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[Patch 3.10: Yimake Patch] General Discussion - Page 173

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No more bad posting
Ketara
Profile Blog Joined August 2010
United States15065 Posts
August 08 2013 16:48 GMT
#3441
On August 09 2013 01:09 Seuss wrote:
Show nested quote +
On August 08 2013 22:51 Ketara wrote:
On August 08 2013 16:00 Seuss wrote:
On August 08 2013 13:38 Ketara wrote:
I wonder how much damage Banner of Command is actually adding, it'd be interesting to see some math on the subject.


Here's the math:

Zyra's plants do 15% more damage.

The math was hard. ^.^

On August 08 2013 14:20 SagaZ wrote:
About burning Zyra, the rylai liandry is standart on her I think, elder lizard as said looks forced to fit the theme, it's the banner of command i'm interested in. How impactfull if the minion passive? does it affect other summons (elise spiderlings?)? any maths lying around about the dps increase of it vs a "normal" ap item. Also are you even going to be in passive range of your plants so is it possible gameplay wise?


This math is more complicated. For the sake of simplicity we'll assume that we have two Zyra players, one with Banner of Command and one who spent that gold on pure AP (NLR + Blasting Wand), but are otherwise identical. Thus, the Banner of Command build is always 80 AP behind.

We can't simply look at plant damage as Zyra has other abilities to consider. If there were only plants involved at Banner of Command would surpass the pure AP route the moment Zyra was level 12 or higher. Because we're looking at a larger picture, our equation for determining the point of equivalent damage is this:

80 AP * (Zyra's Abilty Ratios + Zyra's Plant Ratio * # of Plant Attacks = ((Total BoC Build AP) * 0.03 + 3.9 + 0.9 * Level) * # of Plant Attacks

Because we're assuming the BoC build is always 80 AP behind, the Total AP for the Pure AP Build gets reduced to the 80 AP on the left side of the equation. Assuming level 18, the equation resolves likeso:

80 * (0.6 + 0.5 + 0.7 + 0.2 * # of Plant Attacks) = ((AP) * 0.03 + 3.9 + 0.9 *18) * # of Plant Attacks
80 * (1.8 + 0.2 * # of Plant Attacks) = ((AP) * 0.03 + 20.1) * # of Plant Attacks
144 + 16 * # of Plant Attacks = (0.03 AP + 20.1) * # of Plant Attacks
144 = (0.03 AP + 20.1) * # of Plant Attacks - 16 * # of Plant Attacks
144 = (0.03 AP + 4.1) * # of Plant Attacks

For one plant attack to do equivalent damage, you need 4663 AP. That's fairly unreasonable. Each additional plant attack on a unique target will reduce that figure. At two attacks you need 2263 AP, at four 1063 AP, and at 8 a reasonable 463 AP. Conversely, increasing the number of targets caught in Zyra's AoE increases the AP needed, as does considering additional casts of her abilities.

The end result is that Banner of Command isn't really worth it. It's amusing, and as a part of the Burning Bush Zyra build results in a deceptively tanky Zyra, but it isn't particularly spectacular offensively.


I'm not sure that I completely buy this, Monte.

You're looking at math based on 1 item compositions, when Banner of Command adds damage as a percentage, meaning that it's going to be more cost efficient the later in your build you get it.

Lets look at two Zyra builds.
First build: Rylai, Liandry, Void Staff, Deathcap (465 AP with a normal rune/mastery build)
Second build: Rylai, Liandry, Void Staff, Banner of Command, Blasting Wand (330 AP with a normal rune/mastery build, Blasting Wand is to make the gold cost similar)

And how much damage an attack would do with either build at level 18. I'm not factoring in mpen because the mpen should be the same for both builds.

Q: 524 dcap, 441 boc +12% HP damage
W plants: 231 dcap, 234 boc +12% HP damage
E: 440 dcap, 372 boc +12% HP damage
R: 689 dcap, 592 boc +12% HP damage

So, a deathcap build is doing more damage overall, I think this is fairly obvious.

But here are some interesting points about that.

#1 - The Liandry damage late in the game is almost always going to be over 100 damage, and against tanky champs may well be closer to 200 damage. When you add an extra 100 to all those numbers, the difference between the two shrinks. 524 vs 441 is a 20% difference, but 624 vs 541 is only a 15% difference.

