Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
League of Legends General Discussion Thread

(November 26th, 2012, 11:46)Gold Ergo Sum Wrote: Now my major complaint is that Riot won't let me change key bindings out of game (unless I am missing that somehow). It is a constant race for me to try to make changes every time I want to try a new setup.

You could always just load into a custom game with nobody else in it. Change settings there, then leave that custom game with no penalty. Its not exactly what you are looking for, but at least you won't be racing to change keybinds in a real game.
Reply

(November 26th, 2012, 15:30)Cul1 Wrote:
(November 26th, 2012, 11:46)Gold Ergo Sum Wrote: Now my major complaint is that Riot won't let me change key bindings out of game (unless I am missing that somehow). It is a constant race for me to try to make changes every time I want to try a new setup.

You could always just load into a custom game with nobody else in it. Change settings there, then leave that custom game with no penalty. Its not exactly what you are looking for, but at least you won't be racing to change keybinds in a real game.

I interpreted his message to mean he has champion specific key setups (like smartcasting on certain champions) that result in him regularly switching keys around when playing different characters.
"We are open to all opinions as long as they are the same as ours."
Reply

I've been watching a few (well, maybe more than a few) of Sullla's videos as procrastination/reward tools, and while I've only played the introduction, LOL is quite interesting to me, I think it's filling sort of an old D&D void in my power-gaming mind, except faster-paced and less complicated (and on a computer,mischief) . Anyways, I've never seen anything about Fizz or ever seen him played, I assume because he is under-powered. Can someone explain why to me? Seastone Trident seems very good to me at first glance and he has some re-positioning.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

(November 26th, 2012, 23:34)Merovech Wrote: I've been watching a few (well, maybe more than a few) of Sullla's videos as procrastination/reward tools, and while I've only played the introduction, LOL is quite interesting to me, I think it's filling sort of an old D&D void in my power-gaming mind, except faster-paced and less complicated (and on a computer,mischief) . Anyways, I've never seen anything about Fizz or ever seen him played, I assume because he is under-powered. Can someone explain why to me? Seastone Trident seems very good to me at first glance and he has some re-positioning.

I don't play Fizz myself but a few reasons.

1. In order to harass his opponent in lane he'll have to use his escape abilities. This means if he gets ganked when playing aggressive he's in big trouble. If you don't play aggressive with him he'll have a hard time laning vs ranged champs.

2. While his troll pole + ultimate skills have AOE, they rarely hit more than 1 target. Fizz is effectively all about blowing 1 person up. That in itself is less desirable than a champion who can do heavy damage to multiple foes.

3. He's an assassin, while this is fine in soloQ, in games with organised teams he's going to find it much more difficult to successfully get kills in other lanes to put himself and other teammates ahead.

4. He's an assassin (getting Deja vu?), typically once they've jumped into a teamfight, they don't get out alive. Virtually every Fizz I've seen gets most kills + deaths in the game.
"We are open to all opinions as long as they are the same as ours."
Reply

(November 27th, 2012, 08:45)Dantski Wrote: Virtually every Fizz I've seen gets most kills + deaths in the game.

Apart from pocketbeetle, for whom only half of that sentence applied. alright
Reply

Fizz also suffers from the problem of another champ fulfilling the same function on a team and doing a better job. Diana is another melee AP / assassin champ who is simply superior in overall kit design at the moment. There's almost no reason to play Fizz in mid when you could be playing Diana instead. With so many champs in League of Legends, this a problem that a number of them face currently (Skarner = better Warwick, Darius = better Garen, etc.)
Follow Sullla: Website | YouTube | Livestream | Twitter | Discord
Reply

(November 26th, 2012, 23:34)Merovech Wrote: I've been watching a few (well, maybe more than a few) of Sullla's videos as procrastination/reward tools, and while I've only played the introduction, LOL is quite interesting to me, I think it's filling sort of an old D&D void in my power-gaming mind, except faster-paced and less complicated (and on a computer,mischief) . Anyways, I've never seen anything about Fizz or ever seen him played, I assume because he is under-powered. Can someone explain why to me? Seastone Trident seems very good to me at first glance and he has some re-positioning.

