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On September 26 2017 06:55 DarkCore wrote:. Like endlessly scaling Grasp of the Undying sounds like a hilarious bonus for the likes of Cho and would make Stoneplate incredibly strong. Maybe? The "perfect" grasp would be 75 HP/Minute. which means in a 30 minute game you get 2250 HP, if you never recall and auto someone every 4 seconds. Real top efficiency is likely closer to 1/4 that,, what with recalls, kills, deaths, and pushing, so 560 HPish? And thats a stretch too probably. The .2% HP/10 minions is interesting, even for junglers. a full clear is 24-26 monsters. which means ~ 1% HP every 2 clears, multiplied by cinderhulk it gets interesting i guess, and lane ganking or taxing/covering. probably between 120-200 HP from that rune alone. can snag the inspiration for 205 more, and then maybe 200 from grasp? Neat amount of HP.
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On September 26 2017 10:10 dsyxelic wrote: just play tank junglers
sej mao in particular do high amounts of damage for a tank and its all magic. not that rare i do like top 2 damage on my team if i do well on them top 2 damage with sej/mao building tank? i feel sorry for you
and holy shit why are there so many keystones new stormraiders seems quite easy to proc
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Czech Republic11293 Posts
I've spent some time reading the masteries and it's really interesting trying to build for my junglers one thing to notice is that sorcery as main path and inspiration as second give more base stats, really important for junglers. IIRC Stopwatch builds into a GA, so that's a good mastery too. Might just be taking secondary inspiration on everybody
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i was under the impression junglers like lee, elise etc. would be going domination. you have burst through electrocute or with the jungle mob keystone and you have vision control with poros and zombie wards. everything junglers want to do tbh, unless youre a tank jungler maybe.
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On September 26 2017 11:24 evilfatsh1t wrote:Show nested quote +On September 26 2017 10:10 dsyxelic wrote: just play tank junglers
sej mao in particular do high amounts of damage for a tank and its all magic. not that rare i do like top 2 damage on my team if i do well on them top 2 damage with sej/mao building tank? i feel sorry for you and holy shit why are there so many keystones new stormraiders seems quite easy to proc
here's a prime example from iwd
obviously super extreme case of shit teammates since regardless a maokai should not do that much more than teammates in a 50 minute game, but in shorter games and shit teammates it is fairly trivial to do top 2 damage on team
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On September 26 2017 08:07 cLutZ wrote: If you are typing in chat, no wonder your mechanics blow
I think my average BAC likely the bigger problem. <_<
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Czech Republic11293 Posts
On September 26 2017 11:59 evilfatsh1t wrote: i was under the impression junglers like lee, elise etc. would be going domination. you have burst through electrocute or with the jungle mob keystone and you have vision control with poros and zombie wards. everything junglers want to do tbh, unless youre a tank jungler maybe. Yeah, Domination seems like it will be the main path for most at least bruiser and damage junglers. But the extra 3.5 AD from taking Inspiration as second one may seal that as the usual cookie cutter jungler rune setup. I wouldn't underestimate Predator though. At a first glance it seems like maybe the most powerful jungle thing overall. Like a superghost with damage attached to it, if you are going in from the jungle.
Also yeah, doing the most or 2nd most damage is pretty normal as a jungler. Ask the EUW squad xD
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On September 26 2017 11:18 PrinceXizor wrote:Show nested quote +On September 26 2017 06:55 DarkCore wrote:. Like endlessly scaling Grasp of the Undying sounds like a hilarious bonus for the likes of Cho and would make Stoneplate incredibly strong. Maybe? The "perfect" grasp would be 75 HP/Minute. which means in a 30 minute game you get 2250 HP, if you never recall and auto someone every 4 seconds. Real top efficiency is likely closer to 1/4 that,, what with recalls, kills, deaths, and pushing, so 560 HPish? And thats a stretch too probably. The .2% HP/10 minions is interesting, even for junglers. a full clear is 24-26 monsters. which means ~ 1% HP every 2 clears, multiplied by cinderhulk it gets interesting i guess, and lane ganking or taxing/covering. probably between 120-200 HP from that rune alone. can snag the inspiration for 205 more, and then maybe 200 from grasp? Neat amount of HP.
Oh, I didn't see they posted actual numbers with the abilities. You're right, it doesn't seem too bad, except then you remember it's a load of free stats. And like I said, Stoneplate multiplying with that health is pretty dope. For most champs it could be balanced, but some champs can obviously take advantage of certain runes.
My fear is that while Riot is trying to introduce these runes to increase diversity in setups, if they synergize too strong with a champs kit then it can do quite the opposite. If a rune is too strong on one champion, will Riot nerf the rune or the champion? Because if they nerf the champion, then there's a good chance they will become further dependent on the rune to stay relevant.
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the new rune system has made me really not interested in worlds. The meta leading up to worlds has been real uninteresting and knowing how completely different it's going to be, more than most preseasons feel like. Meh.
