[Patch 3.12] (j/k) Jinx General Discussion - Page 352
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Inschato
Canada1349 Posts
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Ketara
United States15065 Posts
It is more the mana cost that I wanted to illustrate. Even if he has a lock on and is spamming Q's in order to cause as much damage as any of the other ADC's he has to spend on average 50% more mana. If Riot wants his Q to have a high mana cost to gate it because it's point and click during a lock on, I get that. Then reduce the mana cost of his E since that has counterplay (dodge it), and his ult while you're at it because that's not 100 mana and 100 mana ults is the new thing. In short, buff Urgot. | ||
Frudgey
Canada3367 Posts
If they buffed Urgot that would draw attention to him and then more people would play him. I'm not saying that I'm against Urgot buffs, but for me part of the novelty of Urgot is that he's so rare to see in play. I don't know if he's actually that weak though. He does have a nice passive and I've certainly killed people with his ult before as they don't realize the massive armor and magic resists he gains from his ultimate. That being said, his auto attack range is atrocious. (It's only 425 range!) Of course, if he wasn't weak, I'm sure a lot more people would be playing him. | ||
thenexusp
United States3721 Posts
Besides, I thought the sentiment was that mana costs don't matter on anyone anymore huehue | ||
ketchup
14521 Posts
On October 26 2013 13:49 smOOthMayDie wrote: Seemed like he was 'What?'ing my statement instead. Haha, for some reason, I definitely saw the wrong names, and got you two confused. My statement makes absolutely no sense, so my apologies. | ||
Amui
Canada10567 Posts
On October 26 2013 14:24 Frudgey wrote: I too would like to see Urgot buffed. But part of the appeal for me is that NOBODY plays him, so when I play him, people are like "What is that idiot crab doing?" If they buffed Urgot that would draw attention to him and then more people would play him. I'm not saying that I'm against Urgot buffs, but for me part of the novelty of Urgot is that he's so rare to see in play. I don't know if he's actually that weak though. He does have a nice passive and I've certainly killed people with his ult before as they don't realize the massive armor and magic resists he gains from his ultimate. That being said, his auto attack range is atrocious. (It's only 425 range!) Of course, if he wasn't weak, I'm sure a lot more people would be playing him. The reason nobody plays urgot is because he got nerfed into the fucking ground. I don't think there's any fundamental problems with his kit though. Maybe lower E mana cost atm. | ||
schmutttt
Australia3856 Posts
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chalice
United States1945 Posts
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thenexusp
United States3721 Posts
Anyone know if hotshotgg plays board games? Because on boardgamearena.com there's this guy named HotshotGG and it's not exactly a common username so it's either someone purposely taking his name or it's actually him. He beat me at Race for the Galaxy. | ||
SnK-Arcbound
United States4423 Posts
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NeoIllusions
United States37500 Posts
On October 26 2013 15:31 thenexusp wrote: Somewhat offtopic Anyone know if hotshotgg plays board games? Because on boardgamearena.com there's this guy named HotshotGG and it's not exactly a common username so it's either someone purposely taking his name or it's actually him. He beat me at Race for the Galaxy. l2develop | ||
obesechicken13
United States10467 Posts
V1.0.0.144: Acid Hunter Damage adjusted to 10/40/70/100/130 (+0.85 per total attack damage) from 50/80/110/140/170 (+1.2 per bonus Attack Damage). V1.0.0.143: Acid Hunter Damage adjusted to 50/80/110/140/170 (+1.2 per bonus attack damage) from 10/40/70/100/130 (+0.85 per total attack damage). Lock-on missile cast range reduced to 1200 from 1500. Rank 1 range is no longer higher than other ranks. Noxian Corrosive Charge Cooldown increased to 15/14/13/12/11 seconds from 11 at all ranks. Cast range reduced to 900 from 950. Hyper-Kinetic Position Reverser Cast range reduced to 550/700/850 from 700/775/850. http://leagueoflegends.wikia.com/wiki/Urgot/Background Just another result of overreactions from Riot's balance team. | ||
BlackPaladin
United States9316 Posts
He had AP masteries on zed and didn't have his preferred runepage either. He was talking about how hard of a lane he will have constantly for like a full minute, especially because of the masteries. I tune out while I do some accounting hw. Come back: 6-1-2. LOL dis Voy too good. edit: He just got a penta LOL da fuck. | ||
JazzVortical
Australia1825 Posts
