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Masteries: Fervor- is still crap. Warlords- might actually be good for late game splitting. Deathfire Touch- nice small buff but still not better than Thunderlords Stormraiders- pretty big buff might actually be used. Precision- untouched for magic casters Strength of Ages- buffed when you get at least ~1.7k HP. Bond of Stone- nerfed, id rather have 6% with an ally since mostly only supports get this and you're going to be with another teammate most of the time. -- RIP Lee sin spellvamp smites.
On January 14 2016 11:06 wei2coolman wrote: New AP jungle item looks so good, but still doesn't solve problem of early clear for a lot of AP junglers.
Theoretically, the likes of Morgana and Zyra are pretty good junglers. Clear well after the first and have insane gank potential (seriously red buff Zyra is brutal in ganks), and their supportive elements mean they can get by on a jungler's smaller income. But if you saw one, you'd just pick Lee, Rek'Sai or Elise and just invade the living daylights out of them. You need a team to support them early. You need a new item to compete with Machete or Talisman to make them viable, and if the item makes them a lot more healthy during the first clear, they are still gonna die to a decent invade from a duelist. It's a team solution, not an item one.
Runic Echoes just serves already viable AP junglers (Elise, Ekko, Fiddle, Diana, Fizz, Nidalee etc). It seems like only a slight upgrade. I guess jungle Fizz would be happy because he can now get a Lichbane.
On January 14 2016 13:41 MooMooMugi wrote: Masteries: Fervor- is still crap. Warlords- might actually be good for late game splitting. Deathfire Touch- nice small buff but still not better than Thunderlords Stormraiders- pretty big buff might actually be used. Precision- untouched for magic casters Strength of Ages- buffed when you get at least ~1.7k HP. Bond of Stone- nerfed, id rather have 6% with an ally since mostly only supports get this and you're going to be with another teammate most of the time. -- RIP Lee sin spellvamp smites.
DFT vs Thunderlords is at least a bit more interesting now. I can't do math, but I'd be interested in seeing the difference. DFT probably does more damage than people give it credit for over the course of a game. Still probably only truly worth on dot champs though I guess.
Don't tell me the base value wasn't absurd though, you'd trash lanes by maxing E even before the marksmen rework and introduction of thunderlord's. I guess they really wanted to put the emphasis on the slow over the fact that it damages? Or they bundled TDL's damage into the ability's (seems likely, TDL deals 10 damage per level, and MF loses 10 damage per (champion) level on Make it Rain assuming she's maxing it first), which is a dumb way to go about the nerf because TDL will end up changed, or even just disappear one day, and they'll have forgotten about this nerf and leave MF lying there.
I don't really see a change for SoA, the bonus once it's stacked only works on jungle camps (since a (melee) tank jungler won't get to farm a wave over a marksman or instaclearing mage) so it's a small buff in the mid-late game when you've got enough HP for it to matter, but you aren't yet grouping and so can walk back into the jungle between skirmishes instead of recalling.
Also regarding this Shen update. I don't like the Sword thingy, it's literally worse than Orianna's ball but it seems like he might be a pretty good jungler once his changes goes live.
If his W and passive cd (without hitting champions) are that long, will they actually beat the sustain from his Q mark + frugal shield usage, though? On the other hand this new Q is going to deal a lot more damage than the previous one (and his passive before HP) so his clear will also be faster I assume.
Hmm. Jungle Karthus looks pretty legit with the new item. Infinite mana and an even faster clear? I so am going to try it with Rylai's+DPM for max troll factor.
On January 14 2016 18:12 Alaric wrote: I don't really see a change for SoA, the bonus once it's stacked only works on jungle camps (since a (melee) tank jungler won't get to farm a wave over a marksman or instaclearing mage) so it's a small buff in the mid-late game when you've got enough HP for it to matter, but you aren't yet grouping and so can walk back into the jungle between skirmishes instead of recalling.
According to the wiki you only need to be nearby when the siege minion/monster dies to trigger the heal, you don't have to kill it yourself.
alright boys havent touched the game in like a year after getting plat whats the new fotm waveclearing teamfighting op safe assassin zero counterplay carry to pick nowadays
On January 15 2016 10:27 FinestHour wrote: alright boys havent touched the game in like a year after getting plat whats the new fotm waveclearing teamfighting op safe assassin zero counterplay carry to pick nowadays
Your portrait. Not bad of a reminder I guess, especially set up so long in advance.
On January 15 2016 10:27 FinestHour wrote: alright boys havent touched the game in like a year after getting plat whats the new fotm waveclearing teamfighting op safe assassin zero counterplay carry to pick nowadays
Your portrait. Not bad of a reminder I guess, especially set up so long in advance.
BLAST FROM THE PAST im having fun reading about this character select drama and this thunderlords thing
It depends on what your AP/AD are, since DFT's ratios are now so much higher.
You'll normally start a game with like, 30 AP. That doesn't change tooooo much before your first back. We'll assume you've got Natural Talent just for funsies.
So a level 1 Thunderlords does about 13.25 damage.
A level 1 DFT hit does about 15.15 damage.
At level 2: Thunderlords - 23.35 DFT - 15.3
At level 3: Thunderlords - 33.45 DFT - 15.55
At level 4: Thunderlords - 43.55 DFT - 15.8
At level 5: Thunderlords - 53.65 DFT - 16.15
At level 6: Thunderlords - 63.75 DFT - 16.3
So, at level 1 DFT is straight better than Thunderlords.
At levels 2-3 it's better as long as you hit them at least twice for each time the Thunderlords guy gets a proc, which should be doable on a lot of champions if you trade aggressively and efficiently.
At levels 4-5 it's better/equal as long as you hit them at least three times for each time the Thunderlords guy gets a proc, which is probably possible but no longer particularly doable unless you're dominating the lane anyway.
At level 6 it's better if you hit them at least 4 times for each time the Thunderlords guy gets a proc, which is probably no longer particularly possible.
Once you go to base and buy AP the situation changes somewhat. Lets say you base and buy an NLR or whatever, and come back at level 6 with 100 AP or so.
100 AP at level 6 you get: Thunderlords - 70 damage DFT - 33 damage
So that puts you back in that range where as long as you hit the guy twice per Thunderlords proc it's about the same.
Conclusions:
At levels 1-3 they're really pretty similar if the DFT champ is a champ that uses DFT well.
At levels 4-6 Thunderlords is probably stronger regardless of champion matchup.
After your first back it depends on how much AP you have. In general Thunderlords will be strong in earlier parts of the game at lower items, and DFT will be strong in later parts of the game at higher numbers of items.
None of this however is taking into account Precision, which is really stupid good on champions that do any sort of mixed damage, which includes basically the early game of all ranged APs.
So,
If you are - A champion who does a lot of DoT damage (Cassiopeia?, Brand?, Malzahar?), DFT is probably pretty good.
A champion who has single target ranged skills that hover around a 4 second cooldown and doesn't do a lot of mixed damage (Ryze?), DFT is probably pretty good.
A champion who is never aggressive early game and plays for late game almost exclusively (Not sure who this applies to anymore. Karthus?), DFT is probably pretty good.
All this counts double if your champion fits one of these categories and also happens to be melee (Rumble?, Kassadin? Pantheon?)
But if you like early game (Syndra?), do AoE damage (Viktor?), have assassinationy burst combos (Leblanc?), do mixed damage (Kayle?), aren't going to buy AD/AP early in the game (supports?), or auto a lot in early trades (Annie?), Thunderlords is probably the better way to go.
Doubly so if you have any kind of special Thunderlords synergy (Lux?)
so do you never take anything in last tier ferocity besides deathfire touch on certain mages everyone spamming this thunderlords on every possible guy huh
On January 16 2016 10:19 FinestHour wrote: so do you never take anything in last tier ferocity besides deathfire touch on certain mages everyone spamming this thunderlords on every possible guy huh
The 2nd to last Ferocity mastery and the ferocity keystones aren't as strong as precision +thunderlords. You might see Vayne go the movespeed keystone instead of thunderlords, now that the movespeed is buffed, but i dunno.
