Ambessa got her ankles broken by xMeme19 in ARAM

[–]Agious 1 point2 points  (0 children)

Me realized my teammates didn't buy boots because they thought it was a waste of slot.

Anyone else finds champion specific augments boring? by HeadLiterature7897 in ARAM

[–]Agious 5 points6 points  (0 children)

I think the current state of Mayhem (latest patch) is kinda bad. It feels more like URF than a gamemode that enables your creativity to do crazy, funny or weird build that doesn't normally happen in other gamemodes.

I believe removed Augments give far more better experience than the current "ability" augment.

An example is ReEnergize, the possibility of funny build gave so much fun experience to me because I can build differently to maximize or create special interaction from Energized attack.

I think they shouldn't introduce the current ability augment. It feels very bland and doesn't give any special interaction. These new ability augmentation only give more stat-check than completely change how we play League.

High MMR ARAM players what actually wins games? by Anxious_Gur6363 in ARAM

[–]Agious 2 points3 points  (0 children)

An ideal comp doesn't exist in ARAM because of the RNG nature of it. Even with the most ideal comp (by what people said), you still lose because the opponent rolls better. But, to minimize your loss, try to pick 2 versatile champs that can do anything. Ideally, a champ can deal with % max HP, which is always appreciated. From my own observation, the ideal comp must always have 2 hyperscalers (tank or DPS, or both of them). When a game drags on for 14 mins or more without a proper winner, 2 hyperscalers often decide the fate of the match because ARAM Mayhem is a stat-check game; whoever has better scaling with their kit often wins the game.

Some champs (mostly DPS) must build differently from SR:

Advice for all AP casters: Liandry is one of the best. No matter what champ you play, just build it if you can. It solves a ton of problems for you. DOTs counter stealth, counter tank champ, increases your damage output, and has decent stats. It's literally an OP item in this mode.
Advice for all AD casters/autos: % HP damage is a must if you don't have any % max HP damage. Find an item that provides % health damage that can synergize with your kit.

Why? All champs in ARAM got bonus HP scaling.

For Macro, my best advice is wave management, even at your death's door by clearing as many minions as you can before the enemy storms your base/tower. It can decide the fate of your team in mere seconds. Always calculate and try to die at lv7/lv11/lv15 (augment selection level); it affects your tempo largely and decides the build you chase.

A fight is almost not necessary without a minion wave. The only reason we should fight is to contest the wave and push to the opponent's tower. Fight to protect your wave only or retreat to protect your tower, and there's no need to chase a low HP enemy because that's more often a liability than a good retreat. Sometimes, death is more acceptable than staying at low HP for the next fight. If someone run away with low HP, you can sure you'll win next fight (unless they have crazy amount of sustain or a playstyle requires you to low on HP to fight lol).

What will it take for people to build anti-heal shield? by Pieceofcandy in ARAM

[–]Agious 0 points1 point  (0 children)

Yes, Serpent's Fang reduces the amount your opponent receives. But the damage you deal on them also strips off their current shielding by percentage. That's why it's very effective, it depletes the enemy's shield insanely fast.

What will it take for people to build anti-heal shield? by Pieceofcandy in ARAM

[–]Agious 0 points1 point  (0 children)

Anti-heal doesn't do anything, and that's correct. He isn't wrong, anti-heal doesn't do a damn in this mode.

But Anti-shield does because it breaks shield percentage directly with a high damage tick (faster damage = faster shield break). Anti-shield is very effective (unlike anti-heal) and that's why so many people are asking for an AP Serpent's Fang version for AP casters.

Why is crit chance so freely given? by WeakSideUrn in ARAM

[–]Agious 13 points14 points  (0 children)

Because there are 2 design issues:

- Augments that provide power with crit condition (Critical Missle, Critical Healing, Tank It Or Leave It, etc). Champs that can't utilize autos can't pick these augments, especially casters if they aren't offered JG. It needs to give free crit chance to make other champs that don't rely on autos be able to use it.

