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[TL R&D] T.R.O.L.L.S. - Page 12

Forum Index > LoL Strategy
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Seuss
Profile Blog Joined May 2010
United States10536 Posts
January 18 2013 22:03 GMT
#221
On January 19 2013 06:49 Roffles wrote:
Mang, why u gaiz start so early.


Start early, test all day.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
101toss
Profile Blog Joined April 2010
3232 Posts
January 18 2013 22:21 GMT
#222
Currently testing jungle nasus

max e, 1 point in q for farming those small creeps, seems pretty good
Math doesn't kill champions and neither do wards
Requizen
Profile Blog Joined March 2011
United States33802 Posts
January 18 2013 22:24 GMT
#223
On January 19 2013 07:21 101toss wrote:
Currently testing jungle nasus

max e, 1 point in q for farming those small creeps, seems pretty good

Why not max Wither for ganks of FUCK YOU?

Actually, I've never checked creep numbers compared between jungle and lane. I know gold is slightly higher in lane (less so now), but for Nasus who just wants his Q farm, how many creeps can he farm if freefarming in the jungle as compared to lane?
It's your boy Guzma!
Inschato
Profile Blog Joined November 2009
Canada1349 Posts
January 18 2013 22:25 GMT
#224
You don't really need to max E on jungle nasus. You can get away with just 2 points I think and then you can max W first for ganks or Q first for damage. (I've done it a few times.. his ganks are pretty strong, people just don't like that he can't maximize his Q farming ability.)
3.
101toss
Profile Blog Joined April 2010
3232 Posts
January 18 2013 23:07 GMT
#225
On January 19 2013 07:24 Requizen wrote:
Show nested quote +
On January 19 2013 07:21 101toss wrote:
Currently testing jungle nasus

max e, 1 point in q for farming those small creeps, seems pretty good

Why not max Wither for ganks of FUCK YOU?

Actually, I've never checked creep numbers compared between jungle and lane. I know gold is slightly higher in lane (less so now), but for Nasus who just wants his Q farm, how many creeps can he farm if freefarming in the jungle as compared to lane?

You get more creeps because you don't die during the laning phase

as for skill order it can be varied, but i think e is better since it makes armor negative and is also aoe
Math doesn't kill champions and neither do wards
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
January 19 2013 00:27 GMT
#226
Jungle Syndra Observations:
-Weak against strong counterjunglers/gap closers (IE Lee)
-Blue dependant early, less so after chalice/athenes
Survival is winning, everything else is bullshit.
jaybrundage
Profile Joined December 2009
United States3921 Posts
January 19 2013 02:53 GMT
#227
On January 19 2013 08:07 101toss wrote:
Show nested quote +
On January 19 2013 07:24 Requizen wrote:
On January 19 2013 07:21 101toss wrote:
Currently testing jungle nasus

max e, 1 point in q for farming those small creeps, seems pretty good

Why not max Wither for ganks of FUCK YOU?

Actually, I've never checked creep numbers compared between jungle and lane. I know gold is slightly higher in lane (less so now), but for Nasus who just wants his Q farm, how many creeps can he farm if freefarming in the jungle as compared to lane?

You get more creeps because you don't die during the laning phase

as for skill order it can be varied, but i think e is better since it makes armor negative and is also aoe

I find this hilarious might be true even his laning phase is sooo bad D:

Also what are people's thoughts on double warmogs
The more you sweat in training, the less you bleed in battle.
samthesaluki
Profile Joined November 2010
914 Posts
Last Edited: 2013-01-19 05:51:04
January 19 2013 05:50 GMT
#228
Tonights testing Findings

- nasus garen bot kill lane actually blows
- panth j4 kill lane stronk
- Saluki blows and brings team down
- Losing with everygame becasue of pure manmode is still fun
- owning a champ you ask someone to pick for you really helps
Seuss
Profile Blog Joined May 2010
United States10536 Posts
January 19 2013 06:15 GMT
#229
Tonight's findings:

