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On October 07 2013 16:03 Ryuu314 wrote:Show nested quote +On October 07 2013 14:17 wei2coolman wrote: What about 5 thresh, throwing their lanterns out? And each one grabbing the other? This actually can't happen. You can't actually grab an allied thresh's lantern. Just played a 5 thresh team and you can't click the lantern. My guess is that the game is coded so that Thresh can't grab lanterns period to prevent him from grabbing his own lantern, which could be awkward.
Well that puts a lot of things out the window. I'm guessing it was Riot design convention that rather than assigning a spell/minion/etc. to a player, they assign the spell to a team, for efficiency purposes(one less reference step), and then code on a case by case basis. Basically breaks this game mode without a large amount of work.
Can anivia blow up all other active allied anivia Q's, or lux E? etc.
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When are the LCS relegation match ??
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On October 07 2013 17:19 Amui wrote:Show nested quote +On October 07 2013 16:03 Ryuu314 wrote:On October 07 2013 14:17 wei2coolman wrote: What about 5 thresh, throwing their lanterns out? And each one grabbing the other? This actually can't happen. You can't actually grab an allied thresh's lantern. Just played a 5 thresh team and you can't click the lantern. My guess is that the game is coded so that Thresh can't grab lanterns period to prevent him from grabbing his own lantern, which could be awkward. Well that puts a lot of things out the window. I'm guessing it was Riot design convention that rather than assigning a spell/minion/etc. to a player, they assign the spell to a team, for efficiency purposes(one less reference step), and then code on a case by case basis. Basically breaks this game mode without a large amount of work. Can anivia blow up all other active allied anivia Q's, or lux E? etc. There's more screwed up than just that when i played 10zileans, stacking bombs on the same guy didn't explode previous ones, it "deleted" them and refreshed the timer with the new one. So there has to be a check about whether it's "your" skill or somebody else's.
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Na: if you've already placed a bomb, then it gets exploded and a new one is placed. Otherwise, place a bomb. It's just that in this case the game checks "you" rather than "your team" when checking if there's an existing bomb debuff on the target, so if an ally place a bomb the check says "nop, there aren't any" and just "refreshes" it by placing a new one.
That's how it could work though. I have no idea how Zilean(s) interact in blind pick, if bombing your enemy's target will make it explode or replace it with your own.
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Zac is such a solid top. Really hard to lose with him. Combo chunks like a bitch and so easy to farm with him while building full tank
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Against herbivores maybe, I've never had issues against him as Riven or Tryndamere. He's a bit of a rare pick though tbh, so maybe they were all bad :p
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Hi guys, that's my first season in LoL, so I wonder : what happens after October 31st? Do we directly get into Season 4, or is there a weird "inter-season" period? If so, can we still play ranked then? What happens to our ranking etc.?
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Last time we had a pre-season, which apparently still affected your mmr for the coming season.
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On October 07 2013 20:54 Capped wrote: Zac is such a solid top. Really hard to lose with him. Combo chunks like a bitch and so easy to farm with him while building full tank
ive never seen a zac be effective. probably just wood league bias but still.
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Zac top imo was good till last round of nerfs, now I basically never see him played. I still think he's a decent jungler but so many people jump off champs after only 1-2 nerfs.
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The thing about Zac top is that bloblets can really troll your shit, even pre-nerf. Like, I'd have games where all my bloblets would jump right behind me and I had infinity sustain, and then I had games where every single one would go right under the enemy's feet and I had to sit under tower and chug pots.
I just hate RNG.
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I remember reading that they made Zacs bloblet RNG super intelligent to where it will do things like intelligently spawn them equal distances between you and your opponent if possible, etc.
I'm not sure how much I believe that, but I remember they said it.
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United States15536 Posts
On October 07 2013 23:15 Ketara wrote: I remember reading that they made Zacs bloblet RNG super intelligent to where it will do things like intelligently spawn them equal distances between you and your opponent if possible, etc.
I'm not sure how much I believe that, but I remember they said it.
If the blobs were really super intelligent they would eventually grow into other Zacs when left alone for long enough.
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GrandInquisitor
New York City13113 Posts
Summary: Zac's chunk drops are now more contestable by opponents.
Context: When we first designed Zac, our initial concern was that his chunks would be difficult for Zac players to use if we didn't stack the variables in his favor. So we coded the chunks so Zac would absorb them even when his enemies were closer and should have been able to crush the chunks. Then we launched Zac, who in turn launched himself straight into the “awesome” category over multiple levels of League play. We’re still balancing Zac out, but these changes should give Zac's opponents a fair and equal chance to stomp out the chunks in lane and stop the green goo champ from sustaining so effectively.
