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Author Topic: League of Legends - Patch 7.22 - Runes Reforged  (Read 1289702 times)

sebcool

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #13005 on: April 11, 2014, 01:56:39 pm »

They've just added a level requirement to Team Builder. Now you have to be level 25 to use it.

*sigh* Guess I'll just wait for them to change it again. Playing without it is kinda painful.
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Flying Dice

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #13006 on: April 11, 2014, 01:58:13 pm »

It shouldn't take you that long to get there, and if nothing else you can practice mechanics in ARAM.
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sebcool

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #13007 on: April 11, 2014, 02:03:40 pm »

I actually forgot about ARAM, guess I'll play that instead :)
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Arcvasti

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #13008 on: April 11, 2014, 05:03:19 pm »

I actually forgot about ARAM, guess I'll play that instead :)
[Quietly]Dominion is neat too...
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Chaoswizkid

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #13009 on: April 12, 2014, 12:06:24 pm »

Got my second ever penta, was in URF with LeBlanc of all champions (uncommon for Pentas considering mostly single-damage spells, usually has to dart in and out and then back to base to heal). It was really only a penta due to a lost teamfight on our end, most of the enemy getting super low due to our Teemo's shrooms, them staying alive with Zhonyas long enough for the poison to wear off so I could get to them.
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Putnam

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #13010 on: April 13, 2014, 01:56:11 am »

Kayle

Is that how you spell that? I keep thinking it's "Kael" (mostly due to this guy) whenever my brother mentions her...

So now I'm set straight on that. I'm going to regret having posted in here within the next two weeks, lemme tell you.

Bilbo991

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Re: League of Legends - Patch 3.14 - Preseason
« Reply #13011 on: April 13, 2014, 10:39:58 am »

My favorite champ in URF mode is yi. After the laning phase you just splitpush for days with the ghost - tele combo. With the build I was using he'd max out at something around 1300 ms with all the active items. Just ward in their base and tele to it every time you're up, gg.
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Flying Dice

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Re: League of Legends - Patch 4.5 - Feral Flare OP
« Reply #13012 on: April 13, 2014, 11:48:13 am »

Mine was Hecarim, but now I have to settle for Eve.
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Sharp

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Re: League of Legends - Patch 4.5 - Feral Flare OP
« Reply #13013 on: April 14, 2014, 08:30:03 am »

Feral Flare is ridiculous, and I'm saying this as a Xin player who makes great use of Feral Flare.

The problem with Feral Flare is like the problem facing a good Eve in that it really needs team work to counter it, apart from you don't need to be a good jungler to make use of Feral Flare. When facing a Feral Flare jungler you really need to counter their jungle hard, Wriggles isn't a great item for doing ganks unlike the 3 spirits but it's a very nice jungle item and helps jungler do quick clears and can also spend some time doing some ganking, however once Feral Flare comes it's great for jungling and great against opponents.

The damage increase you get for kills/assists/large monsters isn't a big factor although it's nice although once you get 25 stacks your AD for auto attacks is essentially 15 (base Feral Flare ad bonus) + 33 (base Feral Flare magic damage) + 25 (1 ad per stack vs champs) = 73, a huge amount for an item that only costs 1650g, and this is before the healing, 25 stack feral flare will heal 35 health per auto-attack regardless of how much damage is dealt unlike lifesteal, and then for the icing on the cake you get 30% bonus gold from monsters. All a jungler needs is feral flare and beserkers greaves and then the 4 other items can just be all tank items depending on enemy team, I like Locket + Spirit Visage + Thornmail + Banshee's. You end up being a huge tank who is very hard to kill and does a fair amount of damage and once you have 25 stacks you can solo baron.

