On May 29 2017 08:03 zer0das wrote: They increased the amount of gold per stack that you can carry in Darkest Dungeon to 1750. Wat. And gem stacks of all types to 5.
Also, I wish the game would let me hire some more clerics. I haven't gotten one to show up at camp for like 4-5 quests in a row, and it's reallly freaking annoying because I lost two high leveled ones. Hard to get back into the game when I can't form a reasonable party. I 100% need some clerics to actually have a chance to beat the last version of the cannon boss too.
I like the Pitch Black mod for DD it adds a lot of flavour and Vestal isn't the only hp healing class :x
On May 28 2017 23:42 Alaric wrote: Pre-rework Viktor was still fine late because he had a 0.9 AP 1400 range spell on a short-ish cooldown and he could waveclear for days. His ult also had higher burst damage.
Things that helped were the dumb level scaling on q's damage (that became their new fad and it's still going, so much shit scaling with levels so you don't have to put points into it), how the hexcore became slot-effective rather than cost effective (and it was still decent at the time, that's 100 AP yo), and the fixes on his ult. The ult's "pathing" and reactivity were atrocious (all the more reason to use it for the initial burst rather than rely on having it follow your target) and there were weird behaviours where sometimes casting the ult on a target wouldn't follow it if other people were inside the aoe (targets an area but it was coded so that if you target a champion with it the ult followed it by default until you redirected it), or the ult would immediatly dash back toward you if you tried to redirect it to someone immediatly after casting it. They also had the ult move faster once the hexcore was fully upgraded. Pre-rework if you had one of these glitches and your initial target walked away from you the ult wouldn't move fast enough to catch up unless you were almost melee-ing them (so if they run away that's basically follow them inside their whole team), so you'd basically lose out on all the periodic damage which stinks.
There were also other changes in items and everything. Basically pre-rework Viktor would go QEQEE or QEEQE and use the shield to trade autos aggressively early on, and the laser to push slightly (for level advantage) while poking the enemy, W wasn't worth taking. You'd take exp advantage and trade autos at level 1 when Q's strong, refrain a bit at level 2 'cause E is super expensive, then on level 3 you'd get a burst from putting a skill at level 2, hopefully reaching level 3 first, and go ham on your opponent 'cause most popular mids couldn't win that trade. At level 5 with level 3 E you could do the same, you'd usually get pretty good kill potential at that point (sometimes even earlier if they mishandled your aggression). If you could get that kill, back for hexcore then reach level 6 first they'd have to be afraid of the all-in. Even if they survive they can't risk fighting you and with 2 drings + hexcore you'd one-shot the ranged minions, letting you shove and affect sidelanes.
After the rework, jungle played differently so you couldn't afford to be that aggressive unless your own jungler was covering for you, starting items were different too, and ignite started being used less often (and now it's basically used maybe half the time?). Post-rework Viktor was good late but it didn't let you play aggressive and seize the game the same way you did pre-rework, it was weak at early levels (eg. shit when compared to before), so in that sense the rework made him way worse unless you adapted to play the game differently. Think removing Renekton's fury early but buffing his lategame a ton, you wouldn't really be playing Renekton anymore.
Well at least they kept his lore. RIP Galio.
Old Viktor wasnt bad late game he just wasnt good at ut either.
Old Viktor itemed out at 5.5 items. New Viktor gets like 6.5 item's due to how efficient the hex core is. You also fet upgraded Q and W. And the ult QOL changes.
Q also had a lot of its power shifted lategame.
He could win 6 item teamfights on his own before but it was hard because you didn't have the utility of the Q speed boost, the stronger Q shield. You didn't even have functional R AI. You were basically stunnless Annie at 6 items; if the dtars aligned you could kill everything but the biggest part of your burst put you in danger with little inherent protection.
On May 28 2017 23:42 Alaric wrote: Pre-rework Viktor was still fine late because he had a 0.9 AP 1400 range spell on a short-ish cooldown and he could waveclear for days. His ult also had higher burst damage.
Things that helped were the dumb level scaling on q's damage (that became their new fad and it's still going, so much shit scaling with levels so you don't have to put points into it), how the hexcore became slot-effective rather than cost effective (and it was still decent at the time, that's 100 AP yo), and the fixes on his ult. The ult's "pathing" and reactivity were atrocious (all the more reason to use it for the initial burst rather than rely on having it follow your target) and there were weird behaviours where sometimes casting the ult on a target wouldn't follow it if other people were inside the aoe (targets an area but it was coded so that if you target a champion with it the ult followed it by default until you redirected it), or the ult would immediatly dash back toward you if you tried to redirect it to someone immediatly after casting it. They also had the ult move faster once the hexcore was fully upgraded. Pre-rework if you had one of these glitches and your initial target walked away from you the ult wouldn't move fast enough to catch up unless you were almost melee-ing them (so if they run away that's basically follow them inside their whole team), so you'd basically lose out on all the periodic damage which stinks.