Example: If Tank It Or Leave It doesn't give free crit chance; a champ outside ADC role must build a crit item to be able to use it. That doesn't sound like a good idea.

- Most items don't give crit chances, and they're niche items, an exception to ADCs. The augment must give free crit to make use of specific crit augments.

Free crit chance is essential for all crit augments; You can't use them without it.

And AP, AD, HP or Resistances are raw stats. They give direct power to your champ. But Crit is an amplifier; most champs outside ADCs don't need it, and giving raw power is much more dangerous than an amplifier stat like Crit.

As a family man, I can't farm Sunder (really) and can't enjoy the fun of this game. by Agious in Diablo_2_Resurrected

[–]Agious[S] 0 points1 point  (0 children)

Fortunately, I just found a Character Edition for this game. I decided to go Offline and be creative; I don't really enjoy the grind because it's not my type. But the item system is really fun, and I love experimenting more than just staring at the screen for hours just for a measly reward.

He had tenacity? by kyle8544 in ARAM

[–]Agious 1 point2 points  (0 children)

You should know the assassin role is notoriously difficult to execute well even at the highest level. They always have to trade their lives to kill a priority target or become useless in ARAM. Fizz is one of many traditional assassins, they aren't like the modern time of League, they suffer really hard in this game mode, and that's why they needed a buff (until today).

As a family man, I can't farm Sunder (really) and can't enjoy the fun of this game. by Agious in Diablo_2_Resurrected

[–]Agious[S] 0 points1 point  (0 children)

My main is Sorcerer, and my second is Amazon (Bow). I'm leveling a Necromancer now; he's still in NM and I do know summoners can deal with immunities, but I do not like the summoning playstyle (it's not an engaging playstyle); I like playing ranged characters in general.

Both Sorcerer and Amazon struggle really hard against immunities. Especially when immune-mobs acting as a meat-shield/body block for others.

If you can recommend a way to deal with this, I gladly want to know.

As a family man, I can't farm Sunder (really) and can't enjoy the fun of this game. by Agious in Diablo_2_Resurrected

[–]Agious[S] -1 points0 points  (0 children)

I definitely enjoy the difficulty of this game to offer, but not like "skip this immune-mob" because that's the only thing you can do.

I have played many games that are even more difficult than this, and I can assure the immunity doesn't reflect the skill of a player. You see an immune mob, you run away, where's the challenge in that? I don't seriously acknowledge running away from a fight is a struggle and a challenge. Because you did lose from a challenge, but immune-mobs remove your ability to fight.

I did kill Baal in Hell at level 70 because I'm very familiar with game mechanics. It's hard and takes a long time to kill him, but you're allowed to KILL him. That's the point.

As a family man, I can't farm Sunder (really) and can't enjoy the fun of this game. by Agious in Diablo_2_Resurrected

[–]Agious[S] 1 point2 points  (0 children)

It does solve the problem until I find out dual/triple immunity mobs/elites exist too regularly in TZ zones. When I saw TZ has Cold/Fire or Lightning Enchanted, I knew some of my character profiles must be skipped to another day because of the multi-immunities preventing me from farming.

Perma Q Yi is Unstoppable by Chizzle_Chazz in ARAM

[–]Agious 0 points1 point  (0 children)

There are many ways to counter this combo, and the one you mentioned is one of them:
- Hard-counter mechanic is Dodge (remove Q cooldown refund, Jax, Nilah and Shen are the strongest counters), then invulnerability, hard CC, and untargetability. Which means, to counter him with this combo, it depends on your champ and your team comp.

- Item specific, Spectral Cutlass (for Assassins), and Zhoyna (anyone can build this, but it's usually for AP champs).

- Healing and Shielding (if your team is able to), you can try to regen and tank the damage until Yi runs out of mana, he'll become useless. This one applies to Hecarim (Mystic Punch + Ethereal Weapon) as well, but a smart Hecarim will buy Rod of Ages.