#2 - The Banner of Command also gives 10% CDR, and Zyra has pretty low cooldowns and built in CDR already. If you think of 10% CDR meaning 10% more damage throughout the fight on Q and E (you're only going to get to cast R once obviously) the difference gets smaller still. Now we're assuming 624 damage on a dcap Q, and 595 adjusted damage on a boc Q. CDR notably scales with Liandry's damage while AP does not. Plus all the added slows and roots etc.

#3 - Banner of Command gives the active (IMO it's a really incredibly good active IF you can find an excuse to buy the item on its stats alone) and 30 armor, as well as HP regen and increased minion damage.


So all in all, I think the dcap build probably does more damage, but it doesn't look like it's a huge amount more to me, we're talking like 5-10% more max, largely depending on how much HP the enemy team has. But banner of command is adding split pushing capability and utility.

To me it doesn't look like one is strictly better, but based on team compositions and the game, both look like reasonable options. If your team also has an Elise or a Yorick, or you need additional split pushing to deal with their comp, or if they're a super heavy AD comp and armor is nice, BoC looks very reasonable to me.


Edit: If your team has Elise or Yorick and you're support Zyra I'd also look at it as a reasonable choice for your 1 non wards item you're maybe getting, for the active and since you're probably not getting Locket.


My math didn't use one item comparisons, it simply worked under the assumption that regardless of build the Banner of Command setup would be 80 AP behind. That wasn't exactly precise, but it was reasonable and slightly generous for Banner of Command. As we can see from your setups, throwing in Deathcap actually makes things worse, increasing the gap to 135 AP.

I have three concerns with your argument:
  1. I think you're overestimating Liandry's impact, not that it's entirely relevant.
  2. I think you're overvaluing CDR, and failing to consider that other CDR items might do far more than Banner in either case.
  3. Despite the aforementioned concerns the non-Banner build is still 5-10% damage ahead, and plant damage is essentially identical.


In detail:

+ Show Spoiler [Liandry's] +
I tend to avoid making assumptions and generalizations about Liandry's because it's such a pain in the butt to math out. I'm not going to do that now, but I'm going to point out issues you didn't bring up.
  • Overlapping spells/plant attacks result in only one Liandry's proc.
  • Unless someone else is slowing for you, Rylai's only covers the first half of a Liandry's proc. Moreover, building Rylai's in place of Zhonya's is extremely weird.
  • Liandry's ticks every half-second. Unless your opponents are healing damage faster than you dish it out, each tick is thus going to do less damage.
  • At the ends of fights, when people are low, Liandry's damage is dramatically diminished.


In short, assuming that Liandry's average damage is going to be in the 100-200 range every time you cast a spell is rather ridiculous unless you're intentionally spacing your abilities out at 3 second intervals and your opponents all have more than 4000 health at all times.

But that's mostly irrelevant. The Liandry's damage between the two builds is roughly analogous in any case. Factoring in Liandry's damage to the total is useful for context, but can also obscure important points (SEE: Spoiler:Damages).



+ Show Spoiler [CDR] +
Any time Zyra has Blue Buff the CDR from Banner of Command is a moot point. Similarly, if Zyra has any CDR from Runes/Masteries and buys a blue elixir some or all of Banner of Command's CDR will be eaten into. Finally, battle conditions do not always permit abilities to be used precisely on cooldown, and in Zyra's case in particular she's not like to hit multiple targets with her abilities beyond her initial combo.

So in order to be assured that Banner's CDR is useful, you have to make a bunch of assumptions (e.g. no Blue buff, no CDR from runes/masteries, perfect ability timing etc.) which make other CDR items look very appealing. Morellonomicon, for example, gives twice as much CDR and AP for roughly the same price, and has extremely valuable utility as well.

Essentially, CDR isn't necessarily going to be useful, and when it is there are better items.


+ Show Spoiler [Damages] +
5-10% extra damage doesn't sound like all that much, but when you're looking at 5-6 item builds that seemingly low % figure can be deceiving.

