And seriously Riot, a percent HP AOE execute, please, STOP.
we already have a percent HP AOE ultimate in the game though
And everyone hates her! I don't have a problem with the ability in the abstract (and it looks like it might be fairly hard to hit outside of the KS from fountain when people are fighting mid), but I feel like Riot is overusing percent HP lately and I find it kind of annoying.
% true damage tied to an auto-attack is not inherently a bad mechanic no matter how much people get mad that they need to itemize against it with the irregular defensive stat of attack speed lowering
And seriously Riot, a percent HP AOE execute, please, STOP.
we already have a percent HP AOE ultimate in the game though
And everyone hates her! I don't have a problem with the ability in the abstract (and it looks like it might be fairly hard to hit outside of the KS from fountain when people are fighting mid), but I feel like Riot is overusing percent HP lately and I find it kind of annoying.
i don't hate quinn
I was talking about Eve! Quinn's does not do a percentage of your health, it does more damage if you are low health, that is not the same thing.
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And seriously Riot, a percent HP AOE execute, please, STOP.
we already have a percent HP AOE ultimate in the game though
And everyone hates her! I don't have a problem with the ability in the abstract (and it looks like it might be fairly hard to hit outside of the KS from fountain when people are fighting mid), but I feel like Riot is overusing percent HP lately and I find it kind of annoying.
i don't hate quinn
I was talking about Eve! Quinn's does not do a percentage of your health, it does more damage if you are low health, that is not the same thing.
The rocket explodes on the first enemy champion hit, dealing damage to the target and all nearby enemies based on a percentage of their missing health.
% true damage tied to an auto-attack is not inherently a bad mechanic no matter how much people get mad that they need to itemize against it with the irregular defensive stat of attack speed lowering
I wish there was a disagree button. A meager two high end items which are only viable on pure tanks do not make effective counterplay.
And seriously Riot, a percent HP AOE execute, please, STOP.
we already have a percent HP AOE ultimate in the game though
And everyone hates her! I don't have a problem with the ability in the abstract (and it looks like it might be fairly hard to hit outside of the KS from fountain when people are fighting mid), but I feel like Riot is overusing percent HP lately and I find it kind of annoying.
i don't hate quinn
I was talking about Eve! Quinn's does not do a percentage of your health, it does more damage if you are low health, that is not the same thing.
The rocket explodes on the first enemy champion hit, dealing damage to the target and all nearby enemies based on a percentage of their missing health.
quinn and jinx's ults sound like the same to me!
It implies that it does a percentage of your missing HP, not increased damage if you are missing HP like Quinn, Riven, and Volibear. If it is actually like that then it's fine, the percent HP annoys me because Riot tried to make health the default defensive resource with the resistance nerfs, and then added all these things to punish you for actually buying health.
Percent damage is only really a problem when it's percent true damage.
Looking at no marksman in particular here.
I find it funny that is that for all the complaining people do, even years later, that is the one thing that has never been nerfed.
Im pretty sure the true damage was nerfed a couple of times. The on hit at least. Made her too strong early game.
Doesn't make it a good mechanic though
The flat damage was, not the percentage. I agree that it's kind of annoying, but it's designed to annoy you while not actually being that big of a deal.
% true damage tied to an auto-attack is not inherently a bad mechanic no matter how much people get mad that they need to itemize against it with the irregular defensive stat of attack speed lowering
I wish there was a disagree button. A meager two high end items which are only viable on pure tanks do not make effective counterplay.
The counterplay against silver bolts is not itemization then maybe :O :O :O :O
And seriously Riot, a percent HP AOE execute, please, STOP.
we already have a percent HP AOE ultimate in the game though
And everyone hates her! I don't have a problem with the ability in the abstract (and it looks like it might be fairly hard to hit outside of the KS from fountain when people are fighting mid), but I feel like Riot is overusing percent HP lately and I find it kind of annoying.
i don't hate quinn
I was talking about Eve! Quinn's does not do a percentage of your health, it does more damage if you are low health, that is not the same thing.
The rocket explodes on the first enemy champion hit, dealing damage to the target and all nearby enemies based on a percentage of their missing health.
quinn and jinx's ults sound like the same to me!
It implies that it does a percentage of your missing HP, not increased damage if you are missing HP like Quinn, Riven, and Volibear. If it is actually like that then it's fine, the percent HP annoys me because Riot tried to make health the default defensive resource with the resistance nerfs, and then added all these things to punish you for actually buying health.
i don't think "deals damage based on a percentage of their missing health" implies "deals damage equal to a percentage of their missing health"
Randuin's is viable on a lot of different people and character types. The only roles I would say wouldn't get Randuins in most games are ADC and a really burst-y Mage.
On the other hand, I get Randuins on Kat sometimes so maybe I'm crazy.
Also there could totally be times to get Randuins as a defensive item on an ADC over GA
Randuin's is viable on a lot of different people and character types. The only roles I would say wouldn't get Randuins in most games are ADC and a really burst-y Mage.
