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  • posted a message on Frame Rate Issues

    I experienced pretty much the same as soon as patch 3.06 hit (though my laptop is a crappy i3 model, so framerate was beyond unplayable pretty much at all times and in all maps).

    It ultimately turned out to simply be an issue of outdated NVidia drivers, and as soon as I downloaded the most recent ones the problem fixed itself and framerates returned to normal (well, almost normal, but that's mostly a combination of Howling Abyss being more graphically intensive than SR and my trusty lappy getting older by the day :/ )

    If you already have the latest drivers installed, then I'm afraid I can't help much :(

    Posted in: General Discussions
  • posted a message on Nashor's tooth on elise

    It's quite good if you're building her as a bruiser, and even better if you're building her as a melee carry (yes, you can build her as a melee, hybrid damage, autoattacking, lategame carry - funnily enough, that involves stacking a ton of AP. No, it's not particularly effective, as is the case with most melee carries. It's pretty hilarious though - as is, again, the case with most melee carries. And if all goes to hell, you can still deal tons of damage in human form from a distance - bet your friendly neighbourhood Tryndamere can't do that).

    Despite what everyone seems to, for some inexplicable reason, believe, she does have good AP scalings: at lategame, she has a 0,5 scaling on her spiderlings, and a 0,30 (0,35 with masteries, 0,5 with Nashor's) scaling diretly on her spiderform AAs. For a champion that has a huge, spammable AS steroid and multiple chasing spells that's RADUNKULOUS. It's just that most of her damage is in melee form, and melee means that you need to build tanky, and building tanky means you don't have the money or item slots to buy enough AP to reach carry status, and as such you have to make do with penetration. But the new Nashor's  Tooth is still imo a viable choice. Just make sure you've got enough tankiness first, because you can't autoattack while being dead. So a good choice for 3rd/4th item.

    Posted in: Champions and Gameplay
  • posted a message on Region Supremacy: What's at Stake for Each Region at All-Stars

    Well, how society views professional gamers is exactly the same in both Europe and NA. Yet European teams have always been on a similar competitive level with Asian ones, while NA has been the clearly weakest region ever since S1. So, there definitely is more than that going on.

    Posted in: Tuck - eSports Inquirer
  • posted a message on Who do you build trinity force on now-a-days

    Quote from Basinator »

    Why the hell would you build TF on Taric? He is a burst champion, so you're not gonna be getting many procs, all of the crit chance is utterly wasted, and if you really want a spellblade item IBG's stat combination is practically designed for Taric's kit.

    He is?

    W armor shred, passive DPS (scaling with mana/AS), R AD.

     

    I usually play him as a bruiser top with some damage items like IG/TF/Wits/Muramana and tank items. Damage split was about 50% last time I checked.

    Even if you want to play him that way... why would you ever choose TF over IBG on Taric?

    Posted in: Champions and Gameplay
  • posted a message on New Nunu builds?

    Never build a Frozen Mallet. Especially not on champions that already have a built-in spamable slow.

    Anyways, there's little difference in terms of build with the new Nunu. Maybe focus a bit more on health than you would have previously, but that's about it. Aside from that, there are a ton of different builds Nunu can go for that are equally viable (But not FM-Atma's. Just no. Seriously.)

    Posted in: Champions and Gameplay
  • posted a message on Corki Mid?

    There have been a couple times where professional teams have gone AD Corki mid, and it did pretty well if I remember correctly. It actually works out more like Caitlyn mid than Ezreal mid.

    It's just that Corki in general has fallen a lot out of favor in S3, due to the nerfs he recieved in late S2 combined with the S3 changes. The nerfs were partly reverted since, but the meta still doesn't favor mixed damage carries (Except for those called Ezreal ;))

    Posted in: Champions and Gameplay
  • posted a message on ARAM tier list - Lissandra edition.

    Quote from AngelicSven »

    I honestly think Lee Sin is super underrated, every game I play I save so many people. He doesn't kill a lot but his protection abilities and utility is really great for engagements.

    Although, I just go 0/21/9 and counter build tanky with maybe a damage item after my core defenses while focusing on keeping everyone alive. :D

    The problem with Lee Sin is that he's completely useless aside from his shield. His poke is practically nonexistant, his 5v5 ability is on the weak side and his signature mobility is mostly wasted in a map with 1 narrow lane. Yeah, he can be build tanky and soak up a lot of damage... so can virtually every other champion. Lee Sin is still far worse than almost any other champion that can shield teammates.

