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On April 11 2013 04:20 ticklishmusic wrote: I think this idea has been tried before, I'm pretty sure there's some terrible problem with it that I;m just overlooking. trilanes work in dota because the jungle serves a totally different purpose in that game, stack camps for your hard carry to powerclear later
lol rewards clearing the camp the second it's up instead so you really need 1 person in the earlygame dedicated to just doing that
i have no idea what the difference on the experience curves is but it's probably not helping
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I totally forgot about something and won't be able to make it tonight (WHOOPS). Either someone else will need to coordinate, or you'll all just have to follow your bliss.
Monte is a jerk.
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On April 13 2013 02:41 Seuss wrote: Monte is a jerk.
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On April 12 2013 04:31 Zanno wrote:Show nested quote +On April 11 2013 04:20 ticklishmusic wrote: I think this idea has been tried before, I'm pretty sure there's some terrible problem with it that I;m just overlooking. trilanes work in dota because the jungle serves a totally different purpose in that game, stack camps for your hard carry to powerclear later lol rewards clearing the camp the second it's up instead so you really need 1 person in the earlygame dedicated to just doing that i have no idea what the difference on the experience curves is but it's probably not helping
idk how dota works at all, haha.
the way xp works is that there's more total xp the more people in a lane-- not enough for solo lane xp, but more than just flat out dividing the amount by the number of players.
what if you took some guy who clears insanely fast, like udyr for example? he can literally clear the jungle and shove top, then clear some more jungle and shove top again-- not sure to what extent, but he could definitely run and pick up wolves, maybe even wraiths as well (or let his mid laner have them).
this would really only be for like one or two levels, then after bot got a decent advantage, jungler might come bot and force enemy out and take a quick dragon. then, the "top" would back and go toplane. jungler would camp heavily for him, basically with the assumption that unless given ridiculous jungle presence and midlane ganks bot, bot would be won.
the ideal ending is to have a heavily farmed jungler who can invade the enemy with impunity and can afford to waste some time camping, a top that is behind somewhat (but not too much because dragon, and camping from jungler will prevent them from falling irreparably behind), and a bot lane that is extremely ahead.
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That's sort of similar to an idea I had where there would be no dedicated jungler, but bot and top (both duo lanes) would push really hard, then clear jungle.
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On April 14 2013 01:12 Tooplark wrote: That's sort of similar to an idea I had where there would be no dedicated jungler, but bot and top (both duo lanes) would push really hard, then clear jungle.
The thing is, what do you gain by that?
You can already push really hard with a ton of solo champs, and sending the duo into the jungle after every wave makes their movement in the jungle really predictable and therefore very dangerous. Plus pushing and leaving the lane negates most of the harass you can do on the opposing laner, so they are free to clear however they can under turret, which even a shitty clearer can do for along time before tower goes down.
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On April 14 2013 04:32 sob3k wrote:Show nested quote +On April 14 2013 01:12 Tooplark wrote: That's sort of similar to an idea I had where there would be no dedicated jungler, but bot and top (both duo lanes) would push really hard, then clear jungle. The thing is, what do you gain by that? You can already push really hard with a ton of solo champs, and sending the duo into the jungle after every wave makes their movement in the jungle really predictable and therefore very dangerous. Plus pushing and leaving the lane negates most of the harass you can do on the opposing laner, so they are free to clear however they can under turret, which even a shitty clearer can do for along time before tower goes down.
The advantage is basically just that you have two laners with less xp but more gold and constant buff access. It doesn't sacrifice as much as you might think, since you don't HAVE to clear jungle every time you hit tower, but you're correct that it doesn't gain you very much. Having red buff can really help bot lane though. Anyone short ranged vs Cait w/ red? Serious painful.
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Should actually come up with a team comp for a no jungler strat and try it.
You're still going to want a Smite on the team for objective control, so put it on the mid laner. Have a solo mid with smite who can abuse spellvamp. Morde, Vlad, Akali, Zed even, all work.
Then you can do a solo lane and a tri lane or two duo lanes. Either way you'd have two support types and two carry types.
Could do something like Vlad mid with smite with Jarvan+Kayle top and Leona+Tristana bot, or a standard top and Jarvan+Leona+Vayne bot.