But the % penetration is only bonus armor/MR which is only better than precision when the opponent has over 110 bonus armor/Mres. Which means precision both helps in lane, and is more helpful in teamfights except when beating on a tank, and 110 Bonus armor is about the break even point for the new LW analogs (lord dominiks is super strong) vs old LW.
But seriously I'm not sure why Riot had to redesign the entire UI... I like being able to sort-of pick a role, though it didnt really matter to me the majority of the time. And I'm ranked after a single match? Seems a little arbitrary to just dump me in Plat.
With ADC jungles getting slightly more popular (we're seeing competitive double, even triple ADC teams in some regions), it really boggles my mind the amount of damage that comes from Jungle Graves at times. It's not even like his clear speed is poor.
On January 16 2016 12:35 NeoIllusions wrote: With ADC jungles getting slightly more popular (we're seeing competitive double, even triple ADC teams in some regions), it really boggles my mind the amount of damage that comes from Jungle Graves at times. It's not even like his clear speed is poor.
The scary thing is how tanky he can get while doing that damage. Maw and/or Sterak almost guarantee's he live through long enough to get his rotation off + 2 autos.
Also, with corki's new passive, RFC's prevalence, and Thunderlords, you don't lose any damage diversity going 2-3 ADC's like you did before.
idk about how viable 4 ADC comp is but EDG played with a 3 ADC comp last night with Top Shen and Support Trundle to round off the front line. + Show Spoiler [result] +
On January 16 2016 12:58 NeoIllusions wrote: idk about how viable 4 ADC comp is but EDG played with a 3 ADC comp last night with Top Shen and Support Trundle to round off the front line. + Show Spoiler [result] +
Too bad they lost.
But they had FireLoLi. If that's not sand bagging... I dunno what is.
On January 16 2016 12:58 NeoIllusions wrote: idk about how viable 4 ADC comp is but EDG played with a 3 ADC comp last night with Top Shen and Support Trundle to round off the front line. + Show Spoiler [result] +
Too bad they lost.
I mean ROX(KOO)'s 3 adc + lb isn't really any squishier than 4 adc would be
Thunderlords is what gives a 3+ AD team enough damage to work, what a mastery. Build damage and get more damage, there's no comparable mastery that buffs defense or amplifies the scaling of non-AD champs as much.
If Riot can balance we can go back to all AD is enemy team can be countered by a couple bruisers and once there's enough armor GG unless you have an absolutely disgusting AP threat somewhere. I guess you could do Corki + some immobile guy like Brand? Well, in theory any ways. Maybe new Shen will help with his anti-auto skill.
On January 16 2016 12:58 NeoIllusions wrote: idk about how viable 4 ADC comp is but EDG played with a 3 ADC comp last night with Top Shen and Support Trundle to round off the front line. + Show Spoiler [result] +
Too bad they lost.
I mean ROX(KOO)'s 3 adc + lb isn't really any squishier than 4 adc would be
Do all these comps have kindred? Because they sound like they need kindred to work.
On January 16 2016 12:35 NeoIllusions wrote: With ADC jungles getting slightly more popular (we're seeing competitive double, even triple ADC teams in some regions), it really boggles my mind the amount of damage that comes from Jungle Graves at times. It's not even like his clear speed is poor.
The scary thing is how tanky he can get while doing that damage. Maw and/or Sterak almost guarantee's he live through long enough to get his rotation off + 2 autos.
Also, with corki's new passive, RFC's prevalence, and Thunderlords, you don't lose any damage diversity going 2-3 ADC's like you did before.
Imagine wording it "he's so tanky, Lucian can live long enough for a rotation plus usinng his passive twice!" which is, well, about the minimum you get in a fight if you don't get initiated upon.
On January 16 2016 12:35 NeoIllusions wrote: With ADC jungles getting slightly more popular (we're seeing competitive double, even triple ADC teams in some regions), it really boggles my mind the amount of damage that comes from Jungle Graves at times. It's not even like his clear speed is poor.
On January 16 2016 12:35 NeoIllusions wrote: With ADC jungles getting slightly more popular (we're seeing competitive double, even triple ADC teams in some regions), it really boggles my mind the amount of damage that comes from Jungle Graves at times. It's not even like his clear speed is poor.
has anyone tried draven jungle?
Haven't seen a resurgence of Draven (like we're seeing with Lucian) outside of the usual NA one trick ponies/Draven mains. Definitely no Jungle Dravens on my radar.
Kinda vague request. Zyra/Brand have always been my picks for damage Supports. Thresh has best kit in game and can make plays. Trundle does troll things.
Bard is pretty powerful right now as well. Tons of game play changing ability, especially with the AoE damage everyone is picking now.
I particularly like running a lot of AS in my runes for Bard. It allows you to get your burst of meeps off every time in lane, almost always allowing you to win trades a lot harder than they expect.
IDK if Zyra is much good, but I never know what's going on with her. The increased mana cost on pillar really hurts support Trundle, though it's minimal on top/jungle
Soraka: press W
Bard is super fun
Tahm Kench, super flexible kit, not as much playmaking as Thresh but makes it impossible to kill your AD
Ali is your classic headbutt pulverize and damage sponge with ult
I play Zyra and Vel'Koz support a lot and they are both fine. Zyra is still excellent disengage vs the right comp, and the lane dominance is pretty real.
Outside of those, Soraka is still a bitch to play against, and Thresh offers everything you could want.
I take it back, thunderlord's zyra is the dumbest thing I've ever played. 50 to 12 CS differential at one point, poor Vayne didn't even hit 100 cs before their team surrendered.
On January 18 2016 23:47 ticklishmusic wrote: I take it back, thunderlord's zyra is the dumbest thing I've ever played. 50 to 12 CS differential at one point, poor Vayne didn't even hit 100 cs before their team surrendered.
What exactly is causing the surge of Graves Jungle?
Pros: Fast clear Strong upfront burst Smokescreen? ayy
Cons: Squishy (unless maw+steraks combo) Short range No utility except for smoke Low mobility
Kindred doesnt have strong upfront burst but she has strong kitability, sustained damage, great utility in her ultimate. So why pick Graves over Kindred in the jungle?
On January 19 2016 05:02 MooMooMugi wrote: What exactly is causing the surge of Graves Jungle?
Pros: Fast clear Strong upfront burst Smokescreen? ayy
Cons: Squishy (unless maw+steraks combo) Short range No utility except for smoke Low mobility
Kindred doesnt have strong upfront burst but she has strong kitability, sustained damage, great utility in her ultimate. So why pick Graves over Kindred in the jungle?
Graves isn't all that squishy. Keep in mind that he gets a lot of resist from stacking his passive, 40-120 when fully stacked based on E rank.
On January 19 2016 05:02 MooMooMugi wrote: What exactly is causing the surge of Graves Jungle?
Pros: Fast clear Strong upfront burst Smokescreen? ayy
Cons: Squishy (unless maw+steraks combo) Short range No utility except for smoke Low mobility
Kindred doesnt have strong upfront burst but she has strong kitability, sustained damage, great utility in her ultimate. So why pick Graves over Kindred in the jungle?
I would guess because Graves jungle is really dank and people want to emulate their favorite streamers and feel hip doing the Cool New Thing. Some of the winningest champions in SoloQ (not counting dedicated Heimer mains inflating winrates) don't get picked that much because they're just not very interesting.
I've played against Graves jungles in mid-Gold ELO (although guesstimating normal MMR since I haven't played SoloQ since I won my obligatory games for Free Kalista Skin) and it hasn't been really that effective as a whole, but in random situations you can get caught and 1shot by his spells and that's probably really gratifying for the Graves player
It's why i play a lot of new poppy. crazy fun. Though 6.1 kinda made her super shitty to play. removed a lot of her laning by trying to help new players who keep messing up her E ->Q
Graves has huge damage, and he's tanky enough to make it cost too much to kill him/survive really (and survival is basically a bonus, all you need is your 2 autos and your combo and then your team can clean house).