  • Carry jungle requires a level of coordination that was not present in any of our tests. It is unlikely it will be witnessed in any non-competitive play, as the necessity of fiercely independent lanes, team communication, and solid play is beyond what is normal for solo queue. Certain testers were also very unclear on the particulars of the concept. Testing with many other things at once distracted from what we needed to do.
  • We had very little success with dunk lanes bottom. This is partially because of some very bad combinations that were tested (Garen/Nasus), partly due to poor execution (needless tower dives), and partly because this may be harder than we thought. More on this later.
  • Jungle Syndra was an interesting concept, but I think she'd be better off being played with a greater focus on utility than damage.
  • Jungle Jayce was used on several occasions, but the amount of farm in the jungle was not sufficient for him to be particularly effective. Fun, but difficult to work in a close game.
  • Jungle Wukong has great potential. He needs to focus on damage early (e.g. Brutalizer, Spirit Stone and the like), but his ganks are extremely effective, especially with his ultimate.
  • Saluki does not own Blitzcrank.


I'd like to discuss the AD carry-less composition and dunk lanes in a little bit more detail.

First, a lot of our tests were somewhat contaminated by a tangible disinterest in ever pushing towers. As such, the issue of tower pushing (central to TheYango's concerns regarding the replacement of AD carries), rarely appeared. Almost all towers pushed in games were not in siege scenarios, but when something else occurred that allowed one team or another to push.

Second, once our dunk lanes fell behind they generally stayed there. The failures were generally caused by poor execution, and as such it's not clear if the inability for them to make a comeback was due to the same, but in general dunk lanes seemed very tenuous and unreliable.

Part of this unreliability was a matter of threat zones or zones of control. While the Jarvan/Pantheon duo was very threatening once they caught someone, getting to that point was difficult. Their ranges simply weren't adequate when dealing with a champion like Caitlyn. Similarly, the Garen/Nasus combination had no means to deal with a Twitch who could instantly stealth upon being Withered.

In general, I propose that future dunk lanes should feature a pseudo-carry of sorts. A champion like Urgot, Jayce, Nidalee, or Zed who can very easily and safely farm, giving the lane a lot more leeway. Alternative, AD carries that had good AD ratios on spammable abilities could be used and built like bruisers (Graves, Caitlyn, and Ezreal stand out).

I'm not certain I want to draw too many conclusions from today's testing, as in general nothing ever clicked. Few of our lanes ever did well, and out of all the tests against public players only one was a victory. As I've tested for 7 hours straight, I'll need to think on tonight's games overnight to have any further insights.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
LazyFailKid
Profile Joined September 2011
Canada750 Posts
January 19 2013 06:46 GMT
#230
Sorry for feeding pretty much every game guys, laning too hard T_T
zer0das
Profile Blog Joined May 2007
United States8519 Posts
Last Edited: 2013-01-19 06:57:20
January 19 2013 06:48 GMT
#231
If you want a good dunk lane combo, Xin Zhao/Lee Sin is pretty good, with Lee Sin playing supporty (ie, Xin gets most of the farm). Xin/Pantheon should probably work quite well too and Wukong/Panth (Pantheon being supporty). Darius would also probably work with any of the above too.

I definitely agree that one of the bruisers needs to be the "carry" for things to work best.

I don't know why anyone would ever try Nasus in a kill lane. xD
samthesaluki
Profile Joined November 2010
914 Posts
January 19 2013 06:56 GMT
#232
woaaaaaah i own blitz just not on my smurf!
Terranasaur
Profile Joined May 2011
United States2085 Posts
January 19 2013 08:02 GMT
#233
I think the biggest problem with the dunk lanes was the 1100 ELO Pantheon landing against gold ADCs.
Decisions Determine Destiny - Terranasaur#1719 D3 #557 SC2 3DS FC: 2423-3623-8068
Roffles *
Profile Blog Joined April 2007
Pitcairn19291 Posts
January 19 2013 08:11 GMT
#234
On January 19 2013 17:02 Terranasaur wrote:
I think the biggest problem with the dunk lanes was the 1100 ELO Pantheon landing against gold ADCs.

