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Author Topic: League of Legends - Patch 7.22 - Runes Reforged  (Read 1289322 times)

Flying Dice

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #12765 on: February 27, 2014, 07:26:18 pm »


I think I like him. It. Thing.


I know they sold him as a glass cannon, but damn. He's got incredible potential for kiting and zoning in fights; the only time I ever went below 50% health was my first all-in against the enemy Vel'Koz. Even when half their team tried to dive me I could always manage to peel for myself with few problems.

It's also sort of giggle-worthy when peoples' normal dodge responses to skillshots get them hit by Q harass over and over. That manual detonate option makes it amazingly good. xD

As for the build... just from how he felt while playing, that 40% CDR is a must. The playstyle felt very spammy, which makes sense: you've got relatively low AP ratios (even with my final build I had barely doubled the damage on most of my abilities), his passive which obviously procs more often if you spam abilities, and... yeah. I built my Athene's first and I don't think there was ever a moment after that where I ran dry on mana or had CDs up when I needed to fight. He fights like a sort of hybrid burst and sustain mage; you've got a very clear combo of E-W-Q-W-R to kill someone dead, but your cooldowns and mana costs are low enough that you can just continually cycle through your spells until everyone is dead. In other words, lots of fun. It also makes for easy low-level waveclear, so as long as you aren't getting continually ganked or all-inned farming is easy. On another note, MPen is a big yes. I might even try running him with MPen quints if I ever have the spare IP to waste on them.
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Jopax

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #12766 on: February 27, 2014, 07:59:55 pm »

Just have one of those very annoying players on my team. (ranked btw)

He's a platinum smurf!!

But because he's a smurf he has no champions. And he can't play support, at all. So our jungler very kindly gives him the jungle, because he's a fucking cool guy. He picks Warwick to jungle. Asks if that's ok. We ask for something else.

Doesn't have anything else :I
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Sharp

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #12767 on: March 01, 2014, 07:37:04 pm »

So I think I have devised a potentially over-powering team comp.

Top: Karthus
Jungle: Hecarim
Mid: Katarina (or Akali)
ADC: Caitlyn
Support: Fiddlesticks

Bans: Leona, Renekton, Kassadin

Botlane Fiddlesticks isn't actually a support though as much as he is an annoying AP harasser, a lvl 1 Dark Wind can do around 200 damage to a champion, with Cait traps and long range poke you can keep the enemy at the back and then a Dark Wind on them can bounce on them all to do tons of damage, should be able to force enemy out of lane pretty easily.

Top Lane Karthus is just to try and farm safe to get level 6, Mid lane Katarina is just farm super safe and Hecarim to do fire fighting and harrassment especially to top/mid to help Karthus and Katarina get farmed.

Teamfights is suicide Karthus and tank Hecarim to do lots of AoE damage and then when everyone is low Katarina just shunpo's everyone and any straggler gets sniped off with Cait. The mass amount of AoE damage Karthus, Hecarim and Fiddle can do make it easy for Katarina to assassinate everyone, Akali also works but Katarina can do far more damage with cooldown reset then Akali, also the Fiddle/Cait poke lane bot makes it easy for Karthus to get kills/assists to get enough power for the mid game teamfights and hopefully timed well with a Hecarim gank in mid should help Kata get kills as well.

Obviously this isn't an unbeatable comp but I have tried a lot of Fiddle poke bot and it's crazy how effective it is as long as your not facing Leona who can easily beat Fiddle, then with the super strong bot lane it makes it easier for jungler to concentrate on the other lanes, Hecarim is nice as he has the nice speed boost to move around and he can be very tanky very easily.
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Skyrunner

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #12768 on: March 01, 2014, 10:04:06 pm »

I see many ways that team comp could fail...
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frostshotgg

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #12769 on: March 02, 2014, 12:48:55 am »

Where's the cc? Where's the tankiness? That team would collapse if they got looked at funny, never mind have time to kill anything.
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Chaoswizkid

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #12770 on: March 02, 2014, 12:56:12 am »

Yeah, the entire team comp revolves around having great AoE with an assassin finish. That falls apart against any team comp with a moderate amount of mobility, any team that can snipe or out-assassin Kat or can simply soak it up with a beefy front line. I think it'd be a good counter to low-mobility, grouping-dependent team comps, and has real potential against any team that accidentally groups up, but it's too easily countered for a general case.


I once tried to find if there was any chance of applying a perma-hard-cc on a single enemy using any team comp but I didn't do much more than some initial work on it. I think that Hexakill mode would definitely enable it if it's not possible in normal matches.
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Sharp

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #12771 on: March 02, 2014, 06:17:35 am »

Where's the cc? Where's the tankiness? That team would collapse if they got looked at funny, never mind have time to kill anything.