The way you take the jungle is mid lane does wraiths with smite, one side lane does golems and the other side lane does wolves.
You zone out the enemy jungler by applying so much pressure on lanes that he has to be everywhere at once and can't be.
I don't see why it's not worth a try.
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I sometimes see no-jungler teams in soloQ. My experiences so far: With two duo lanes, the one you send against the enemy duo lane need to be very dangerous, to preferably lock the jungler there. Then the other duo lane can wreak havoc, both with ganks, objective control and lane pressure. Other games with two duo lanes have ended miserably.
The tri-lane thing I can only see working if you do a jungle clear on level one. Otherwise, just clearing the 4 buffs is soo much experience for an enemy jungler, he doesn't even need to help anywhere if the 3v1/2 lane just holds until 4 minutes (ok, might be hard 3v1), when he can gank hard. Also, you need high-damage-on-a-single-spell champions like Lux to challenge stealing objectives later in the game.
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top lane: Yorick mid lane: Kayle ad carry: Trist support: Zilean jungle: Tryndamere
Discuss the possibilities! gogo
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May sound a bit harsh, but I'll link this post, eg "If you want to suggest an idea, at least start the discussion with us" (as opposed to "do us have it for you").
For example if you want to make it work for Tryndamere you need to allocate a lot of farm to him, which he won't necessarily get from the jungle. How would you do for such a comp to accomodate his needs? What about how the laning is supposed to go? After all if we only take late game teamfights into account, might as well go Amumu jungle, Malphite off-lane, Morgana mid, and MF+Sona duo.
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On April 19 2013 04:03 Alaric wrote:May sound a bit harsh, but I'll link this post, eg "If you want to suggest an idea, at least start the discussion with us" (as opposed to "do us have it for you"). For example if you want to make it work for Tryndamere you need to allocate a lot of farm to him, which he won't necessarily get from the jungle. How would you do for such a comp to accomodate his needs? What about how the laning is supposed to go? After all if we only take late game teamfights into account, might as well go Amumu jungle, Malphite off-lane, Morgana mid, and MF+Sona duo. Fair enough, sorry. I wasn't actually planning on posting it in this thread but I accidentally posted it in the wrong thread before this one and someone linked me this instead so I thought it seemed like the place.
I hadn't really thought the gold and stuff through, I just thought it would be amusing to have a team that literally couldn't be killed. I wasn't really expecting anyone to actually go out and try it. Was just wondering what other peoples thoughts on it were
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So, I feel like I've finalized my Quinn mid build, and am going to attempt it in ranked (lulz) when the next patch hits since she's getting some small buffa. Also since my network is still bad and I can't really play ranked right now. I've played probably 50 games with it at this point.
Tell me what you guys think about this:
Masteries: 21/9/0, standard stuff except I'm now getting 4% CDR instead of 4% attackspeed.
Rune pages: Arpen reds, lifesteal quints vs AP: HP/level yellows, MR blues vs AD: armor yellows, MR/level blues vs mixed damage: armor yellows, MR blues
I want to get CDR runes and put them in my AD page, but they're so much goddamn IP.
Skill order is EQQW then R<Q<W<E
Items: Longsword+2 opening Vamp scepter + boots first back
Early core is Bilgewater + homeguard CDR boots. If I ever get CDR runes when I use a CDR rune page vs AD comps I'd get ninja tabi instead.
Mid game core is BotRK + Phage
End game in some order is BotRK, IE, LW, Frozen Mallet, Maw. Depending on enemy comp I might switch Maw for Mercurial Scimitar or Randuins vs a full AD team.
The big change I did was I switched from aspd boots to CDR boots. I did this for a couple reasons.
#1 - It lets her gank more times in the mid game where she's strongest. I feel like she needs to get ahead during levels 6-11 pretty desperately, and if her ganks fail then she can't teamfight at all lategame. CDR takes a huge amount of time off her ult.
#2 - It helps her teamfight by letting her poke with Q a lot more. Her autoattack range is too low to poke with autos and she's not super safe, if somebody gets on her and makes her ult to escape she loses all her teamfight punch. So the way I'm teamfighting at this point is to stay back and poke with Q, wait till my team engages, and then ult and go in.
