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Simple Questions, Simple Answers - Page 42

Forum Index > LoL Strategy
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Karis Vas Ryaar
Profile Blog Joined July 2011
United States4396 Posts
Last Edited: 2014-02-15 02:10:58
February 15 2014 02:00 GMT
#821
as someone who pretty much exclusively plays arams I fell they're pretty useless for everything other than reactions and split second decision making. It doesn't really teach you a lot about teamfighting. I mean it helps a little but not really enough to be worth it expecially considering how many games you get bizarre teamcomps

oh an a question. Is there a reason TF doesn't get really get played anymore, at least competitively?
"I'm not agreeing with a lot of Virus's decisions but they are working" Tasteless. Ipl4 Losers Bracket Virus 2-1 Maru
InfSunday
Profile Joined March 2013
United States735 Posts
February 15 2014 02:25 GMT
#822
Arams are good for skillshot dodging practice. Or skillshot hitting practice if you get certain champions.

TF just gets destroyed by a lot of assassins. TF's level 6 just doesn't make up for, example, pretty much for sure dying to Fizz if he ever tries to farm. This is especially true because against assassins for the most part he has to get gold card if they come near him, and most assassins can just run out of auto range until it's on cooldown and continue zoning.
Call me Sunday
Velocirapture
Profile Blog Joined December 2010
United States983 Posts
February 15 2014 02:26 GMT
#823
On February 15 2014 11:00 Karis Vas Ryaar wrote:
as someone who pretty much exclusively plays arams I fell they're pretty useless for everything other than reactions and split second decision making. It doesn't really teach you a lot about teamfighting. I mean it helps a little but not really enough to be worth it expecially considering how many games you get bizarre teamcomps

oh an a question. Is there a reason TF doesn't get really get played anymore, at least competitively?


Tf has had a rough pre-6 laning phase for a while and he was absolutely crushed by fizz during the league of assassins era. His ult is still amazing but the huge reduction in how long he can hold a card hurt the flow of his play a lot. Gold selection during TP has to be much more precise and you can no longer use it to menace people during siege. At least this is my view.
Uldridge
Profile Blog Joined January 2011
Belgium5208 Posts
February 15 2014 03:18 GMT
#824
If Leona uses spells on neutral monsters and the enemy team hits those, does the debuff still go off?
Taxes are for Terrans
ChaoSbringer
Profile Blog Joined April 2008
Australia1382 Posts
Last Edited: 2014-02-15 10:54:03
February 15 2014 10:53 GMT
#825
No.
St_Michael
Profile Joined July 2012
United States73 Posts
Last Edited: 2014-02-22 19:18:38
February 22 2014 19:14 GMT
#826
I have read that people usually go with the +.95 AD reds on Vi jungle. What do you guys think about using 9 attack speed reds for +15% attack speed? Wouldn't that allow you to proc your w more frequently, or is the increased AD still result in more overall damage?
GL to new Liquid LCS team!
AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
February 22 2014 19:51 GMT
#827
On February 23 2014 04:14 yokcounty wrote:
I have read that people usually go with the +.95 AD reds on Vi jungle. What do you guys think about using 9 attack speed reds for +15% attack speed? Wouldn't that allow you to proc your w more frequently, or is the increased AD still result in more overall damage?


iirc when Vi came out this math was done and it was determined that AD would get you better damage overall. AS sounds good but since you don't get to proc W all THAT often (except on buffs, Dragon, and Baron) and since it's a lot weaker than it was before, frontloading your damage with Vault Breaker and Excessive Force works much better. Thus, AD.
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
entropius
Profile Joined June 2010
United States1046 Posts
February 23 2014 02:43 GMT
#828
When is it a good idea to start with Doran's rather than machete/pots on junglers like vi, nocturne, etc?
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
February 23 2014 06:09 GMT
#829
when you lv2gank and when you want to gank at abnormal times.
im deaf
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
February 23 2014 20:29 GMT
#830
Id say virtually never, because lvl2 ganks are generally terrible. I believe that machete used to not give 5hp on hit, and back then Dorans Blade would be acceptible on some junglers for comparable sustain as 5hp pots, but now in comparison these items are just terrible.