CC you have Karthus wall and Hecarim, Karthus is the front-line for damage and because of Karthus doing damage while he is dead it allows Hecarim to get huge heals and basically be unkillable while his spirit of dread is on, during this time you have Fiddle silencing everyone and crowstorm for tons of damage and Cait and Kata to pretty much finish everyone else off. It pretty much doesn't matter if Karthus collapses and Hecarim is super annoying to kill.

Hecarim has super mobility so he can always catch someone, also the advantage of having a strong team fight comp is that you can just group up and siege up towers so you force the enemy team to group up, if they try and split push it makes tower diving that much easier and Caitlyn traps make it a bitch to try and defend towers because the moment someone gets trapped then they get all the damage.

The main targets to kill in the comp are Kata, Cait and Fiddle but Kata can easily avoid damage as she has super mobility with her shunpo, fiddle has his fear so only Cait can get in a bit of trouble but during the time it takes to kill Cait it is enough time for rest of team to do lots of damage and then kata to clean up.
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Flying Dice

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #12772 on: March 02, 2014, 10:38:52 pm »

You still have almost no hard CC, and a lot of the CC you do have will send enemies away from your damage sources. It also relies on 4/5ths of the team jumping into the enemy without an escape plan. If they have someone who can soak damage, or worse, a good CC source (ferex, Orianna ult, Sona ult, Amumu ult, &c.), your engage will fail. Even worse if something like that engages on you.

That aside, any comp that depends entirely on getting an assassin fed enough to clean up fights after two or three of their teammates suicide-rush is risky in and of itself. That, and a lot of your damage is AoE/multitarget. What I see happening is a lot of fights where the enemy team comes out low with a dead member or two in exchange for wiping your team.

Bottom line is that that comp depends entirely on your team being amazingly organized and capable of initiating on your terms every single fight, while also requiring the enemy team to not have any area hard CC or a raidboss-level tank, or an assassin who can get into your backline and kill Kat before she has a chance to engage.
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Jopax

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #12773 on: March 03, 2014, 04:18:43 am »

Yeah, it's decent in theory, but the moment it meets a tanky or a CC heavy team you die. No other way to put it, you just need something to soak up damage and keep people away from squishies. Having tons of damage is fine, but you have tons of magic damage, and that makes the enemies job of outliving you even easier, just stack friggin mres and laugh as your complete load fails to do anything but scratch their tanks. Honestly, your best bet would be to switch out Karthus for Rene which has more tankiness, just as much AoE (but it's combined, not just magic damage) and actually has a reliable source of hard CC.

Or go even safer and take someone like Naut for a jungler so that he can easily fuckoff anyone that comes dangerously close to your squishies (I guess Lee could work here too).
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Sharp

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #12774 on: March 03, 2014, 04:35:21 am »

Hard CC is only necessary when your facing enemies who can deal lots of damage quickly or can sustain themselves in fights, otherwise slows can work fine. Facing against damage soaks can be risky hence the Renekton ban who is probably one of the best damage soaks in the game but even damage soaks can only take so much damage, Wall of Pain reduces MR, Karthus can deal a lot of damage even while hard cc'ed and that allows Hecarim to get a lot of health even when hard CC'ed.

Anyway tried it out without a full comp as missing Hecarim (Nocturne instead) and ADC was Lucian instead and it worked out pretty well, most of the time it was just me as Karthus engaging the enemy team and then when I get jumped on I Zhonya and after I die the ult comes out and then Kata just cleans up, was against a heavy CC team of Irelia/Vi/Lux/Ezreal/Blitz as well. I was pretty much the front-line the whole game so either I engaged on people and then rest of team follows up or they engage on me and then rest of team follows up, Vi can be a damage soak but she couldn't last long in the defile.

Me and the Kata ended up with lots of multi-kills that game and would have been much easier with a Hecarim as well although Nocturne wasn't too bad as engaging a teamfight with Nocturne ult is great to stop any coordination by the enemy team.

----

And how many times do I need to say it or have you guys just not seen a half decent Hecarim? Heca is a huge damage soak, and is the best damage soak in teamfights in the whole game, he can go into a teamfight with 1% health and walk out with 100%. Also Renekton has nowhere the near amount of AoE damage as Karthus, main point of Karthus is doing the massive damage while dead as well. Jungle Naut is pretty horrible as well, if you wanted someone just to stun people who come close I would take Udyr instead, whole point of the comp is for Karthus to die anyway and Kata is notoriously hard to pin down, the last team had trouble and they had a Vi which really didnt work well because any time she tried to ult Kata it would just shumpo right in the back line and she would get taken out fast

To quote Walter White "I am the one who knocks!" the enemy has two choices upon seeing a Karthus come at them, dive him or run away. Either way it works well for me.