I love Poppy in the jungle. Her two pros are a mediocre-ish first clear and a little difficulty getting good gank angles w/ your E off. She's has great damage, tankiness and CC otherwise. Fighting her in the jungle is a death sentence. Trundle, J4 and Anivia make the game hilarious.
Can probably optimize, but I've been going Stalker's + Cinderhulk, Refillable -> hunter's pot which I sell to hold wards, Merc's, DMP, IBG, + visage/banshees. Low on MR till pretty late but really hasn't been an issue since everyone's been super AD heavy. 6/6/18 to get aspd and + damage to monsters, Strength of Ages (so good with Cinderhulk), aspd runes.
I think that's a bit heavy on her. She really doesn't need the level of defense you are putting on her. warriors and a hexdrinker and glacial early go a LONG way on jungle pops
You're probably right, but I'm really not worried about building damage. I've been the only tank in so many of my games that it's been a super beneficial strategy because I can soak tons of damage. I 've built warriors and hexdrinker as a more offensive alternative but I've had more success with cinderhulk-- the caveat there is that I got better with poopy over time. Maybe warrior + strength of ages is a good combo? I can play around a bit there.
I'm a little skeptical of building her without any hp. I find that I have a pretty solid amount of damage with my build and rack up a lot of kills and assists most games. The DMP + IBG combo isn't purely defensive either, the items have good synergy and a ton of utility and damage. A bit of it might be playstyle too. It sounds like you're borderline assassin or can chunk much harder, I usually go in, CC, do a solid chunk on a squishy and rely on my team to help follow up.
On January 19 2016 07:48 ticklishmusic wrote: You're probably right, but I'm really not worried about building damage. I've been the only tank in so many of my games that it's been a super beneficial strategy because I can soak tons of damage. I 've built warriors and hexdrinker as a more offensive alternative but I've had more success with cinderhulk-- the caveat there is that I got better with poopy over time. Maybe warrior + strength of ages is a good combo? I can play around a bit there.
I'm a little skeptical of building her without any hp. I find that I have a pretty solid amount of damage with my build and rack up a lot of kills and assists most games. The DMP + IBG combo isn't purely defensive either, the items have good synergy and a ton of utility and damage. A bit of it might be playstyle too. It sounds like you're borderline assassin or can chunk much harder, I usually go in, CC, do a solid chunk on a squishy and rely on my team to help follow up.
I think if you are going Tanky you are better served with getting warriors for the early power, and then transitioning into stuff like Hexdrinker DMP Maw, similar to the way meteos players her tanky, but for the love of god use her ult better than him. Warriors is an enormous spike for poppy in effectiveness though as opposed to cinderhulks slow ramp up.
Hp is nice, shields are better, a locket is more effective than Banshees/SV on her for a MR tank item as an example, and maw as well. You don't need more than about 600-700 bonus HP on poppy to make her difficult as all hell to kill.
I only play her assassiny out of mid lane. generally though pickup all the hybrid items i can as a top laner or jungler. with biasing myself to one defensive item depending on need (vs 2-3 magic damage get Locket, vs 2-3 physical damage, get DMP) Maw, IBG, deaths dance (or mallet/titanic depending on need) etc.
You want to be able to force a retreat off a full rotation, and without some AD you end up dealing 30-40% of a carry's HP and that's not enough to get the fight going your way.
On January 20 2016 02:51 Krazt wrote: What are the current top picks/bans? I've been out for a while.
Top - Tahm Kench, Fiora, Lissandra Jungle - Graves, Kindred, Elise, Rek'Sai Mid - Pretty open at the moment really, but LB has made a resurgence. Viktor is still good. ADC - Lucian, MF Support - Reasonably open as well, Alistar seems popular though.
Probably missing some champs, but there's an idea.
On January 20 2016 02:51 Krazt wrote: What are the current top picks/bans? I've been out for a while.
Top - Tahm Kench, Fiora, Lissandra Jungle - Graves, Kindred, Elise, Rek'Sai Mid - Pretty open at the moment really, but LB has made a resurgence. Viktor is still good. ADC - Lucian, MF Support - Reasonably open as well, Alistar seems popular though.
Probably missing some champs, but there's an idea.
To add on to this Top: graves, and quinn, Jungle: Lee sin Mid: corki, Viktor, anivia, ahri, ryze + Show Spoiler +
jk trash champ unless you're korean
Supp: raka is s-tier, bard, Janna, thresh, morg, alistar,.
On the topic of Graves as an ADC, I've been watching imaqtpie for the last couple days and since yesterday he has changed his opinion 180 and is now gushing nonstop over him, all on account of learning what to build. Which is basically endless longswords into arpen items (Yoomu, maw, cleaver). The burst is just stupid, one full combo deletes anyone. Of course, he still has all the issues that made me stop playing him (creep block, short range), but I guess that's just that champion's weakness. Building arpen at least solves the problem of being completely irrelevant just because their tank gets in your face.
That was more or less the thing since Graves' rework: crit isn't necessarily efficient on him (unless you hit all bullets, it isn't as good as crit on "standard" marksmen), AS isn't at all because of the ammo system, and he has ridiculous values if you manage to hit Q's return and get very close to whoever you're hitting so ArPen works well on him.
Thing is, if he doesn't deal enough damage by himself, it doesn't make up for losing damage scaling going ArPen vs AS/crit. It's not like his E's buff was actually that good if he built glass cannon. Sure, he got up to 120 bonus armour/MR if people let him crit on both attacks to reduce the cd then dash again several times in a row, but in most cases, especially against burst champions, he'd receive part of the damage before the dash, part after the first, and the fight would be over before he'd be done dashing. (Kinda like how pre-rework Graves could get 30 bonus resistances but would only realistically get 6-9 when face with upfront burst.)
So they want him to be a "marksman" while he doesn't scale off AS, and needs to build tanky to survive long enough to actually use his E buff (and even then the current build skips lifesteal iirc?), so his base damage has to be super high to compensate, otherwise he's an unyieldy caster without good itemisation.
I've seen a lot of Sterak's/Maw, so the way that interacts kinda makes sense-- you get a big shield and some extra damage when you get low and that stacks multiplicatively with resists you've built up.
Also, Yasuo + Braum are super good right now. They took at your multi AD team and just give you the finger.
Who to pick against Poppy and Kench? Both are pretty crazy. I was able to survive and tank out against Kench by picking Garen, but Poppy bodied me when I played against her.
EDIT: I play a lot of Poppy, and IMO dueling Poppy feels like it's really important to deny her shield. The 15% max hp (plus whatever from masteries) is a lot to smush through
On January 22 2016 07:03 Requizen wrote: Who to pick against Poppy and Kench? Both are pretty crazy. I was able to survive and tank out against Kench by picking Garen, but Poppy bodied me when I played against her.
If you are good with fiora or rumble, i'd suggest those. Darius is also rather easy to win the lane against the non-one trick poppys, he goes even with them. Trundle does well into pretty much anyone though so he's generally a safe pick. Jax gets bodied by poppy, dont do that to yourself though.
On January 22 2016 07:03 Requizen wrote: Who to pick against Poppy and Kench? Both are pretty crazy. I was able to survive and tank out against Kench by picking Garen, but Poppy bodied me when I played against her.
Garen should do fine against both as long as you don't fall behind in the earlygame. I've only played one game vs Poppy top though as Garen so I don't know the matchup that well, but I don't really see how she can body you. Could you maybe explain how she did that?
On January 22 2016 07:03 Requizen wrote: Who to pick against Poppy and Kench? Both are pretty crazy. I was able to survive and tank out against Kench by picking Garen, but Poppy bodied me when I played against her.
Garen should do fine against both as long as you don't fall behind in the earlygame. I've only played one game vs Poppy top though as Garen so I don't know the matchup that well, but I don't really see how she can body you. Could you maybe explain how she did that?
Oh, I was playing Ryze against her actually. Not that I think that's a bad matchup, I probably just played pretty poorly. But I was honestly surprised at how strong her rework felt, since I haven't played since ~November or so.