Narkuss starts dorans ring on Fiddle, in order to get Zhonyas asap and skip Spectral Wraith. That might be the one good case to start with a dorans item.
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
Shottaz
Profile Joined December 2010
United Kingdom414 Posts
February 27 2014 09:30 GMT
#831
I have a lot of preconceptions and thoughts I would like someone with some LoL experience to check over. I'm currently level 23 and i'm playing exsclusively draft normals.

Is a 1 for 1 trade ever worth it? I've been trying to answer this myself but i'm still not sure. I like to play careful and never give away deaths, but this means that I can face someone 4/4 roaming into my lane with lots of gear no matter how good my CS has been.

Is killstealing even a thing or is it just something people complain about in normals? The way I see it, so long as a non support champ gets the kill, it's helping the team still.

When someone in normals goes 10+ kills early on, is it eventually harming the team becasuse we have one champ who is OP against a team that will eventually catch them up. Would it be better to let the OP champ 'give away' some kills to the weaker champs on the team?

If your ADC is getting stomped with 0 kills to 10 deaths, should that ADC get defensive items or try to keep building toward AD damage dealer status?
Praise the sun! \o/
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
February 27 2014 10:38 GMT
#832
1) Sometimes. It's worth it when your team gets an assist but they don't. When the enemy is ahead of you or has doublebuff. Things like that. Most of the times it's not going to be worth.

2) Actual killstealing is pretty rare, though it happens too. What people whine about is the "we both/all hit the guy but I didn't get the kill REPORT PLZ", which is not killstealing.
It's not automatically a killsteal if a support gets a kill.

3) It would generally be better to give money to other members in that situation (be it kills or farm), but try to tell that to the fed guy who thinks he's clearly going to solo carry all the trash players on his team.

4) Doesn't actually make a difference at that point imo.
A backwards poet writes inverse.
Simberto
Profile Blog Joined July 2010
Germany11978 Posts
February 27 2014 10:48 GMT
#833
On February 27 2014 18:30 Shottaz wrote:
I have a lot of preconceptions and thoughts I would like someone with some LoL experience to check over. I'm currently level 23 and i'm playing exsclusively draft normals.

Is a 1 for 1 trade ever worth it? I've been trying to answer this myself but i'm still not sure. I like to play careful and never give away deaths, but this means that I can face someone 4/4 roaming into my lane with lots of gear no matter how good my CS has been.

Is killstealing even a thing or is it just something people complain about in normals? The way I see it, so long as a non support champ gets the kill, it's helping the team still.

When someone in normals goes 10+ kills early on, is it eventually harming the team becasuse we have one champ who is OP against a team that will eventually catch them up. Would it be better to let the OP champ 'give away' some kills to the weaker champs on the team?

If your ADC is getting stomped with 0 kills to 10 deaths, should that ADC get defensive items or try to keep building toward AD damage dealer status?


1 for 1 is worth is in certain situations. Namely, if it makes the enemy lose something. For example, if you have a big wave under their turret, and you go 1 for 1, they lose 10 minions. Thats money and XP that they don't get, so you have achieved a net positive. Or if the wave is slowly pushing your way, and you go 1 for 1, you also lose a lot less minions then they do as long as you manage to get there to collect the wave before it hits the turrets. It might also be worth it if you scale harder then your enemy. But generally speaking, trading kills doesn't actually produce a lot of money for you, because you will almost always lose 1-2 waves of minions for it, which is roughly as much as that kill gives you. So that 4/4 coming into your 0/0 lane shouldn't have that much more money than you.

Killstealing is nonsense, and something only idiots complain about. Every time you try to "give" someone a kill, you risk that guy escaping, and just to move 150g from one person to the other. It's not like an assist isn't money too. Even on a support i am highly sceptical of trying to give someone a kill, because i have seen people escape so very often after that.