Also like I said before I'm not saying this is the ultimate composition but it works pretty damn well so far :D
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Flying Dice

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #12775 on: March 03, 2014, 11:08:30 am »

Hard CC is only necessary when your facing enemies who can deal lots of damage quickly or can sustain themselves in fights, otherwise slows can work fine.

This does not stack up with my experience of the game at all. Perhaps it's different in platinum and diamond and hard CC becomes much less important, but from what I've seen up to gold, hard CC is very, very important.

As the others have said, tanks and CC monsters (Sejuani springs to mind, filling both roles) would wreck that comp.
This exactly. That enemy comp you just described is exactly what I'm talking about: they've got a couple single-target hard CC abilities, but they can't lock down an entire team. Sejuani was also the first thing to come to my mind. With that comp you described the buildorder is obvious: SV -> mercs -> Banshee's -> Randuin's to deal with Cait -> Warmogs -> Abyssal -> Dive your entire team, lock them down, eat all of your spells while my team unloads from a distance.

The comp you're getting at is literally the definition of what tanks like Sejuani and Nautilus exist to wreck, because they can either engage on your or wait until you engage, CC your entire team for days, and then let their team pull cleanup duty once you've shot your load. Your alternative, of course, is not using abilities on them, in which case they ignore your puny AAs and kill your squishies.

Remember, Sejuani's kit is literally this: Passive = Bonus armor and slow reduction when damaging enemies, Q = Gapcloser + knockup that does %health damage, W = AoE damage that scales with bonus health and applies the E passive, E = Passively applies with all abilities and basic attacks, active burns marks on all marked targets for damage and a massive slow, R = Long range AoE stun with a wider range of AoE slow, even if it doesn't hit directly.

She's ideal for dealing with this sort of comp, but anyone who can get into your team and lock them up is going to wreck your initiates, especially if they have a teammate with AoE hard CC who can follow up, or a good multi-target damage ult. No one comp is perfect or uncounterable, and heavy CC/an aggressive tank happens to deal with monodimensional threats like this one.

If Karthus dies before he can dive, if Hec's engage is blocked by the enemy tank, if Kat is knocked out of the fight before she can engage, if the fight pushes the enemy team away from Cait and her damage, if Fiddles (like Karthus) is locked up and badly hurt before he can dive... basically, if any member of your comp doesn't get to engage perfectly, you lose a big chunk of damage.

Worse, when the majority of your damage is from one source, even the enemy squishies can just build (in this case) a MR item or two and be much tankier than yours will be. Not only is Cait your only source of physical damage, but the nature of your engage is to push the enemy away from you and chase them down. Cait's starting off in the backline, which means that she has to continually run up to continue the fight, which means that she won't be doing much (since you can't lock anyone down) and might even get jumped by an assassin.

Basically, without mass hard CC, this is how most of your engages will go: Karthus and Fiddles jump in as Hec ults in. The enemy tank and support CC them and someone pops a speed boost/Randuin's active to peel for anyone who doesn't have an escape of their own. Fiddles ult burns out trying to chase, Karthus doesn't get much damage and doesn't die. Cait is still chasing your team, Kat is waiting for one to get low enough for her to reset. Enemy team turns and locks down one of the people in the front, then collapses on your team. It's the same deal as a Kennen ult except Fiddles and Karthus aren't speedy enough to keep up with people on their own. Sure, there are some comps this will work against, but there are plenty that can shut it down.
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IronyOwl

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #12776 on: March 06, 2014, 10:36:22 pm »

Ahhhh, nothing like taking a Caitlyn ult at low health, but having 300 armor so not really caring. :3
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Flying Dice

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #12777 on: March 08, 2014, 02:25:13 pm »

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Skyrunner

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #12778 on: March 11, 2014, 04:08:32 am »

Teambuilder is amazing.
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Flying Dice

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #12779 on: March 11, 2014, 10:06:22 am »

Teambuilder is amazing.
Yes. Yes, it is. I don't know if it was just happenstance, but the first match I got with it, everyone on both teams was having fun and joking around in allchat for the whole game; there wasn't even any rage when the Orianna was afk for the first couple minutes. Maybe Riot is testing a hidden element of the MM system which ranks and matches people based on the number of reports filed against them? :V


(I think I'll call that match "Hahaha WTF is MR?")
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