Fucking Akali. Every single one thinks they are the most important player on your team, they use their magic KSing R to take all the kills and whenever you ask them to take it easy with it they say, "I'm Akali. I snowball hard." OTHER PEOPLE STILL NEED GOLD BITCH
8/8/2013 7:59:40 AM
Posted in: General Discussions
8/7/2013 11:24:44 AM
Posted in: Runes and Mastery Discussion
Quote from brainsickhater »
Hence, AP champs often don't need the flat AP to have strong abitlies early, and would rather have more AP late when they need the extra damage and will likely have a deathcap to make each point of AP worth more.
Frankly I've always thought that's kind of bollocks though. Yes, at level 18 you'll have like 17 more AP. 22 with a deathcap.
But that's not really the crux of the issue. 22 AP at level 18 is worth significantly less than it would be early. Lets say you have like, DFG, Deathcap and a void staff
Flat AP, you have 417 AP scaling, you have 438. that's a 5% difference. The more AP you get from items, the lower that difference becomes. Then there's the base damages of spells, a spell with 250 base and a .6 ratio does like 2% more damage, with resistances at level 18, taking the scaling runes.
Most AP mids have ratio's for a full combo of around 250% AP. Scaling, with a deathcap gives you 22 more AP, so your full combo does like 55 more damage, before resistances. I dunno, honestly I don't find that many level 18 fights end with my opponent getting away on less than 50 health.
At level 2/3 though? How many times has that ignite just not QUITE done it? One more tick and it would have been first blood.
I dunno, maybe its a perception bias, but I feel like I've had more level 2/3 opponents get away on single digits than I have level 18 opponents getting away when one more auto would have done them in.
I think you could decide this on a champ-by-champ basis. Like on fizz, his Seastone Trident does huge amounts of damage and you can very conceivably get a lvl 2 kill. On Malzahar, Karthus, Brand, and your other more traditional casters, your burst gets a huge power spike at lvl 6-9, when you have your ulti and a maxed ability. It's at these levels where Scaling begins to outstrip flat, and proceeds to be more effective for the mid-game where traditional burst casters have always been strongest. I think it's very fair to say that champs like elise, fizz, and maybe kayle, which do huge amounts of damage pre-ulti and can easily get an early kill, should take flat AP over Scaling AP.
But you should definitely take Scaling AP on classic burst casters. I sympathize you in that lategame scaling AP really isn't that helpful, but scaling definitely is more powerful for the mid-game power spike.
8/5/2013 3:59:00 PM
Posted in: Runes and Mastery Discussion
The reason why almost everyone goes scaling over flat is because scaling give you more in the long run (of course), and the small bonus flat AP glyphs give you just isn't worth it. Mid lane AP laners really hit their kill potential around lvl 6, and at that point scaling glyphs are very similar to flat in power and are going to surpass them before long. Furthermore, AP champs are strong as they are leveling up their abilities, but have trouble maintaining relevance as their enemies gain more health and their abilities stop leveling up and getting more powerful. Hence, AP champs often don't need the flat AP to have strong abitlies early, and would rather have more AP late when they need the extra damage and will likely have a deathcap to make each point of AP worth more.
7/29/2013 10:28:44 AM
Posted in: Ask the Pros
Everything you have said i already try to do , I have 103 games as vayne 53 in ranked, and i do main adc i always have our of my top ten played champions 8 of them are ad carrys for example
Because of vaynes early game disadvantage i find it hard in soloq, because 9/10 times your support doesnt really play the role and doesnt really know what he/she is doing therefore they pick leona and try to go agresive level 3vs like graves + taric or Draven+ anyone, and thats when i struggle.
I have a couple of replays i think if anyone wants to watch one and give me tips?
Yeah that's really rough. The ideal in those situation is to get a good disengage support like Thresh, Janna, etc. to keep you alive and well. However, many solo q players will only want to play "fun" supports like blitz and leona, which can actually hurt you in lane. I would say your best bet is to play very passively, freezing lane in front of your tower to farm, and try to get that BoRK ASAP so your dueling gets insane. Additionally, with the lane frozen, you could call for ganks, or maybe bait them into impatience and tower diving, hopefully making them pay for their risky aggression. Solo Q is really rough with Vayne because you kind of need a team/lane partner that works well with Vayne.
