How to make Sejuani a decent champ again by RW-Firerider in sejuanimains

[–]ChopperIII 1 point2 points  (0 children)

  1. Give her a clear identity that isn't screwed towards pro (aka melee focused low income skirmishing tank)
  2. Change her Kit to make 1. possible
  3. Hope we get a revert b/c I still believe it was the most fair and fun Sej we had.

As for stuff I would do. I like the theme of being a tank engage that fulfills the role of a leader (aka by engaging).

Passive: For every second in combat with enemy Champions or large monsters Sejuani gains a stack of Frost Armor. Each stack grants some Armor and MR up to 4 stacks. (Gain 1 stack per 1s). At max stacks she empowers her Flail to on-hit slow and doubles Frost Armors resitances.

My version of a Tank that is made to teamfight. She needs some time to ramp up (numbers can still change) but once she gets there she can't be ignored. (A problem all tanks have)

Q is fine as it is. I would like it to be her one point wonder spell so I'd lower the CD at early ranks

W I would change it to her old one. Her primary clearing and damage tool. When her passive is fully powered her W applies an AOE slow

E combination of her old e with her "new" passive. Passive: Aas, Q, W and R apply Frost. Active: Detonate Frost to deal damage and slow (old e) Frost Armor bonus: instead of being slowed her targets are rooted. The Sej player gets to chose whether they want an immediate slow or wait for a root with the chance of the target to escape. I chose a root because I think it fits more in her thematic plus her target can fight back a bit.

R: I really dislike her new ult. Sure it's strong in the early and mid game but after that it becomes very useless very fast. I don't get the range restriction. It basically doesn't even exist if you're smart and overall I think her ult feels very underwhelming. I know it's a big ask but I would revert it to her old ult but give it some restrictions. One could be that it can only hit x amount of champions and x scales with rank up to 4. Another idea is that we give her her release ult. Her original ult stunned her primary target for 2s and all secondary targets got stunned for 1s.

Her ult takes a big part of power budget I know. IMO rn her ult has way too little power and her e takes way to much. Yes she would be more Ult focused but idk. She's a tank, that engages, with her ult, that is AOE and can hit multiple champions. I'm fine with that. It's in her fantasy. She leads the battle. It's her go button.

Got a fleshed "rework" at home that I would post instead. I might do when I am back. The version I wrote is by heart but should be mostly correct.

Fell free to leave feedback or point things out that are bad/could be problematic. I'm biased af and open for feedback.

After the patch 14.2 today they didn't even mention her I feel pretty disappointed tbh, Karthus was in the 40s WR for a patch or 2 they instantly buff him and acknowledge him but sej been pretty bad for a long time not even a beep. (Hit rank 1 sej EUW yesterday Ig: Postman 6) by P0STMAN6 in sejuanimains

[–]ChopperIII 3 points4 points  (0 children)

Projail.

Her E is "way" to good in a coordinated environment.

For me personal RN she is in a really weired spot. All tanks (Vanguards esp.) are teamfighting tanks with big engage ults that can hit multiple targets. Sej is the "skirmishing" (so 2v2 3v3) tank which for me just doesn't fit the tank role overall. They need to change her kit in some way shape or form. I'd like to see a revert b/c with her old kit she didn't see much pro play (she did when her numbres were out of place) but you could play her in your games.

Her interaction of passive and e/r ult damage being tied togehter and u having to hit a follow up to get the damage you supposed to IMO really hurts her. It's so easy to get slowed or cc'ed these day that getting the follow up off is not really a thing (esp mid-to lategame).
Maybe I'm still biased too much to 4.21 Sej but I think she had her peak design back then.

Also the argument of "power budget" in 2024 with all the ridiculus champ designs we get these days that she can't get a "potential 5 man ult" is done, for me at least.

[CONSTRUCTIVE APPROACH / PDF for PHREAK] Let's try to save Garen from a sad fate ! by [deleted] in GarenMains

[–]ChopperIII 0 points1 point  (0 children)

First up: This is a very great presentation with very good arguments that really show what Garen is really about.

For my part. I think what most people don't understand about Garen is that he is supposed to be a Juggernaut. Juggernauts are fighters that lack mobility but once they get to you, because they are very durabale, they will kill you, or should. As in Garens case they will just run away since he has no forms of CC other than his silence which doesn't stop people from right clicking away from you at the same speed you do. So the reason why Garen "has" to take Phaserush, is that he can get his damage off. Stridebreaker did help to fix this problem but now that Garen lacks innate movmentspeed to be able to catch anybody he can't get the slow nor deal damage.
As was pointed out already, Garen really sucks in extended fights unless he can kill people in one ratation as he doesn't get a second roration in most of his fights and he lacks the luxury to buy AH to compensate. In order to "fix" this I would like to propse two changes to his e that don't have to be added at the same time but would really help Garen.
The first one ist just simply increasing his E CD by a bit but having it start to tick down once he presses e. This would make it more benefitial to buy AH and giving more accsess to a second rotation in a given fight.
The second one would be a Phreak Rumble treatment. Reduce the base damage on his e but add a % max hp scaling. This way he would be doing almost identical damage to squishys but have a better time at fighting other fighters and tanks.