10+ kills: Usually not. Due to the way scaling works, concentrating money is usually a good idea. However, there is one problem with this: People are stupid. For some reason, people who get really fed start beginning more and more dangerous fights, until they start losing them. "Hm, i barely won that 1v2, but there are 2 guys under turret, so lets dive it!. Ok, won the 1v2 under turret, lets dive 3 guys under inhib turret now, and chase them back to double turrets!" There are a few other exceptions here, namely that some champions can still easily exploded if they have a lot of money, which is slightly dangerous.

ADC stomped: Build damage. An ADC with, for example, just a randuins is just utterly useless. And the slaughtered ADC with some damage might get ignored for juicier targets and still do something in a fight. He will obviously do less damage then someone with more money, but that is still a lot better than being able to survive, but not actually doing anything while alive.
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
February 27 2014 12:26 GMT
#834
On February 27 2014 19:38 Dandel Ion wrote:
1) Sometimes. It's worth it when your team gets an assist but they don't.

That is rarely the case. If your team gets an assist and the other team didnt, that usually means the counterpart of the assisting person on the enemy team was busy doing something way more valuable than wasting time getting an assist in a 1 for 1.
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
Shottaz
Profile Joined December 2010
United Kingdom414 Posts
February 27 2014 13:24 GMT
#835
Thanks for the responses.
Praise the sun! \o/
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
February 27 2014 15:05 GMT
#836
On February 27 2014 18:30 Shottaz wrote:
I have a lot of preconceptions and thoughts I would like someone with some LoL experience to check over. I'm currently level 23 and i'm playing exsclusively draft normals.

Is a 1 for 1 trade ever worth it? I've been trying to answer this myself but i'm still not sure. I like to play careful and never give away deaths, but this means that I can face someone 4/4 roaming into my lane with lots of gear no matter how good my CS has been.

Is killstealing even a thing or is it just something people complain about in normals? The way I see it, so long as a non support champ gets the kill, it's helping the team still.

When someone in normals goes 10+ kills early on, is it eventually harming the team becasuse we have one champ who is OP against a team that will eventually catch them up. Would it be better to let the OP champ 'give away' some kills to the weaker champs on the team?

If your ADC is getting stomped with 0 kills to 10 deaths, should that ADC get defensive items or try to keep building toward AD damage dealer status?


1) Did anyone get an assist? (Obviously if yes, then it wasn't a pure 1:1.) Where were the minions? (If you got towerdove and went 1:1, that's really good for your opponent.) What champions are you playing? (A Nunu that started red pot that went 1:1 with Nasus ... no bueno.)

2) At your level, generally KSing is just stupid complaining because people like kills. When you get better and know exactly when your opponent's cooldowns are and that they absolutely cannot escape (for example, does Jax have his leap? Does Caitlyn have her Flash? Can Mordekaiser get a lantern?), you would prefer some champions get the kill over other champions.

3) Depends on who that champion is. Pantheon/Nunu? Not good. Nasus/Jax? Awwww yeah.

4) Damage. Think about what's the purpose of "building tanky" instead of damage. If you are unkillable but do no damage, your only purpose in the teamfight is utility/crowd control. That's why Malphite, Shen, etc. just build pure tank, because they have a great kit for CC. They don't need damage -- they build tank because they are being focused because they are diving into the other team. If your ADC builds pure tank, the other team can just ignore him because he's not going to Malphite ult, or Shen taunt, or indeed do anything useful. An unkillable Corki with no damage is pointless in the fight, because his unkillable status is irrelevant.
What fun is it being cool if you can’t wear a sombrero?
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
February 27 2014 21:34 GMT
#837
If your ADC is getting stomped with 0 kills to 10 deaths, should that ADC get defensive items or try to keep building toward AD damage dealer status?


