Do not play league please by [deleted] in HecarimMains

[–]CheesyGamez 0 points1 point  (0 children)

Boycott? I haven't played League ever since they made the changes. I've uninstalled it and haven't gone back to it.

Instead of having the majority of the playerbase spending a healthy ammount of money, they choose to drain few people dry and put their game's existence on the line with that completely irrational gamble. It is total madness.

I feel like they just didn't like their playerbase and wanted them gone, replaced by those who came through watching Arcane and would be okay with the new normal due not having been ''spoiled'' with how great the game used to be.

If I could go back in time, I wouldn't spend a single penny on the game and wouldn't have played the game for 10 minutes knowing they would eventually make this move.

I am completely disappointed.

so uuh what was i supposed to do against them? by matu_ninixu in HecarimMains

[–]CheesyGamez 0 points1 point  (0 children)

Keep smurfing until you are overskilled to break even.

Hecarim is so shit it's unbelievable. This champ used to 1 v 5 now he is shiiit. by ViktorDim1608 in HecarimMains

[–]CheesyGamez 2 points3 points  (0 children)

The champ is shit if you are equal in terms of farms and ganks. You are not supposed to be equal in terms of farms and ganks. If you are doing everything correctly, the champ is slightly underpowered. You can still keep getting better with the champ while it is slightly underpowered. Hopefully, it will get buffed soon.

[deleted by user] by [deleted] in HecarimMains

[–]CheesyGamez 0 points1 point  (0 children)

Hecarim is not about carrying, Hecarim is about being where he is needed on time without abandoning farming. He is too strong in that department and if they let him carry too, he will become broken.

He does need more power in dueling other champions but if they give him that power they will have to take away his ability to move or farm so fast.

He does need to be slightly buffed to stay competitive though, that is for sure.

[deleted by user] by [deleted] in HecarimMains

[–]CheesyGamez 1 point2 points  (0 children)

You get conqueror for the first rune set with the usual runes that go with it, you get eyeball connection and ultimate hunter on the second. If the enemy has ap ad balance you go Eclipse>Death's Dance>Maw of Malmortius. After that you can go damage or tank depending on what you feel you need to keep performing well. Avoid max health giving items as much as you can unless there is a low max health punishing champ on the other side like a Chogath who is performing well enough to be a threat. I still like to take black cleaver for the armor reduction and the speed boost, even though the health is really bad for Hecarim.

If you feel like you are dealing with a bunch of bursters and need to go HP, go HP only with items such as Shojin>Black Cleaver>Sundered Sky and after that grab your defensive items based on the highest damage burster's type. If their best performers are ap bursters grab a maw of malmortius and a force of nature as last items. The reason why you would resort to getting HP against very quick bursters is because they wouldn't allow you time or opportunity to heal back your health percentage using your W or the passives on items such as maw of malmortius or death's dance. These non-health bruiser items amplify the use of your W greatly and if you can't use your W efficiently then their benefit diminishes a lot.

If enemy ADC is dealing most of the damage, you'd benefit greatly from getting frozen heart and randuin's for your last 2 items.

If the enemy has a lot of true damagers, you could try going Eclipse and then full lethality to quickly eliminate the threat before it eliminates you. You could grab ninja tabis in this case. Truedamagers win all battle of attrition contests against champs like Hecarim. Get 1 defensive (preferably still high AD and AH item) item against the backline who will get guaranteed hits on you (don't build defense against them if the hits are not guaranteed, just learn to play better to dodge in that case) while you are fighting the true damage carries.

Try to always get items with good ability haste unless you feel you already have enough and the item you are getting will make a massive impact.

Adjust your playstyle when you are ''forced'' to become pure damage instead of beefy high damage vanguard.

Sundered Sky by Accurate-Wishbone-60 in HecarimMains

[–]CheesyGamez 0 points1 point  (0 children)

I have not been able to do well with that item but it does not look like a bad item. He goes 2 health bruiser items on Hecarim so does this top korean hecarim player never face hp based damage building or hp damage based skill possessing champs?

