League of Legends Enemy riven dc'd in an urf game so I tried to tank fountain laser for as long as I could |
- Enemy riven dc'd in an urf game so I tried to tank fountain laser for as long as I could
- Ignar and Santorin flame Sneaky in SoloQ
- Pro players, coaches and personalities defending Ignar on twitter after recent Sneaky video.
- Just remove Wukong's 2nd knock up already.
- Shernfire leaves TL and NA
- The Creation of the LEC and Flashpoint ft. Quickshot & Thorin | Essential Esports
- Sandbox YamatoCannon discusses his move.
- Kindred Fanart
- Reaching over 2 BILLION Movement Speed
- pantheon fanart
- Quick Gameplay Thoughts: May 15
- Using Baron to turn the chase around
- Kindred Vibing Animation
- Labrov (BIG), Milica (visa issues) and Nji (Vit.Bee) to join Vitality's LEC roster in summer split
- two wet noodles and their pet cats fight (4x speed)
- Head Coach Edgar Leaves Gen. G
- Infographic - Fiddlesticks 10.8 vs 10.9
- I think I speak for a lot of ADC players when I say the main fustration from the role comes from the loss of late game fantasy
- The Right Boots For You
- Game-changing Caitlyn Trap Bug since 10.9
- Favourite URF lane try it while you still can
- [5 min survey] The relation of toxicity in League of Legends, main role, personality and behavior
- Thresh Fanart
- Introducing the new head coach of SANDBOX Gaming, with an exclusive interview!
Enemy riven dc'd in an urf game so I tried to tank fountain laser for as long as I could Posted: 15 May 2020 09:10 AM PDT
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Ignar and Santorin flame Sneaky in SoloQ Posted: 15 May 2020 12:48 PM PDT
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Pro players, coaches and personalities defending Ignar on twitter after recent Sneaky video. Posted: 15 May 2020 04:07 PM PDT Here are some of the tweets that have come out. https://mobile.twitter.com/YamatoMebdi/status/1261428903635124224 https://mobile.twitter.com/MonteCristo/status/1261427480931385344 https://mobile.twitter.com/HussainMoosvi/status/1261424768739356675 https://mobile.twitter.com/Artemis/status/1261431685838540800 https://mobile.twitter.com/LiquidDominate/status/1261404762265665536 https://mobile.twitter.com/OdoamneLoL/status/1261422344200830976 https://mobile.twitter.com/OdoamneLoL/status/1261417856140406785 Seems like over all consensus in pro community is that blowback on Ignar and Santorin is way overblown. Edit: https://mobile.twitter.com/VeteranEU/status/1261448920225333249 https://mobile.twitter.com/xSojin/status/1261422290736001024 https://mobile.twitter.com/FionnOnFire/status/1261446343853174784 [link] [comments] | ||
Just remove Wukong's 2nd knock up already. Posted: 15 May 2020 07:29 AM PDT TL;DR it's super toxic and leads to little counter play. I'm pretty sure most people agree it should go,I haven't seen anyone defend it but let me make it very clear why it should go. So the original ult was one knock up, lasted much longer and had AD scaling, now it has a much shorter duration, can be used twice in a short amount of time, and has no AD scaling but does max hp instead. now all of the changes were good and helped make him more of a bruiser BUT instead of it knocking you up once it he can do it twice. Now why is it a problem well knock ups are already very good and being able to do it twice is really powerful in general but just having it isn't a bad thing, the problem comes from the fact it's on Wukong. Wukong has pretty short cooldowns on his non ult abilities that are pretty much point and click, so that leads to Wukong going in and using multiple rotations of his abilities without much of a reaction from the champion he is fighting. So using the practice tool(I'm too lazy to do the math) Wukong uses e,q,w then ult(or something like that) gets his q back after the first ult so he can auto with it then after the 2nd knock up his e and q are about 1s off meaning with no cdr he can use q 3 times and e 2 times in a fight, keep in mind this is all in about 4s maybe less and the enemy is knocked up for 1.5s,so that is a lot of damage while the enemy can't do anything, o yeah also by the end of all that Wukong will be much harder to kill from his passive since it will be fully stacked So lets also look Wukong's items and runes, so he tends to get triforce and he takes conqueror which means he can also proc triforce multiple times in that short amount of time and a lot of the damage wukong takes will also be healed up from his passive and conqueror in that time not to mention he can also fit a deathdace in his build. This is just his 1v1 in team fights he can target one person in a group do that damage while also ccing everyone around them so multiple champions are knocked up for 1.5s very easily. If Riot removed it, his ult then becomes much more fun and adds skill and a choice. Since you need to think about if the damage is worth it since the enemy will not be cced and can cc you or damage you. Also Riot will have to compensate him with some kinda of buff. Wukong is my 2nd favorite champion and was my first main so I don't want him to be gutted again. I want Wukong to be in a good state that is also fair. But right now it just feels unfair which is sad since other then that the rework was amazing. [link] [comments] | ||