    Posted in: Written Work
  • posted a message on About Quinn

    Quote from noblepesant»

    Quote from PMilkos»

    I've said it multiple times, and will say it again: Quinn is not an ADC (or, at the very least, should not be build as such. She's pretty similar to Fiora in that regard). She is a ranged AD assasin that excels at roaming from lane to lane and disabling enemies for just long enough so that she can dive, burst someone down and get back out again. The fact that she's ranged simply allows her to use her AAs for more than just all-ins, unlike melee ADassasins like Zed. In case she cannot go all in, she still has some pretty decent poke. But a simple right clicker, that she is not.

    Have you played Quinn, and had problems with her as an ADC? Have you played her and had great success with her top? Quinn doesn't feel like an assassin to me. She has strong auto attacks, a blind, and a peel. that doesn't say "assassin" to me. Most assassins have a gap closer, and the ability to 100-0 someone before they can react. Quinn cant do this. 

    How do you build her? I want to get away from the assumptions and theoretical builds, and talk about what people have actually experienced as quinn. 

    I don't play a lot of SR games in general, so I don't have any reliable data to give you. As for build, I go with Muramana, BotRK, BT, LW etc.

    As for no gap-closer: she HAS one. Actually screw that, she has two: her E and her R. Yeah, she's not a standard assasin that can comfortably 100-0 someone, but she does get close, and unlike other assasins she still has some ranged dps afterwards. She's just not a real ADC, in the same way Ezreal or Urgot are not real ADCs.

    Posted in: Champions and Gameplay
  • posted a message on About Quinn

    I've said it multiple times, and will say it again: Quinn is not an ADC (or, at the very least, should not be build as such. She's pretty similar to Fiora in that regard). She is a ranged AD assasin that excels at roaming from lane to lane and disabling enemies for just long enough so that she can dive, burst someone down and get back out again. The fact that she's ranged simply allows her to use her AAs for more than just all-ins, unlike melee ADassasins like Zed. In case she cannot go all in, she still has some pretty decent poke. But a simple right clicker, that she is not.

    Posted in: Champions and Gameplay
  • posted a message on Champions with no hard counter

    Quote from raikaria »

    Skill is always a factor, but where the skill gap required is huge [Which it usually won't be in SoloQ], or a huge investment from someone else is needed to make the matchup turn around, that is a hard counter.

     

    Being able to shut down the main point of a champion is also hard countering.

    No-one will beat anyone 100% of the time. That's not what Hard Counter means. Besides, there are 4 other people on each team. 'Hard counter' looks purely at 1:1 senarios, unless the champion is something like Twisted Fate, where 'countering' TF is 'Don't let him roam'.

    For example, in a 1v1 Senario, Zed should NEVER defeat Kayle. Zed has no kill potential without Death Mark. Without Death Mark Kayle wins trades. Kayle's Intervention is on a lower cooldown than Death Mark [And that's before Kayle builds 20% CDR with Nashor's]. Unless the Zed has a far higher skill level than the Kayle, Zed will not win 1v1, because Kayle is a hard counter.

    Does this mean Kayle will always defeat Zed in a real game? No. Kayle could get ganked a lot more than Zed, and is weaker to being ganked in the first place than Zed is. Kayle's Intervention may be baited in a teamfight, only for Zed to Death Mark someone else.  Kayle's other lanes could simply all lose. Zed could time Death Mark for when Kayle is OOM as well.

    How the hell is Kayle a hard counter to Zed?

    Yes, her ultimate definitely is a pretty good counter to Zed, as she is to most burst assasins. She basically renders him unable to complete his  full combo.

    That's not a hard counter. To be a hard counter a champion has to be able to shutdown their opponent on multiple levels, and also not have anything of yours countered by them. Yes, Zed cannot kill her with his full combo, and can't kill anyone with his full combo in a teamfight while Kayle is present.. That is just one aspect of Zed - a very important one, but only one. Zed still has a lot of regular dps/burst (which btw counters her heal), can still farm without any problems in lane and can still easily escape from anything Kayle can throw at him (because his blink counters her slow). 

    So, they cancel each other's ultimates out in lane, while in teamfights it's a matter of who gets baited out of their ultimate first. If that is your definition of a hard counter, then I'm afraid you're gonna have to reevaluate it a bit. You seem to have the tendency, along with many others, to just look at some specific elements of 2 champions' kit, and then scream "OMG HARD COUNTER!!!". You have to also look at what counters the other champion has to that "hard counter", be them built-in, counterplay-related or build-related. 

    Posted in: Champions and Gameplay
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