Will echo this.. If you're 0/10 with no CS, it won't matter anyway. If you're doing badly though you have 2 choices:

Build damage, be a little bit suboptimal, position well and still do a bit and be able to bounce back with assists, good farm or a sudden killstreak

or

Build tanky item/s.. and do worse than sucky damage, not really be tanky, yet kind of walk around doing nothing
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Shottaz
Profile Joined December 2010
United Kingdom414 Posts
February 28 2014 09:30 GMT
#838
On February 28 2014 00:05 GrandInquisitor wrote:
Show nested quote +
On February 27 2014 18:30 Shottaz wrote:
I have a lot of preconceptions and thoughts I would like someone with some LoL experience to check over. I'm currently level 23 and i'm playing exsclusively draft normals.

Is a 1 for 1 trade ever worth it? I've been trying to answer this myself but i'm still not sure. I like to play careful and never give away deaths, but this means that I can face someone 4/4 roaming into my lane with lots of gear no matter how good my CS has been.

Is killstealing even a thing or is it just something people complain about in normals? The way I see it, so long as a non support champ gets the kill, it's helping the team still.

When someone in normals goes 10+ kills early on, is it eventually harming the team becasuse we have one champ who is OP against a team that will eventually catch them up. Would it be better to let the OP champ 'give away' some kills to the weaker champs on the team?

If your ADC is getting stomped with 0 kills to 10 deaths, should that ADC get defensive items or try to keep building toward AD damage dealer status?


1) Did anyone get an assist? (Obviously if yes, then it wasn't a pure 1:1.) Where were the minions? (If you got towerdove and went 1:1, that's really good for your opponent.) What champions are you playing? (A Nunu that started red pot that went 1:1 with Nasus ... no bueno.)

2) At your level, generally KSing is just stupid complaining because people like kills. When you get better and know exactly when your opponent's cooldowns are and that they absolutely cannot escape (for example, does Jax have his leap? Does Caitlyn have her Flash? Can Mordekaiser get a lantern?), you would prefer some champions get the kill over other champions.

3) Depends on who that champion is. Pantheon/Nunu? Not good. Nasus/Jax? Awwww yeah.

4) Damage. Think about what's the purpose of "building tanky" instead of damage. If you are unkillable but do no damage, your only purpose in the teamfight is utility/crowd control. That's why Malphite, Shen, etc. just build pure tank, because they have a great kit for CC. They don't need damage -- they build tank because they are being focused because they are diving into the other team. If your ADC builds pure tank, the other team can just ignore him because he's not going to Malphite ult, or Shen taunt, or indeed do anything useful. An unkillable Corki with no damage is pointless in the fight, because his unkillable status is irrelevant.


Thanks for the insight, this all makes sense to me
Praise the sun! \o/
entropius
Profile Joined June 2010
United States1046 Posts
March 09 2014 06:19 GMT
#839
If an ADC is getting dumpstered, they should build pure damage but play more passively. An ADC without offensive items is worthless; the thing that defines the ADC role is extreme damage scaling with items. If they're getting dumpstered and are broke, then it's even harder for them to get enough offensive items to stay relevant, so it's even worse for a losing ADC to build defensive items. You build defense on an ADC when you're winning and have a giant bullseye on yourself; if you have enough damage that you can melt anything you can live long enough to shoot, then you need to worry about living.

Distributing the kills throughout the team is something that isn't worth worrying about. Fights in League are chaotic, and you have few enough opportunities to kill people that you shouldn't let them slip away. This doesn't mean that a Sona should flash crescendo someone at 50 hp when the ADC is right there, but that's mostly because you don't want to blow those cooldowns on someone who's going to probably die anyway.

Especially in season 4 where supports scale well, gold to the support or jungler is not wasted, especially early in the game when the support is still working on sightstone.
YouGotNothin
Profile Blog Joined September 2010
United States907 Posts
March 09 2014 16:33 GMT
#840
Can we get a bit more detailed on the ADC itemization? Specifically, when to build your one defensive item (GA, QSS, BV, etc.). I almost always get it after I get 3 offensive items (i.e. BT, TF, LW on Lucian). Others I have seen get it after 4 offensive items and others I have seen never get one. What is the standard (e.g. you are not particularly fed nor are you feeding) and what situations would make you veer from that standard? Does it depend on the champion also, like mobile ADCs can hold off longer on the defensive item?
I got nothin'...
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