Posted: 15 May 2020 06:14 PM PDT | ||
The Creation of the LEC and Flashpoint ft. Quickshot & Thorin | Essential Esports Posted: 15 May 2020 12:21 PM PDT
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Sandbox YamatoCannon discusses his move. Posted: 15 May 2020 11:35 AM PDT
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Posted: 14 May 2020 11:54 PM PDT
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Reaching over 2 BILLION Movement Speed Posted: 15 May 2020 12:21 PM PDT
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Posted: 15 May 2020 09:16 AM PDT
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Quick Gameplay Thoughts: May 15 Posted: 15 May 2020 10:19 AM PDT | ||
Using Baron to turn the chase around Posted: 15 May 2020 06:33 AM PDT
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Posted: 15 May 2020 03:13 PM PDT
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Labrov (BIG), Milica (visa issues) and Nji (Vit.Bee) to join Vitality's LEC roster in summer split Posted: 15 May 2020 11:19 AM PDT | ||
two wet noodles and their pet cats fight (4x speed) Posted: 15 May 2020 07:44 AM PDT
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Head Coach Edgar Leaves Gen. G Posted: 15 May 2020 04:10 AM PDT https://twitter.com/GenG_KR/status/1261249863360016387 The most important part of this announcement IMO is part of Arnold Hur's statement, where he says "We know Edgar has been thinking of taking some time off and we respect his decision", so I'm sure that this (hopefully) isn't Griffin Mk. 2. I know that he has been receiving a lot of criticism regarding Gen G's performance at the finals and his pick/bans, so I'm assuming that had something to do with this quite sudden departure. [link] [comments] | ||
Infographic - Fiddlesticks 10.8 vs 10.9 Posted: 15 May 2020 04:48 AM PDT
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Posted: 15 May 2020 02:03 PM PDT Let's be honest here. Getting one shot by assassins, or constantly roamed on or ganked by mid/jg/top has always been part of the ADC experience, but most ADC players can accept this as part of the role. What's most frustrating is when you get to 6 items as an ADC there's no guarantee that it actually make a difference in the overall game state. Of course, your damage has increase but at the end of the game you are just an extremely squishy and mediorce sustained DPS threat. Late game for ADC has been lost, the game has accelerated so much with the addition of dragon souls and baron minion buffs that getting to late game is difficult and the payoff of getting to late game is small. Riot has given so many late game tools for other champions that ADC as the preminent late game CARRY doesn't exist anymore, and despite promises to increase early game power those option have never came. if you don't believe me that other roles have gotten massive late game buffs I'll dirrect you to assassin and mage itemization. Zed Build in S3 pre rework Bortk and youmoos 55 AD, 20 Armor pen,10% CDR, 15% CR and between 40-80% attack speed Zed build now Youmoo's duckblade 115 AD, 20% CDR and 38 fucking armor pen (lvl11) the other stats are less important when compared to lethality. Assassins should not be strong late game, there needs to be a solid trade off to their deadly laning, and roaming potential. I don't think it's controversial to say an assassin player should end the game as soon as possible or risk falling off. Nowadays assassin only kinda fall off. The addition of lethality means their armor pen doesn't fall off as hard as it used to, a maximum of of 20 armor pen means that come late game when a ADC's natural armor growth reach reaches around 70-80(40% dmg reduction) it only gets reduced to around 50-60(~35% dmg reduction) compare this with a 50 lethality build at level 16 around 47 armor pen 70-80(40% dmg reduction) -> 20-30 (23% dmg reduction) That's a 13% INCREASE IN DAMAGE OVERALL coupled with runes which give additonal damage. you might wonder, AD assassins probably have had their damage reduced to compensate right? but no using Season 3 as a comparison. Zed Q max rank 235 + (90% bAD) -> 220 (100%bAD) Zed E max rank 180 +(80%bAD) -> 170 (80%bAD) Zed R max rank CD 80 -> CD 60 (100%AD) + 50% stored dmg -> (100% AD + 55% stored dmg) Some commentaters might be cheeky and say that Zed used to have a 20% bAD increase on his W, but that is heavily compensated by a much lower CD on Ult, an increase bAD ratio on his Q and increased stored dmg on R, and W was buffed to have increased range ADDITONALLY as Zed also had his attack speed growth increase by 1% per level. Now this comparison isn't made to riff on Zed but to make an example of the fact that assassins are overall stronger late game than previous season. Mages are just as bad In season 3 you had to choose between athenes rush, and item that gave 60 ap, 36 mr, 20% CDR and a mana restore passive similar to how it is now. ] Or you chose Deathfire grasp, an item that gave 120AP, and 10% CDR, and a burst combo active it didn't have mana which meant that mana management was especially important. Usually you went Athenes as a control mage, and you went DFG on champs like ahri, leblanc or veigar who used to have a mana restore passive it was harder to manage mana back then and you actually had to be careful with it. Also these