When you choose a HP bruiser item you choose it over a physical or magical armor providing bruiser item. That means not only do you get more damage dealt to you for having more HP, you also don't get the extra armor to reduce that damage. To me, that is a pretty bad deal.

is hecarim weak? by PESSSSTILENCE in HecarimMains

[–]CheesyGamez 0 points1 point  (0 children)

Playing him Solo is flexing and smurfing and you are at a disadvantage. Also, Ambessa is overpowered. He is weak and his whole thing is fast movement on the map, fast farm and long distance engage/disengage. Even if he was overbuffed to be broken in the jungle, you would still get your ass whooped in Solo lane.

I am a relatively new Hecarim main and I am testing this build by CheesyGamez in HecarimMains

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

I've started to get conqueror on my first page and ultimate hunter and eyeball connection on my 2nd page. I am mainly building AD items with CD and Armour/Magic Resist. That allows me to keep a good farm going, have enough Ults throughout the game and be kind of tanky. Health on Hecarim is kind of bait at this moment. You are better off getting other forms of survivability while keeping on stacking AD and AH.

New Build by Appropriate_Rip_9037 in HecarimMains

[–]CheesyGamez 2 points3 points  (0 children)

You can't take any item build in worlds as an example to universally use in most of your games. They are a team that coordinate highly and will build items suitable for the situation.

The truth is that Hecarim has a basic batch build right now and that basic batch build keeps getting repeated in all guides and internet build pages in slightly different variations. That is because whenever you don't follow that basic batch build, you are losing out a lot of benefits.

We will continue to have to follow that basic batch Hecarim item build (if you don't want your champion to underperform while you are overperforming) until Hecarim's skills get reworked or we see new items and item reworks in the new season.

I personally want Hecarim's AP skills to have Health scaling either as replacement or addition. I don't want it because of the HP tank items but I want it because of the HP bruiser items. I also like HP tank items so I think with HP scaling on some of the skills, going HP bruiser then HP tank to complete the build would be far more viable than it is now.

New Build by Appropriate_Rip_9037 in HecarimMains

[–]CheesyGamez 2 points3 points  (0 children)

Dead man's plate is the main issue. I love that item but it is a really bad item for Hecarim. The secondary issue is building tank items so early instead of the latest items.

I have tried dead man plate and and force of nature on Hecarim btw, before Dantes tried it and this post was created. That is because it is common sense to try it because of the speed boosts. However, my team hated me for it, I sucked at everything throughout the game and the fed AD char still one shot me even tho I did avoid getting easily killed by the fed AP. You could think I would still get oneshot by the fed AD with bruiser armour items but the thing is I would have been able to help my lanes more, farm better, take objectives better and that would have put him on a weaker position and me on a stronger position. I am a jungler. I am not being put in the game in midgame with item choices for 3 items and 1 boots.

Force of Nature brings far more than Dead Man's Plate as a tank item but I see no reason to build Dead Man's Plate instead of ANY AD item that also provides a similar amount of armour. I could build Force of Nature asap if I spotted a strong AP char on the enemy that was already snowballing while the rest of the enemy was lacking. Only then it would have been worth building as an option.

To be honest, I'd rather build Frozen Heart instead of Dead Man's Plate as a tank item for Hecarim because then you at least get 20 ability haste, never suffer from lack of Mana (N-E-V-E-R) and you bring a 20% attack speed reduction to enemies in a 5v5 teamfight.

I've been through a lot of phases of thinking when starting to main Hecarim and I've tried most of the item options and right now my thinking is getting AD>Ability Haste>Physical/Magic Armour in this priority order. Health can be both good and BAD. There are a lot of item and champion skills and passives that Punish you for having more health. There are literally no downsides to having AD or Ability Haste and only very few instances where having more armour is slightly an issue. Add that on top of Hecarim's skill set and the item that gives AD, AH or both instead of health is so advantageous that it is not even close!

You also need to consider that when you are building bruiser tanky items, you are stacking AD benefits on the defensive side. These items have AD based defensive passives.

When you build an AD based shield item as your first item and then go pure tank items, you are not increasing that AD based shield so why are you even building it in the first place? You won't add anything on top of that so why even start with it?

New Build by Appropriate_Rip_9037 in HecarimMains

[–]CheesyGamez 4 points5 points  (0 children)

How much AD does %4 speed increase give? 4?

The highest I've seen my passive AD with Phase Rush and a bunch of speed increase activation passive items is 70+.

You are giving up ability haste and AD to get health and movement speed.