For example, the additional 135 AP in the Deathcap build translates to approximately 250 extra damage on Zyra's initial combo to all targets caught in the AoE. Each Q or E cast thereafter deals 70-80 additional damage, which the CDR from Banner of command won't ever fully catch up to (and won't even be close until the fight is practically over). Banner of Command won't be getting any significant help from the 3 extra damage its plants do either.

The damage difference is big, even if the %s seem small, and unless your team has damage in excess (and even then) the active on Banner isn't going to be worth the difference.


So my take on it hasn't changed. Banner of Command isn't really worth it. It's amusing, but not much else.


Actually discussing LoL is nice.

I don't think either of the builds I mentioned are sacrificing Zhonya for Rylai. I think your 5th item in either build is likely to be either Zhonya or Seraphs. I haven't played much Zyra and I'm not really sure how much mana regen she has to have. Can she make do with early Dorans and then selling them later?


The determining factors in the damage comparisons are really going to be A - how many people does your spell combo hit. B - how many attacks are your plants getting off, and C - how long is the fight.

In a short fight where your spells hit their whole team, Deathcap is obviously going to be superior, but in longer engagements or in battles where your plants don't get bursted down quickly, the CDR and extra minion damage from banner of command will close the gap to a degree.


I don't think an assumption of 100 added damage from Liandry's is a bad guesstimation. Late game every target is going to have over 2k health, meaning a single fully ticking Liandry proc will be doing minimum 200 damage, and even though the procs don't stack, they do overlap as Zyra keeps hitting them. I think a rough guess of 100 damage from Liandry's on a squishy target, or 200 on a 3k+ health tanky target is fair. If they're getting bursted down so fast that Liandry's doesn't get to do any damage then how much damage Liandry's is doing is irrelevant, they're already dead.


I also don't think assuming Zyra will be getting blue buff is a good idea. Late game with 10% CDR from 1 item and a blue elixir she can easily give blue buff to another person on the team. She doesn't want a 20% CDR item because that's inefficient with the built in CDR from her kit, and there are very limited AP options that only give 10% CDR. DFG vs. Banner of Command might be a more fair comparison than Deathcap vs. Banner of Command, but I just don't see Zyra as the kind of mage who wants a DFG.


There are a lot of factors here that are hard to discuss and theorycraft, but I think there's enough in favor of Banner of Command from a numbers perspective that it's worth giving it a passive glance and seeing how it feels in a game rather than just dismissing it as a gimmick.

One of my big issues with mid Zyra personally is I feel like good builds for her have a lot of armor and no MR. Like assuming you went Banner of Command you'd end up with a build like Rylai, Liandry, Void, BoC, Zhonya. This feels like a strong build to me against an AD Assassin focused comp, but not so great against double AP which is what's in vogue right now.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Perplex
Profile Joined March 2011
United States1693 Posts
August 08 2013 16:50 GMT
#3442
On August 09 2013 01:12 Requizen wrote:
I know I was one of the worst instigators sometimes, but it is nice to wake up to 5 pages of actual League discussion :D

I like how Riven, Renekton, Lulu, Naut, and Ori were brought up as champions that had good designs/well balanced/whatever. Xypherous really knows how to put together a kit, I would love to shake that dude's hand and pick his brain in game design for like 3 hours.

Show nested quote +
On August 08 2013 18:48 ihasaKAROT wrote:
On August 08 2013 18:19 Capped wrote:
Exciting, Ability spamming jump round map doing cool shit > Mana management, outsmarting and positioning your opponent.

As sad as it might seem, thats literally all it comes down to

Also, top lane next champ. Riven or Renekton? :O Others?


Teemo ofc

Show nested quote +
On August 08 2013 19:40 Duvon wrote:
After reading about Req's Teemo exploits, I picked him up on my low level EUW account... Blind is sooo nice, really good vs all the snowball autoattackers.

This pleases me :3


riven is the exact level of complexity I would like to see in every champion. She has so much potential with proper skill usage and animation cancelling. Watching master riven players is a beautiful sight—I wish that was the case with every champion.
http://www.lolking.net/summoner/na/24238059
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-08-08 17:04:29
August 08 2013 16:54 GMT
#3443
On August 09 2013 01:24 Numy wrote:
Show nested quote +
On August 09 2013 00:33 TheYango wrote:
Shikyo the problem is that Riot would never make a kit so lopsided.