were the ONLY items that had CDR in the entire mage repetior, additionally Mage cooldown were much longer When DFG was removed Riot added ludens to replaces it and it still filled a similar roles as it did. Now with the mage item rework and luden change mages get both, mana, AP and CDR for only 600 more gold. This is why mage itemization is strong, because the offensive choices they had to make in past seasons is gone, there's no nuance to the build, at this point if you are an AP champ that uses mana, chances are ludens will not be a "bad" purchase, additionally 40% CDR is trivial to get with transcendence and zhonyas bother giving 20% CDR total. Contrast this with season 3 there was NO way to get 40% CDR without a major old rune investment(scaling CDR quints or glyphs can't remember off the top of my head) that put you behind your laner because they have a less greedy rune set this is infinitely better than the current runes which give those stats for FREE. Additionally you either had to buy ionia boots thus losing out on sorc boots, or you had to a buy a DFG and an athenes a major investment that only gave CDR once the item was fully complete plus anti synergy. This means that mage itemization is even more efficient that it used to be. To prove the point I went into the practice tool bot 2000hp 100 armor + MR, and play around with syndra I could approach a maximum of 550 dps with a full build(luden, rab, void, zhonya, sorc, liandry) Compared it to something like a Tristanna who can achieve a max of 800 dps(RFC, storm, IE, Zerks, BT, LW with abilities). Syndra also has a burst combo in addition to CC engage with you begin to wonder whether that extra 250 DPS matters. Expecially when a single item(tabi) reduce trist dmg down to 720 DPS instantly) bringing Trist's dps advantage to 170 DPS a second this can be further reduced by randuins(20% reduction) bringing Trists total damage down to around 580 a DPS advantage of only 80 dmg a second, a 30% loss in DPS with only TWO! items not even counting the armor both item gives or the 15% attack speed reduction it gives. Some commentaters might say that syndra's damage get equally reduced if the enemy buys MR, but there are false comparisons with that
This means that the advantage ADC get's from getting to late game 6 items is so diminished there's little benefit is getting it insofar as there's no real ADC powerspike anymore of course the ADC does more damage but so does any other role that build 6 damage items. Concluding ThoughtsNumber buffing the ADC isn't helping it. Sure you're giving the role more power but it doesn't touch at the heart of the issue which is that ADC has lost it's spot as the strongest lategame role with no compensation buffs in early to midgame. The builds that have let ADC be strong in midgame and early are often nerfed or are difficult to leverage due to the nature of a enemy support in lane. I don't balance the game so to be quite honest I don't have many idea's on what to do. My main idea's is to expanding and augmenting ADC itemization to double down and help them acheive a late game fantasy(or nerfing other roles lategame power). OR allow the role actually be usefull in mid to early game by buffing their ability to make plays on the map. Option 2 is much harder which is why I suggest the first one since riot insists on other roles being strong late game. sorry for the long post I'm just tired of how ADC is being handled and how riot refused to even acknowlege the issues in how the role fits in the game in modern league besides just number buffing it. thanks for reading. [link] [comments] | ||
Posted: 15 May 2020 05:23 PM PDT
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Game-changing Caitlyn Trap Bug since 10.9 Posted: 15 May 2020 01:57 PM PDT There's been a massive Caitlyn bug since 10.9. Basically the 2 second per target cooldown has been removed, meaning you can infinitely chain traps for a perma snare and with enough attack speed perma trap and headshot. Clip of me not being able to flash out after stepping on 1 trap with 0 tenacity: https://clips.twitch.tv/ShakingSecretiveStarlingGingerPower Clip of my friend not able to flash out of trap while I headshot him with enough attack speed https://clips.twitch.tv/SpunkyElegantBearKevinTurtle Basically early game — when you don't have that much attack speed — you can chain a traps with your support (morg, thresh, etc) making an effective 3.7 second snare (1.1 for first and second trap, 1.5 for last) and later in the game when you get more attack speed you can basically perma combo anyone cc'd in trap range and instakill them. [link] [comments] | ||
Favourite URF lane try it while you still can Posted: 15 May 2020 06:00 AM PDT
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[5 min survey] The relation of toxicity in League of Legends, main role, personality and behavior Posted: 15 May 2020 09:44 AM PDT Hey everyone! It takes only 5 minutes to fill out and I will post the results when I have enough responses! Thanks a lot <3 [link] [comments] | ||
Posted: 15 May 2020 12:41 PM PDT
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Introducing the new head coach of SANDBOX Gaming, with an exclusive interview! Posted: 14 May 2020 11:40 PM PDT
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