Riot need to nerf the item quick, it's way too powerful for an item that costs 1650g, maybe reduce stacks on death or something.
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frostshotgg

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Re: League of Legends - Patch 4.5 - Feral Flare OP
« Reply #13014 on: April 14, 2014, 04:37:48 pm »

No, Flare is fine. It's players that can't understand the concept of "Invade the jungler who wants to farm their camps in peace for 40 minutes" that's the problem.
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Arcvasti

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Re: League of Legends - Patch 4.5 - Feral Flare OP
« Reply #13015 on: April 14, 2014, 05:02:17 pm »

Personally, I don't have a problem with junglers being able to deal damage. Although it may cause me some personal inconvenience, its good to see carry-style junglers being more influential in the game. Plus it can be countered pretty easily if you recruit the bot lane to 3V1 the other jungler at his red.[<--That was the best I've ever done as Udyr Jungle right there]
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Re: League of Legends - Patch 4.5 - Feral Flare OP
« Reply #13016 on: April 14, 2014, 05:05:42 pm »

That is a problem though, invading the enemy jungle is a team effort (unless your lee sin).

Anyway in all of my last games I have only lost when enemy jungler has feral flare and my jungler doesn't or both junglers have feral flare, the games where I have been jungling and had feral flare I have won apart from 2 times and both times enemy jungler had feral flare (and got more fed then me :( )
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frostshotgg

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Re: League of Legends - Patch 4.5 - Feral Flare OP
« Reply #13017 on: April 14, 2014, 05:57:04 pm »

That is a problem though, invading the enemy jungle is a team effort (unless your lee sin).
Patently false. Champions that want to sit in their jungle farming 25 camps required to become relevant all make a nasty investment. Anybody who spends their gold on actual combat stats has free reign.

I'm actually quite pleased with feral flare. It makes farmer junglers relevant again, which by extension makes control junglers relevant again. I suspect soon Nunu's reign of terror shall begin again. It all reminds me of the season 1 jungler golden age.
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Flying Dice

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Re: League of Legends - Patch 4.5 - Feral Flare OP
« Reply #13018 on: April 14, 2014, 06:07:36 pm »

That is a problem though, invading the enemy jungle is a team effort (unless your lee sin).
Patently false. Champions that want to sit in their jungle farming 25 camps required to become relevant all make a nasty investment. Anybody who spends their gold on actual combat stats has free reign.

I'm actually quite pleased with feral flare. It makes farmer junglers relevant again, which by extension makes control junglers relevant again. I suspect soon Nunu's reign of terror shall begin again. It all reminds me of the season 1 jungler golden age.

This is a good summary of my own thoughts on the Flare. You can't just sit it in a void and say, "Gee, this sure is a good item," you have to think of the opportunity cost involved in building it.

Normally AD junglers would build Elder Lizard (or Golem if they were going full tank), and EL is really, really good for ganking junglers. When you build it, you're making a clear statement of intent; you're going to be ganking heavily, trying to have a presence, and trying to snowball your lane. Building towards Feral Flare is a statement similar to that, but in the opposite direction. The moment you have Madred's, you've shown (both to yourself and to the enemy team) that you intend to sit in jungle and farm for the first twenty or thirty minutes, at least.

FF is balanced for the same reason that nobody ever bought Wriggles in S3: If one jungler goes EL and the other goes FF, the match is essentially going to be 5v4 for much of the early and mid-game. If a FF jungler leaves jungle to gank, they're falling behind. If they get counterjungled, they're falling behind. If they do anything but farm, they're falling behind. And if the enemy jungler tips the game against them before they leave the jungle with a bunch of fat items, it doesn't matter how many stacks they have unless they can carry alone.

But yes, I'm highly pleased with the Flare myself, both because farming junglers will be a thing again, and because it feels like a good risk-vs-reward sort of counter to the current high-impact early game junglers like Lee and Panth.
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Re: League of Legends - Patch 4.5 - Feral Flare OP
« Reply #13019 on: April 14, 2014, 06:29:13 pm »

Wriggles wasn't used because they nerfed it out of use when they removed the lifesteal from it. There was no point getting a wriggles because for the stats you got the healing from monsters and damage dealt wasn't worth it.

Also farming 25 large monsters doesn't take that long.
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