There were also other changes in items and everything. Basically pre-rework Viktor would go QEQEE or QEEQE and use the shield to trade autos aggressively early on, and the laser to push slightly (for level advantage) while poking the enemy, W wasn't worth taking. You'd take exp advantage and trade autos at level 1 when Q's strong, refrain a bit at level 2 'cause E is super expensive, then on level 3 you'd get a burst from putting a skill at level 2, hopefully reaching level 3 first, and go ham on your opponent 'cause most popular mids couldn't win that trade. At level 5 with level 3 E you could do the same, you'd usually get pretty good kill potential at that point (sometimes even earlier if they mishandled your aggression). If you could get that kill, back for hexcore then reach level 6 first they'd have to be afraid of the all-in. Even if they survive they can't risk fighting you and with 2 drings + hexcore you'd one-shot the ranged minions, letting you shove and affect sidelanes.
After the rework, jungle played differently so you couldn't afford to be that aggressive unless your own jungler was covering for you, starting items were different too, and ignite started being used less often (and now it's basically used maybe half the time?). Post-rework Viktor was good late but it didn't let you play aggressive and seize the game the same way you did pre-rework, it was weak at early levels (eg. shit when compared to before), so in that sense the rework made him way worse unless you adapted to play the game differently. Think removing Renekton's fury early but buffing his lategame a ton, you wouldn't really be playing Renekton anymore.
Well at least they kept his lore. RIP Galio.
Old Viktor wasnt bad late game he just wasnt good at ut either.
Old Viktor itemed out at 5.5 items. New Viktor gets like 6.5 item's due to how efficient the hex core is. You also fet upgraded Q and W. And the ult QOL changes.
Q also had a lot of its power shifted lategame.
He could win 6 item teamfights on his own before but it was hard because you didn't have the utility of the Q speed boost, the stronger Q shield. You didn't even have functional R AI. You were basically stunnless Annie at 6 items; if the dtars aligned you could kill everything but the biggest part of your burst put you in danger with little inherent protection.
Which is why League of Cleavers/Mid AD assassin meta caused there to be no reason not to play Annie if that's what I was going for. Also Molten Shield > AD mid
Well yeah that's what I said: he was still fine late, even though he's much stronger now. His ability to waveclear and poke made him stronger than Annie though (and with Flash she can initiate which he can't). When you've got a 600+ damage nuke every ~8s you can still do stuff pre-fight. The speedboost, absurd damage on q's auto combined with its shorter cd contribute a lot tho.
Wasn't the mana refund added pretty late? I mean, it's probably been there for half of Annie's existence by now, but considering we stopped playing a good 2 years ago (earlier for you) it was a recent change. Q was maxed when you wanted to all-in them yeah. But that was also when Morgana was considered to have oppressive waveclear (lel), now you max W 'cause you simply don't have a choice if you don't want to get shoved under tower.
Also here's my monday. Not a fan of the original or anything that I only heard on the radio, save for maybe the chorus, but this guy's got a voice.
aa q aa to poke was enough to be annoying, then when they first try to hit you back (aka close in after you started your AA) you pray to god they're low enough to get killed by the (AA) Q(stun) (waddle into range) W ignite aa (as many as you can)
you maxed w because the dmg per level was a bit higher than on q (only get one of either during the all in) and also you could shove the wave faster after you fb'd them or they had to recall
iirc it was the go-to until some ignite nerf or another
On May 30 2017 06:14 Dandel Ion wrote: W was maxed to all-in them tho
aa q aa to poke was enough to be annoying, then when they first try to hit you back (aka close in after you started your AA) you pray to god they're low enough to get killed by the (AA) Q(stun) (waddle into range) W ignite aa (as many as you can)
you maxed w because the dmg per level was a bit higher than on q (only get one of either during the all in) and also you could shove the wave faster after you fb'd them or they had to recall
iirc it was the go-to until some ignite nerf or another
You always wanted to cycle your passive properly so you could just molten shield for one stack for the mind game stun.
W range was just barely shorter than Q. I ended up using it to stun most of the time to get the CD up as fast as possible
Can't you stun them with Q if you're at 3 stacks and activate Molten Shield while the projectile's in flight too? Usually people simply don't go anywhere near you as soon as they see the stun particle twirling anyway.
W max was standard for ages when her base damage was high and her AP ratios sucked so she had no lategame and you needed to max W because you pretty much had to be able to kill people or become useless.
AFAIK Soniv didn't start playing her till after her rework when they rekt her base damage and tuned her ratios, so maxing Q became the "correct" thing to do, but maxing W wasn't ever "weird".