Naw, we dunked em in our game. Just need a bit of experience playing the lane and when to be aggro/passive.
God Bless
Simberto
Profile Blog Joined July 2010
Germany11952 Posts
January 19 2013 13:26 GMT
#235
I am pretty sure that killlanes involving jayce are legit. Something like Jayce-Leona has an incredible killpotential in lane, while still being able to safely farm while killing is not possible for one reason or another. Sadly, you guys appear to test on US, so i won't be able to help there, otherwise i would be willing to take the role of Leona in that. Though it sounds considerably less trolly then the other things you guys appear to be doing.

This also solves most of the tower pushing problems an ADC-less combo has, due to jayces poke and ability to poke towers quickly with W. Of course i am not sure you can actually call it ADC-less when you have a jayce building some AD in it. This would be my choice of a not so gimmicky killane. One might think about taking taric, jarvan, or whatever instead of leona, but i think jayce is definitively the best choice for a "carry" in such a killlane.

One of the things you need to be able to deal with with any killlane is jungle pressure. You need to have a really good wardscreen up before you engage, or a jungler in a bush at level 2-3 can completely destroy your game. However, if you can set that screen up (something like their bush, tribush, mid) and manage to have the lane pushing to your side, you are in a very good position.

This is from my experience of dunking the enemy lane hard the one time i played that lane.
HeavOnEarth
Profile Blog Joined March 2008
United States7087 Posts
January 19 2013 13:49 GMT
#236
darius panth
"come korea next time... FXO house... 10 korean, 10 korean"
TheKefka
Profile Blog Joined March 2011
Croatia11752 Posts
January 19 2013 13:55 GMT
#237
On January 19 2013 22:49 HeavOnEarth wrote:
darius panth

jarvan/pantheon both starting red pot+potions.Get lvl 2 commence rape
Cackle™
HeavOnEarth
Profile Blog Joined March 2008
United States7087 Posts
January 19 2013 14:09 GMT
#238
On January 19 2013 22:55 TheKefka wrote:
Show nested quote +
On January 19 2013 22:49 HeavOnEarth wrote:
darius panth

jarvan/pantheon both starting red pot+potions.Get lvl 2 commence rape

yorick shen
"come korea next time... FXO house... 10 korean, 10 korean"
Simberto
Profile Blog Joined July 2010
Germany11952 Posts
January 19 2013 14:23 GMT
#239
Soraka Sona.
Alaric
Profile Joined November 2009
France45622 Posts
January 19 2013 14:41 GMT
#240
The problem with those lanes is that if you fall behind, it'll be very hard to recover because you don't have the tools to farm, control the lane or poke the enemy. Several points I thought about while "spectating" your games on Monte's stream:
  • While the kill-lane has a good kill potential at level 2-3, if it misses its window and loses the ability to 100-0 without summoners one will need the ability to "soften" the enemy lane with poke/harass. While Xin and Jarvan are good for engages/all-ins, they have little to no poke (J4 has his Q that should outrange ADC autos, but not spells) and no disengages. This can make a simple Taric/Alistar pick (protection+sustain for the carry while being tanky) a problem for them.
  • Unless you're ahead enough to dive and 100-0 your target, failing to kill your target and pushing the lane will allow them to turtle under their tower. It also works with champs like Caitlyn, Ezreal, Corki who can farm from afar and retreat under tower as soon as you move toward them. The ability to shove to force a reset, or to poke such champs (so as to stop them from farming, or dropping them low enough for a dive) would be a plus.
  • Farm allocation and roles: it's likely the enemy jungler will spend a lot of time against this lane (it's not mandatory: it's easier for him to gank aggressive duos, but if the lane can hold their own the pressure will instead be on our jungler to help put the "standard" duo behind), and the carry will have an easier time farming if he can retain bush vision, so lots of wards and pink wards will be required as vision in general is critical. This could eat very quickly into the non-farming champion's gold, making him more squishy to poke/less damaging unless he can rely on kill/assist gold.

tl;dr because the others could have said it in half the words: I don't think you can mix champions like Darius/Jarvan/Xin/Pantheon with each other and expect to be able not to rely on snowballing. I know it's one of the principles of the kill lane, but the more reliable it is, the more viable it is too.
Darius has the twist of a pull instead of a gap closer though, which increases the threat as you don't have to dive to catch turtling opponents.
Cant take LMS hipsters serious.
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