On January 22 2016 07:03 Requizen wrote: Who to pick against Poppy and Kench? Both are pretty crazy. I was able to survive and tank out against Kench by picking Garen, but Poppy bodied me when I played against her.
Garen should do fine against both as long as you don't fall behind in the earlygame. I've only played one game vs Poppy top though as Garen so I don't know the matchup that well, but I don't really see how she can body you. Could you maybe explain how she did that?
Oh, I was playing Ryze against her actually. Not that I think that's a bad matchup, I probably just played pretty poorly. But I was honestly surprised at how strong her rework felt, since I haven't played since ~November or so.
I don't think I've actually laned against Poppy except that one time on Garen. Usually she shows up somewhere in midgame, doesn't do a whole lot of damage and that's about it. Might also be because I don't actually play champs with dashes.
Mallet Gnar is pretty good, although it's very nuanced. basically Poppy can win, but her attack patterns are very predictable, like you have to go in at certain rage levels most notably it's very beneficial for Poppy to go in on him right after a mini gnar transition. For this reason she's pretty easy to camp, because if you go mallet gnar and she doesn't go in on you at your weak times you'll just poke her out of lane and build a huge cs advantage.
Quinn is probably super good, I usually ban it or pick something else if Quinn is already picked so I haven't had to try it. Mostly guessing here.
The other match up I found quite hard but only had to do once so I didn't get to learn from it much was singed, as poppy rushing armor is so much more smooth, frozen fist and sun fire/deadmans give you stuff you really want (move speed, push, cdr) cowl items/hex are just a lot worse as first items, so I think most ap tops are decent choices at worst, the rumble idea px mentioned might be good I haven't had to face it. But back to Singed, aside from itemization he has some advantages, part of what makes Poppy so good in lane, and oppressive to melee is you can just lay your Q down on top of a low minion and they have to tank both parts to get the cs, like ranged champions singed can ignore this and cs w/o standing on the minion, and have melee base stats while he's at it so the counter play of just fucking all inning them doesn't work.
also if he's feeling really spicy and your jungler doesn't have cc proxy is annoying for poppy as her push w/o items is pretty bad since her q does reduced damage to minions for some reason. (I mean as I've said in the last patch thread I think in the end this works to her advantage but it is annoying when you need to push)
I think the Fiora match up is pretty easy actually, you can deny her ult with yours, she builds almost 0 defense so you can 1 shot her if she positions poorly, also poppy has really great armor itemization so you eventually out sustain her pretty hard. Her q is also effected by your w, really small advantage but comes up big in the clutch sometimes.
On January 22 2016 07:03 Requizen wrote: Who to pick against Poppy and Kench? Both are pretty crazy. I was able to survive and tank out against Kench by picking Garen, but Poppy bodied me when I played against her.
Current top winrates for Top, Jungle, and ADC are all Graves. Is this just because all the hip people are playing him and tend to just be better players than those who don't stay up to date on FOTM picks?
Or is everyone just being surprised by his burst and tankiness. I've played a few games against Graves and haven't found it to be oppressively top.
On January 23 2016 10:10 Zess wrote: Current top winrates for Top, Jungle, and ADC are all Graves. Is this just because all the hip people are playing him and tend to just be better players than those who don't stay up to date on FOTM picks?
Or is everyone just being surprised by his burst and tankiness. I've played a few games against Graves and haven't found it to be oppressively top.
I think his win rate will settle down about 1-1.5% tops without nerfs as people learn to play against him. but his 440 base damage Q on a 10 second cooldown is really really strong, even without the whole 195% bonus AD ratio. Add to that the fact that he takes out buildings quick as hell and rather easily will trade 1 for 1 in fights if you focus him. he's got little downsides as a solo queue champion. Pantheon is another top laner doing really well at the top of the ladder, mostly on the back of maxing his E, which does 318 base damage with a 360% bonus AD ratio. Another Strong mid/top laner in master/challenger is Gangplank, who when you parrley a barrel does 200 to 300 + 100% AD and can crit and ignores 40% of armor. Armor Penetration is really strong right now.
For context on the strength of graves' Q, Syndra's ult needs 2 spheres on the ground to equal graves' level 9 Q base damage. and graves still has a more cost efficient scaling option than that, syndra spends 21 gold for 1 damage with AP, and graves spends 18 gold for 1 damage with AD.
On January 23 2016 10:10 Zess wrote: Current top winrates for Top, Jungle, and ADC are all Graves. Is this just because all the hip people are playing him and tend to just be better players than those who don't stay up to date on FOTM picks?
Or is everyone just being surprised by his burst and tankiness. I've played a few games against Graves and haven't found it to be oppressively top.
Mix of both reasons. He has good numbers and people just arent used to sololaning/roaming "ADC" who's also equal to them in levels. People probably reluctant to try him because he's so weird (except for people who are eager/good at learning new champs).
Graves isn't that fast at taking buildings. His "hybrid" build doesn't give him much AD compared to other champions, his ammo system naturally puts him below 1 AS, and he needs to melee the tower to do more damage than normal (over half his range and he's hitting for less than his total AD).
On January 23 2016 11:30 Alaric wrote: Graves isn't that fast at taking buildings. His "hybrid" build doesn't give him much AD compared to other champions, his ammo system naturally puts him below 1 AS, and he needs to melee the tower to do more damage than normal (over half his range and he's hitting for less than his total AD).
He takes buildings fast because he's an AD with the waveclear of a mid who gets to play jungle or top. Even if he's 80% of an ADC at clearing buildings, he gets through waves faster than any of them, and has more map mobility (teleport/jungle position).
Just make her headshot attack point be nearly instant. .05 or something. then have it give her 20 movespeed for .5 seconds if she hits a champion with it. Bam. her lane dominance is back, though requires a good degree of skill to take advantage of.
EDIT: i just finally read her headshot mechanic. Shes a hyper carry now? weird. her and ashe occupy this weird spot where they just scale better than any other champ. the game definitely doesnt fit that hyper carry lifestyle right now though.
Not an hypercarry at all, read her base AS instead. It's the same level 1 without runes and masteries as before, but all of her AS gains are reduced by around 10%. Her auto animations also seems awkward now, like it takes longer for the actual attack to start. Even with RFC and Zerkers, and around 1.37 AS, it felt like it took ages to kill even squishies, and anyone with armour was basically invincible, and kiting would be really annoying.
Headshot with IE and 50% crit means that your headshots do 112.5% of your AD as bonus damage (where crits do 150% more damage). It's basically a weaker guaranteed crit every 6 attack, which isn't much when people will have 70-80% crit lategame anyway. I don't know if the bonus damage is amplified by crit, since the wiki isn't updated on the details part of her passive.
Attack delay increased to 0.1 from 0.
But she feels like she takes ages to attack in lane, and it's hard to make use of her range. She also doesn't benefit as much from TDL as other marksmen so if she gets tagged and has to trade she's most likely losing it.
I also thought it was a lot harder to get E to slow an enemy champion (trying to use it to end a trade when I was ahead in lane, to shove them out with the guaranteed headshot), but upon reading the notes they nerfed her net a lot, that explains it I suppose.
It doesn't anymore, it was removed when they reworked her passive.
She's not a lane dominator anymore, she doesn't push that hard (Q damage took a hit too) and her damage later is hit harshly by the trashing of her base AS and her worse animation. I gotta find someone else for my go-to marksman since she's that bad. :< Mobile, reach provided by spells (I can't Trist), at least decent in lane so I can farm it out and not feed.
Oh, no, the trap thing is nice in sieges and lanes (and it's the goal), or for kiting. I didn't have much success but that's because I must have only a dozen Caitlyn games in total so I'm bad at placing traps in the way while accounting for the precise arming time.
The issue is that farming feels awful because of how nerfed her AS and animation were, and she also does very little dps because of this too. It's harder to chase people with the net knock-back being reduced, but the goal on that one was to let you in improved auto range if the net hits someone.
On January 23 2016 20:30 Alaric wrote: Not an hypercarry at all, read her base AS instead. It's the same level 1 without runes and masteries as before, but all of her AS gains are reduced by around 10%. Her auto animations also seems awkward now, like it takes longer for the actual attack to start. Even with RFC and Zerkers, and around 1.37 AS, it felt like it took ages to kill even squishies, and anyone with armour was basically invincible, and kiting would be really annoying.
