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  • posted a message on Unofficial PBE Patch Notes for 5/21/2013 - Sona Changes

    The non active part of her w is the strongest bit of her kit. She effectively gets an aegis of the legion, the single most cost effective item in the game, built into her kit. Its an absolutely insane amount of gold advantage for your team mearly by haveing a sona on your team. Sure, in laneing, its not all that great, but once laneing ends that q active is not going to be meaningful, and its only the strength of the passive stats it provides that makes it worth useing unless you have a glut of mana. Her ult is nice, but most of the time your not going to be getting more then two people in it unless you have already won the fight, its her w that carries her, inspite of what people think. Its just not as flashy as the rest of her kit.

     

    As another example of this, tarics ult, his armour aura being a lesser example in its current form. Its an instant baron buff for your team every fight, and when combined with his w gives him enormous passive threat that actualy makes him worth killing in a fight.

     

    Aught to add to this. Its a solo queue vs higher level team issue. In soloqueue, she is a support with very strong poke, decent healing, and an awesome aoe cc ult. For competitive play she is a massive ammount of free stats for the team late game that has the potential to apply a good ammount of pressure to the enemy lane or be safe as required, oh and she has some aoe cc as well. If you wanted to nerf her for solo queue, you would target her early game power, mainly her q, but this one seems to be aimed straight at her late game power.

    Posted in: News
  • posted a message on Xypherous's 5/03/2013 Context Post - PBE for Patch 3.07

    Quote from kuubilal »

    Quote from PokemonTrainer61270 »

     However, that E nerf is far too significant.  With that extra 1 second, as insignificant it may appear to be, will not allow Zed to be able to 2xE with one W, which hurts his burst potential TREMENDOUSLY.  I really suggest you to at least roll back on that E nerf.

    You do know that using W and E together doesn't do more dmg than just using E alone? Enemies get only damaged from one of the shadow slashes, if you hit both you don't do any more dmg, you just slow them


    He was refering to the duration that his w and ult stay up. On live, its possible to get two casts off of his e without any cdr in the duration of his ult/w shadow duration, which makes maxing his q mostly pointless since it does less damage over 4 seconds then maxing his e. By uping the cooldown, you now have a clear tradeoff between burst damage in his ult (q) and dps in an extended fight (e). It makes the rest of the kit easier to adjust since they have now seperated his dps from his burst better, so if this change does have a major impact on his gameplay (and it will, its a major drop in his burst and a slightly smaller drop in his dps) they can adjust the bits they want to without inadvertently altering other aspects that were fine. 

    Posted in: News
  • posted a message on Evelynn Jungler. Can she be good?

    Being able to negate wards is not something that you should underestimate. While she is not a good jungler for most teams due to needing to have a jungler that can tank, if you are somehow able to get a tanky top mid and support, then I could definitely see it working, but can't speak of how well it would do in relation to other damage orientated junglers.

    Posted in: Champions and Gameplay
  • posted a message on The hashinshin Megablog! Three completely different things all in one blog.

    If your comparing total ap damage ratios to say kassadin, its actually comparable, and he has worse cc then most ap casters. Shield ap ratio may be a tad high, but if you want to keep the current mechanic of the damage not happening when the shield breaks, then it needs to be kind of awkward to deal with. Bruiser wise, it makes his shield useful, but possibly a few too many ratios on there, I would remove the ad ratios and bump the health ratio a bit, and his ult is a bit less overbearing now. May well need some more adjustments, but the concept is solid.

    Posted in: hashinshin
  • posted a message on Patch 3.5 balance update

    Quote from TheFlatline83 »

    I think Akali deserved a stronger nerf... This one basically is nothing... I hoped for less jumps with her ulti, or a nerf to her huge sustain... :-( 

    Its actualy a fairly potent nerf even though it only seems to be a minor change. It prevents her from just spaming her q on you in lane to bring you down to the point where she can all in, or at the very least slows down the rate at which she can wear you down, meaning that you have a greater window in which you could all in her and win. In addition, the higher recharge on her jumps means that she can't just burn one occationaly to get some extra harass and proc marks without being more vunerable to engagement in return.

    Posted in: News
  • posted a message on Patch 3.5 balance update

    Likely refering to his w, which scales off the ammount of health he has. Health becoming more cost  effective means that he does not lose as much ehp relative to S2 in order to maintain an acceptable ammount of damage.

    Posted in: News
  • posted a message on Patch 3.5 balance update

    The bug was unique to the standard (non mantra version), Soulflare has always centered the mantra proc on the location of the projectile detonation rather then the unit hit. Since your highly unlikely to be hitting more then one target outside of laning, this change could go either way, since while its easier to position the small splash radius to pick up minions/harass, it prevents you from harassing through minions by useing the fact that the splash is centered on the unit that stoped the projectile to extend the damage range.

    Posted in: News
  • posted a message on Patch 3.5 balance update

    While its harder to itemise against, its also harder to itemise for. The remainder of your build outside of muramana (unless your going for a mana tank bruiser-esq build) is going to be buffing the rest of your spells, which deal magic damage. As a result, since you are unlikely to have much armour pen (at most 8% + hybrid pen runes), your going to be doing substantialy less damage overal to your target, even if you took into account your enemy matching the mr/health graph perfectly.

    Posted in: News
  • posted a message on E-Sports Roundup: Roster Changes in NA and EU, Quantic Picks Up Familiar Roster, LCS All-Star Voting Continues

    Bigger issue is that diamond could well refuse to go. I don't know the exact wording of the contract, but have a feeling riot are going to have to go and talk to him sooner or later so that this does not blow in up their faces when they get closer to the match and want to yank them in for practice.

    Posted in: Tuck - eSports Inquirer
  • posted a message on Aura items - when and why

    Quote from raikaria »

    [ SNIP: item efficiency of zekes]

    Zekes is very strong, even if unnoticed. The item usually has ~65% winrate.

    [SNIP: conserning shard]

    The win rate for Zekes is missleading due to when in the game people tend to get it. You almost always want to pick up aegis/locket on your team first, which results in teams that are winning the game being more likely then teams that are loseing to pick up Zekes due to greater avalability of gold. If you were trying to do an accurate comparison, you would need to look purely at sets of games where the gold count on the supports was the same, which is unfortunetly a much harder set of infomation to get hold of.

    Posted in: Ask the Pros
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