CDR boots + blue buff puts her Q on a 4.2 second cooldown, makes her pretty harassy.
I've seen her work well in poke comps and in AoE comps. She can fit into a poke comp if she has somebody to help her disengage like Jayce, she pokes with Q, picks stragglers off, and is good at pushing towers.
She also works well with say an MF or a Pantheon with a Black Cleaver, that sort of an AoE comp. They start a fight and get everybody low and then Quinn dives in and gets a triple kill. I tested this with a friend of mine on MF, he went BT BC and I went BotRK LW and with those items our ult combo got me a pentakill.
Anyway, thoughts?
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On April 19 2013 04:03 Alaric wrote:May sound a bit harsh, but I'll link this post, eg "If you want to suggest an idea, at least start the discussion with us" (as opposed to "do us have it for you"). For example if you want to make it work for Tryndamere you need to allocate a lot of farm to him, which he won't necessarily get from the jungle. How would you do for such a comp to accomodate his needs? What about how the laning is supposed to go? After all if we only take late game teamfights into account, might as well go Amumu jungle, Malphite off-lane, Morgana mid, and MF+Sona duo.
The idea of such a comp is that yorick can cede farm to trynd midgame to allow trynd to build for lategame. You can do the same idea with someone like noct in the jungle and a janna mid. Janna can cede farm for noct so noct cam have enough farm for tankiness + some damage. But that "undying" team comp is a bit iffy due to low hard cc, and the fact that it has so many counters (trist zil not exactly a godly lane, trynd jungle is fairly weak, if yorick cedes farm for trynd yorick might not be tanky enough considering everyone else is majorly squishy on the team, as well as powerful aoe initiation can pick off a ton of people at once before ults can even go off.)
I think we should try the jungleless teamcomp one time. Then i won't need to jungle every game for TROLLS lol.
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FRIDAY TEST AGENDA: 04/19/2013
Official testing begins at 22:00 GMT (+00:00). If you cannot be present by the appointed time then come whenever you can. We'll be testing so long as we have researchers and working brains, so it will continue for many hours and into the night presuming there is interest. All testing will be coordinated from the TROLLS chat channel and through TeamLiquid's TeamSpeak.
This week we will do both inhouses and arranged games, depending upon attendance.
I will stream all tests that I am a part of at http://www.twitch.tv/montegomerylol.
- Specific Subjects:
- Support Zilean
- Jayce AD
- Nami AD
- Top Taric
- Top Sejuani
- General Concepts:
- AP Junglers
- Abduction/Hook Compositions
- Changes from Last Week:
- None
- Well, Monte's engaged, but that doesn't count.
Details:
Removed Subjects:+ Show Spoiler +A number of topics have been tested enough for our purposes. Further testing of these concepts requires a more stable, coordinated team practicing against players of a higher caliber. At the moment, T.R.O.L.L.S. does not have the resources to continue testing these topics in a meaningful way (though they remain fun). These topics include: - Support Nasus
- AD Thresh
- AP+Support Duo Lanes
- Tower Rush Compositions
Some other topics are simply beyond our skill level to test effectively, and have also been removed. Specifically, Baron Rush compositions never worked largely due to execution issues inherent in a random gathering of players. This will likely also be the last week of Top Sejuani testing for similar reasons.
Support Zilean:+ Show Spoiler +Skill Order: QWQE R>Q>W>E Primary Items: Philo Stone, Kage's, Sightstone Secondary Items: Deathcap, Shurelya's, Crucible, Shard, Tear Abilities:- Heightened Learning: Beyond simply assuring that his team will generally have a level advantage, the exp boost gives all his lanes the potential to hit level 6 first. This provides a potential timing for a sudden kill.
- Time Bomb: When cast one bomb at a time this is a very sustainable and deadly form of harass. The high base damage and potent scaling makes Zilean one of the hardest hitting harass supports in the game, and also a good source of wave clear later.
- Rewind: More bombs, slows, and ultimates. This is why you make sure you cap CDR on Zilean.
- Time Warp: Speeding up a lane ganking jungler, slowing down an out of place opponent, helping a carry escape to safety. There are a plethora of applications for this ability. This is actually longest duration CC in the entire game, clocking in at 5.5 seconds, and with CDR Zilean can keep it up permanently.