On October 26 2013 16:59 BlackPaladin wrote: So Voyboy's stream: He had AP masteries on zed and didn't have his preferred runepage either. He was talking about how hard of a lane he will have constantly for like a full minute, especially because of the masteries. I tune out while I do some accounting hw. Come back: 6-1-2. LOL dis Voy too good. edit: He just got a penta LOL da fuck. I'd postulate this has more to do with Zed than Voyboy... .... .... hue. | ||
wei2coolman
United States60033 Posts
On October 26 2013 16:34 obesechicken13 wrote: I think Urgot lost a lot of his strength after M5 did that thing with the Urgot and the Nocturne. Urgot has that pro level niche where he's able to make this level 6 pick. V1.0.0.144: Acid Hunter Damage adjusted to 10/40/70/100/130 (+0.85 per total attack damage) from 50/80/110/140/170 (+1.2 per bonus Attack Damage). V1.0.0.143: Acid Hunter Damage adjusted to 50/80/110/140/170 (+1.2 per bonus attack damage) from 10/40/70/100/130 (+0.85 per total attack damage). Lock-on missile cast range reduced to 1200 from 1500. Rank 1 range is no longer higher than other ranks. Noxian Corrosive Charge Cooldown increased to 15/14/13/12/11 seconds from 11 at all ranks. Cast range reduced to 900 from 950. Hyper-Kinetic Position Reverser Cast range reduced to 550/700/850 from 700/775/850. http://leagueoflegends.wikia.com/wiki/Urgot/Background Just another result of overreactions from Riot's balance team. When were those nerfs? It was pretty good pick in all stars for US vs China, before Saint and DL went full retard and tier 2 bot turret. | ||
wussleeQ
United States3130 Posts
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Slayer91
Ireland23335 Posts
On October 26 2013 13:43 canikizu wrote: I think people gank at level 3 because there's basically nothing else to do after clearing blue/red. The only way to get to level 4 is to clear the golem camp or wait another minute, but clearing the golem camp isn't ideal since it is positioned in such a place that you really have to commit to get it, so most of the time, golem is the end route when there's nothing else to do. It's advisable to try to gank at level 3 than to go golem for level 4. Not only it takes much longer time to get to level 4 (clear blue/red/wolf/wraith/golem compared to blue/red/(wraith)), but you kind of miss all the timing. Ganking at level 3, even if it's a success one or not, gain you one of these: + A kill + A summer spell burn + if the enemy feel afraid and get zoned out, your top/mid laner basically have 2 free waves since you're camping and waiting a minute for the neutral camp to respawn anyway. + if you gank and they have to burn 2 healthpot for example, that's basically you're swapping a golem camp for mid advantage (35+35 = 55+15), you lose your hp, but you have to go back to base anyway, so it doesn't really matter if you do it right. One thing to mention that doing wolves at level 2 is very random, since wolves can do crit attack. If you do at level 2 and is unlucky, the wolf can burn you a couple of healthpot for free, which is kind of stupid. You should try to do the first wolf when you're about to go back to base or full health The only good jungle route to get access to lvl 4 fast is when you're on the red side, which by clearing golem, you'll also have access to top lane. If you're blue and try to get to lvl 4 fast by clearing golem, you'll end up at bot, which is kind of useless at that point of the time. top lane always pushes and never expects level 3 gank. the higher up you get the more people come to countergank//the less people will push early on top lane so they can get ganked atm most of my games have junglers farming to level 4 before ganking quite a bit now a level 4 jungler will crush a level 3 jungler so if you waste time and then get counter ganked on the next attempt you could be screwed i often kill wolves after blue so i can go red golems wraith wolves again. I think its fine as long as you are not scared of them stealing your red | ||
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miicah
Australia2470 Posts
On October 26 2013 17:40 wei2coolman wrote: When were those nerfs? It was pretty good pick in all stars for US vs China, before Saint and DL went full retard and tier 2 bot turret. Before All-stars. EDIT: holy fuck he got nerfed in August 2012... rito pls | ||
JazzVortical
Australia1825 Posts
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Amui
Canada10567 Posts
Really I think he needs a range buff up to like 475 or 500 so he doesn't get abused THAT hard before his skills really kick in, and probably a mana buff on either E, or a minor one on Q(like 5 mana or so). Season 2 really gave urgot a way to scale somewhat well into mid-lategame with a unique playstyle, where E applied cleaver stacks rapidly, and muramana proc'd on Q's. Dealing 500 damage per Q to a squishy is pretty sick. The only problem right now is how badly urgot needs buffs. | ||
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