What im most curious about is how armor/mres gets adjusted with the new system though. There is almost no early game armor/MR in the runes. But i guess there is no Penetration either.
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I mean they have done some pretty major, turn preseason into a fiesta moves every year. In fact this year is the least the sky is falling talk I've read of any preseason. I do have to say though the time of it makes it impossible for me to watch live. Maybe in the actual finals I'll avoid some spoilers to watch some games but at this point I don't want to watch a vod if its just a beat down. And if I know the result it is not as interesting.
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This is definitely the first time ive looked at preseason changes and thought. i have absolutely no clue what the game is going to look like after worlds. Usually you can interpret some stuff, because a lot stays the same. but every champs numbers are being changed to fit in the rune system. I just dont know.
its definitely not sky is falling, none of it is really. its just. a total unknown to me. I can look at the runes and think "wow this going to be good because... oh no wait i cant use pen runes etc etc"
Im a little sad that i think my Rapidfire ornn is 100% dead now that Warlords is on that tree.
On tank junglers though. I dont think tanks should have tower de-aggro or nullification abilities, like Maokai W or Sej/zac passive.
Tanks already do well diving because of stats and item choices. they dont need bonus ability to dive.
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On tank junglers though. I dont think tanks should have tower de-aggro or nullification abilities, like Maokai W or Sej/zac passive.
Tanks already do well diving because of stats and item choices. they dont need bonus ability to dive.
Idk, I think tower aggro juggling should be a rewarding skill. Sucks when Mao dives you, tanks tower and then uses W to reset it and get away, but considering that those abilities are usually needed to dive you in the first place, he was probably pretty ahead or you were playing too greedy.
Everyone currently on KR soloQ is building Gunsoo, Runaans, Witts End on Kog, people are building similar on Twitch and Varus. Did something change that made Gunsoo so popular? The meta bot lane seems really unhealthy right now, ADC going Targons to rush Ardent on their support, and everyone is playing AS based ADC only, it's like crit has been nerfed or something. Not to mention loads of people running barrier/heal combos, feel like mid lane Karma has also seen a rise in popularity. Ardent is really getting out of hand...
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I think deaggroing is a great skillset and fun to use and see, with high risk if you screw it up.
I just dont think tanks should be the one with that ability. since they are already some of the best divers because they can absorb more tower shots anyway. Elise having it is good for the game, Aatrox back when people did that was fine, Kayn is even good because he's much squishier than the tanks. Its fine that vlad, fizz and Ekko and zed can. Just seems excessive for tanks.
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I like it better on tanks than on assassin's personally... bit I suppose this is a biased tank player speaking.
Ideally would be cool on support.
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I'm just waiting for them to unveil their latest complete jungle rework as per usual...
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My #1 hope for jungle is eliminating smite steals on major objectives. Dumbest thing in pro games.
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Plz no, sounds busted on supports. Bot lane has a lot of matchups that favour one side considerably already, and snow balling can be pretty lopsided, you don't need to make it worse by giving them the chance to dive you easier. Especially because bot lane diving in pro play is already quite common, juggling aggro with 3/4 ppl is a lot easier than just 2 in top lane.
What's wrong with smite stealing major objectives? It makes games more exciting lol, and makes comebacks possible. My bigger problem is with certain champs being able to do more instant damage to baron like Cho/Kalista/Nunu.
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On September 27 2017 02:53 DarkCore wrote: Plz no, sounds busted on supports. Bot lane has a lot of matchups that favour one side considerably already, and snow balling can be pretty lopsided, you don't need to make it worse by giving them the chance to dive you easier. Especially because bot lane diving in pro play is already quite common, juggling aggro with 3/4 ppl is a lot easier than just 2 in top lane.
What's wrong with smite stealing major objectives? It makes games more exciting lol, and makes comebacks possible. My bigger problem is with certain champs being able to do more instant damage to baron like Cho/Kalista/Nunu. A while back i ran Relic shield Vlad support for funsies. i think this was before the rework. specifically for the dive. and it was a lot of fun lol
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On September 27 2017 02:53 DarkCore wrote: Plz no, sounds busted on supports. Bot lane has a lot of matchups that favour one side considerably already, and snow balling can be pretty lopsided, you don't need to make it worse by giving them the chance to dive you easier. Especially because bot lane diving in pro play is already quite common, juggling aggro with 3/4 ppl is a lot easier than just 2 in top lane.
What's wrong with smite stealing major objectives? It makes games more exciting lol, and makes comebacks possible. My bigger problem is with certain champs being able to do more instant damage to baron like Cho/Kalista/Nunu. Smite steals aren't fun, they are cheap. If your game needs that to have comebacks, you need a better comeback mechanic. I'd be ok if it was an anti-snowball mechanic where a smite steal nullified the big monster buff entirely.
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