Headshot with IE and 50% crit means that your headshots do 112.5% of your AD as bonus damage (where crits do 150% more damage). It's basically a weaker guaranteed crit every 6 attack, which isn't much when people will have 70-80% crit lategame anyway. I don't know if the bonus damage is amplified by crit, since the wiki isn't updated on the details part of her passive.
But she feels like she takes ages to attack in lane, and it's hard to make use of her range. She also doesn't benefit as much from TDL as other marksmen so if she gets tagged and has to trade she's most likely losing it.
I also thought it was a lot harder to get E to slow an enemy champion (trying to use it to end a trade when I was ahead in lane, to shove them out with the guaranteed headshot), but upon reading the notes they nerfed her net a lot, that explains it I suppose.
She has more scaling than any champ not named Ashe. Dealing 50% plus .75(crit)(1+crit dam) on two or three hits in a row is strong. Runaans seems like a must, you get to 193% bonus damage with 100% crit and 33 crit dam runes which is neat. Especially since you deal 50% more bonus damage to trapped targets. Even with only 300 ad you should hit for around 1.8k before armor on full build and about 2400 vs baron. And you get 2 of those in a row guaranteed. Not many adcs have that kind of building power with each new item. She does suck pretty bad early though.
You're being unreasonable. You're already very weak in trades in lane, and you'd give up your runes' bonuses just so, once you've reached 3+ completed items, you can do some more damage? Hurricane to charge up your passive faster will only work if you've actually got targets to hit with the secondary bolts, which doesn't happen if you're getting dived for example, so it's situational.
The bonus damage on trapped targets is situational too, and actually doesn't stack with the damage from headshot (since they're the same; actually, if your passive is stacked and you attack somebody trapped, you won't consume the headshot attack on the "trap" one, you'll just get 2 headshot in a row, with increased range on the first one).
You're also talking about 300 AD when you're already counting 100% crit, which means only one item away from full build. You're also only "guaranteed" two headshots in a row if someone steps on a trap within range of your standard auto and you have your passive ready, or if you cast E and hit them with it.
By that point, Tristana's got more range and attacks 33% faster than you (you're at around 1.5 AS, she's over 2, probably 2.5 with a similar build and during Q), for example.
On January 24 2016 09:42 Alaric wrote: You're being unreasonable. You're already very weak in trades in lane, and you'd give up your runes' bonuses just so, once you've reached 3+ completed items, you can do some more damage? Hurricane to charge up your passive faster will only work if you've actually got targets to hit with the secondary bolts, which doesn't happen if you're getting dived for example, so it's situational.
The bonus damage on trapped targets is situational too, and actually doesn't stack with the damage from headshot (since they're the same; actually, if your passive is stacked and you attack somebody trapped, you won't consume the headshot attack on the "trap" one, you'll just get 2 headshot in a row, with increased range on the first one).
You're also talking about 300 AD when you're already counting 100% crit, which means only one item away from full build. You're also only "guaranteed" two headshots in a row if someone steps on a trap within range of your standard auto and you have your passive ready, or if you cast E and hit them with it.
By that point, Tristana's got more range and attacks 33% faster than you (you're at around 1.5 AS, she's over 2, probably 2.5 with a similar build and during Q), for example.
hyper carry =/= 2 item spike carry. Cait scales better than anyone except maybe ashe, specifically because she double dips in crit and crit damage. both are stronger on full builds than anyone else can be. base AS doesn't particularly matter in that specific case. Hurricane is because its more cost efficient than rapidfire or shiv, the rapid stacking of your passive is a bonus on top of that.
You definitely misunderstood the trap bonus damage I think. It's a % bonus to the total headshot damage dealt. (not your auto, just the headshot bonus damage). It's NOT explaining what a headshot is. If you hit a target within 2 seconds of them stepping on a trap with a headshot, it does 10/20/30/40/50% bonus headshot damage. if you have no crit it means your headshot adds 55/60/65/70/75% bonus damage, if you have maxed out your crit you deal 212/231/250/270/289% bonus damage. A headshot on a trapped target that crits with the maxed out crit deals 577.5% AD Lord dominiks increases this up to 664%, masteries can magnify this up to 721.75%AD damage for that headshot, if you auto -> E -Auto on a trapped target you can deal 2 headshots on a trapped target for 1443.5% AD physical damage, or 14.435*AD damage. in 2 seconds. ignoring the net damage.
When an opponent steps on your trap or gets hit with a net, your next hit on them is a headshot. it doesnt consume the passive stacks for bonus headshots. This is how cait works. you seem to think otherwise. ALL headshots deal bonus damage to champs and abilities double the range. both the ones from your abilities AND the passive stacking one deal bonus damage.
Yes i'm using 6 item builds with that calculation, because she scales more with each item than trist does or vayne or anyone but maybe ashe (havent mathed out if she outscales ashe but she'd be the only one who could match). And mulplicative scaling doesn't reveal itself in its full power until the end.
Off just an IE she's worse than trist because she doesn't have an attack speed steroid. off just IE/Runaans she's worse than trist except in the whole Headshot -> net -> Heatshot trade scenario. off an IE/Runaans/Zeal/Cloak/Hammer She starts to get ahead of trist. but thats essentially a 3 item situation. Which is why she's a hyper carry with a weak early game, compared to other adcs since the marksman update especially. She's maybe the weakest adc in lane, thinking about it, even ashe has a boost post 6 and is less susceptible to ganks with hawkshot.
NOT saying she's a good pick right now. just that she's a hyper carry that doesn't scale in the same way the old ones did, even if she scales harder. Also Runaans is totally better vs single target than rapidfire cannon/shiv is until level 16. but It's a first or second completed item (depends if you go BF -> runaans or finish IE i guess), so it's more cost efficient AND better vs single target.
On January 24 2016 10:36 FinestHour wrote: serrated dirk holy shit oh god the guys villain face just sticks next to your hp as garen holy shit this is great
How did you go about shopping for that rock you live under?
last game played was like 5 months ago and ive just been raiding 13/13mythic in wow and have started doing split runs for 2 archi mounts a week ive been asking a ton of questions in the other thread tho so thats been helpful seriously i cant be the only one who reads that as serrated dick by accident
On January 24 2016 10:13 MooMooMugi wrote: Seems like the elo reset was harder this time around, lots of D1-D3 friends placing in plat 3 or lower going 5-5 etc
Did they main a role or were they fill? I find it so much harder now that everyone is actually good at their role
On January 25 2016 02:45 Requizen wrote: Anyone got a good jungle guide? Or at least, what are the routes and stuff?
Depends on who you're jungling and the game in question. Sometimes you want to do early ganks, sometimes you just want to farm. Honestly a lot of different paths are pretty decent right now, since there are so many different camps to clear. Maybe you could give us a specific game where you jungle so we can give more specific tips?
Don't think it changed from last season whatsoever. Personally I just fullclear on everything anyway but I'd assume it's something like crugs/gromp -> red/blue -> blue/red for people who just want to get lvl3 and doublebuffs and decide what to do next.
I'm plat 4 after finishing season in D3... or was it D4? I forgot lol. I only played 7 ranked games and got placed so I'm mucho confused, and I was 2-5 in those so I guess its kind of fair?
I played a lot of Illaoi over the weekend. She seems pretty strong, only real downside is that she can't really initiate later on and needs some setup for her ult to work. But, she's super tanky and actually puts out quite a bit of damage with just something like Sterak's and maybe BC. If you're able to get in, R -> W -> Q, you can tank a whole team's worth of damage (especially if you have Spirit Visage).
I had a bit of trouble with the Darius matchup. Basically we just ended up farming until he got a gank on me, and then it was all downhill from there. But that's just kind of Darius, I suppose. I don't know how she'd hold up against Teemo, but against any melee character I feel she can at least farm with Q, and throwing Es out is enough of a threat of harassment that they won't come too deep against you.