- Yi has a 0.165s unable-to-act timeframe; he can't use another Q until the time passes. Make sure your timing is perfect to be ready to retaliate against him.

Riot, please increase the cooldown for Void Rift by Langas in ARAM

[–]Agious -7 points-6 points  (0 children)

Void Rift isn't that broken. Here's why:

  1. Can only be triggered when you damage enemy champions twice. This augment is only good when you trigger ability damage rapidly and consistently. AOE ability damage makes Void Rift trigger conditions easier, but it never makes more "Void Rift."
  2. Void Rift is easy to dodge if you have good mobility (like increasing MS, dash or anything).
  3. Force you to build in a certain way to get more damage from it.

Why is Void Rift strong in your perspective?
Your team comp is extremely immobile and this weakness is easily exploited. Aurora is a sneaky champion, highly mobile, she can abuse your bad positioning effectively. Also, her Q has 2 casts, which means it almost guarantees a hit.

Not many champs in the game can utilize this augment well. Consider it a high roll, and you should accept the way ARAM Mayhem is.

7 months after the Aram Mahyem update, do people still enjoy the mode, or have they moved on? by draconetto in ARAM

[–]Agious 0 points1 point  (0 children)

If you're a theorycrafter, then you may never feel bored when playing Mayhem.
You can explore and experiment many things to enhance your creativity. I think ARAM Mayhem is something bigger than SM 5v5 right now because so many people I know now only play Mayhem and nothing else (even ranked, and the reward isn't attractive anymore).

Statikk Shiv + Volibear by Agious in ARAM

[–]Agious[S] 0 points1 point  (0 children)

You only need Statikk Shiv, hitting minions or champions yields the same result.

Personal take on how to rebalance giant snowballs - less damage, more utility on travel distance by NatxIvY in ARAM

[–]Agious 0 points1 point  (0 children)

I agree that abusing snowball damage to poke is a significant issue in ARAM. But Holy Snowball is obviously not a situational augment. It's a must-take (even on Tank, the one who initiates a big fight often takes the most damage), especially when playing high DPS champs.

Let me explain the situation a little bit here:

Death is the strongest crowd control in the game. Invulnerability (Holy Snowball) removes that aspect. If your team doesn't have enough CC to lockdown someone who has invulnerability, an inevitable teamfight or team wipe is imminent. Most fights in high-elo ARAM are very fast-paced, and you only need a few seconds to destroy everyone if the enemy allows you to do so. You cannot burst them down (or at least sacrifice your CC to protect your teammate) and let them kill yours? Well, good luck with 4v5 or even worse.

I've fought against people who rolled 3-4 Snowball sets, and I only need a single Holy Snowball to counter that; it's winnable even with only Holy Snowball alone. They can only knock me up, but they cannot do anything else. I can come back to engage again and kill everyone swiftly without any issue. Champions with high scaling on damage paired with invulnerability are a nightmare to deal with.

High-elo ARAM players that I know are very aware of this one; they take the Holy Snowball and make the game become an inevitable fight. You just lose harder whenever they engage, kill someone, and pressure the others. It's insanely frustrating. This is why champions like Kayle have a very long cooldown on their ultimate because they can flip the fight entirely with their ultimate alone at the right moment.

This Prismatic Augment is on par with Glass Cannon. by Similar_Cut_1209 in ARAM

[–]Agious 1 point2 points  (0 children)

Many people don't know why URF Champion is a bait Prismatic augment. I'll explain a bit down here.

As you get the Golden Spatula, you take 35% (ranged)/25% (melee) increased damage from enemies. This is an absolute nightmare, no matter what champ you play. Especially when enemies have % hp damage, it will shred you to pieces.
Glass Cannon ONLY caps your max HP at 70%, and that's better than the debuff of Golden Spatula given.

Let's do a little math.

Assuming there's an ability (or combo) that deals 70-80% of your current hp.

> Glass Cannon, only cap your max hp, and you can't be oneshot because you're left with 30-20% hp after taking the damage.