Cell Division
* Adjusted passive chunk drops to be more contestable by enemies * If an enemy champion is within 1000 units of Zac, his chunks will spawn in a contestable zone between him and his opponent (this isn’t a change, but is listed for clarification) * Increased the range at which champions cause chunks to be contestable (fly away from Zac) to 1000 (from 700) * Slightly increased the distance contestable chunks travel from Zac * Chunks are now credited to whoever is closest to them in the event that both Zac and an enemy champion are present (rather than automatically going to Zac) * Reduced chunk invulnerability time to 0.25 seconds (from 0.75) * Chunk invulnerability now applies to both Zac and enemies (previously only applied to enemies – Zac now has to wait 0.25 seconds before he can absorb his chunks) * Zac now has an increased chunk pickup range and bypasses the chunk invulnerability delay timer during Let's Bounce
In my experience this chunk nerf really hurt Zac against quite a few top laners.
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let's bounce tenacity nerf hit his teamfighting hard, and blob nerf made it harder to lane against champions who are willing to trade constantly with him. in the jungle, his lack of damage and limited mobility during fights (although his chase is good) means there isn't much reason to pick him over lee/jarvan/vi/elise/aatrox. aatrox is the most similar to zac out of the bunch and is preferred for higher damage, a better slow, and better gold efficiency with just a botrk (even cutlass). however, he still retains his core qualities as a top laner of being a disruptive tank with ridiculous engage possibilities, good synergy with spirit visage, and respectable damage while scaling well with gold to build full tank
all in all zac went from first pick to niche/comfort. he saw 2 bans and 16 picks throughout worlds for 27% representation with most of those picks coming from fnatic and ozone, including 4 picks by fnatic in brackets - this seems to indicate that he's in a decent place. while he doesn't carry fights from top lane like he used to, he's still a viable pick, albeit one that doesn't straight up win most matchups anymore. he hasn't been played as a jungler outside of na for some time now, so it's not surprising that when he is picked on the current patch, it is for top lane
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Also, when talking about Zac.
I really like taking Exhaust on jungle Zac over Flash. What do people think about this idea?
I don't feel like he needs Flash much early game because you're maxing his jump and building CDR anyway, so it's on a very low cooldown very quickly.
And I feel like Exhaust improves his late game a lot because when you slingshot into the enemy team you're typically always in range to Exhaust their ADC, which lets your support Exhaust whatever Assassin is going for your ADC freely.
Also that level 3 gank with Exhaust is pretty stronk.
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flash is needed to land ult on priority targets/more people, especially now that he is fully ccable during it
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On October 07 2013 23:31 Clinic wrote: flash is needed to land ult on priority targets/more people, especially now that he is fully ccable during it
You could always run lulu with zac, that would neglect the change to CC-reduction.
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United States15536 Posts
On October 07 2013 23:29 Ketara wrote: Also, when talking about Zac.
I really like taking Exhaust on jungle Zac over Flash. What do people think about this idea?
I don't feel like he needs Flash much early game because you're maxing his jump and building CDR anyway, so it's on a very low cooldown very quickly.
And I feel like Exhaust improves his late game a lot because when you slingshot into the enemy team you're typically always in range to Exhaust their ADC, which lets your support Exhaust whatever Assassin is going for your ADC freely.
Also that level 3 gank with Exhaust is pretty stronk.
I can see that, but as a person terrified of dying my main purpose for Zac Flash is having it ready immediately on blob reforming in case they didn't notice me during the whole teamfight.
But that's just one thing and could be dealt with by not sucking.
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On October 07 2013 23:31 Clinic wrote: flash is needed to land ult on priority targets/more people, especially now that he is fully ccable during it
I'm not really seeing this from a theoretical perspective, although I don't claim to be a good Zac player either.
In an ideal scenario you hit 5 with bounces and Exhaust is clearly better.
If Flash allows you to hit 1 extra person, Exhaust is still probably better because the aspd and damage reductions for 2.5 seconds is going to be reducing their ADC's damage output by more than a 1 second knockup is.
If Flash allows you to hit 2 extra people, Flash may win out. Is it really that helpful? I suppose maybe I can see this if the enemy team has like a Vayne who can easily knock you back as soon as you dive in. Hmm. HMM sir.
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