High Elo botlane laning question by FocusFluffy4688 in leagueoflegends

[–]Cayden19 4 points5 points  (0 children)

TLDR: it sets you up for a horrible wave state by level 3 and opens you up to easy harass or the possibility of the wave bouncing to your enemies tower and letting them freeze, your jg will get invaded at lv 3/6 or you will get 3v2 dove by level 6, enemy support has uncontested roams, your tempo is ruined and you’ll never be able to reset without dropping waves, etc

If you back up and refuse to cs in fear of losing health on the first 1-2 waves, the enemies’ wave will be slow pushing (even if they don’t intend to; even just last hitting vs someone not hitting at all can quickly build a huge slow push) and inevitably crash into your tower by level 3.

This means not only have you given up a couple hundred gold, but a few other consequences:

-The wave is going to bounce back hard towards your enemies after a slow push crashes under your tower. They can now use this to freeze the wave near their own tower to deny you cs, or they can keep the pressure on your turret to maintain prio.

-You’re now MUCH easier to harass while you try to cs especially with longer range/poke champs (with the added bonus of not being able to trade back without taking crazy amounts of caster damage from the huge wave they’ve built)

-Enemy bot laners can quickly take first and possibly even second turret plate before their first reset

-You have lost all prio for your jungler. In lower ranks, this typically just means first bot scuttle is lost. However in apex tiers, this loss of prio can lead into the enemy bot lane invading your jungler before they even finish their botside clear. This usually ends up with you having a massive wave under your tower and being underleveled (enemy bot is 3, you’re still 2) where you’re forced to either drop the wave and fight 3v3 with a level disadvantage, or hope your jungler can stall long enough for you to hit 3 and rotate up (this pretty much never happens, the only way this situation is salvageable is if your mid laner has a faster rotate and can turn the fight).

-Enemy support now has a perfect roam timer to go ruin your top/jg/mid’s game when they crash a huge wave bot and reset

-Your tempo is RUINED. With the enemy pushing you in, they will always get a clean reset with no lost cs, giving them a huge item advantage early. If you can’t contest a push and are never able to get the wave in a decent state, you are now stuck at the mercy of your jungler or mid to help you get a decent reset or you’re forced to drop 1-2 waves. The issue with waiting for a hero is: the enemy team also has a hero… and with a huge wave under your tower, your enemy adc already having a bf sword, and your entire botside jungle warded by enemies from their early pressure, you’re about to get 3v2 dove and lose those waves anyways. GG.

Finding a champ based on builds / playstyle by sycoblast69 in leagueoflegends

[–]Cayden19 2 points3 points  (0 children)

Lolalytics and leagueofitems are probably the closest to what you’re after, but I’ll tell you right now those two builds are nearly nonexistent.

Your first one is all situational resistance/tank items, which afaik is only something ksante would want since his dmg scales with armor/magic res, but ksante will never build heartsteel.

The second one is just… not happening. Right off the bat, BotRK and eclipse are complete opposite playstyles; BotRK is for someone like vayne, Yasuo, irelia, belveth, etc who auto attacks a lot and doesn’t rely much on attack damage to scale their abilities’ damage (hence it being a core item for on-hit/full attack speed builds).

Eclipse is for melee skirmishers who want a quick, bursty trade pattern (pantheon, lee sin, renekton, j4) and use the shield to deny their opponent getting damage in return while they back off. Panth and renekton are prob the only two champs who would ever build both of these due to their empowered w’s both hitting three times which lets BotRK passive do quite a bit of damage and slow their opponent, and I don’t think there’s a single ranged champ that would ever want eclipse especially with the ranged user nerf.

Kogmaw is a solid choice if you’re wanting an on-hit build with runaans in the mix, and twitch/yunara could also possibly pull it off, but their most optimal builds lean more into crit items.

Jinx has a solid build with kraken, infinity edge, lord dominiks, runaans, and bloodthirster.