For one, a champ THAT good at solo killing would be considered by Riot to be un-fun. So they cut back the solo-killing aspects and add on to the teamfight power, which results in these kits that end up being able to do everything.


I'd imagine a kit like Fizz is the closest to a lopsided Assassin kit that they would do. While he has some waveclear it all ties into his mobility and has no way to farm at range.

Zed/Kha are just the product of the terrible design everythingcreep that has happened.

And yet they still gave Fizz an AoE teamfight ultimate.

Also, there is an important distinction to make about assassins and solo-killing ability in LoL compared to other games in the genre (e.g. DotA), which is that it is a LOT harder to counter-gank an a hero with solo-killing ability in LoL than it is in DotA. There are a couple reasons for this:
- TPs are the obvious one. In order to counter-gank someone in LoL, you have to ALREADY be there before he goes, as opposed to being able to TP the moment he goes and be there in 3 seconds regardless of where you were beforehand.
- Greater focus on long disables, less focus on immediate burst. This has to do partially with how ability damage scales with offensive stats. Solo kills in LoL are typically a single round of spells, and the target is instantly dead (or dead once Ignite finishes ticking down). Solo kills in DotA generally happen with long stuns or slows (e.g. 4 second stun or even longer silences/slows), with lower outgoing damage, which results in longer time till death, meaning that there's more time for the team to respond and countergank.

These things result in it just being outright harder to control an assassin that's reached "solo-kill anybody" status, which is why assassins that reach the critical point of solo-killing power against key champions result in the "no counterplay" gameplay scenario which Riot wants to avoid.
Moderator
caelym
Profile Blog Joined June 2008
United States6421 Posts
August 08 2013 17:00 GMT
#3444
please shark is not an AOE teamfight ultimate
bnet: caelym#1470 | Twitter: @caelym
ETisME
Profile Blog Joined April 2011
12387 Posts
August 08 2013 17:03 GMT
#3445
how do you guys learn a champion?
I am not talking about the basic combo or builds etc.

I always get lose out in lane with elise and everyone says she is a good lane bully but I keep getting out sustain like against chogath or out traded by wukong
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
kainzero
Profile Blog Joined January 2009
United States5211 Posts
August 08 2013 17:04 GMT
#3446
On August 09 2013 02:00 caelym wrote:
please shark is not an AOE teamfight ultimate

I consider abilities that have AoE and CC (especially CC that is AoE) to be teamfight abilties. That's how I define them, actually.

TheYango
Profile Joined September 2008
United States47024 Posts
August 08 2013 17:05 GMT
#3447
On August 09 2013 02:00 caelym wrote:
please shark is not an AOE teamfight ultimate

It's function certainly is as one. The fact that it isn't used as one is a product of Fizz's other 3 spells, but that spell would be completely reasonable in an AoE teamfight-focused champ kit.
Moderator
Feartheguru
Profile Joined August 2011
Canada1334 Posts
Last Edited: 2013-08-08 17:12:18
August 08 2013 17:08 GMT
#3448
On August 09 2013 02:05 TheYango wrote:
Show nested quote +
On August 09 2013 02:00 caelym wrote:
please shark is not an AOE teamfight ultimate

It's function certainly is as one. The fact that it isn't used as one is a product of Fizz's other 3 spells, but that spell would be completely reasonable in an AoE teamfight-focused champ kit.


No. It nominally is one. It does not and would not function as one on any champion. A skillshot, small aoe, delayed nuke is does not fit on AoE teamfighting-focused champions.
Don't sweat the petty stuff, don't pet the sweaty stuff.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-08-08 17:12:26
August 08 2013 17:11 GMT
#3449
You're basically saying the same thing I am, it's just a matter of semantics. But we agree that on paper, the ult is an AoE teamfight skill but in practice is not used as one.