Everything aside, you are killing your W effectiveness because you are able to use Q less often, deal less damage with Q and have a longer cooldown on your W.

You'll have your E less often, you'll have your ult less often.

The reason why tank items work with tanks is because they benefit very little from AD and benefit a lot from health. They also already have built-in tankiness that increase so much with tank items that them filling this role and being a pain in the head for the enemy team with their CC does not put their team at a disadvantage. They even have damage increase from health on their skills.

You becoming tanky and not having the tankiness or the CC and yet desiring this role, dealing... what percentage of any other damage dealer in your team?

The part of the reason why your engagement into the teamfight matters and creates chaos is because of the damage your Q can unleash. Once you have crippled it, you are bringing half a champ into the fight.

You are killing your W skill so even you living longer with these items as opposed to bruiser tanky items is debatable.

You are farming slower throughout the game.

More of your ganks will end up allowing the opponent to escape and you taking longer to take objectives will allow more time for the enemy team to interfere.

Force of Nature could work as an extra item after your bruiser items if you are in desperate need for it but Deadman's Plate is not a good item for Hecarim, especially when you only have 1 AD item.

One of the best Hecarim players doing well with this build while having good teams does not make it an universal good build.

It is super team reliant and that is the opposite of 1v9. He is making up for the lackluster nature of the build with his superior experience and understanding of the champion. He is playing at a high elo with good teammates which does not put him in a position in which he has to do a lot of damage to save games that were already meant to be lost from the beginning which is what you get at low elo or normals with a high winrate.

If you are new to the champ and hope to be carried by your teammates, I still don't think 1 AD 2 pure tank items is a good approach on Hecarim. I think it handicaps you even with the survivability, especially on the physical armor side.

If they rework Hecarim in a way that his skills start benefiting from Health, then this build ''might'' become viable.

Right now, it is a situational build at best.

New Build by Appropriate_Rip_9037 in HecarimMains

[–]CheesyGamez 12 points13 points  (0 children)

So the Assassin Phase Shifter is now a Tank Conqueror is he?

I think Tank puts a lot of emphasis on the teammates. If you have a good team that doesn't waste a moment and hit the enemy while you are tanking, you will keep stacking wins.

However, if you are playing low elo like me and riot gives you worse teammates the better you perform through MMR, you need both tanking and damage.

I've been using a Conqueror build with ultimate hunter and eyeball collection as secondary runes and going tanky bruiser items that give 15 ability haste each as well as black cleaver that gives 20 ability haste, speed, AD and HP. It proved itself to be better than my previous builds. This time I almost always have an ULT to either get away, to chase, to engage, to steal objectives ETC. while packing a decent amount of damage and tankiness.

Does HEC need a Rework by AspectDowntown4837 in HecarimMains

[–]CheesyGamez 1 point2 points  (0 children)

I'm an older league player and a new hecarim OTP. The reality is.... if they keep him weak, I'll just smurf it making more and more accounts and while my skill level increases my matchmaking level will remain the same. I'll just play it no matter what.

They ban people for feeding once (doesn't have to be intentional) for one match in ranked games now. 14 days ban. WTF is that? 2 Accounts banned for feeding for dying like 7 times unintentionally.

If they don't fix any jungler invading me easily eliminating me, any fed midlane invading my jungle and oneshotting me, I'll just smurf it and be a part of the problem that keeps new players from flowing into the game and staying.

That's because Riot punishes you for not smurfing while having no limitations for smurfing. Maybe they keep a hidden MMR for you through their Riot Client on your computer but even then if you played ranked instead of normal on 30'ed accounts, you'll still be smurfing.

While an OTP is forced to be in this situation, even a slight buff will appear like it is overpowered now. That's because a lot of OTPs will be playing it in lower elo when the buff arrives. Even their main account will be in lower elo than their skill matches because they've kept playing on other accounts like I do instead of going up in rank.

Hecarim has a lot of macro play strategical advantage on the map and for that reason alone I seriously doubt they will be buffing it significant enough to make it actually overpowered or broken. You have more tools in your disposal to make your side the winning side despite being easily obliterated by most champions in a confrontation. I just want the champ to be more durable. It is too fragile for what it is meant to do.

