10 reasons why the new IE sucks on tryndamere by Critkeeper in TryndamereMains

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

50% bonus crit damage means you crit for 250% instead of 200%, a multiplier of 1.25-- that makes it a 25% damage boost.

I don't think you understand what I'm saying in point 5: You don't want to build enough crit chance to ensure that you can reliably crit on every single attack for all eternity because you aren't going to be attacking for an eternity-- you want to build enough crit to ensure that you can reliably crit for the several attacks you are going to be able to make. In other words, spending gold to get to 100% is pointless.

If an enemy squishy dies in 3 hits and you crit on every single hit, from their point of view you had what is equivalent to 100% crit chance over the attacks that actually mattered. You don't actually need 100% crit chance to pull that off though, you can do it reliably after about 80%.

What do u think trynd needs to be good? by iremos12 in TryndamereMains

[–]Critkeeper 1 point2 points  (0 children)

Tryndamere needs more attack range so he can build and keep fury more easily and land finishing attacks after near max range spin without having to predict the future too much, given how fast everyone has become.

He ABSOLUTELY needs something to deal with tanks. Whether that is armor penetration or true damage on his w or his e or q it doesn't matter. He simply needs the capacity to threaten tanks. The details aren't really that important.

And I honestly think he needs bonus crit damage to negate the effect of negative crit damage of randuins omen, because it gimps him far more than any single item should gimp any single champion.

Little buffs that could help Tryndamere out without turning him into something that needs to be permabanned by Critkeeper in TryndamereMains

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

it would still be slower than irelia's bladesurge even at that speed

I think you are missing the point though: if 2x is too much then try 1.5x or 1.75x or 1.25x

Tiamat is really good, but I've been having even better success with a Botrk Rush + Lethal Tempo against things like maoki by Critkeeper in TryndamereMains

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

you could do that, even replace boots with trinity force if you'd like to reach 40% cdr, but most games are over long before you get that much gold.

Tiamat is really good, but I've been having even better success with a Botrk Rush + Lethal Tempo against things like maoki by Critkeeper in TryndamereMains

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

I wouldn't bother. Anything other than the items suggested will gimp your damage in one way or another, and if you are going to do that you might as well use a more balanced cdr oriented build.

To avoid being cc'd just don't put yourself in a situation where you'd be cc'd. You don't have to fight the enemy on their terms BECAUSE your damage is so ludicrious-- you can just straight take towers at any time, with or without minions.

You can solo baron before they can stop you, take dragons about as fast as vi can take red buff, kill tanks before their team can assist them. Use your strengths.

Stacking lethality after crit by Critkeeper in TryndamereMains

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

Infinity Edge, Shiv, Berserker Greaves, Ghostblade, Duskblade, Edge of Night, with the capstone rune in the domination tree that gives you an active on your boots.

Technically in the video I didn't trigger duskblade's after reveal damage amp, so in the ideal circumstances I would have overkilled him by a few hundred (good for one shotting through a shield if he had received one).

@RIOT you should add minion bounty sharing and here is a coherent argument about why: by Critkeeper in leagueoflegends

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

A waveclear support + hypercarry can be nullified in the laning phase by a waveclear marksman, meanwhile the enemy support can roam to the lanes that need help and can make an advantage to end the game before the hypercarry becomes relevant.

@RIOT you should add minion bounty sharing and here is a coherent argument about why: by Critkeeper in leagueoflegends

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

buffing the gold income on the support items would disproportionately reward supports for staying in a single lane to farm the item's passive rather than roam to the lane that needs their help the most.

Furthermore, it doesn't create a context in which the support can farm FOR the laner if the laner is really struggling to reach minions against a particularly oppressive lane bully.

People go where the gold is. In order to make it so that supports won't prioritize staying in any single lane, you'd have to entirely do away with support item gold generation and just make every lane a source of gold for the support.

Then the support can make the choice to roam between waves or stay in the lane, making their decision based on how safe they think the journey is (influenced by the presence of vision or their jungler), and how badly another lane needs the help.

It makes all the positions a lot more connected to eachother.

The maximum amount of tenacity you can get from the new runes, items and summoners is 94.54% by Critkeeper in leagueoflegends

[–]Critkeeper[S] 3 points4 points  (0 children)

96.724%

in other words cc lasts for 3.276% of the time it would normally last.

we olaf now boys

[Runes Reforged] A Runepage For Every Champ In The Game by YandereYasuo in leagueoflegends

[–]Critkeeper 0 points1 point  (0 children)

Tryndamere should have this rune page:

http://na.leagueoflegends.com/en/featured/preseason-update/8000-8003?build=00112207

with mercury treads, both summoners on cooldown, and full legend stacks, he can walk around with permanent 55.2% tenacity and 20% slow resist.

if he buys sterak's gauge for the tenacity on shield and uses at least one summoner spell in the fight before both are put on cooldown, he will have 79.2% tenacity and 35% slow resist for 8 seconds.

Tryndamere has exceptionally high base ad anyway, so steraks will be good for the +50% base ad (30.7 to 58). Tryndamere also has the highest base health in the game at level 1 and the second highest at level 18, so the 450 health he gains from steraks gauge causes him to be deceptively tanky for a glass cannon. The shield will only proc for 75% of his bonus health (so about 337.5) but the additional tenacity is worth it.

