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[Patch 10.7] Fiddlesticks VGU Release Discussion - Page 2

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cLutZ
Profile Joined November 2010
United States19574 Posts
April 08 2020 23:22 GMT
#21
On April 05 2020 10:37 GrandInquisitor wrote:
I've got a new theorycraft build that has felt really good so far: Ivern-style Jungle Morgana. Key runes are Glacial Augment, free boots, Future's Market, Ingenious Hunter. Start Hunter's Talisman + refillable. Your first back is Fiendish Codex + Dark Seal, but you don't finish Runic Echoes. Instead you first build Twin Shadows/GLP (in either order) before getting Runic Echoes/Zhonya's (in either order).

The point is that you're basically playing Morgana support but with jungle income. You spec heavily into utility and gratuitously abuse Glacial, but you still bring damage with the Dark Seal (which you aren't at much risk of losing stacks on if you play sensibly). In teamfights, you definitely aren't doing any Flash-ult plays, but you bring ridiculous long-range engage / utility / pick potential.

Only thing to be aware of is that losing Runic Echoes does hurt in terms of missing out on mana, so you need blue buff badly.


Jungle Morg is definitely legit but I kinda feel like both Shadows and GLP rush is too much. How much additional gank assist is a second slow when you should have a slow on R and 3.5+ seconds of hard CC anyways?
Freeeeeeedom
iCanada
Profile Joined August 2010
Canada10660 Posts
Last Edited: 2020-04-10 18:55:58
April 10 2020 18:40 GMT
#22
I don't mind the lag spikes, I understand that that's largely out of Riots control. Just means I have to pick Reksai offstage of Lee Sin. Haha.

The client being this bad though bothers me. I had an error log created this patch that was 26gb in size. Like what the actual fuck.

On April 09 2020 08:22 cLutZ wrote:
Show nested quote +
On April 05 2020 10:37 GrandInquisitor wrote:
I've got a new theorycraft build that has felt really good so far: Ivern-style Jungle Morgana. Key runes are Glacial Augment, free boots, Future's Market, Ingenious Hunter. Start Hunter's Talisman + refillable. Your first back is Fiendish Codex + Dark Seal, but you don't finish Runic Echoes. Instead you first build Twin Shadows/GLP (in either order) before getting Runic Echoes/Zhonya's (in either order).

The point is that you're basically playing Morgana support but with jungle income. You spec heavily into utility and gratuitously abuse Glacial, but you still bring damage with the Dark Seal (which you aren't at much risk of losing stacks on if you play sensibly). In teamfights, you definitely aren't doing any Flash-ult plays, but you bring ridiculous long-range engage / utility / pick potential.

Only thing to be aware of is that losing Runic Echoes does hurt in terms of missing out on mana, so you need blue buff badly.


Jungle Morg is definitely legit but I kinda feel like both Shadows and GLP rush is too much. How much additional gank assist is a second slow when you should have a slow on R and 3.5+ seconds of hard CC anyways?


I'd agree with this, and add that as legit as Morg jungle is, her big weakness is an inability to 1v1, and forgoing runic echoes for twin shadows / GLP exacerbates that. I think you're probably just straight stronger building RE then rushing Zhonya's / Abyssal mask (or SV). You'll farm faster, be tankier in fights due to farming faster, gank just as well due to having more downtime due to farming faster, and you'll have less mana issues and have an earlier power spike in comparison to either of those items.

That being said, I think Gragas in general just kind of does Morg's job better in this early game jungle meta as an AP teamfight initiator. Stronger early, can safely duel, skirmish, evade and contest objectives against the Olafs of the world where as Morg is kind of just a sitting duck. Being in the river with an Olaf or something posturing around Drake 1 thru 3 as Morg is just impossible, but Gragas can posture and poke while having the escape and same hard engage. Morg probably better late game, but Gragas has more say in creating a lategame with gold on his team's win conditions whereas morg is kind of just stuck playing wherever the other guy isn't, imo.
DarkCore
Profile Joined March 2011
Germany4194 Posts
April 12 2020 11:24 GMT
#23
So yesterday I dodged an ARAM game well before the lock in. Check op.gg today and see that the game still happened and I was afk. In similar light, two games yesterday I again experienced the annoying bug where the client doesn't show available ARAM choices and your team's picks, it bugs out after one or two people reroll. So someone on my team looked like they had Zoe, but actually played Jayce, and I wasn't able to pick her like I would have liked to.

Client is garbage. At the very least, I have not had any lag spikes for the last few days, but other people in my games have complained, so it's still there.

I understand that that's largely out of Riots control

I don't think the EUW lag spikes are due to ISP routing entirely, maybe in NA. I think the servers are under too much load, that's why people lag one game and not the next, server prioritizes certain games. But these problems started happening before the lockdown...
Fixed a bug where LeBlanc could lose
iCanada
Profile Joined August 2010
Canada10660 Posts
April 13 2020 01:39 GMT
#24
Is the high load really riots fault? They have higher server load than ever, and they have less people to throw at server maintenance.
DarkCore
Profile Joined March 2011
Germany4194 Posts
April 13 2020 08:10 GMT
#25
These problems starting appearing shortly before EU lockdowns, and if the client is lagging/bugging out because of increased server load, then that implies poor design. UI behavior should not break because the server is slow. When I press a button, I expect it to do what it's supposed to, even slow response would be better than right now, where features are just broken.
Fixed a bug where LeBlanc could lose
iCanada
Profile Joined August 2010
Canada10660 Posts
April 14 2020 02:22 GMT
#26
Oh yeah, I agree the client is fucked.

I was saying the ping spikes in game kind of is what it is, I don't blame riot for that. I do blame riot for the atrocities that must be occurring in that clients code, 100%.
DarkCore
Profile Joined March 2011
Germany4194 Posts
April 14 2020 09:49 GMT
#27
A few years ago, Riot made a big fuss in NA about streamlining ISP routing between players and servers, i.e. people living in San Francisco might see their data bounce to New York, then back to LA, before reaching the servers in Chicago, resulting in big ping fluctuations and packet loss. That was something I wouldn't blame Riot for, but they still managed to solve it by talking with providers.

The EUW problem right now seems to be server overload: one game people have their normal ping and its stable, the next game they seem to be put in lower priority, where they have 500 ping and packet loss. That's what was happening to me up until a week ago, I could literally see the lag, 1-2 second input delays every minute: now I still see two kinds of games, where I have 19 ping (something I haven't had in over 5 years lol, usually sit at 21-25) but op.gg doesn't see the game, or 27 ping with matches being recorded, and usually 1-2 people sitting on 500-1200 ping.
Fixed a bug where LeBlanc could lose
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