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On February 19 2015 01:46 Frolossus wrote:Show nested quote +On February 19 2015 01:43 Gahlo wrote:On February 19 2015 01:29 randomKo_Orean wrote:On February 18 2015 11:01 kongoline wrote: so top hec seems super strong atm, i dumpstered one in lane as rumble he still shits on my botlane in team fights the fact he can push any lane and group in no time thx to massive move speed makes it easy to get super farmed and roam/have huge pressure on the map at the same time, seems like a recipe for a great soloQ champ What masteries/build would you recommend? I've tried it and it didn't work out so well... I wish we could pull match history's off of the LPL games, but for whatever reason it's the only major tournament that Riot hasn't set up to work on the lolesports site. I know a while back Dyrus went on a top pony binge, rushing T-Force and tank, with a Ghostblade thrown in there somewhere. Occasionally he picked up a Scimitar, I think when he needed the QSS active. You can probably piece something together from here: http://www.probuilds.net/champions/HecarimOn February 19 2015 01:40 Frolossus wrote: AD also has more multiplicative damage stats than AP. so i think that could be used as justification why AP needs more item diversity AD has more multiplicative stats, but it also needs to invest into all of them heavily to be effective. It also has to deal with a much better resistance. right but because they have to invest in all of them to be effective there isn't as much room for item diversity. all of their items have to give something that contributes to %pen/flat AD/CC/CD/AS or the item probably won't be built over something else that does offer that Yeah, I agree. I think it's a pretty lose lose situation.
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You can be pretty damn effective without crit. Crit just means you scale that much better than spell-based champions. Oh, yeah, they also usually build one defensive item, which isn't always Scimitar; how often do you actually see Banshee's Veil on a mage, for example, over an item with AP?
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On February 19 2015 01:53 Alaric wrote: You can be pretty damn effective without crit. Crit just means you scale that much better than spell-based champions. Oh, yeah, they also usually build one defensive item, which isn't always Scimitar; how often do you actually see Banshee's Veil on a mage, for example, over an item with AP? personally i build banshees regularly on AP to deal with high burst AP characters like veigar, leblanc, annie, syndra, etc GA against AD comps
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that new PBE ward looks OP as shit and it seems to automatically ping so that people arent even punished for not looking at the minimap, cause thats way toooo hard to do oO
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I wish they would change the Bloodthirster shield into an active rather than always on with slow decay. Have the extra-heal above full HP be stored in the item that can be activated on demand to shield the champion for 1.5 seconds (hello barrier) with a 60 second cool down.
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It'd have to be a bigger shield to make up for the fact that if you don't take a lot of damage initially you can fuel it back up during the next seconds until you get hit again (in which case the 60s cd makes an active with the same max amount weaker).
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On February 19 2015 02:06 LaNague wrote: that new PBE ward looks OP as shit and it seems to automatically ping so that people arent even punished for not looking at the minimap, cause thats way toooo hard to do oO
Smite wards auto-ping when someone enters vision.
Don't worry, people still won't look/notice.
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Just a thought on AD itemization they could add a bigger item that builds out of phage. Make the upgraded-phage a kiting/sticking item that grants move speed on-hit. Its purpose: Get in, hit hard, get out, repeat. Allows for some diversity from the current AD carry which is get in as many high damage strikes as possible before dying. Opens the door for less DPS but increased safety in AD carry play. Just my thoughts.
Example: Varus shoots Q, get-in, AA, get-out, shoot another Q.
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On February 19 2015 02:06 LaNague wrote: that new PBE ward looks OP as shit and it seems to automatically ping so that people arent even punished for not looking at the minimap, cause thats way toooo hard to do oO
yeah, but it allows for some powerful mind magic against the other team. If you see where they dropped a ward you could move in and out of its radius and constantly ping them until they get annoyed and stop looking at pings. Then they will be unable to cooperate
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On February 19 2015 02:24 General_Winter wrote:Show nested quote +On February 19 2015 02:06 LaNague wrote: that new PBE ward looks OP as shit and it seems to automatically ping so that people arent even punished for not looking at the minimap, cause thats way toooo hard to do oO yeah, but it allows for some powerful mind magic against the other team. If you see where they dropped a ward you could move in and out of its radius and constantly ping them until they get annoyed and stop looking at pings. Then they will be unable to cooperate It will probably have some sort of internal cool down so it can only ping once every 10 seconds or so.