From a game design standpoint, I don't believe that Riot could have possibly known that Shark would be used as it is when they were designing the champ. They gave the champ an AoE teamfight ultimate because that was their intent--to supplement an otherwise solo-oriented kit with a teamfight skill.
Moderator
caelym
Profile Blog Joined June 2008
United States6421 Posts
Last Edited: 2013-08-08 17:15:49
August 08 2013 17:12 GMT
#3450
I may be wrong, but I'm pretty sure the CC (the slow) only affects the target hit. the AOE is pathetically small and only good for zoning choke points. For reference, Ori ult (something that is almost universally regarded as an AOE teamfight ult and still is often whiffed) is 400 range vs shark's 250 range. Imagine Rumble with Fizz ult, he'd be extremely underwhelming in teamfights.

anyway I think I derailed the discussion over dumb semantics. apologies.
bnet: caelym#1470 | Twitter: @caelym
Feartheguru
Profile Joined August 2011
Canada1334 Posts
Last Edited: 2013-08-08 17:15:44
August 08 2013 17:14 GMT
#3451
Fizz is designed to assassinate. Riot did not think people might use his ult for some random AoE damage then assassinate with the rest of his kit. The point is to isolate the target by forcing everyone else away, that's why the delay is way longer than is necessarily for anyone but the target to walk out of the area.

Any AoE teamfighting champ with Fizz ult would be incredible awful.
Don't sweat the petty stuff, don't pet the sweaty stuff.
Kyrie
Profile Joined June 2013
1594 Posts
August 08 2013 17:16 GMT
#3452
fizz shark may have the ability to do damage to multiple targets but in teamfights it usually ends up functionally being an isolation spell along the lines of naut ult. the isolation then gives him space to go in on a single target

a lot of this argument comes down to what people mean by 'aoe teamfight'. i would consider fizz ult a skill that does aoe damage that gives him the ability to do his job of picking people off even in teamfights, but i don't think that's really in line with the wombo combo that comes to mind with the phrase aoe teamfight
TheYango
Profile Joined September 2008
United States47024 Posts
August 08 2013 17:16 GMT
#3453
On August 09 2013 02:12 caelym wrote:
I may be wrong, but I'm pretty sure the CC (the slow) only affects the target hit. the AOE is pathetically small and only good for zoning choke points. For reference, Ori ult (something that is almost universally regarded as an AOE teamfight ult and still is often whiffed) is 400 range vs shark's 250 range. Imagine Rumble with Fizz ult, he'd be extremely underwhelming in teamfights.

The main target is knocked up and slowed, secondary targets are knocked back and slowed.
Moderator
Fusilero
Profile Blog Joined July 2011
United Kingdom50293 Posts
Last Edited: 2013-08-08 17:18:00
August 08 2013 17:16 GMT
#3454
On August 09 2013 02:03 ETisME wrote:
how do you guys learn a champion?
I am not talking about the basic combo or builds etc.

I always get lose out in lane with elise and everyone says she is a good lane bully but I keep getting out sustain like against chogath or out traded by wukong

Well champs that can sustain through the neurotoxin harass are pretty much what elise cries herself to sleep over. Imo elise is a better jungler than top after the nerfs to her mana sustain but by large she can still bully unless it's something like cho'gath who will sustain for days.
As for wukong, I don't know as much as you do at this point if I see their solo lane is going to be a wukong I start crying to my team to let me jungle or go bot. Fuck that monkey even if I kill him with ganks early he still kills me at 6.
Glorious SEA doto
Feartheguru
Profile Joined August 2011
Canada1334 Posts
August 08 2013 17:18 GMT
#3455
On August 09 2013 02:16 TheYango wrote:
Show nested quote +
On August 09 2013 02:12 caelym wrote:
I may be wrong, but I'm pretty sure the CC (the slow) only affects the target hit. the AOE is pathetically small and only good for zoning choke points. For reference, Ori ult (something that is almost universally regarded as an AOE teamfight ult and still is often whiffed) is 400 range vs shark's 250 range. Imagine Rumble with Fizz ult, he'd be extremely underwhelming in teamfights.

The main target is knocked up and slowed, secondary targets are knocked back and slowed.


His point is that before the shark comes up, only the person with the shark is slowed, so there is very rarely secondary targets hit, the point of the AoE is a deterrant, it is not a spell meant to do AoE damage.
Don't sweat the petty stuff, don't pet the sweaty stuff.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-08-08 17:22:19
August 08 2013 17:20 GMT
#3456
On August 09 2013 02:14 Feartheguru wrote:
Fizz is designed to assassinate. Riot did not think people might use his ult for some random AoE damage then assassinate with the rest of his kit. The point is to isolate the target by forcing everyone else away, that's why the delay is way longer than is necessarily for anyone but the target to walk out of the area.

