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On November 17 2015 19:23 M2 wrote: This key mastery in the middle tree: stormrider surge (if you take 30% of enemy's health under 2 sec, you receive 30% movement speed for 3 sec,), on what champions is good at all? I can't think of anyone who won't prefer something else Champions that are mono-directional like Xin and Talon, giving them a way to get out of the fight. Champions that need sticking power but don't tend to have a lot. The most egregious one I can think of is Darius your teammates get bopped and now he can chase after you.
Some champions don't need "more damage mastery 7", just a way to deal their damage more consistently.
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On November 17 2015 19:32 M2 wrote:Show nested quote +On November 17 2015 19:28 Ketara wrote:On November 17 2015 19:23 M2 wrote: This key mastery in the middle tree: stormrider surge (if you take 30% of enemy's health under 2 sec, you receive 30% movement speed for 3 sec,), on what champions is good at all? I can't think of anyone who won't prefer something else There's all kinds of champions its good on, wtf. It's bugged right now though. Name few please with explanation and mind that I am not saying its not good, but that there are always better options. Obviously its good on champs that have burst and also want to chase or get out after, maybe shaco? I really don't know Great on poke champs (varus, tf, ziggs etc) so you can chunk people then kite for cooldowns.
Great on immobile teamfighters (viktor, azir, etc) giving insane mobility in teamfights on champions who's only real weakness is immobility.
Great on assassins (talon, rengar etc) who blow one person up then have to fall back and wait for cooldowns.
Great on specific bruisers vs squishy team comps because it gives them a way to stick to their targets.
Great on niche champs like hecarim
it's just an INSANE utility ability on almost anyone tbh, even adc's would love it if crit wasn't so broken. It's just completely busted and bugged right now so it feels really really underwhelming because it just never procs because it's broken.
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Has anyone tried mundo top/jungle properly yet?
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I've tried 2 games of Mundo jungle, first clear is super weak but his midgame is pretty insane. I went Q max first and those cleavers still hurt a lot.
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Anyone tried s6 Sona? I think she is heavily buffed with the new items. She makes good use of the better Spellthiefs. Moreover, Sona is one of the few supports that can go for Eye of the Watchers without losing much, which is pretty important with the requirement of 1 pink ward slot nowadays. New masteries (shielding/healing) and grievous wounds changes are also quite nice.
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Storm raider surge is epic on cass. I prefer it over deathfire, simple because cass doesn't need more damage, but survivability. With sorc boots, and furor along with cass q and storm raider, yiu are looking at 550ish movement speed inside combat. It allows for easy reposition and dodging of skill shots. I find it muchore.noticeable and effective instead of the increased damage found in other abilities
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See I wondered if that was the case, because I remember hearing cass' damage was so bad before lategame since the "rework". I'm liking the choices anyway.
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On November 15 2015 12:34 Alaric wrote:Show nested quote +On November 15 2015 12:16 krndandaman wrote: the creep/champ block is insane creep block needs no explanation but today I couldn't move past the bush near wraiths because the braum on my team was in it. it was so troll having my character just stuck there as I try to spam click through. I saw a Rammus in ball mode get bodyblocked involuntarily by the Sivir on his team. She was just running in lane at ~400 MS and he was at near 600, moving inch by inch behind her instead of pathing around then darting ahead. Creep (and champion, for the ones with large models) collision size increase+worse pathing does wonky things.
this is a real problem, i'm getting blocked by the dumbest shit ever all the time lol
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I've gotten stuck between a creep and a wall and just started having a seizure in place. Really weird stuff
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today minion wave blocked my entire lane i had to go through jungle
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Lost a free kill because my guy decided that instead of just autoing he should walk around the entire creepwave.
This is what happens when you rewrite old but perfectly functional code. -_-
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I got pinned to a wall by my own teams azir w soldiers yesterday
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The creeps in this patch have very fat asses that's for sure.
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just realized zeal has 4 upgrade options and every single one is marksmen item, even trinity got changed so its mainly adc item now, as a bruiser main who used to love that item im pissed as fk
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On November 18 2015 03:07 NovaTheFeared wrote: The creeps in this patch have very fat asses that's for sure.
NO SYMPY
HOLLA IF YA HEAR ME
THIS GOES OUT TO ALL MY FREAKS OUT THERE
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does deathfire touch work with shaco's boxes?
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On November 18 2015 03:24 kongoline wrote: just realized zeal has 4 upgrade options and every single one is marksmen item, even trinity got changed so its mainly adc item now, as a bruiser main who used to love that item im pissed as fk
Trinity is as good as it ever was for the bruisers it was good on, arguably better because of additional mana/cdr/more consistent crits. Losing 5AD, mostly-useless aspd, and the often-wasted AP is trivial.
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less movement speed,AD and attack speed is huge, bruisers dont care about crit this change was made purely for adc, removal of ap seems like nothing but a lot of champions who bought it had meaningful ap ratios, mana they added changes nothing even with old trinity ur mana problems were solved as soon as u finished sheen anything more was just luxury and not needed
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Yup, the movement speed on Triforce was overlooked if you think it wasn't a draw of the item. It's not DMP, sure, but it's there.
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On November 18 2015 02:02 Osmoses wrote: See I wondered if that was the case, because I remember hearing cass' damage was so bad before lategame since the "rework". I'm liking the choices anyway.
Cass has never had damage problems from the rework, damage just rests more heavily on e spam. The biggest issue with cass is her very harah mana gates, when massively reduce your dps until mid / late.
Level 2 cass is just as deadly as the ond one. However the difference is that you have to make sure your mana is topped off, enemy is slightly poked, and you have ignite im most cases. Old cass (with proper mana management) basically never ran out of mana once you bought tear.
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To add to the blocking, in co-op vs ai games I've noticed a large number of bots get stuck permanently (until death) in place at some point throughout the game. I haven't connected dots until now, but perhaps they get pathing stuck and then glitch out because of it?
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