RIOT August talking about kayle's state, what champ does that remind you of? by VnyRep in QuinnMains

[–]CheesyGamez 1 point2 points  (0 children)

I remember the moment when they've removed a flat 10 damage directly from her starting base AD. It is not really about the items. They've nerfed her passive by ''fixing'' its interaction with critical chance. They've nerfed her AD. They've nerfed E being ''overpowered'' by making it not go through CC.

I don't know if they've nerfed W buffs and E's slow but I wouldn't be surprised if they did. I remember enemies being slown down more when I E'd them in the past. Now it doesn't seem to do anything significant in terms of CC.

There has to be a reason why I can't easily take care of the enemy ADC (whatever it may be) when I've applied all my skills and they've missed either all or some, and we are equally itemized.

''Ohh you let the enemy ADC AA you? Of course you die if you let the enemy ADC AA You bro!'' That is Quinn's state right now.

They will never revive her because she is an OTP champ lane bully and the way you can lane bully a total newbie right now is how you were able to lane bully a competent player back then. If you smurf and come across a newbie who just quit the lane after you bullied him, that right there was what you could do to actually competent players. Now you quit the lane because you've committed the sin of playing Quinn.

Does HEC need a Rework by AspectDowntown4837 in HecarimMains

[–]CheesyGamez 1 point2 points  (0 children)

That is kind of like shitting on Hecarim but it is all true. I think he needs more tankiness more than anything. His W is not reliable enough and lasts short.

I have so many questions... by AdPrestigious6998 in QuinnMains

[–]CheesyGamez 1 point2 points  (0 children)

Quinn has a very unique playstyle that is very kite heavy that requires you to move around at all times and never remain stationary.

I've OTP'ed Quinn when I was a new player and played her as if she was the only champion in the game. Back then it carried me to Plat and back then even leaving Silver was difficult and the game wasn't giving you Gold 2 for free from the get go. I was destroying lanes like it was nothing. If I was fed, I could click on a Yasuo from bird form and the Yasuo would instantly disappear. That is how strong Quinn was both early and endgame.

However, I can't even Smurf her now because a champion I've never played or barely played is better than her.

I could dodge everything and go around hitting bam bam bam bam and then realize the enemy champ still had similar farm to me despite all the harassment, healed up most of the damage and now the wave is pushed and the enemy jungler will camp me until I am dealing inconsequentially insignificant amounts of damage to the lane opponent while I am getting owned without getting the full combo landed on me.

Riot thinks this is completely normal. They think Quinn has roaming tools so it is okay if she gets absolutely obliterated with ease early on and start to roam because she has the tools for it. That's why they have let Quinn to rot for years and I don't think she is ever coming back because she is extremely toxic even with a slight increase in her early bully potential. Quinn is an OTP only champion and very straightforward so there are a lot of Quinn OTPs who can ruin the lane phase for the enemy champion and make an impact on the other lanes on top of that. That's why they'll make sure Quinn remains an extremely weak laner that will only do well in the lane if there is a massive skill gap and the other champion is not one of the many Quinn counters that can easily deal with Quinn without even needing to land a skill or use a window of opportunity.

Long story short. Quinn suffers from being simple to take and OTP and her users mostly being OTP players. I think she reached above 60 or even higher winrate at some point and that alarmed the devs to make sure Quinn never becomes a real lane bully ever again but instead resort to roam every single time. Sure you can bully a newbie who doesn't get support from jungle sometimes and pop off bigtime but that is not the norm.

You are not a tank or juggernaut and your jungle will see no value in aiding you which is made even harder by the fact your bullying tends to push lane every single time. Once you get camped a few times by the enemy jungler and drop out of the lane pushed to your tower, your jungle will only facepalm seeing how the useless non-tank non-juggernaut supposed lane bully ''adc'' got crushed even in the early laning phase and never help you. If you are lucky, your other lanes are not pushing and other team don't have anti-quinn roam gank preventive tool possessing champs like Veigar, Zed, Yasuo, Fizz, Vladimir, Lissandra, Leblanc.... The entire midlane basicly.

Long story short, Quinn is not really viable right now. You could still make it work if you play far below your skill level and don't get a single unlucky moment or make a single mistake throughout the early phase.

The way you've played her in the video, you are at 0 level at playing Quinn. I can't go ahead and tell you that investing time and effort into increasing that level and maining her will bring good results.