Any AoE teamfighting champ with Fizz ult would be incredible awful.

And that's a function that's only relevant in the context of a teamfight where there are people that would want to spread out in the first place.

Of course I don't mean you'll draft Fizz into an AoE clusterfuck comp. But they designed him with the intent that he was GOING to teamfight. Not necessarily that it's going to be an AoE wombo combo skill, but that the skill's primary usefulness is still within the context of a teamfight. They didn't make him so lopsided to the point that he would focus exclusively gank/solo kill to the point of never going to teamfights.

The only champ that's ever been so lopsidedly inept at teamfighting to that degree is Shaco, and I'm fairly certain Riot's design team considers Shaco a design failure.
Moderator
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2013-08-08 17:25:06
August 08 2013 17:23 GMT
#3457
On August 09 2013 02:16 Clinic wrote:
fizz shark may have the ability to do damage to multiple targets but in teamfights it usually ends up functionally being an isolation spell along the lines of naut ult. the isolation then gives him space to go in on a single target

a lot of this argument comes down to what people mean by 'aoe teamfight'. i would consider fizz ult a skill that does aoe damage that gives him the ability to do his job of picking people off even in teamfights, but i don't think that's really in line with the wombo combo that comes to mind with the phrase aoe teamfight


Well the argument is from a design point of view and not how it is in practice. Yango is entirely right that just looking at design wise it is some form of AoE teamfight ulti. It might not be used like that in practice but that doesn't really influence the initial design which is what I was talking about.

I still feel like he's the closest to a lopsided kit. Maybe Leblanc also comes to mind too

edit: They really consider Shaco a failure? He seems pretty well designed to me. They came in with the idea of creating a giant dick and they succeeded in that lol :>
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2013-08-08 17:26:40
August 08 2013 17:25 GMT
#3458
Yeah when people say "Fizz's ult isn't a teamfight ult", the way it works reminds me of Naut's and Morgana's in aspects, and I'd be hard-pressed to call them solo-killing ultimates (although Morgana's got enough damage for this thanks to the rest of her kit, but she's hugely reliant on it to kill people, and that's because she can follow her target while in teamfights she tends to Zhonya instead because if she tries to follow a runner the other 4 will just collapse and kill her).

I do wish that it'd take longer to kill people in general, though (even if I tend to cry over Viktor's DoT barely failing to kill somebody before a slow on me or their flash gets them to safety). And that Talon's silence would last even half a second longer.
Cant take LMS hipsters serious.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
August 08 2013 17:25 GMT
#3459
i figured design wise its just meant to disencourage people bunching together which is a primary counter for assassins in general
Feartheguru
Profile Joined August 2011
Canada1334 Posts
Last Edited: 2013-08-08 17:26:24
August 08 2013 17:26 GMT
#3460
On August 09 2013 02:20 TheYango wrote:
Show nested quote +
On August 09 2013 02:14 Feartheguru wrote:
Fizz is designed to assassinate. Riot did not think people might use his ult for some random AoE damage then assassinate with the rest of his kit. The point is to isolate the target by forcing everyone else away, that's why the delay is way longer than is necessarily for anyone but the target to walk out of the area.

Any AoE teamfighting champ with Fizz ult would be incredible awful.

And that's a function that's only relevant in the context of a teamfight where there are people that would want to spread out in the first place.

Of course I don't mean you'll draft Fizz into an AoE clusterfuck comp. But they designed him with the intent that he was GOING to teamfight. Not necessarily that it's going to be an AoE wombo combo skill, but that the skill's primary usefulness is still within the context of a teamfight. They didn't make him so lopsided to the point that he would focus primarily gank/solo kill and not be a teamfight hero.


Absolutely not true and give me the impression you've never actually played Fizz before. As Fizz you should PRAY for games where you can herp derp gank and solo kill all day. He is much better in that situation than in teamfights. His ult is even better in 1v1 or gank situations than in teamfights. In teamfights, it is easily blocked, that is Fizz's biggest problems. He absolutely is not a teamfight hero and neither is his ultimate, he depends on getting fed pre-teamfight phase.
Don't sweat the petty stuff, don't pet the sweaty stuff.
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