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League of Legends General Discussion Thread

Thanks Speaker, I appreciate it.
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VarisNox Wrote:Thanks Speaker, I appreciate it.

I don't think I understood that game at all. My current theory is that Irelia/Teemo/Anivia had never been that far ahead before, and had no idea how to handle it?

I've also deduced that stacking Phantom Dancers (3x?) is not the right answer.
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I might put that up on YouTube eventually, although I dislike doing games that are that long (61 minutes). I watched it again this morning, and these were the reasons I came up with for why the other team didn't win:

* Poor team composition. They really, really would have benefitted from a support to give them more sustainability, and from a ranged AD carry for lategame damage/poke. The massive Kogmaw damage, along with continuous Sona heals, made a huge difference in a lot of those fights.

* Poor item builds on some of those champions. AP Teemo is simply bad, as Rain Man (#1 Teemo player) has explained in some detail. Stacking triple Phantom Dancers on Irelia was also unbelievably dumb. A tankier Irelia would have swung a lot of those fights.

* Poor team coordination. The other team was almost never grouped together. Everyone was mostly off doing their own thing. This wasted enormous amounts of time, and hindered their ability to push. There were a couple of occasions where their side had a 4 vs 2 advantage, and only 2 of their players would actually push lanes, while the other 2 would just be off in some random lane farming. Our middle tower/inhib should have gone down 20 minutes before it did.

* Poor control of neutral buffs. We took Baron 4 times during the game (!!!) They never took Baron even once. That's a good way for a team to stay alive when they're losing elsewhere.

* Very poor tower diving. We literally lost the game at the 57 minute mark, and then the other team was kind enough to suicide at our Nexus turrets and give up 3 kills for nothing. All they had to do was wait 10 seconds for minions to appear, and then they would have won the game. Simply amazing.

In other words, it should be pretty clear: you can't win games when you're that far behind unless the other team gives you a *LOT* of help. And fortunately they did. lol You won't often win games where top and mid both get absolutely crushed during the laning phase, which is what makes these kind of victories all the sweeter.

Special props to our 2/8 Singed who ran summoner Heal. What a boss!
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I watched it, and I thought that Singed was a rude person, And you should of invited me instead.
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The thing about LoL is that games with premade teams of 4 are usually more relaxing than full 5-man premades due to the way matchmaking works. A full 5-man premade will usually get matched against 5-man premades, while a premade of 4 or less will get matched against full teams of randoms and premades equally (such as 2 duo's and a single, a triple and a duo, etc.). Full 5-mans are really tryhard games most of the time. Honestly, my favorite part of winning that game is that we won despite the overall negativity of the Singed player and his constant surrenders.

I'm actually going to defend both teemo's and irellia's builds. AP Teemo, while not optimal, still is a decently valid choice. His mushrooms were brutal for both Metallian and myself, most of the time doing half our HP in damage if we hit one. That kind of damage going into fights could easily have swung any in their favor. For Irellia's build, I'm wondering if the player deviated from his normal build as the game went on due to the endgame. You do want some attack speed on Irellia due to her True Damage. Building pure attack speed is also a backdoor pushing tactic that almost worked during the last few minutes, since she could take down a tower/inhib before we killed her. Still, both builds are suboptimal, but I can see the player's reasoning for doing those builds. Honestly, their team's weakest link was that Wukong, who didn't seem to grasp the concept of Wukong's initiation (Stealth with W into knockup Ult) until too late in the game.
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New patch notes released:
Patch Notes

Lots of bug fixes for this one. I'm most interested in how Pantheon plays now, and I like the change to Nasus' wither.
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New mode explained a touch more.

Also, you can spot one of my olde friends in several scenes of the playtesting.

http://www.youtube.com/embed/USuukCxPpMA

This will really screw with the meta since some heroes are pretty much only good at pushing/laning imo.
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http://www.youtube.com/watch?v=E27z6A8L0bM

Good cast by the Cynical Brit. I wish Sullla would cast games in which he doesn't do well too.
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spellman Wrote:This will really screw with the meta since some heroes are pretty much only good at pushing/laning imo.

The much higher passive gold gain plus the lessened gold from kills and minions will definitely change things. Fully itemised supports will be interesting for one. Also champions that sometimes have trouble farming like poppy will seemingly be boosted. I think mobility will probably be king on that map, so the strong champions may be similar to ones that are powerful on Twisted Treeline.

Patch notes: http://na.leagueoflegends.com/news/relea...es-v100123

Skarner's kit seems to suggest he will be a ganking jungler, although it will obviously depend on the numbers.
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Jowy Wrote:http://www.youtube.com/watch?v=E27z6A8L0bM

Good cast by the Cynical Brit.

*blink* *blink*

Oh...

Nevermind.

Found on Dyrus' tumblr:
[Image: nmmum.png]
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