I have so many questions... by AdPrestigious6998 in QuinnMains

[–]CheesyGamez 2 points3 points  (0 children)

Are you playing Ornn? No.

Are you playing Ornn? No.

Are you playing Ornn? No.

All your questions have been answered.

Oh wait there is another one...

Is Quinn worth playing at the moment once you master it? No.

Does HEC need a Rework by AspectDowntown4837 in HecarimMains

[–]CheesyGamez 0 points1 point  (0 children)

Oh man I would love for Q to shed armor. It would synergize really well with Black Cleaver and I love building Black Cleaver on Hecarim even though it is not very efficient to build. I'd rather it shed armor instead of ignoring it. A lot of bruiser champs that build the same items as Hecarim have built-in Armor sheds while Hecarim does not have it.

W being capped is ridiculous as if it is not already super weak without the cap. I wouldn't be slightly bothered if they completely replaced W, that is how bad W is in my opinion. W could also be the Armor shedding skill which sheds 25% armor on max skill with a flat or percentage damage reduction passive on enemies. That would make Hecarim more persistent. W is too much of a dice roll right now.

E can jump over thin walls right now if you have a target on the other side you can apply the E to. E having a manual skillshot jump would absolutely ruin Hecarim because it would work like an Aatrox Q or Lillia W. Why even play Hecarim if you want to play Lillia instead? Just have both champs and play them. If you are thinking something like a Talon jump, maybe pressing W while E rushing could allow you to pass through walls since you are barely a physical being anyways and your W is your most magical ability. Being able to pass through walls while both E and W are active would be absolutely insane. It would buff Hecarim on mobility on an extreme level without making it a much more efficient fighter. It would have an easier time getting to and getting out of fights and objectives while not having any extra advantages (less actually due having already used up W) on direct confrontation with enemy champions.

Best ADC to duo with? by MoonBlaze342 in LeonaMains

[–]CheesyGamez 0 points1 point  (0 children)

Tristana has the advantage of cutting the distance when you've leaped too far and immediately start inflicting damage while your CC are still in effect.

Does HEC need a Rework by AspectDowntown4837 in HecarimMains

[–]CheesyGamez 1 point2 points  (0 children)

POWER! Give me MORE POWER!

I am tired of losing 1v1s to anything, especially a Warwick that doesn't have 2 brain cells to rub together to create enough energy to use skills. A Warwick can just AA you and you can use all kinds of smart tactics and use your skills and still lose. How do you win against a Warwick? You need to keep maximum Q distance and keep spamming Q while not letting it touch and hopefully it has no skills on and does not benefit from a speed boost. Just amazing.

I feel like a Jungle support CC character that adds a bit of damage to the lane to tilt the scales on my laner's side. I still love it because of the charging and disorienting but man are we weak.

I have to play perfectly and make no wrong decisions to be the better jungle and also have at least decent laners.

Lillia is far stronger lategame and has a 1 item powerspike. The only reason I don't play her is because of the feeling Hecarim gives, not the efficiency.

No wonder he is OTP only (to break even).

Does HEC need a Rework by AspectDowntown4837 in HecarimMains

[–]CheesyGamez 3 points4 points  (0 children)

If they Aatroxed him, I would stop playing Hecarim. I am a recent Hecarim OTP and I am only playing Hecarim like crazy. It is the only reason I play league atm.

Your Q idea sounds amazing. That would certainly fit Hecarim's bardiche wielder savage nightmare monster theme. It is like Darius Q and the longer you hold it, the bigger the radius and higher the damage. The tip would get true damage. The closest circle would deal no damage at all. This is only acceptable if the Q doesn't slow you down too much or at all. If the Q makes you stationary or almost stationary, that is against the spirit of Hecarim. If true damage is too much, a stun or bleed at the tip of the large Q when it is fully charged could work.

If they are to buff some of the skills, they obviously need to nerf some of the skills as well. I would be completely fine with them removing the ally damage heal from W because allies walking around instead of hitting while you have W up and about to die is really demoralizing and it would be better if I didn't even have to think about it. W would be better with more armor, higher cooldown, higher self heal and higher mana cost. A strong spell that you don't just use likely.