- Chronoshift: The reason to use Zilean in any role. Having a GA available for every team fight is incredibly powerful, especially as it's independent of maximum health. With maximum CDR and back to back Rewinds, it has an effective cooldown of a mere 30 seconds.
Best AD Carries: - Twitch: The amount of early pressure this pair can put down is absolutely brutal, and having a get out of jail free card for Twitch later is extremely valuable.
- Graves: A tanky AD carry combined with a revive is extremely difficult to deal with.
- Kog'maw: Let's be clear, any hard carry with a revive every teamfight is difficult to deal with. Zilean's ability to help Kog'maw from getting overwhelmed by a hard push is also useful.
- Tristana: Having a revive available for overly gung-ho Tristana players is a literal life-saver. Zilean's strong mid-game, even as a support, helps make up for Tristana's lack of one.
- Jayce: Stacking movement speed boosts is fun, and slowed targets are easy targets for Shock Blast.
Notes: Like Nasus, Zilean needs capped CDR to truly realize his potential. Unlike Nasus, he also needs a lot of mana and mana regeneration to support his spell usage. Acquiring some considerable amount of AP is also desirable as it greatly increases the potency of his ultimate, clear, and harass.
Jayce AD:+ Show Spoiler +Skill Order: QEQW R>Q>W>E Primary Items: Bloodthirster, Brutalizer Secondary Items: Black Cleaver, Last Whisper, Warmog's Armor, Infinity Edge Best Supports:: - Leona: Her ability to lock down a target gives Jayce ample time to set up a Shock Blast -> all-in, and his acceleration gate can greatly help her initiation.
- Taric: His stun and armor shred is a perfect setup for a Shock Blast -> all-in. The sustain he brings and beneficial auras are icing on the cake.
- Alistar: The combination of not one, but two displacement abilities is extremely nasty for both engaging and disengaging.
- Zilean: Throwing a bomb on Jayce's head as he zooms headlong into a heavily harassed opponent, followed by a revive in case of emergency, is a thing of beauty.
- Nasus: It's impossible to dodge Shock Blast when Withered, and oh do they hurt when you have zero armor.
Abilities excluded in favor of simply discussing such matters in the Notes section.Notes: Jayce does not fit the standard AD carry paradigm. Unlike almost every other AD carry, Attack Speed is largely an irrelevant stat for him. Instead, Jayce derives an incredible amount of power from CDR. With capped CDR Jayce's Cannon-W is roughly equivalent to a 130% Attack Speed steroid ( without accounting for the increased damage). In many ways it is superior to such a steroid, as Jayce can burst an opponent with four quick attacks, disengage, and then reengage once the cooldown returns. Combined with his built-in speed boosts and above average (for an AD carry) movement speed, Jayce can afford to completely ignore AS/Movement itemization vital to other AD carries. Jayce excels as an AD who can largely protect himself. His Hammer-Q -> Hammer-W combo on an adjacent target slows them and creates distance simultaneously (while also doing significant damage). Switching back to Cannon mode gives him a 25% Armor/MR reduction on the aggressor, which assures that the incoming burst will hurt like hell. With capped CDR this pattern can be repeated every 3.6 seconds, putting all but the most dogged of opponents in an impossible position. Jayce's primary weakness is mana, but then other prominent ADs are also common recipients of Blue buff (Ezreal, Urgot). Jayce also works best with aggressive supports who can create space for Jayce to harass and farm.
Nami AD:+ Show Spoiler +Skill Order: QEW R>W>E>Q Primary Items: Bloodthirster, Infinity Edge Secondary Items: Blade of the Ruined King, Phantom Dancer, Last Whisper Best Supports:: - Leona: Nami's sustain makes up for Leona's primary weakness, and it's extremely easy to follow up Leona's CC with Nami's. This super-heavy CC combination should be able to punish a large variety of lanes.
- Thresh: Any successful hook should essentially be a kill given proper coordination. The sheer amount of CC in this lane should make it an easy gank even for oddball junglers who have no CC or even gap closers.
- Alistar: Nami's speed boost, slow from her autos, and (again) chain CC makes this a frightening lane. The double sustain combo should also make it extremely resilient.