7/26/2013 12:26:04 PM
Posted in: Ask the Pros
Quote from Shuffle4fun »
Problems? Uhm I sometimes don't know what to build, sometimes harassing is a problem in lane, positioning tips? I am not sure what tips I actually need or want. I just feel like I'm a decent adc and I want to be amazing. My play is very inconsistent, for example some games I play amazing do things I didn't even know I could do, and then some games I just make really big mistakes. I think I lack self confidence in my play and I want to change that .
Harassing with Vayne is really dependent on the lane matchup. Vayne has a weak laning phase, and against some lanes, you'll very rarely get a successful trade or it's just too dangerous to get in their zone (think blitz, thresh, leona). To get the most out of a trade, you'll want to AA, tumble, AA then back off, but this can be tough because if you tumble in the wrong direction, you're either in a dangerous zone or out of AA range. Still that's what you should master.
In order to make sure you can outtrade your opponents and win lane consistently with a champ that's a weak laner, you have to have better knowledge. If you know how your enemy is going to play and you know how you can play around that, you can beat your opponent any day. Play bot lane as much as possible, maybe play other adc and supports, learn how different adc+support combos work and what their weaknesses/strengths are and eventually you'll be able to just walk up to any lane combo and know what to do to win.
When it comes to teamfights, vayne is all about the positioning. The enemy wants your dick more than anything in the world, know what tools they have to get it and don't put yourself in a position where they can use them. Just stay safe until someone is in a spot where you can attack them. It doesn't matter who you attack, vayne shreds everyone. It also doesn't matter too much if you enter a fight late, because Vayne is one of the best clean-up champs in the game.
7/26/2013 12:11:29 PM
Posted in: General Discussions
Quote from registermyaccount »
Nautilus' clear speed is actually far from slow... max W first, and you do a lot of damage to creeps. Early game, you need a good leash on blue, but after that clearing should be a breeze. Around mid game, 3-4 autoattacks with your W on can clear any of the small camps, blue and red are no problem if you have smite up. Whack a camp a couple of times, then go gank and camp lanes. Boots of Mobility are really good on him.
However, Naut can't carry alone... even though he actually does insane damage if the enemy teams leaves your shield up, most of the time he just peels, locks down, or catches people with hook. You have to snowball your lanes, get them fed, and late game nobody will be able to dive your fed ADC if you peel right. If you're looking for somebody with the damage to carry, Jarvan, Win Nhao, and Nocturne are all good picks and have good ganks. J4 is probably the most versatile jungler in the game (Lee comes close), he can build assassin, bruiser, initiator, or a full on tank for peeling.
Nautilus' clear speed might not be painfully slow like Shen's, but it certainly isn't fast; it's extremely average. Furthermore, since his first clear is so blue reliant, that's a sign that his clearing is a bit below average. It's also not ideal that his sustain and clearing are rolled up in one ability, since if he loses his damage mitigation he also loses a lot of clearing power. Not saying that naut has an awful time clearing the jungle, but he certainly doesn't revel in it like some champions do. And since naut's damage to jungle creeps is based primarily on levels, if he gets behind that will really make clearing hurt.
Lastly, I would definitely not say that Jarvan, Xin, and Noc have the damage to carry. They do all have strong ganks, and they all have the potential to carry, but they cannot be tanky initiators and do enough damage to carry the game in most cases. In order for them to do that they have to get really far ahead. The number of games I've played Xin and J4 and only purchased a brutalizer as my only damage item are huge. Your team usually expects you to tank for them when you play these champions, and failing to fulfill that role will oftentimes spell defeat. Also, Nocturne HAS to get kills early or else he will do almost no damage later in the game. if you want to carry with a jungler, choose someone who will ALMOST ALWAYS do good damage, someone who almost has to itemize for damage or has such high bases he will always tear people apart, NOT a champion who can fall back into a tanking role. If you pick a champ who can tank as a jungler, it will almost always be better for your team and more gold efficient to tank instead of carry.
Junglers who can carry games quite easily are Udyr, Volibear, Darius, Sejuani, Hecarim and Zac on the tankier side, and Zed, Elise, Kha'Zix, Jax, Master Yi, and Riven on the squishier side.