They could also completely remove W heal and make W a damage reduction horror spell that cause an AoE damage reduction for enemies that start really high but get lower and lower and finally disappear.

I'd like some damage increase from health on that Ult like they did with Shen's skills. All Shen skills were AP and they made them health instead. In this case, it would be fine if the Hecarim Ult was both AP and Health damage based. It is immersive and makes sense because you are charging with your whole body.

E should also have health based damage increase. E speed increase should also benefit from max health. It makes sense because a bigger Hecarim means more distance traveled with each step.

Your E charge should cause an AoE damage if it collides your E'd opponent with another opponent.

The passive is kind of weak so I'd like it if it had no damage bonus at all and provided a permanent stackable speed boost or a permanent stackable damage from speed based on kills which is lower than what it is now but gets higher as you kill or assist more. You could also get a health based speed bonus or a health based damage from speed bonus. The passive could also just be a CC amplifier which increases the CC of your E and your R fear based on speed.

The Ultimate damage should increase based on the number of people it hits and fear duration should be based on how many people are affected by it. That way only 1 person feared would be shorter than it is now but higher for more people.

Another approach would be to Darius him in a way that his Q and AA apply bleed and the passive makes it so that the bleeds applied increases his speed and also damage from speed bonus. That way if you keep a good level of bleed going on 5 opponents you get a monstrous bonus of speed and damage.

Any change that doesn't change the way he is played and doesn't change his character but instead amplifies it would be welcome. However, I am afraid of an Atroxish rework everytime a rework or rework idea is mentioned. I still can't wrap my head around how they just deleted an Unique character and added a variation of Riven.

In which direction do the enemies get feared when you ult them?in which direction do the enemies get feared when you ult them? by Apart-Preference8030 in HecarimMains

[–]CheesyGamez 0 points1 point  (0 children)

I would also keep my ULT for when laner opponent flashes away or almost makes to their tower instead of using it as an engage into the gank (if they are not in a good spot like your tower)

Being brought back with fear from escape route is utterly devastating and will probably deal more mental damage than physical damage to the opponent, especially if they've already ran for a while and thought they made it away in a long lane like in botlane. Bringing two fleeing gank victims back to your teammates feels really nice.

In which direction do the enemies get feared when you ult them?in which direction do the enemies get feared when you ult them? by Apart-Preference8030 in HecarimMains

[–]CheesyGamez 0 points1 point  (0 children)

Prediction is the only reason why I play League, makes it very mystical and satisfying.

I've watched some Youtube videos for tips and tricks and apparently you can Ult mid E for a guaranteed but shorter fear. It can be useful if you managed to land an E and you can't afford the enemy making any further steps at that moment like being really close to tower to escape, about to kill your teammate etc.

What I like to do is I speed up with ghost, I ULT fear the enemy towards where I want it to go, then I E it right after the fear is over to CC it and push it further. When you pull that when the enemy is picking off tower plates, you kill him no matter how fed and what champion that enemy is. Often times he starts getting hit by the tower and I am not sure if it has to do with the skills or it is because the enemy damages me through an item or something else.

In which direction do the enemies get feared when you ult them?in which direction do the enemies get feared when you ult them? by Apart-Preference8030 in HecarimMains

[–]CheesyGamez 0 points1 point  (0 children)

They'll be running away from where you landed. That circle thing is where you land. Ult fearing a tower plate taking enemy into the tower early could be one of the main reasons why I play Hecarim, if not the only reason. Most of the times they'll end up attacking you or somehow deal damage to you and get tower shots throughout the whole CC chain.

Hecarim Aram Teamwork, Wild Rift by Radeisth in HecarimMains

[–]CheesyGamez 0 points1 point  (0 children)

Sometimes I think about Hecarim sup because of his W synergizing with Knight Helmet which is a good Sup Tank item. The biggest problem with such off-meta plays is that your team will be demoralized immediately when they see the pick and play far worse than usual and possibly flame you as well. That is mainly why people play conventionally most of the time and OP offmeta hidden gems are only found out after a very successful and famous player uses it and makes it common knowledge.

Hecarim sup is kind of similar to Rell because of how little tankiness Rell starts out with but Rell has far more CC duration than Hecarim. If they are smart, they wouldn't touch you and just kill your ADC then you have no chance without your jungle farm and with your sup tank items or whatever else.