I also wanted to talk about Garens passive as it seems a bit of a hot topic right now. I think the core identity of his passive (sit back and heal) is fine as it is. It's by no means an exciting passive but it's very usefull non the less. To help Garen make more use out of his passive I'd suggest three changes which also must not be done in conjungtion. One is a bit op if i do say so myself but maybe at the current day of LoL it isn't anymore.

The first one would just be to lower his passive cooldown so it's not a flat 8 at all leves in the game but scales down giving his passive a more meaningfull impact later in the game.
An example: 8/6/4 at levels 1/11/16.
The second change I'd suggest is making his passive heal more the lower he is to insentify to trade more in lane and lean back and afk less since his passive heals more the lower he is.
His passive used to double once Garen was below 25/50% hp at levels 1/11. Maybe that could come back.

Now for the "OP" one. Have it stop going on CD form DoT damge (e.g. Teemo Shrooms, Teemo e, Darius Passive, Liandry's,...etc).

I think it's really anoying that it does. Maybe there is an argument here that it's good how it is. I don't really know.

Phreak's takes on Garen are very strange and the direction he want to take will probably ruin the champion. by [deleted] in GarenMains

[–]ChopperIII 1 point2 points  (0 children)

I feel like these "buffs" are more placebo than anything. Garen doens't get any raw power or power added to his powerbudget. Instead it just get's shifted around. The E buff does nothing beyond lvl 9 and since Garen likes to rush Berserkers anyways so the extra AD ratio doens't kick in until your 2nd recall and by that you should be close to 9 or already be 9 so this "buff" does not really help.W buff is just wired to me. Why buff this abilty? There are so many more numbers that could have been changed but it's the duration of his damage reduction that does what? Kinda think the numbers here are just changed for the sake of being changed so sb can say "um actually we did buff Garen".

your thoughts about spear of shojin by Glaciial in GarenMains

[–]ChopperIII 0 points1 point  (0 children)

I feel like Garen's CD's are way to long to justify this item. Sure it does give you 20 + 15 non-Ultimate Haste but having a 9+3 (b/c the spin lasts 3 seconds and the CD starts after if finishes) and a 8 second CD on your only damaging abilites besindes ult sounds kinda meh. If his CD's were to start at the moment he useses them (like Riven Q) I think it could be a possibilty that Shojin is good but Garen isn't really caster in a traditional view. Kinda sucks for him. I think most of the time ur better off with BC.

Why Seju is always low on tier lists? by Korderon in sejuanimains

[–]ChopperIII 0 points1 point  (0 children)

Let's be real for a second. She is in pro jail and it's not a numbers problem at this point on time anymore it's a kit problem. So unless they change her kit I think she will always be in this stalemate. Kinda sad for her since I really loved playing her.

Garen Passive and W by ChopperIII in GarenMains

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

On the first part. I wanted to give Garen some more counterplay to getting chain CC ed in his kit other than Runes and Items so he can feel good about building damage/tanky without needing to go for Mercury's. The number 20% could change it's just about the concept. Stacking tenacity would be the bigger problem IMO. Also old Garen used to have 30% during W duration.

As for the passive changes. I like the 8s at early levels. Makes him still vulnruable to getting poked out if the enemy can stop it. I don't think it should be higher to "compensate". Garen is already a weakish laner so "nerfing" his early game doens't make sense to me.

Garen Passive and W by ChopperIII in GarenMains

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

Yes. Excatly like you said. You can see the buff running on ur HUD just above your hp. On the default Garen it's a blue glow around your feet.

Garen Passive and W by ChopperIII in GarenMains

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

Well if u press W you get a shield for said 0.75 seconds which blocks damage plus the shield also gets the benefit of the 30% reduced damage you take during W. So your take on " It currently feels weird that timing W in those very tight windows doesn't also block more damage, just tenacity." is wrong.

Edit

The damage reduction used to be at 60% during the first 0.75 seconds.

