
May 04 2013 16:36 GMT
#1393
They nerfed his core items and people have mitigated 2v1 in other ways. | ||
Numy
South Africa35471 Posts
May 04 2013 16:41 GMT
#1394
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Alaric
France45622 Posts
May 04 2013 16:46 GMT
#1395
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 | ||
Numy
South Africa35471 Posts
May 04 2013 16:49 GMT
#1396
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Sufficiency
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. | ||
Terranasaur
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 | ||
Requizen
United States33802 Posts
May 04 2013 17:23 GMT
#1399
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Alaric
France45622 Posts
May 04 2013 17:50 GMT
#1400
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. | ||
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