Haven't been sure who to pick when she's banned or picked. Is the Lulu guide up to date? I remember playing her a decent amount.
On January 26 2016 01:46 Gahlo wrote: Do turrets still not attack her tentacles?
Last Lulu OP edit was just before new years.
They haven't from what I've noticed. I feel like I need to use W more to harass with the tentacles, but a lot of time the opponents just self-zone by staying away so it's not even an issue.
On January 26 2016 01:19 Requizen wrote: I played a lot of Illaoi over the weekend. She seems pretty strong, only real downside is that she can't really initiate later on and needs some setup for her ult to work. But, she's super tanky and actually puts out quite a bit of damage with just something like Sterak's and maybe BC. If you're able to get in, R -> W -> Q, you can tank a whole team's worth of damage (especially if you have Spirit Visage).
I had a bit of trouble with the Darius matchup. Basically we just ended up farming until he got a gank on me, and then it was all downhill from there. But that's just kind of Darius, I suppose. I don't know how she'd hold up against Teemo, but against any melee character I feel she can at least farm with Q, and throwing Es out is enough of a threat of harassment that they won't come too deep against you.
She's always banned. Even when we queue as 5 if I don't ask for top and an unbanned Illaoi they'll do it out of habit. I assume it's that (habit), since she sits at around 46% winrate and I'd argue that she doesn't win game as much as the allies setting her up.
Towers don't attack tentacles (part of the brutal harass when someone's pushed and you make them a vessel, they basically lose the wave).
I expect her to always lose to a decent Darius, because with her base AS she lacks dps and depends a lot on tentacles. Darius would stack his passive easily and destroy her, especially if he can pull her out of tentacle range, then she's got nothing to retort with and no escape. Also, the spirit lasts 10s minus 1 per time Illaoi takes champion damage, so if she ever grabs Darius in lane he can just walk up, start trading and his passive will remove the spirit super fast, leaving him to outtrade her. Teemo's squishy so you should be able to harass him out with Q, but if you get a spirit his poison will basically halve its duration too (then you add his autos and you're lucky to get more than 3-4s of spirit). Nidalee, a decent Teemo and Kennen are almost as awful to face as pre-rework Ryze when he'd show up and point'n'click melees for almost 100 damage at level 1. I felt miserable in these match-ups. Ryze destroys you even harder because Rune Prison outranges your W so you'll never do anything to him ever and he has the damage to 100-0 you.
Your ideal case is grabbing someone and they can't just take the trade and win (Darius), nor ignore you for 10s while staying in range (most non-squishies if you haven't reduced their health beforehand), so either they run away and you get a vessel, or the best case, they try to fight you. Line Q up to hit the champ and its spirit, then let the champ come to you for an auto+W so the tentacle attacks both (you wouldn't grab someone with no tentacle in range, right?), then basically keep hitting them and using stuff on cooldown, positioning yourself around the spirit to keep getting the bonus damage. Most people will at least give you the initial double Q anyway.
I'm not a fan of building BC, or at least not early. Pros: the AD lets you clear the ranged minions with Q (using ArPen/AD runes I'm like 30 damage short for most of the game). Cons: it doesn't make you tanky. With Illaloi's base AD, and the sustain on her Q, really all you need to be relevant in a teamfight after you ult is to live long enough to cast at least one W and Q, because if they focus you the burst healing should last you till the next W and they'll have less damage by then. BC doesn't make you tanky enough to survive being focused when you pull off a good ult. After reading another guy's guide on reddit, I'm sold on going Gauntlet first: spellblade makes use of the highest base AD in the game, you get a lot of CDR and mana (ArPen and CDR are her damage stats, basically, and while her spells aren't expensive she's got a tiny pool and tends to spam a lot), and the slow field is great to make dodging tentacles after W harder, as well as to chase, especially after your ult when the W and spellblade cd more or less coincide.
A core of Gauntlet/SV/Sterak's serves me pretty well, I tend to fall off after that as people get more damage, or have fought enough to stop stacking under the tentacles by now. I'd have to try other items, I tend to build DMP for positioning, Cleaver would be sweet for damage I assume, and then probably thornmail or something.
You can turn most ganks by junglers who have to sit on you to fight (Pantheon, Rek'Sai, etc.). If they come because you're pushing, you should have at least tentacles in lane. Try to position in-between them, and let the jungler come at you (pretend to flee or not notice him so he comes straight). Grab him or the laner with E (tentacle swing), then ult trying to hit both champs and the spirit: you'll get 3 tentacles, so 5 with the others already there, and just the initial slam should destroy one of them (especially if they hit the spirit too). Follow up with W (not too early, if the swing hasn't completed all the way the tentacles will just skip the trigger altogether, same goes with the swing from E or a nearby vessel), and it can usually kill one of them. If there's a Pantheon against me I'll gladly let him W me when a gank comes because then he's a sitting duck and will eat all of the damage, facehugging me.
I saw someone recomment IBG, but the small amount of armor it offers doesn't feel durable enough early on. I'll try it, but I dunno if I can see it working unless you have a sizeable advantage.
Yeah, I've turned around a number of ganks into at least 1 for 1s if not driving them off by E -> R into fighting, it's just a massive burst of heal.
My issue with Darius has been that I can't really do much to stop him from just walking up to my tentacles and killing them after he gets a couple tanky items. Even if he gets close, I tentacle him, and then try to slap him a bit, he just hits it twice and waits out the spirit. But, overall, I haven't had trouble just going even and getting out of lane.
But she's a lot of fun. I like playing super tanky characters, and she's actually pretty well designed imo.
On January 26 2016 02:42 Requizen wrote: I saw someone recomment IBG, but the small amount of armor it offers doesn't feel durable enough early on. I'll try it, but I dunno if I can see it working unless you have a sizeable advantage.
Yeah, I've turned around a number of ganks into at least 1 for 1s if not driving them off by E -> R into fighting, it's just a massive burst of heal.
My issue with Darius has been that I can't really do much to stop him from just walking up to my tentacles and killing them after he gets a couple tanky items. Even if he gets close, I tentacle him, and then try to slap him a bit, he just hits it twice and waits out the spirit. But, overall, I haven't had trouble just going even and getting out of lane.
But she's a lot of fun. I like playing super tanky characters, and she's actually pretty well designed imo.
IBG provides more armor than randuins omen or sunfire/DMP. it lacks Hp though, which is maybe why it feels weaker to you? It's 65 armor nowadays.
only thornmail and FH provide more armor. with FH providing mana+CDR the same as IBG, but doesnt have the damage boost from the spellblade, nor the slowing effect, which can help land tentacles post W FH is also slightly (100g) more.
On January 26 2016 02:42 Requizen wrote: I saw someone recomment IBG, but the small amount of armor it offers doesn't feel durable enough early on. I'll try it, but I dunno if I can see it working unless you have a sizeable advantage.
Yeah, I've turned around a number of ganks into at least 1 for 1s if not driving them off by E -> R into fighting, it's just a massive burst of heal.
My issue with Darius has been that I can't really do much to stop him from just walking up to my tentacles and killing them after he gets a couple tanky items. Even if he gets close, I tentacle him, and then try to slap him a bit, he just hits it twice and waits out the spirit. But, overall, I haven't had trouble just going even and getting out of lane.
But she's a lot of fun. I like playing super tanky characters, and she's actually pretty well designed imo.
IBG provides more armor than randuins omen or sunfire/DMP. it lacks Hp though, which is maybe why it feels weaker to you? It's 65 armor nowadays.
Is it really? Again, been out of the loop for a while. I saw it was still just out of 1 Cloth Armor and assumed.
Fuuuuck, I don't want to go through every item and character to see what I missed...
It's okay, I was super surprised when I realized BV/SV both gave 70 MR a couple weeks ago. To think I've been buying them because "yeah I like the passive and I know it gives hp/mr/cdr".
If you feel squishy you could buy early cowl vs. AP or the Fist thingy vs AD I guess
On January 26 2016 02:42 Requizen wrote: I saw someone recomment IBG, but the small amount of armor it offers doesn't feel durable enough early on. I'll try it, but I dunno if I can see it working unless you have a sizeable advantage.