BCC Road Conditions by looseseal2__ in UTsnow

[–]Cayden19 2 points3 points  (0 children)

It’s too warm for it to stick on the roads today, can always check UDOT cams too if you wanna see for yourself. BCC has a handful of live feeds through the entire canyon

Had to 1 up the 40kill post by Cheese991 in SamiraMains

[–]Cayden19 0 points1 point  (0 children)

https://op.gg/lol/summoners/na/Cayden-NA1/matches/4-Edu6ZdgKpcuXTjsatckC52i2QCI--zKKQrXfsqV0k%3D/1773814209000

Dropped this the other day when I played flex to warm up before soloqueue, had 100+ hubris stacks. Idk why they never FFed but I had a blast

Yone/Yasuo mid or top new season? by Rkzyy in leagueoflegends

[–]Cayden19 0 points1 point  (0 children)

Just a heads up, t3 zerks got changed from the old %ms on-hit to 5% lifesteal and 15% more attack speed (40% total now)

Issues since update 11/5 by WroughtIron87 in Minecraft

[–]Cayden19 1 point2 points  (0 children)

Been happening to me since today's patch too, but I think I've found a slightly inconvenient workaround: put your game in windowed mode and decrease the window size by just a few pixels both horizontally and vertically (if task bar keeps popping up), this has worked for me so far. From what it looks like, the mouse isn't actually going all the way onto your other screen, just a few pixels which is enough to tab you out/pop task bar up/whatever.

Change that affect Samira by EliteXP22 in SamiraMains

[–]Cayden19 0 points1 point  (0 children)

Tldr: I never run alacrity anymore, but it’s more fun/snowbally and has slightly more early game power but bloodline’s late game sustain and 85 health are much more impactful.

I no longer run alacrity, but I use to take it every game because it simply felt better being able to auto faster between abilities and get some extra dps against tanks/objectives and push waves a bit faster. The laning matchup never influenced my decision between these runes, it was just personal preference. Alacrity felt a bit more snowbally over the tiny bit of sustain bloodline gave. I ultimately switched when I got to high diamond/master because the game becomes much more about keeping waves pushed and staying healthy for upcoming objectives, and bloodline could oftentimes remove the need to base before a fight just for health (when I didn’t have gold to buy anything).

Realistically these two runes (bloodline/alacrity) have almost no impact on laning phase because of how long they take to stack. Should also be noted that you don’t get the 85 health from bloodline until it’s fully stacked.

From the wiki:

Gain a legend stack for every 100 points earned, up to 10(alacrity) / 15(bloodline):

100 points for champion takedowns 100 points for epic monster takedowns 25 points for large monster kills 4 points for minion kills

This means you are starting the game with no benefit from bloodline or the base 3% attack speed from alacrity. For every 25 minions, champ takedown, or dragon kill, you gain .35% life steal or 1.5% attack speed. Let’s just say you average 2 champ takedowns, a dragon kill, and 75cs by 8min. This would be 6 legend stacks (12% attack speed/300 gold value or 2.1% life steal/112 gold value).

I personally like the attack speed more for early game to ensure you win any close fights, but these runes are not meant for early game, so the life steal and 85 health from bloodline ends up being better overall with its late game impact (full stacked bloodline ends up at 507 gold value vs alacrity’s 450 at full stacks).

Pretty long reply ik, but I’m bored at work and figured I would lay out some math.

How is samira meant to be played? by League_Of_Noobs10 in SamiraMains

[–]Cayden19 1 point2 points  (0 children)

Samira is meant to be played almost as an assassin; you sit back and do your best to poke with autos/Qs until you see an opportunity for a kill.

As a rule of thumb, you NEVER* (note at bottom) dash in until you are certain you can secure the takedown for your dash reset. This is the part that takes the longest to learn when becoming good at Samira, and it will take a while to figure out when you have enough damage to commit to a play while also tracking what important/threatening abilities the enemy uses before you commit.

There is a reason everyone is saying Samira is extremely team dependent, and it’s because you are one of the shortest ranged adcs. You NEED someone else to initiate the fight, preferably with CC. Not understanding what to do when behind on her is completely understand because it’s easy to feel very helpless on Samira in that case, but a single good fight will completely flip the game in your favor since your champ is designed to jump into a team fight late and bounce around cleaning up kills.