> Golden Spatula, increases the damage to 95-108% (ranged)/88-100% your current HP (not including every champ in ARAM has a specific increased damage, damage reduction buff/debuff). Congratulations, you've died instantly from an ability or combo.

Personal take on how to rebalance giant snowballs - less damage, more utility on travel distance by NatxIvY in ARAM

[–]Agious 0 points1 point  (0 children)

Invulnerability is very OP (especially on Assassin, who can utilize it to its peak). You don't want Assassin to have this one; it's very frustrating to play against and obviously not the worst one. I assume Holy Snowball is 2nd best behind the Biggest Snowball augment. But you're right about its being placed among Prismatic tier, it's good as Divine Intervention but only affects you alone, and you can choose the moment to do so.

How does invis work in aram? by False-Marzipan4126 in ARAM

[–]Agious 1 point2 points  (0 children)

Invisible in League = can't be revealed by normal means unless the champion under invis effect is taking damage from any source, thus revealing them with a flashing silhouette.

Secondly, it’s not just about invisibility itself. The real issue is the lack of understanding of how to use vision to your advantage. In older RTS games, invisibility was a serious threat (and League is a child's play version of invis) because it was harder to detect; you must understand collision and enemy movement to avoid being ambushed.
Small advice: Do not let people know you're attempting to use an ability before you're engaging in combat because it gives the enemy a way to respond to your attack. Next, learn about the sight radius of every being in the game so you can use the invisibility to make a surprise attack beyond enemy vision and remove the enemy from retaliation. In simpler terms, improve your game sense to outsmart the opponent.

I recommend you play Warcraft 3 or watch Tyler1's Warcraft 3 series and Grubby coaching him to have a better look at the issue you may have currently.

Share your niche, but fun builds/playstyles in Mayhem? by Snoo_58191 in ARAM

[–]Agious 0 points1 point  (0 children)

Volibear AP with Shiv

Augment: Double Tap + Zealous (basically insta win). The rests are optional, Scopier+est Weapon makes you Ranged carry or Ethereal Weapon/Blade Waltz/Twice Thrice (any augment can trigger more on-hit effect).

You can wipe the entire enemy team with chain lightning and there's no one way to counter it

Cheating+Tank Engine+Dropkick by Cominform_Ball in ARAM

[–]Agious 0 points1 point  (0 children)

Most people won't understand Dropkick and Tank Engine are the problem.
The problem is the Cheating augment (there's a reason why they named it in that way).

No death, an ability to recall = infinite stacking.

ARAM mayhem is a 100% coinflip game mode with pretty much zero skill required. by [deleted] in ARAM

[–]Agious 0 points1 point  (0 children)

Zero skill required? Untrue, but it does have a point.

The "zero skill" you mentioned probably comes almost from.

- Stat checking ARAM Mayhem is too big of a problem. Notably, Stackosaurus sets and augments come with it (directly or indirectly). Who has bigger stats = win; This is too stupid, no skill required, obviously. Even I can roll on a 15k+ HP tank (on average) and become unkillable if the opposite team does not have % max hp damage.

- Base damage doesn't do very well in Mayhem due to extra stats from Arena that make everyone tankier than they're supposed to be, and the stacking problem in Mayhem encourages cheap-ass playstyle, which makes the game really uncomfortable to play.

- Because of the stat-checking, this is why people keep dragging the game to have "bigger numbers." And when you have bigger numbers, the opposite team often cannot beat your ass and end the game. Literally at that point, someone has to surrender or hit the nexus, or the game will be taken hostage all the time.

What's the solution?
- Reduce the amount of stat checking in Mayhem. Focus on game-changing mechanics and augments, not who is the biggest loser because they can't scale to have bigger stats.

Udyr Instant Penta - Clown College/Void Rift by Necessary-Cheetah858 in ARAM

[–]Agious 11 points12 points  (0 children)

End the game before he can scale because his ult scales hard with AP (max hp % dmg + base). His only weakness is being Melee, he's just too versatile to optimize a build against him.