- Sona: Double poke, double sustain. Nami's CC makes up for Sona's lake thereof, and she can easily help keep Sona out of danger.
Abilities excluded in favor of simply discussing such matters in the Notes section.Notes: Nami lacks any true AD steroid or scaling, but her base Attack Speed and level scaling are decent. While she won't be terrible late game, she won't be able to match the power of late-game carries. As a result she, like Ashe, relies heavily on utility to be useful later, whatever her item build. Nami's built in sustain makes her strong with supports lacking it, and her CC complements her support's. A Nami lane should thus be played aggressively, wearing down opponents until an opportunity arises for an all-in.
Top Taric: Requested by 57 Corvette
Top Sejuani:+ Show Spoiler +This showed considerable promise in last week's testing. While the matchup and execution thereof didn't make it definitive, the potential for Sejuani as a top laner should be examined. Skill Order: QWE R>W>Q>E Primary Items: Warmog's Armor, Locket Secondary Items: Haunting Guise, Aegis/Bulwark, Sunfire Cape, Randuin's Omen, Spirit Visage, Rylai's, Void Staff Abilities:- Frost: Not as amazing as a Frozen Mallet, but useful nonetheless.
- Arctic Assault: Sejuani's gap closer/escape. The cooldown is nearly halved by rank 5, making it a priority to max this second. Note that it applies Frost, and your escape can be blocked as it stops upon collision with an enemy champion.
- Northern Winds: This is Sejuani's core ability. Its Health -> Damage ratio is based on rank, making it important to max this first. A Frosted target takes 396 + 18% of Sejuani's Maximum Health in damage over the duration, making it hard for any opponent to win in an extended trade.
- Permafrost: The slow's efficacy increases greatly with rank, but little else improves significantly. While a very valuable skill it's arguably the least important to rank up.
- Glacial Prison: An incredible initiation tool or gank assist. Sejuani can suddenly dive forward with Arctic Assault and launch this long range stun, or simply dive headlong into the enemy team herself before firing it point blank. Combined with Permafrost as soon as the stun fades, Sejuani is a strong initiator.
Notes: It's important to Sejuani to make every trade an extended one. Brief, fleeting trades hurt her significantly. For this reason Sejuani should hold onto her Q whenever dealing with opponents who possess an escape, so that she can close on them and punish them for trading.
AP Junglers:+ Show Spoiler +Notes: We've had significant success with Jungle Karthus, and given discussion of Jungle Morgana I'd like to expand our testing in this area. There are a number of AP champions with plenty of potential in the jungle, and who deserve analysis. Testing for this week will focus on the following champions: - Morgana
- Gragas
- Fizz
- Any other possibilities who are not wholly screwed without blue on their first clear.
I'm really emphasizing blue-independence because you simply can't assume you'll have blue, especially as unorthodox junglers tend to invite invasions. While champions like Cassiopeia, Malzahar, and Galio might seem like good options, they simply cannot jungle with any effectiveness unless they have blue buff.
Abduction/Hook Compositions:+ Show Spoiler +Notes: In the past we played around with the Hook composition, consisting of Darius Top, Diana Mid, Nautilus Jungle, Thresh AD, and Blitz Support. It was obnoxious, but brittle in the face of bans and counter-picks. However, the possibility of expanding the notion out into an Abduction composition (which has fallen by the way side) came up in discussion. The most important pick for this strategy is Thresh, as he can literally play any role while still fitting into the composition. All other picks are essentially optional, but should consist of a balance between isolating an opponent and preventing the opposing team from rushing to their rescue. As such, potential picks include (but are not limited to): - Solo A: Darius, Singed, Lee Sin
- Solo B: Diana, Orianna, Anivia, Gragas, Ahri
- Jungle: Nautilus, Volibear, Lee Sin, Hecarim, Skarner
- Support: Blitz, Alistar, Janna
- AD: Tristana, Vayne, Jayce, Urgot
Some key champions to ban or counter-pick include Kayle, Lulu, Shen, Thresh or any other champion who excels at saving an isolated ally.
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Hey congratulations buddy!! ONE OF US ONE OF US
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Wow congrats Monte!!! This brings a smile to my face
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Monte's bachelor party, featuring Janna and Nidalee themed strippers
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