Yeah, I've turned around a number of ganks into at least 1 for 1s if not driving them off by E -> R into fighting, it's just a massive burst of heal.
My issue with Darius has been that I can't really do much to stop him from just walking up to my tentacles and killing them after he gets a couple tanky items. Even if he gets close, I tentacle him, and then try to slap him a bit, he just hits it twice and waits out the spirit. But, overall, I haven't had trouble just going even and getting out of lane.
But she's a lot of fun. I like playing super tanky characters, and she's actually pretty well designed imo.
IBG provides more armor than randuins omen or sunfire/DMP. it lacks Hp though, which is maybe why it feels weaker to you? It's 65 armor nowadays.
Is it really? Again, been out of the loop for a while. I saw it was still just out of 1 Cloth Armor and assumed.
Fuuuuck, I don't want to go through every item and character to see what I missed...
Yeah they boosted its armor when they changed sheen to be mana + cdr instead of AP. that cdr trickles up to its parts, IBG is 20% cdr, Lich bane is 10%, trinity has 10%. Was actually a pretty nice lich bane buff since they kept the AP and just gave it cdr
That new Shen model looks delicious, especially TPA Shen, dayum.
Also anyone can say in tl;dr what the enchant/loot/craft thing is all about? I've read that you can unlock some shards but what does it exactly give to your champion? Some cosmetic updates or ?
Someone gets S rank in your team (specifically someone from your party I think, to push their bullshit further), you get a chest. Or you pay RP for it. Only one chest per champ per season, and 4 "S-rank chests" a month. You get a key for RP, or at random after a win and if you're in a party with the chance increasing the more people in the party, to open the chest.
Chest has shards (champion or cosmetic (eg. skin, ward, etc.) and sometimes essences. Shards can give you access to content for 7 days, or permanentely if you've improved them with a crapton of essence (more if the content costs more RP). You can use 3 shards of the same type (champion/cosmetic) together to get a shard of that type for a content you don't own yet.
I think there's something about melting a shard for a small amount of essence too (depending on the RP price of the content of the melted shard)?
Shen update looks more confusing than interesting. In essence it's pretty straightforward, but having another aspect to the character that you only have vague control over seems more finnicky than it needs to be.
On January 26 2016 03:40 Alaric wrote: Someone gets S rank in your team (specifically someone from your party I think, to push their bullshit further), you get a chest. Or you pay RP for it. Only one chest per champ per season, and 4 "S-rank chests" a month. You get a key for RP, or at random after a win and if you're in a party with the chance increasing the more people in the party, to open the chest.
Chest has shards (champion or cosmetic (eg. skin, ward, etc.) and sometimes essences. Shards can give you access to content for 7 days, or permanentely if you've improved them with a crapton of essence (more if the content costs more RP). You can use 3 shards of the same type (champion/cosmetic) together to get a shard of that type for a content you don't own yet.
I think there's something about melting a shard for a small amount of essence too (depending on the RP price of the content of the melted shard)?
i think there is something about spending ip on either chests, shards or keys. also shards can be used for bumping up the maximum mastery level from 5 to 6 or 7
On January 26 2016 02:42 Requizen wrote: I saw someone recomment IBG, but the small amount of armor it offers doesn't feel durable enough early on. I'll try it, but I dunno if I can see it working unless you have a sizeable advantage.
Yeah, I've turned around a number of ganks into at least 1 for 1s if not driving them off by E -> R into fighting, it's just a massive burst of heal.
My issue with Darius has been that I can't really do much to stop him from just walking up to my tentacles and killing them after he gets a couple tanky items. Even if he gets close, I tentacle him, and then try to slap him a bit, he just hits it twice and waits out the spirit. But, overall, I haven't had trouble just going even and getting out of lane.
But she's a lot of fun. I like playing super tanky characters, and she's actually pretty well designed imo.
IBG provides more armor than randuins omen or sunfire/DMP. it lacks Hp though, which is maybe why it feels weaker to you? It's 65 armor nowadays.
Is it really? Again, been out of the loop for a while. I saw it was still just out of 1 Cloth Armor and assumed.
Fuuuuck, I don't want to go through every item and character to see what I missed...
Yeah they boosted its armor when they changed sheen to be mana + cdr instead of AP. that cdr trickles up to its parts, IBG is 20% cdr, Lich bane is 10%, trinity has 10%. Was actually a pretty nice lich bane buff since they kept the AP and just gave it cdr
They only gave it a +5. Iceborn has always had a ton of armor.
That new Shen model looks delicious, especially TPA Shen, dayum.
Also anyone can say in tl;dr what the enchant/loot/craft thing is all about? I've read that you can unlock some shards but what does it exactly give to your champion? Some cosmetic updates or ?
On January 26 2016 09:42 Prog wrote: Is this my selective perception or is Ez suddenly in every single soloq game with super high priority?
LCS/LCK will do that. nevermind they are being used as part of a dual ADC comp. also QTpie made some plays with EZ lately on stream so thats boosting it.
Blue ezreal is just super strong in most comps and its a safe pick. High HP tanks ? Mortal reminder + BOTRK. Assassins? You alrdy have IBG and mercurial scimitar for things like Zed ult. Only thing that sucks about Ezreal is if you're losing and your team is super behind its hard to get significant safe poke in or your team lacks damage because they choose Shen+Lulu for solos and you're the main damage
On January 26 2016 14:09 MooMooMugi wrote: Blue ezreal is just super strong in most comps and its a safe pick. High HP tanks ? Mortal reminder + BOTRK. Assassins? You alrdy have IBG and mercurial scimitar for things like Zed ult. Only thing that sucks about Ezreal is if you're losing and your team is super behind its hard to get significant safe poke in or your team lacks damage because they choose Shen+Lulu for solos and you're the main damage
Welp twice in a row today, I've queued up for solo queue and was matched with premade-5 team because after the game, they confirmed they well all together.... Fair as fuck.
On January 26 2016 14:58 739 wrote: Welp twice in a row today, I've queued up for solo queue and was matched with premade-5 team because after the game, they confirmed they well all together.... Fair as fuck.
There is no solo queue, only Dynamic. :< hopefully solo queue comes back soon so i can play league again though.
On January 26 2016 15:13 739 wrote: Oh well, I thought it was said you can't be matched against bunch of premade people when you queue up as one guy? Or that was a lie? :\
they said 95% of the time the 5 man queues will be matched up vs other parties, Then after release they said they found the actual number was a lower % but they "are confident" they will reach 95% in the future.
And 739, that's because there's no solo queue right now, only dynamic, they didn't plan on adding solo queue at all but because of the backlash (who woulda thought, uh) decided they'd put it back in with a different ladder... a few weeks down the road.
Does anybody which role has the highest winrate on the current patch ? I don't feel like playing "fill" but I'm not really up to date with the last meta changes and what's broken.
On January 26 2016 18:54 mr_tolkien wrote: Does anybody which role has the highest winrate on the current patch ? I don't feel like playing "fill" but I'm not really up to date with the last meta changes and what's broken.
Is there even a way for every role not to have 50%?
On January 26 2016 18:54 mr_tolkien wrote: Does anybody which role has the highest winrate on the current patch ? I don't feel like playing "fill" but I'm not really up to date with the last meta changes and what's broken.
Is there even a way for every role not to have 50%?
Snowflakes saying "fuck the meta" and going double top of kill lane bots like Jarvan/Leona.
On January 26 2016 19:52 Slusher wrote: I mean with the new champ select that would still entail 50% per role statisically
Not really, because if the team is cool with it you can pick anything anywhere. So, when they sort statistics for AD carries, remove the jungle and solo laners via summor spell choices and team comps, there will be a discrepancy.
Maybe a better question is which role seems to have the most OP champs, therefore easier to carry the rest of your teammates? The question is worded poorly, hopefully tolkien can elaborate what he means.
I'm so confused, was I was the only one who got completely reset when dynamic queue came back? Cuz I lost my placement and have to redo it now...