As William "Scarra" Li, one of the top AP mids (which is the lane in which Fizz is usually played; his matchups against bruisers up top aren't very good unless you go bruiser yourself) in North America pointed out: Fizz is one of the most difficult champions to master, while the returns aren't that amazing -- Fizz IS capable of carrying games with his brutal laning phase, ganking capability and can one-shot enemy champions if he has enough of an advantage. Certain other champions do the same while being easier to play and more flexible overall (Ahri, Diana). Fizz still has a niche to fill in, but he's still difficult (he's melee ranged, a few of his skills take really precise aim and timing, and as all assassins, he tends to fall off) As it stands, Fizz doesn't show up in competitive because
1: There are only a few REALLY good Fizz players that play the champion so well that their teams incorporate him as a pick. Dig Scarra, Crs Nyjacky or TSM Reginald are all great players but they don't play Fizz. WW Tabzz is a ridiculously good Fizz player, on the other hand, so there are indeed situations where his team will pick Fizz for him.
2: Currently the game doesn't really favor assassins other than Diana. This isn't really a huge point since if you're a good Talon/Shaco/Akali/LeBlanc you will probably win your games with those champions but that's the reason why teams don't really put those assassins in their roster. This might change in Season 3, when Deathfire Grasp is reworked to be good again.

And he doesn't get played that much in solo queue because he's difficult and you yourself assumed him underpowered.

As it stands, it just takes a lot of effort to play him and not many players want to go through the effort.

That said, Fizz is pretty fun and viable. Honestly there are only few truly underpowered champions in this game; that, and for most of us, you aren't gonna go competitive any time soon. You play to the Elo you are in, and if you're a great X player, you will probably win more games than you will lose and climb up.
Reply

Thanks guys. As an assassin, why isn't he effective In a Nocturne-like role? Does he clear too slowly, or is it that he is too easily counter-jungled, or is it against just that other champion just does the same things, but better (or something else)?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

(November 28th, 2012, 23:31)Merovech Wrote: Thanks guys. As an assassin, why isn't he effective In a Nocturne-like role? Does he clear too slowly, or is it that he is too easily counter-jungled, or is it against just that other champion just does the same things, but better (or something else)?

Jungle Fizz? Well, it's because Nocturne builds and plays like a tanky DPS already and going bruiser on Fizz isn't that great thoug workable. Really though Nocturne has a better clear, sustain on his passive (a pretty strong one honestly) and better ganks throughout the game. Then he scales better with either offensive items (due to AD scaling on Q and R) and defensive items (sustain gets magnified by resistances).

Fizz's jungle clear isn't too great and none of his capabilities in the jungle exceptionally shine. Even some not-so-top-tier junglers like Darius have a niche to exploit (Darius snowballs hard and wrecks people in jungle duels, for instance), Fizz doesn't really.
Reply

(November 29th, 2012, 01:34)Deceptus Wrote:
(November 28th, 2012, 23:31)Merovech Wrote: Thanks guys. As an assassin, why isn't he effective In a Nocturne-like role? Does he clear too slowly, or is it that he is too easily counter-jungled, or is it against just that other champion just does the same things, but better (or something else)?

Jungle Fizz? Well, it's because Nocturne builds and plays like a tanky DPS already and going bruiser on Fizz isn't that great thoug workable. Really though Nocturne has a better clear, sustain on his passive (a pretty strong one honestly) and better ganks throughout the game. Then he scales better with either offensive items (due to AD scaling on Q and R) and defensive items (sustain gets magnified by resistances).

Fizz's jungle clear isn't too great and none of his capabilities in the jungle exceptionally shine. Even some not-so-top-tier junglers like Darius have a niche to exploit (Darius snowballs hard and wrecks people in jungle duels, for instance), Fizz doesn't really.

Nocturne also has a lot of utility as a bruiser even if he falls behind in the early game. His ult is borderline imba at all stages of the game and fearing a high priority target can win you a fight. A Fizz that's behind can do what exactly? Try to land a knock-up skillshot and that's about it.
Reply



Forum Jump: