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On February 18 2016 09:33 kongoline wrote:watching romanium play full ad renekton in challanger and solo carry games 1 shotting adcs makes me think ad renek is super underrated, he is basically assassin with better laning phase (enought to be played top), point and click stun and insane burst /e anyone interested his stream http://www.twitch.tv/romanium33 imo he deserves more viewers (his music taste sucks tho ;p) Watched a bit. Was snowballed as hell, but hard carried that game by just flashing onto lucian stunning into full combo. QSS didn't matter because double E just means he can get right back onto lucian, and ult+maw keeps him alive against a ton of burst.
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On February 18 2016 09:33 kongoline wrote:watching romanium play full ad renekton in challanger and solo carry games 1 shotting adcs makes me think ad renek is super underrated, he is basically assassin with better laning phase (enought to be played top), point and click stun and insane burst /e anyone interested his stream http://www.twitch.tv/romanium33 imo he deserves more viewers (his music taste sucks tho ;p) AD renek has been the go to way to play him for at least a couple of months now. it is super fun as well.
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Zed top also is not bad. If you are into that sort of thing.
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On February 18 2016 10:46 cLutZ wrote: Zed top also is not bad. If you are into that sort of thing. I remember people playing this a lot when it came out, and I think maxing E.
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On February 18 2016 10:46 cLutZ wrote: Zed top also is not bad. If you are into that sort of thing.
there are some more favorable thinks you can pick zed into now considering what's vogue in top lane but i still wouldn't particularly recommend this
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Bearded Elder29905 Posts
+ Show Spoiler +
I'm like HOLY SHIT that guys voice... Check EchoFox.Big speaking at the end, LOL.
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makes sense AD renek would be good, he's strongest midgame anyways and has a decent amount of built in tankiness
i also never noticed how dumb his ratios were
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hows kindred this season ? i used to ban her every game because i seem to never win against her but in s6 i rarely see kindred played and her current winrate is only 46%, need new jungler on my smurf but dont want to sink 6.3k ip on weakish champion i wont ever want to play over elise/reksi who are my go to champs right now
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On February 18 2016 22:14 kongoline wrote: hows kindred this season ? i used to ban her every game because i seem to never win against her but in s6 i rarely see kindred played and her current winrate is only 46%, need new jungler on my smurf but dont want to sink 6.3k ip on weakish champion i wont ever want to play over elise/reksi who are my go to champs right now Pretty strong but her effectiveness depends on how well you can abuse her W and how stupid your team is with her R. If you're looking for other strong Markman junglers, Graves and Quinn are both pretty strong and a lot of fun to play. Quinn is 6300 though.
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Well a good start for fixing ADCs would be nerfing essence reaver/making IBG melee only. I think that would mostly fix "the big 3" issue we have that is making ADC casters crowd out the others.
As for actually fixing the GAME itself, I have no idea. Riot dug itself a huge hole with the minion/tower/death timer changes. Obviously reverting everything would be cool but thats not gonna happen lol. It will be a while before the game is fixed. Somehow giving an incentive to lane would help a lot though, so we dont see the 4 man turret kills and no laning phase repeatedly. Dragon needs to be fixed obviously but they are clueless if they think the recent dragon changes did anything. It needs to give IMMEDIATE solid value like turrets do
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On February 18 2016 23:39 VayneAuthority wrote: Well a good start for fixing ADCs would be nerfing essence reaver/making IBG melee only. I think that would mostly fix "the big 3" issue we have that is making ADC casters crowd out the others.
As for actually fixing the GAME itself, I have no idea. Riot dug itself a huge hole with the minion/tower/death timer changes. Obviously reverting everything would be cool but thats not gonna happen lol. It will be a while before the game is fixed. Somehow giving an incentive to lane would help a lot though, so we dont see the 4 man turret kills and no laning phase repeatedly. Dragon needs to be fixed obviously but they are clueless if they think the recent dragon changes did anything. It needs to give IMMEDIATE solid value like turrets do
My suggestion for the game:
1. Increase XP gain from kills by 40%/25%/20%/20%/20% for solo/2/3/4/5 champs near (total of 40/50/60/80/100% extra XP distributed amongst team). 2. Increase XP range for minion death by 350. 3. Increase kill/assist gold by 50+15 per rank of streak. 4. Increase Pink ward cost to 150 5. Decrease Yellow trinket duration (pre 9) to 25-30 seconds. Post 9 to 45-60 seconds. increase placement range 5a. Make blue trinket wards visible even within a bush 6. Decrease first tower hit damage to champions by 50% (second hit does the same amount as now) 7. Give first dragon between 10% and 25% Summoner CDR 8. Lower Flash CD to 240 seconds at base level.