On the other hand, I get Randuins on Kat sometimes so maybe I'm crazy.
Also there could totally be times to get Randuins as a defensive item on an ADC over GA
no shut up let me complain about a mechanic i don't like that has never killed me when another adc steroid would also have done so
9 Janna wins in a row with a Shen loss thrown in to make me sad in the pants.
I'm adding you to the list of people that Janna has carried to Gold or Plat
It's a surprisingly long list
I was also told several times that "supports don't matter" which I found highly amusing. Went up against 5 Sonas during that stretch as well and they were all useless come lategame after they Crescendoed; whereas Janna and even Ali have so much more teamfight presence.
9 Janna wins in a row with a Shen loss thrown in to make me sad in the pants.
I'm adding you to the list of people that Janna has carried to Gold or Plat
It's a surprisingly long list
I was also told several times that "supports don't matter" which I found highly amusing. Went up against 5 Sonas during that stretch as well and they were all useless come lategame after they Crescendoed; whereas Janna and even Ali have so much more teamfight presence.
Just gonna highlight that because Sona killed my Dog
% true damage tied to an auto-attack is not inherently a bad mechanic no matter how much people get mad that they need to itemize against it with the irregular defensive stat of attack speed lowering
I wish there was a disagree button. A meager two high end items which are only viable on pure tanks do not make effective counterplay.
The counterplay against silver bolts is not itemization then maybe :O :O :O :O
And seriously Riot, a percent HP AOE execute, please, STOP.
we already have a percent HP AOE ultimate in the game though
And everyone hates her! I don't have a problem with the ability in the abstract (and it looks like it might be fairly hard to hit outside of the KS from fountain when people are fighting mid), but I feel like Riot is overusing percent HP lately and I find it kind of annoying.
i don't hate quinn
I was talking about Eve! Quinn's does not do a percentage of your health, it does more damage if you are low health, that is not the same thing.
The rocket explodes on the first enemy champion hit, dealing damage to the target and all nearby enemies based on a percentage of their missing health.
quinn and jinx's ults sound like the same to me!
It implies that it does a percentage of your missing HP, not increased damage if you are missing HP like Quinn, Riven, and Volibear. If it is actually like that then it's fine, the percent HP annoys me because Riot tried to make health the default defensive resource with the resistance nerfs, and then added all these things to punish you for actually buying health.
i don't think "deals damage based on a percentage of their missing health" implies "deals damage equal to a percentage of their missing health"
So you're saying the counterplay is don't get shot by vayne, kill vayne, or two items can get around with her aa reset. The first two work for everything in the game, and are ultimately not feasible given equal skill. There are easier ways to make a late game carry than to put in a mechanic lacking counterplay.
The counterplay to Silver Bolts is sustain, I suppose. Lifesteal, spellvamp, and the like.
I don't think it is really when ADCs have the greatest sustain via lifesteal in the game. Or in other words, Vayne will sustain just as much as anyone else reasonably can.
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
There isn't really "counterplay" to silverbolts in the traditional sense besides AS slows. Its ok. The counterplay to silverbolts is winning the game early.
So you're saying the counterplay is don't get shot by vayne, kill vayne, or two items can get around with her aa reset. The first two work for everything in the game, and are ultimately not feasible given equal skill. There are easier ways to make a late game carry than to put in a mechanic lacking counterplay.
Bork is strong but it has counterplay.
Vayne's steroid is Silver Bolts. Where other carries have an increased attack speed boosting their damage, or absurd synergy with Trinity Force, or ridiculously safe range, Vayne is instead rewarded for being able to stick to a target. This is pretty important because Vayne has a short/average attack range of 550.
In three attacks, Vayne deals 8% of your health, plus her attack damage. In three attacks, Kog'maw deals 18% of your health in magic damage from farther away, plus his attack damage. You need to have over 50% MR (and he needs no MPen) before Kog'maw isn't outdamaging Vayne. Yet no one complains about Kog'maw for some reason.
Well, for a pretty specific reason: because they obsess over the idea of counterplay through itemization. So yeah, the counterplay is kill Vayne. Because she's a fucking squishy carry with 550 range. You say "assuming equal skill, Vayne kills you" which is a frankly ridiculous thing to say and is completely untrue, given the fact that professional play isn't a race to who can lock in Vayne first.
There's this obsession over the idea of % true damage as though it's Satan himself, as though counterplay CAN ONLY HAPPEN while you're sitting back at base browsing through items. What's the counterplay to a skillshot - buying a bunch of MR so when it hits you in the face you don't die? Whoops no one says that.
The counterplay to Silver Bolts is sustain, I suppose. Lifesteal, spellvamp, and the like.
I don't think it is really when ADCs have the greatest sustain via lifesteal in the game. Or in other words, Vayne will sustain just as much as anyone else reasonably can.
There are a few champs that can outsustain her without just killing her outright. Mostly they need a minion wave or some other convenient things to leech off.