The weird thing is the OP champs always get banned out, and when they slip through for some reason they win at a lower than expected rate. I'm seeing a lot of top bans now. My guess is jungle should have a pretty high winrate because diversity is in a good place, tons of champs clear really well and the new AP item is super sick. Dunno tho.
At least at wood league, top seems to have the most highly contested picks/bans. GP, Tahm, Illaoi, Fiora, Poppy, some others all see a lot of focus. Just my $0.02
On January 27 2016 00:20 mordek wrote: Maybe a better question is which role seems to have the most OP champs, therefore easier to carry the rest of your teammates? The question is worded poorly, hopefully tolkien can elaborate what he means.
Yeah. After a bit of reading, I think AD or devourer junglers are where it's at. Let's grind back to Diamond tonight.
i thankfully rarely see poppy bans, but that's fine by me because i think my winrate is 70%+ with her lol...
i don't think devourer is the best choice now. it's still a very strong item and i love it on xin but games go so fast i question if it's really worth it. if i see my enemy pick a devourer jungler, i go full asshole and play the ghost to their pacman in their jungle.
Been rocking a lot of games as Janna lately, really enjoying just bodyguarding and semi-passive play. I don't really like playing play-maker Supports, even when I play Thresh (if our team needs a tankier support) I just focus on helping farm and only throwing out Qs when it's really easy or if we're setting up for a gank or something.
I'm thinking of adding Naut into my Support repitoire. He seems to be able to do the same thing - sure, he can go aggro with grabs and stuff, but also can play bodyguard and just be a wall that peels (though no shields or anything). Do you think he's good for that sort of playstyle or should I look at another tanky support?
Naut is good, he has double point and click hard CC. Ult their carry, melee their frontline/diver ezpz. Probably the best for what you're looking for far as tanky + CC. You could consider Trundle as well.
On January 27 2016 02:41 ticklishmusic wrote: Naut is good, he has double point and click hard CC. Ult their carry, melee their frontline/diver ezpz. Probably the best for what you're looking for far as tanky + CC. You could consider Trundle as well.
How does Trundle Support really work? I've seen people pick it a couple times but didn't really pay attention to their games. I guess he's basically un-harass-able in lane because OP Sustain Passive, but the only real Support ability he has is Pillar and maybe the Slow if you can get all the way to the carry.
On January 27 2016 02:41 ticklishmusic wrote: Naut is good, he has double point and click hard CC. Ult their carry, melee their frontline/diver ezpz. Probably the best for what you're looking for far as tanky + CC. You could consider Trundle as well.
How does Trundle Support really work? I've seen people pick it a couple times but didn't really pay attention to their games. I guess he's basically un-harass-able in lane because OP Sustain Passive, but the only real Support ability he has is Pillar and maybe the Slow if you can get all the way to the carry.
I'm not the biggest advocate, but E is great for tower siege and peel, R turns enemy tanks into squishies and is kinda like your own mini version of Ali ult. Wins lane because sustain, then fights he gets Q buff/debuff and W buff.
Cait + Trundle is pretty good, absolutely impossible to engage on.
Naut is much stronger top lane than support imo because the new IBG means get quite tanky and have good CDR (means you don't need to go RoA for mana either) and he scales really well with items. Trundle works as a support because you can scale with the enemy tanks' items, your passive+Q lets you trade and sustain in AD trades, and Pillar means you don't need to actually sit in the enemy as much.
I played Graves for the first time yesterday in the jungle and clearing camps was brain dead easy, and I got my team some early kills as well, but I have no idea how to teamfight with him. Managing ammo looks like something I just need to work on, but getting good Q placements is also pretty difficult. With 2-3 AAs, Q, and R, he feels a lot like a short range burst mage without any CC, so maybe I just have to use the blind for utility peeling and wait for primary engage to go and then just press buttons for AoE dmg then peace out and wait for CDs/reload?
I dunno, I feel like Naut Top would get bullied out really hard by any strong duelist/harasser. Once his shield is down, he kind of falls apart in a fight. And people like to play really aggressive top laners in solo queue, I find. I would be worried how he would fare against like Teemo, Darius, Garen maybe, etc.
On January 27 2016 02:36 Requizen wrote: Been rocking a lot of games as Janna lately, really enjoying just bodyguarding and semi-passive play. I don't really like playing play-maker Supports, even when I play Thresh (if our team needs a tankier support) I just focus on helping farm and only throwing out Qs when it's really easy or if we're setting up for a gank or something.
I'm thinking of adding Naut into my Support repitoire. He seems to be able to do the same thing - sure, he can go aggro with grabs and stuff, but also can play bodyguard and just be a wall that peels (though no shields or anything). Do you think he's good for that sort of playstyle or should I look at another tanky support?
Sounds like Braum would fit your playstyle much better than Nautilus.
On January 27 2016 05:31 Requizen wrote: I dunno, I feel like Naut Top would get bullied out really hard by any strong duelist/harasser. Once his shield is down, he kind of falls apart in a fight. And people like to play really aggressive top laners in solo queue, I find. I would be worried how he would fare against like Teemo, Darius, Garen maybe, etc.
You actually dunk Fiora/Riven/Illaoi/Teemo etc.
Early levels are kind of struggle but once you have Bami's you can just shield up and hit people in the face and they can't do anything. It's like the old Shen vs Jayce matchup back when Jayce went top lane and Funfire Cape wasn't nerfed to "reduce the overwhelming power of early sunfire capes"
Ok, so I haven't touched the game in... probably around 16 months at this point outside of the odd ARAM. I think I'm gonna relapse this weekend. Who is currently a good "re-learning the game" champion I can play that will let me learn the new map mechanics and items without looking completely hopeless?
Renekton is fine, or Garen. Honestly any champ is fine, just take a minute to look up items at probuilds or something before the game and you're all set, I mean it's still League. There are lanes, jungle, dragon and baron. Don't worry about the rift herald, he doesn't matter.
Trundle's only boring when you're dominating the enemy laner. When his buddies start flocking at you is when things spice up, that's when you can start running circles around them!
Also don't be surprised if Poppy, Fiora (both reworked) or Tahm Kench (new champion, toad-dude with a top hat) shit on you, they're broken at various levels so it's fine to just not feed them.
Gragas Barrel Roll (Q) Movement speed slow duration increased to 2 seconds from 1.3 Slow duration no longer increases over timte. Cooldown lowered to 9/8.5/8/7.5/7 from 11/10/9/8/7
That's good info for my main champ <3
[NEW ITEM] Duskblade of Draktharr Total Cost: 3250 G Recipe: Serrated Dirk + BF Sword + 850g +75 Attack Damage +5% Movement Speed UNIQUE Passive: +10 Armor Penetration UNIQUE Passive: Basic Attacks on an enemy champion apply Nightfall (120 second cooldown). Nightfall: After 2 seconds, deal physical damage equal to 90 plus 25% of the target's missing health. If you get a kill or assist on the target before Nightfall ends, the cooldown is refunded."
Decided to queue Top/Jungle last night, played one of each with Graves. Holy crap is Graves Jungle good. Easy clears, massive damage ganks, able to duel any invaders. No CC for ganking, sure, but plenty of farming potential and strong ADC damage even with only a couple items.
On January 29 2016 00:24 ticklishmusic wrote: I gotta try Graves jungle, can you give the lowdown? I feel like I need some serious carry potential in my life.
I dunno man I just looked up something on Probuilds. Start Machete + Q, get a leash, easy clear. You do enough AoE damage between Q and autos that you clear fast, and with stutter step and the extra stats from E you don't take that much damage in return.
On January 29 2016 00:27 Inflicted wrote: Graves isn't permabanned for you guys? With Kindred/Mundo/Kench being nerfed, he's gonna be most banned champ next patch
I kinda imagined so... hopefully it'll take everyone some time to pick up on.
On January 29 2016 00:27 Inflicted wrote: Graves isn't permabanned for you guys? With Kindred/Mundo/Kench being nerfed, he's gonna be most banned champ next patch
All of them are going to be permabanned throughout at least this patch in low elo.