You might think that Udyr, Voli, Sej, and Zac all are tanks and that they go against what I said earlier, but all these champs will do great damage late game. They scale very well with items, both offensive and defensive. Udyr just has such high bases he only needs one kind of damaging item to tear people apart, Voli has an execute that scales with his health and abilities that multiply each other's damage, Sej has an AOE that scales with health and high bases, and Zac has high bases on a low cd. All of these champs have itemization options that make them tankier but at the same time make them do more damage. When a Jarvan, a Xin, or a Noc builds items, they are either building it for damage or for defense, they do not have aspects of their kit that allows a defensive stat to provide offense or an offensive stat to provide defense.
7/26/2013 9:47:28 AM
Posted in: General Discussions
Quote from jakeroberts164 »
From what I'm picking up on, it seems like you'd like to add a strong ganker to your lineup. The best 2 that I can recommend are Zac and Jarvan. Zac's ganks are very strong and he can gank from more locations than just about anyone. He's also a fantastic tower diver and brings a lot of strong team fight prescience late game. Jarvan also has strong ganks as early as level 2 or 3. Just take some time to learn how to set up his E+Q combo and you'll be good. Both of them also have solid clear times and have some nice variation in their build paths. Based on what you asked, those are my best recommendations.
Zac is a strong ganker, but not at the very early stages of the game. Until he hits six, he just has a gap closer plus slow, and the gap closer can't always be used mid gank due to the charge-up time. He is a strong ganker once he hits 6 and/or if the lane also has some cc, but Zac can't hold someone in place that long compared to some of the other junglers here, and he also doesn't have much damage to supplement his ganks until you get some gold. However, he does have a very strong teamfight presence.
7/26/2013 9:43:59 AM
Posted in: General Discussions
To answer some of your other questions.
Hec and Sej basically want to power farm to six and then gank whenever their ult is up. Sej can gank pre-6 pretty well, but Hec's ganks are pretty much crap until 6. Not to say he shouldn't gank to apply pressure, but you just shouldn't expect to get a lot of kills and snowball.
Elise is probably just as strong at ganking, maybe stronger, but it's a lot harder to pull of than with xin. Xin is targeted slow and gap closer, knock the guy up, target slow again, then they're dead. With elise you have to decide if you want to approach the gank with human or spider form and then there's a lot of mechanical difficult involved. I think Xin will bring more to a teamfight with an AOE displacement and the ability to just lock out the enemy carry. Elise is much more likely to just blow up the carry and skitter away, she doesn't really bring much to a teamfight. However, Elise's clearing, sustain, counterjungling, and objective control are all stronger than Xin's by quite a bit.
7/26/2013 9:39:10 AM
Posted in: General Discussions
I do a LOT of jungling so if you have any more questions, please ask, I would love to help you.
Anyway, atm It looks like you want to be able to gank and either snowball yourself or snowball your lane.
For champs with great ganking early in the game, I would go Elise, Jarvan, Xin, Nautilus, and Pantheon.
Elise is highly skill dependent but once you nail her down, you can gank almost anyone at almost any time and come out with a kill. Her clearing and sustain are good enough where they aren't a huge weakness and you can duel many champions very well. However, her big weakness is that if she falls behind she doesn't really come back, as the jungle will be able to her apart. Champions that are strong duelists and counter-junglers make her cry. She's certainly not awful late game (like Lee Sin), but she does lose some effectiveness as the game goes on. But if you play her well, you've probably shut someone down and/or snowballed someone else, so it shouldn't be a big deal.
Jarvan is one of my super faves. He's not very difficult, but mastering the speed of the E+Q as well as making good judgement calls with it is where his difficulty lies. Both of these things come with experience and aren't even that hard. Anyway, as soon as you get E+Q you can gank very well, and his ganks only get stronger with an AOE slow and his ridiculous ult. He can be built bruiser, burst assassin, or, most commonly, tank/initiator. Jarvan's jungling power comes from his absurdly flexible build options. He isn't so great at dueling and invading, but he reacts very well to enemy plays. having a strong knowledge of how the enemy jungler is going to play will let you be in the right place at the right time to use your insane E+Q combo to ruin their day. I'm talking about counterganking, stealing objectives, etc. Jarvan is supreme when it comes to skirmishes. He wins a fight, you take an objective, he backs and heals, then does it again. The only really difficult part is his wimpy mana pool. You have to manage your mana while clearing so that you always have enough to win a skirmish.
You already have Xin, he's basically a worse Jarv imo.
Nautilus isn't someone I own and play, but I know that his ganks are just stupid. If you stagger your abilities properly, you can hold someone in place for 4-6 seconds, depending on your level and such. Plus, he provides enough CC for an entire team, making him a great pick if your team needs CC. Nautilus is extremely prone to being counterjungled as he is a weak duelist and his clear is a little slow. But usually you just want to be ganking non-stop anyway.
Pantheon is another jungler I don't own/play, but I know why he's strong and weak. Pantheon does everything in the jungle really poorly. His clear is slow, his sustain is poor, he doesn't have any real objective control, and without those three he can't counterjungle very well. But there is one thing that he is absolutely broken at, and that's ganking. Targeted gap closer with stun attached, enough burst to kill you before you can move, and the ability to block tower shots basically makes it impossible to survive a pantheon gank. Once he hits 6, he can jump across to another lane and do it again. I think this is the guy you want in all honesty. I feel like you want to just be in all places at all times, ganking and snowballing your team. I'd give pantheon a try.
7/25/2013 9:13:46 AM
Posted in: Champions and Gameplay
There are a few things that I think make a champion very difficult to play, but few of these traits can be found on one champion.
1. Champions that rely heavily on positioning
This may be the hardest thing in the game to master. Squishy champions without any repositioning tools are just so effing difficult. You want to make use of your insane damage and blow kids up, but you can't afford to get too close or else you will get caught and die instantly. These champions require such a high degree of awareness during fights that some players just get overwhelmed by it until they gain more experience. Champs that come to mind are most mages and many AD carries. Orianna in particular has to keep track of the position of what are essentially two units, which sometimes just feels impossible for me.
2. Champions with flexible item builds
Champions who can build many different items and still be very effective can be tricky to build and play. In an effort to meet your team's needs, you want to try and build the ideal items for the situation, but it's very easy to make the wrong decision. Furthermore, sometimes different item builds accompany different playstyles and not adjusting your playstyle according to your build can leave you useless and behind. Champions that itemize flexibly are often tanky junglers. They can either build for damage or for durability and knowing when to choose which and knowing how your item choices affect the limitations of your champions oftentimes only comes through trial and error.
3. Champions who have to make judgement calls
Some champs know their job. It's obvious. The assassin dives the carry, the carry attacks the closest target, etc. But some champs have to make the big decisions for their team. Decisions that can make or break a fight. I'm looking at the champs that can either use their abilities to initiate, or peel. To stop the frontline, or stop the carry. Not only do these champions have to use their abilities with the right timing, but they have to use them on the right people, and neither of those decisions is usually obvious. These are often the support and the tank. To make up for their lack of damage, they have to use their utility to make plays, which requires a player to make an accurate and knowledgeable assessment of the situation.
4. Melee champs without gap closers
Really, this is more difficult than people think. Sure against some team comps, Olaf and Udyr can just charge up and whack kids in the face. But mobility creep has made that difficult. It's not always easy to get in range these days. Oftentimes, it's a combination of the right summoner spells, intelligent item builds, and crafty positioning that makes these champs effective. I can't tell you the number of players I've seen play Udyr since SG came out and they just run right up the lane at their target, only to take free damage and do nothing. One of the reasons Olaf is getting reworked is due to his deceptively high skill cap, which is due in part to how smart you have to be to get in range with him.
5. Champs that must snowball to be relevant
These champions force you to go out and do something, to make plays early or lose the game. They put a lot of pressure on you to perform to a high standard, and failure to do so can be extremely costly. These are often champs that can take multiple roles, where one or more of those roles is supporting or jungling. In these roles where they get less gold it can be difficult for them to maintain the same level of relevance as they do in a different lane.
6. I do not consider mechanical difficulty to be real difficulty. There is no real nuance or greater understanding it takes to master mechanical aspects of champions. All it really takes is muscle memory and getting a feel for abilities. However, it does add a significant learning curve to a champ, and I do factor it in a bit.
After considering all these different characteristics, some of the most difficult champs to play are, in no particular order:
Orianna, Olaf, Malzahar, Syndra, Draven, Lee Sin, Blitzcrank, Rengar, Veigar, Twisted Fate
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