I was thinking about it from a purely theoretical standpoint though. The counter to %-health True Damage is sustain. Armor/MR doesn't work because it's true damage, and health stacking doesn't work because it's %. Sustain increases your EHP without increasing the damage that Silver Bolts does - thus, that's the counter. *shrug*
People don't complain about Kog because his steroid is activated and not passively available 100% of the time, and he doesn't have tumble, invisibility and condemn stuns. Vayne's passive move speed bonus and ability to rapidly reposition is what makes her so dangerous, silver bolts just ensures she's dangerous to tanks as well.
Also most people will be over 50% MR with one MR item.
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
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Shaco obviously.
9 Janna wins in a row with a Shen loss thrown in to make me sad in the pants.
You mean Jayce. Vi x Jayce x Jinx fan fics will be written.
I'm adding you to the list of people that Janna has carried to Gold or Plat
It's a surprisingly long list
i don't hate quinn
It's the same thing but exploded.
Im pretty sure the true damage was nerfed a couple of times. The on hit at least. Made her too strong early game.
Doesn't make it a good mechanic though
They even used the same files, same falling debris in the far back left corner.
http://mankejdesigns.deviantart.com/gallery/
What's she doing with Ezreal's head
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quinn and jinx's ults sound like the same to me!
Maybe she's been Ezreal the whole time.
I wish there was a disagree button. A meager two high end items which are only viable on pure tanks do not make effective counterplay.
The counterplay against silver bolts is not itemization then maybe :O :O :O :O
i don't think "deals damage based on a percentage of their missing health" implies "deals damage equal to a percentage of their missing health"
not
quinn sux jinx will be better deal w/ it fatbirds
swain is true bird champion the rest of yall go fuck urselves
Randuin's is viable on a lot of different people and character types. The only roles I would say wouldn't get Randuins in most games are ADC and a really burst-y Mage.
On the other hand, I get Randuins on Kat sometimes so maybe I'm crazy.
Also there could totally be times to get Randuins as a defensive item on an ADC over GA
no shut up let me complain about a mechanic i don't like that has never killed me when another adc steroid would also have done so
I was also told several times that "supports don't matter" which I found highly amusing. Went up against 5 Sonas during that stretch as well and they were all useless come lategame after they Crescendoed; whereas Janna and even Ali have so much more teamfight presence.
Just gonna highlight that because Sona killed my Dog
Aside: was that AP support Janna?
So you're saying the counterplay is don't get shot by vayne, kill vayne, or two items can get around with her aa reset. The first two work for everything in the game, and are ultimately not feasible given equal skill. There are easier ways to make a late game carry than to put in a mechanic lacking counterplay.
Bork is strong but it has counterplay.
add me too
I don't think it is really when ADCs have the greatest sustain via lifesteal in the game. Or in other words, Vayne will sustain just as much as anyone else reasonably can.
Just like the counterplay to Yi is hard CC
Vayne's steroid is Silver Bolts. Where other carries have an increased attack speed boosting their damage, or absurd synergy with Trinity Force, or ridiculously safe range, Vayne is instead rewarded for being able to stick to a target. This is pretty important because Vayne has a short/average attack range of 550.
In three attacks, Vayne deals 8% of your health, plus her attack damage. In three attacks, Kog'maw deals 18% of your health in magic damage from farther away, plus his attack damage. You need to have over 50% MR (and he needs no MPen) before Kog'maw isn't outdamaging Vayne. Yet no one complains about Kog'maw for some reason.
Well, for a pretty specific reason: because they obsess over the idea of counterplay through itemization. So yeah, the counterplay is kill Vayne. Because she's a fucking squishy carry with 550 range. You say "assuming equal skill, Vayne kills you" which is a frankly ridiculous thing to say and is completely untrue, given the fact that professional play isn't a race to who can lock in Vayne first.
There's this obsession over the idea of % true damage as though it's Satan himself, as though counterplay CAN ONLY HAPPEN while you're sitting back at base browsing through items. What's the counterplay to a skillshot - buying a bunch of MR so when it hits you in the face you don't die? Whoops no one says that.
They hate sustain due to it being boring and doing precisely that.
The true problem is defensive items you buy increase silver bolts efficiency by a lot. Its poor practice.
For other examples, veigars ult used to scale far better off the opposing ap carries ap. Its unfun to have your gold used against you so they stopped.
Mordekaiser combines great early game with effectively taking 20% of your teams gold and slapping you with it. Again unfun.
Yet vayne keeps her silver bolts relatively unscathed due to their policy on how markscreature damage should outscale everything.
while hurting the rest of her damage for the net result of vayne dealing less damage to you, the purpose of defensive items
There are a few champs that can outsustain her without just killing her outright. Mostly they need a minion wave or some other convenient things to leech off.
I was thinking about it from a purely theoretical standpoint though. The counter to %-health True Damage is sustain. Armor/MR doesn't work because it's true damage, and health stacking doesn't work because it's %. Sustain increases your EHP without increasing the damage that Silver Bolts does - thus, that's the counter. *shrug*
Also most people will be over 50% MR with one MR item.
Always fun to watch it bounce off of a katarina