I think encouraging fighting and reducing (slightly) risk of engaging would go a long way toward having actual interactive games.
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On February 18 2016 23:50 PrinceXizor wrote:Show nested quote +On February 18 2016 23:39 VayneAuthority wrote: Well a good start for fixing ADCs would be nerfing essence reaver/making IBG melee only. I think that would mostly fix "the big 3" issue we have that is making ADC casters crowd out the others.
As for actually fixing the GAME itself, I have no idea. Riot dug itself a huge hole with the minion/tower/death timer changes. Obviously reverting everything would be cool but thats not gonna happen lol. It will be a while before the game is fixed. Somehow giving an incentive to lane would help a lot though, so we dont see the 4 man turret kills and no laning phase repeatedly. Dragon needs to be fixed obviously but they are clueless if they think the recent dragon changes did anything. It needs to give IMMEDIATE solid value like turrets do My suggestion for the game: 1. Increase XP gain from kills by 40%/25%/20%/20%/20% for solo/2/3/4/5 champs near (total of 40/50/60/80/100% extra XP distributed amongst team). Teams will play even more passive, not wanting to give up kills2. Increase XP range for minion death by 350. Dives will be harder to do, because targets will be a higher level than they currently are.3. Increase kill/assist gold by 50+15 per rank of streak. See 1, change to "giving up assists"4. Increase Pink ward cost to 150 People will be more defensive, not wanting to get caught due to low vision.5. Decrease Yellow trinket duration (pre 9) to 25-30 seconds. Post 9 to 45-60 seconds. increase placement range 5a. Make blue trinket wards visible even within a bush See 46. Decrease first tower hit damage to champions by 50% (second hit does the same amount as now) Low players more likely to get poked out or range instead of straight up killed, lack of vision dissuades dives.7. Give first dragon between 10% and 25% Summoner CDR TPs, TPs everywhere.8. Lower Flash CD to 240 seconds at base level. More likely to flash away, since the cooldown is less punishing.I think encouraging fighting and reducing (slightly) risk of engaging would go a long way toward having actual interactive games. The problem with the game is that Dragon is pointless outside of 1st and 5th stacks, but the 1st one isn't all that great until 20mins into the game.(Have the 2/4th stack changes went in? IDK.)
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rammus top becoming popular is next level bullshit especially when ur getting camped theres nothing u can do to escape zzz
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Gahlo a lot of that just hasn't really ever been true.
1 you play passive to avoid consequences, not because the reward for a kill is higher. Increasing reward leads to increasing the activity that leads to the reward.
2 Increasing the XP range for minion death is to force actually pushing an opponent out of lane entirely, rather than just zoning them under tower and removing all interaction from the lane.
3 Not how it works. we could use the dota 2 changes a year ago to explain this as well. kill numbers shot up like crazy when implementing XP gain and gold gain increases, for good reason, rewards encourage activity. You don't avoid flashing for a kill because "i might trade him gold" you avoid it because "i'll be punished more than i receive"
4. Increasing pink ward cost increases your investment in your current positioning, making you more likely to fight over vision. i have no interest in what pubs do with their pinks, they probably won't even buy them anyway.
5a. making blue warded bushes visible to the ganker as they walk by changes nothing unless they are a ranged champion, in which case they can choose to avoid the ward or reveal themselves to remove it.
6. Making a player more likely to leave lane to heal is positive for interaction. it results in a tower death or major health lost and pressure elsewhere on the map. having players have a interaction free safe zone under tower does not.
7. Good. TPs mean people are having fights. fights = good.
8. Also more likely to flash in, or flash cancel spells to fight more. fighting = good. lowering cooldown, lowers the need to save it to avoid death.
Remember if (potential reward)*(chance of success) > (punishment of failure), then its the right choice to do the thing. increasing rewards always make the thing more desirable.
I suppose if you REALLY wanted to encourage dragons you could give aspect on each kill, increasing in effectiveness and duration each kill. first kill = 60 seconds of doubled bonuses and 30 damage over 5 seconds burn on attack. second kill = 90 seconds of doubled bonuses and 60 damage over 5 seconds burn on attack -> 5th dragon same as current.
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damn quote button sorry :<
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On February 18 2016 14:34 739 wrote:+ Show Spoiler +https://www.youtube.com/watch?v=drhi7UyW3ZQ I'm like HOLY SHIT that guys voice... Check EchoFox.Big speaking at the end, LOL. What the fuck......
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On February 19 2016 03:17 SHr3DD3r wrote:Show nested quote +On February 18 2016 14:34 739 wrote:+ Show Spoiler +https://www.youtube.com/watch?v=drhi7UyW3ZQ I'm like HOLY SHIT that guys voice... Check EchoFox.Big speaking at the end, LOL. What the fuck...... Awww yea boyz!
I dunno, I think ADC itemization is pretty good right now.
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On February 18 2016 23:50 PrinceXizor wrote:Show nested quote +On February 18 2016 23:39 VayneAuthority wrote: Well a good start for fixing ADCs would be nerfing essence reaver/making IBG melee only. I think that would mostly fix "the big 3" issue we have that is making ADC casters crowd out the others.
As for actually fixing the GAME itself, I have no idea. Riot dug itself a huge hole with the minion/tower/death timer changes. Obviously reverting everything would be cool but thats not gonna happen lol. It will be a while before the game is fixed. Somehow giving an incentive to lane would help a lot though, so we dont see the 4 man turret kills and no laning phase repeatedly. Dragon needs to be fixed obviously but they are clueless if they think the recent dragon changes did anything. It needs to give IMMEDIATE solid value like turrets do My suggestion for the game: 1. Increase XP gain from kills by 40%/25%/20%/20%/20% for solo/2/3/4/5 champs near (total of 40/50/60/80/100% extra XP distributed amongst team). 2. Increase XP range for minion death by 350. 3. Increase kill/assist gold by 50+15 per rank of streak. 4. Increase Pink ward cost to 150 5. Decrease Yellow trinket duration (pre 9) to 25-30 seconds. Post 9 to 45-60 seconds. increase placement range 5a. Make blue trinket wards visible even within a bush 6. Decrease first tower hit damage to champions by 50% (second hit does the same amount as now) 7. Give first dragon between 10% and 25% Summoner CDR 8. Lower Flash CD to 240 seconds at base level. I think encouraging fighting and reducing (slightly) risk of engaging would go a long way toward having actual interactive games.
Naa I dont think you need all these changes right now. All you are gonna do w/ these changes is make the game mad snowbally, and buff jungler presence early game even more. As it is, I personally think Riot hit the nail on the head w/ vision changes this season (its a fair amount of vision in the metgame right now). It doesnt serve as a cloying force that stifles plays anymore. I will say that as I see it the vast majority of the power is in the jungle role in terms of vision (stalkers) which i dont like, given how much a good jungler can impact the game as it stands.
I think that right now, in the Siege/Allin/splitpush trifecta of team comps, siege is broken overpowered. Its far easier to win the game by poking people off turrets than by any other method, mostly because being up inner turrets is far stronger than its ever been (which is in turn because of turret arm/mr buff changes). Thats just how the game is. Every champ in the current metagame is among the strongest at sieging, and waveclear is such a premium its insane. SKT lost G1 of their last series because they their poor waveclear got exploited incredibly hard for example.
If you want the meta to shift, turrets gotta be not made out of paper-mache. I get the changes and why they are necessary to some degree, but honestly i dont think turrets should lose 200 arm and mr because they got my turret down before 20 mins. The rate at which they lose their defense has to be gradual and then scale back up faster than it does. Inhib turret regen should be % based so regardless of armor so that stalling at turret actually has value over protracted periods of time. Turrets cannot give that much gold in the early game (the gold they give should scale with their tank stats increase over time). This game needs some level of defenders advantage again so that teamfights arent so inherently risky and arent so all and nothing.
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