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On February 19 2015 01:53 Alaric wrote: You can be pretty damn effective without crit. Crit just means you scale that much better than spell-based champions. Oh, yeah, they also usually build one defensive item, which isn't always Scimitar; how often do you actually see Banshee's Veil on a mage, for example, over an item with AP? The problem is that unless you have IE or BoRK and LW against tank, you aren't going to be able to do your job in teamfights. You need gimmicky shit like Kalista's Rend stacks and Ez triggering TF and Muramana on his Q to be able to break the mold effectively, consistently.
On February 19 2015 02:06 LaNague wrote: that new PBE ward looks OP as shit and it seems to automatically ping so that people arent even punished for not looking at the minimap, cause thats way toooo hard to do oO I'm more worried about how it will interact with Raptor buff. It triggers when the ward SEES you, but mandrake ward is blind, so....?
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Xypherous said that's what the current thing is (it keeps pinging if you stay within its radius). 900 range is really big though, and you could easily put it at key points within the enemy jungle and know exactly where they are (it currently pings their location, thanksfully they plan on changing it to the location of the ward itself) and if they're ganking or farming since getting inside the radius, killing a camp, getting outside the radius should take over 10 seconds.
Considering it isn't necessarily a bad idea, but the current implementation and numbers is meh, partially because League's map is so small.
Gahlo, you wouldn't ask your typical mage to melt a tank (and even Ryze/Cass/Karthus take some time to do so, compare that to the cancer that is IE/LW Jayce pressing pre-nerf W late game for example), and considering a marksman is focused on sustained damage due to it coming from autoattacks, I don't mind them not destroying a tank in 4 hits the way they do a squishy. When IE became popular as the first buy again, after all the tanky itemisation nerfs, you'd die almost as fast until really late because of the lack of armour, and the concept of frontline would be shaky at best (it was what brought full tank picks like Maokai, RoA->tank Gragas and Alistar to top lane over bruisers like Irelia/Shyvana/Renekton, at that time, because you couldn't afford "wasting" 3-4k on non-tank stats and expect to survive. Basically it was as if you were trying to build triforce/BotRK on Jax and teamfight, 'cept if occurred with one damage item instead of two.
Marksmen hitting their timing at 2 (or worse, 1.5) items is a bad thing considering the current state of the game because contrary to mages, their scaling doesn't slow once they reach 3 items, nd contrary to bruisers they don't have to forego damage itemisation past the 2nd one to survive. To create a dynamic that doesn't overtake the rest (where AP carries' role would hinge on avoiding armour-stacking rather than being objectively better at some windows), you need that class of champions to hit their peak later (eg. with more items, since they rely on farm and not levels, contrary to casters).
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I don't really like the mandrake ward.
Not necessarily because I dislike the idea of the ward, but more because I dislike creating an item that competes with green wards, which nobody buys already outside of pro games.
Seems like they could just drop green wards to 50g and achieve the same result to me.
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Riot's just trying to nerf stealth champions by giving players a soft counter. Basically they are looking at implementing a "Motion-sensing" ward similar to Rek-Sais tremor sense but doesn't give you the precise location.
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except fixing stealth with this ward is like throwing a bomb into a house to catch a rat.
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On February 19 2015 02:52 LaNague wrote: except fixing stealth with this ward is like throwing a bomb into a house to catch a rat. How would you propose "fixing" stealth? This seems like a reasonable approach from Riot.
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On February 19 2015 02:53 Ghost-z wrote:Show nested quote +On February 19 2015 02:52 LaNague wrote: except fixing stealth with this ward is like throwing a bomb into a house to catch a rat. How would you propose "fixing" stealth? This seems like a reasonable approach from Riot. By people buying pink wards, T3 Yellow(Pink) Trinkets, and T3 Red Trinkets.
Riot has given the playerbase the tools, they just choose to not use them.
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i dont know what they want to do with stealth ganks from rengo shaco and eve, but im sure a 900 range 50 gold 5 minute ward that pings your location will mess up more things than the 1 in 20 games you play against stealth jungler are worth.
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Yeah to be honest the only stealth champion whose stealth really ever makes me rage and call stealth OP is Rengar.
And we all know Rengar is the epitome of a well designed champion.
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rangar can just come from lane with his ult speed and jump, so it doesnt even work against him
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