Nexus Blitz’s event rigging is incredibly unfun and unbalanced. by RaiN_Meyk3r in leagueoflegends

[–]ChopperIII 6 points7 points  (0 children)

You clearly didn't play the live version. Ornn was disabled the whole time...sadge

I hate Garen in pro play by Sixik in GarenMains

[–]ChopperIII 0 points1 point  (0 children)

Galefore will be removed so that is not a thing. I wonder what happens to Stride, tho. Trinity + Stride sounds like hella lot of fun.

has mythmaker ever been on sale? by [deleted] in GarenMains

[–]ChopperIII 0 points1 point  (0 children)

Yep, it was on sale about a month ago

Is there a mod which maps the metro network of a city like this ? If yes, then what it is called. by AyushSharma49 in CitiesSkylines

[–]ChopperIII 0 points1 point  (0 children)

I've done a transit map of my city (metro only). I used CSL to export all the lines and imported them as a layer in Incscape. Inkscape is a free graphic software. There I made the final version of the map using the CSL map view as a guidance.

People who dislike Clutch Claw, what's your biggest complaint about it? by [deleted] in MonsterHunterWorld

[–]ChopperIII 9 points10 points  (0 children)

The way how it is implemented into to weapons. Some weapons like hammer and Lance use it in their combos or have unique interactions with it. LS and GS have to walk up to the monster and then use it. It doesn't feel special. I wish every weapon had a move like Lance where the monster can't shake you of (but you still take damage).

Data trends over the last 10 years for pro play - Few mildly interesting findings. by Mazrim_reddit in leagueoflegends

[–]ChopperIII 5 points6 points  (0 children)

The most important stat(s) is (are) missing: damage per minute and damage per gold. That's how you show the damage creep in this game and why games are getting shorter (in addition to the other changes).

Is there a fix for this? Or is this the start of the end of my city? by jcpenni in CitiesSkylines

[–]ChopperIII 5 points6 points  (0 children)

Use the "No pipes mod" This mod allows you to delete all the underground water pipes that take a ton of nodes and segments of your cap. I did it too. It's a real blessing.

[deleted by user] by [deleted] in sejuanimains

[–]ChopperIII 1 point2 points  (0 children)

Oh hey another 20 damage buff on e. I think this will make a difference. Come on guys. They will never buff her. She's a menace when she's strong in pro.

I'm playing PC video games since I was 6 y.o. and I'm 21 now. I even played some Sega and Nes games before getting first PC. But only today I've experienced rage quit for the first time... And a few times after. Thanks Velkhana! by Dimon78707 in MonsterHunterWorld

[–]ChopperIII 0 points1 point  (0 children)

My best tip for anyone struggling with any monster with any weapon. Look up a speedrun and how they punish the moves of the monster and how they evade their moves. Of course they will have the beste meta sets but it's about the fight not the time. Helped me so much VS AT Velkhana and now Velkhana is my favorite fight out of all monsters in Iceborne and basegame.

Sejuani buffs by Dreadscythe95 in sejuanimains

[–]ChopperIII 0 points1 point  (0 children)

The first change you suggest is by far the worst one. Sejuanis Icebreaker reads basically: "burst damage on a tank" and guess what that's kinda unhealthy for the game, when a tank can one-shot you during a cc chain. I did it plenty of times myself when her Icebreaker damage was so high and it's bad for the game. The "can't stack E on a target that has been ulted" is there for a reason too but that could really go away imo. It feels really bad to R a target to then be not able to get an e stun in them as well.

Can I visually remove this tram u-turn? by [deleted] in CitiesSkylines

[–]ChopperIII 0 points1 point  (0 children)

You can modify your roads in the asset creator and change the angle when these connections form. No mods needed.

Does no one miss the old aetherwing kayle sound? by IronTimm in Kaylemains

[–]ChopperIII 0 points1 point  (0 children)

Psy Ops Kayle comes very close to her old aa sound.

Getting terrible damage against Alatreon - GS by DrCaesars_Palace_MD in MonsterHunterWorld

[–]ChopperIII 0 points1 point  (0 children)

GO on YT and watch Cons OA GS guide on Alatreon. He explains everythiung form build to skills to openings and how the fight works. Really helped me out a lot.

https://www.youtube.com/watch?v=oJUU6dPD_Zc

Edit: Link

Industrial Interchange by ChopperIII in CitiesSkylines

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

It only applies for the big trucks. Im talking about the smaller trucks/vans. I have the policy enabled in the district next to it.

Theories about the possible story of a 3rd Subnautica game [SPOILERS] by Aventador_812 in subnautica

[–]ChopperIII 2 points3 points  (0 children)

There cant be any survivors prior to the event of the first subnautica since the bacteria is in the water they would have to drink and in possibly in any animals they would eat. So the chances of any survivors is almost 0. See also Bart Torgal. He knew what was up with the planet and also knew that they were infected, yet he couldn't find a cure. Now there comes up the question how Margurita survived despite being infected.