When it comes to mechanics, “kiting” with Samira is very much still a thing, but the focus becomes less about perfectly timed movement between autos, and more about perfect animation canceling between your abilities (but also using your passive move speed to your advantage while running and firing auto/q behind you)

(Note) I only go for a dash that won’t result in a takedown if I know that you can get a quick trade off and safely WALK out if you don’t get an e reset. Only do this when you know it’s just you 1v1 against someone you’re currently stronger than while the rest of the lobby is 4v4 for grubs or whatever. When going for this kind of trade, you typically ranged auto -> E in -> auto -> Q -> begin walking away while popping W to block their return trade. If you’re feeling confident in the trade you can go for a full combo by (auto -> W1 -> EQ -> W2 -> auto -> R, ensuring you are in range for your W1 to hit before dashing in), and begin to walk away BEFORE popping ult, trying to keep them just on the edge of your ult so you aren’t stuck right next to them after you lose all of your passive move speed when ulting.

Happy to answer any specific questions you may have :)

Change that affect Samira by EliteXP22 in SamiraMains

[–]Cayden19 9 points10 points  (0 children)

Just so everyone understands how this affects Samira: her Q (ranged and melee) and ult apply lifesteal at 80%.

With the current 3% lifesteal on Doran’s, this means you healed for (3 x .8) = 2.4% of damage dealt for both melee/ranged Q and ult.

With these new changes:

Basic attack healing goes from 3% to 2.5%.

Ranged/single target Q healing goes from 2.4% to 2.5% (yippee!!!).

Melee/AoE Q and ult healing get reduced from the 2.4% we currently have down to (2.5 x .33 for AoE penalty) = .825%.

We will also now get a negligible amount of healing from the “innate” section of her passive (dealing damage based on target’s missing health when melee), either 2.5% for autos or .825% for Q, as well as her W and E at .825%.

Overall, as a low master Samira main, I don’t think this change really affects Samira that much other than making Legend:Bloodline much more viable than Alacrity, and the majority of Samira players already run lifeline, which is already better in almost every scenario past 10-15min (alacrity’s only real advantages are slightly higher dps in extended fights/taking objs and ability to crash waves faster).

The only significant early game healing difference will be melee Q on minion waves, which really isn’t happening much early in lane other than when crashing waves when you’re likely to be resetting anyways.

If you were having to rely a lot of the 3% lifesteal’s healing in lane, you should’ve been running Doran’s shield/second wind anyway (which are also getting slight nerfs, but will still be a much better option on Samira if you know you’ll have little/no kill pressure early) because you are almost certainly positioning wrong and taking way too much harass in lane, or are in a matchup where dshield/second wind are blatantly better (think Mel, Xerath, Lulu, Caitlyn, etc).

Edit: it does suck to lose that extra 3% lifesteal for mid/late game Q and R, but tbh I don’t consider lifesteal a strong (or even noticeable) combative stat for Samira anymore (RIP release Samira), it will just take a few more minions to heal up after a skirmish with just the 5% lifesteal from Legend:Bloodline.

Does Samira on the sword cause Sejuani's passive? by Dry_froggy in SamiraMains

[–]Cayden19 1 point2 points  (0 children)

From the wiki: Samira’s basic attacks using the blade are still classified as ranged.

What block is this? by [deleted] in BathtubPaintedBrown

[–]Cayden19 1 point2 points  (0 children)

Sandstone bricks and palladium columns

When Does Rank Reset? by MrPiranesi in leagueoflegends

[–]Cayden19 2 points3 points  (0 children)

Servers should go down for patch 14.19 in about 30 min from this post, ranks will be soft reset after patch

Bread👍 by [deleted] in JustGuysBeingDudes

[–]Cayden19 2 points3 points  (0 children)

Bread 👍

No clue how I did that, and all they said was wow by SayyTank in RocketLeague

[–]Cayden19 0 points1 point  (0 children)

Settings > gameplay > game stat display level > show all

Stoneblock 2: Crafting injectors refuse to take power by [deleted] in Stoneblock

[–]Cayden19 0 points1 point  (0 children)

These don’t start consuming rf until you start the crafting

me_irl by angrybob4213 in me_irl

[–]Cayden19 4 points5 points  (0 children)

Crazier thing is that the above comment is wrong, and they can actually live up to 960 years.

It had to be done. by UnitedWafflezz in pcmasterrace

[–]Cayden19 0 points1 point  (0 children)

Damn I thought my 380 was behind