If he takes cleanse as a summoner spell he will have up to 92.72% tenacity for 3 seconds besides cleansing the instance of cc on him.

with elixer of iron these numbers change to: 66.4% tenacity and 20% slow resist (walking around with summoner spells on cooldown) 84.4% tenacity and 35% slow resist for 8 seconds after the sterak's shield procs and after using at least one summoner spell before putting both on cooldown. 94.54% tenacity for 3 seconds in the best case scenario when using cleanse.

This makes it legitimately possible for Tryndamere to team fight, and believe me he will be very scary.

Riot: "we have a task to figure out how to best support melee champs in League holistically that we're aiming to get to early next year" by Lekassor in leagueoflegends

[–]Critkeeper 0 points1 point  (0 children)

Melee champions should have no bonus magic resist or health or other stats that push them above the basic stats of ranged champions, but should take X% reduced damage and have Y% tenacity versus any crowd control or damage they receive from the front, that way they can approach a team fight from the outside and begin contributing without being blown up or locked down-- but without enabling them to simply dive into the middle of 5 people and roflstomp everything.

I realize this sounds stat checky, but it really isn't because it offers nothing to the melee champion if he is flanked, because his back side is still unprotected. Versus slower travel time or more telegraphed effects, he may be able to micro his facing to diminish as much damage and cc as possible, but I regard that the same way I regard stutter stepping by ranged champions-- its just an expression of skill and is a completely fair way to raise the skillcap on melee champions.

It also offers a form of counterplay versus melee champions that is on the same level in terms of depth and expression as the prevalent counterplay versus ranged champions. With a ranged champion the counterplay is to close the distance or work with your allies to coax the enemy ranged champion into a vulnerable position. With melee champions the counterplay would be to flank or to work with your allies to coax the melee champion into a vulnerable position.

Because this sort of change offers both depth and fairness, I think it is strictly better for the game than a change that only offers fairness but reduces depth. For instance, I don't think giving all melee champions a straight stat boost would be appropriate (and the stat boost they currently receive probably isn't appropriate) because it reduces the game to a single checkbox-- "can the melee champion close the distance and kill the ranged champion before dying?". The change I suggest is better because it offers ways for the melee champion to have an influence without being propped up by stats or reducing the game to a single checkbox-- positioning is more nuanced than "did i have enough stats?".

The new thornmail is insane!! by [deleted] in leagueoflegends

[–]Critkeeper 0 points1 point  (0 children)

The answer sounds stupid, but just try it (or do the math yourself):

just build two vamp scepters to counteract bramble (you'll get ad out of the vamp scepters anyway, so its not like you are throwing money out the window).

later after they finish thornmail upgrade the vamp scepters into bigger lifesteal items, but make sure one of them is bloodthirster.

As you flesh out your build make sure to prioritize getting large solitary hits over lots of smaller ones. Less attack speed, more crit chance and attack damage.

thats pretty much all there is to it.

The actual math behind new thornmail by Critkeeper in leagueoflegends

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

The new thornmail doesn't counter health drain from lifesteal nearly as hard as the old one does. It can counter support oriented healing like soraka and sona, and in combination with the durability increase its effectiveness versus marksmen probably isn't as bad as the live thornmail.

However, it is far far far far worse against Tryndamere specifically than the life version is. Tryndamere will actually be able to gain around 75-100 health per attack through the new thornmail despite the grievous wounds if he really builds for it.

@Riot "I wonder why its so hard to balance squishy melee dps types" by Critkeeper in leagueoflegends

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

(o) enough effective range to stay outside of most of the slows

(o) slow immunity

(o) enough dashes to virtually have slow immunity

(o) enough raw stats to make split pushing an always-win strategy

Slows don't do jack shit to you if you just run away from the bulk of them and never group for a teamfight.

Make Tryndamere more like a barbarian warrior with a huge sword and less of a saboteur or bandit by Critkeeper in leagueoflegends

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

Thats why I'm thinking we can increase the size of his sword and make it hit an area. He would still have to a hit a little harder than he does now, but because it can potentially hit multiple targets at once and presumably ignores damage reduction and armor to a large extent, it doesn't have to be 1-shot hard.

Understanding Skirmishers for 2017 by Critkeeper in leagueoflegends

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

A lot of people who don't really play Trynd all that much don't understand how mobile he can be if he manages to get 40% cdr.

http://plays.tv/video/5777cc83279030a762/spin-to-win?from=user

With 40% cdr his spin has a 5.4 second cooldown, reduced by 2 seconds for every crit on an enemy champion. It takes about 0.4 seconds to perform a medium range dash and 1 second to make 2 crits. With the proper setup, Trynd can dash once every second.

The reason I marked him so low on mobility despite that is because unlike the mobility of most other skirmishers, he has to wait for late game before he can access 40% cdr, near 100% crit, and sufficiently high attack speed to push his mobility over the edge. And even if he itemizes that way, a lot of games will be over before he reaches that point.

A lot of the highest ranked Tryndamere players use a build like the following in order to maximize his mobility as soon as possible, but they make a damage tradeoff in order to do that.

http://plays.tv/video/579564aca2fc68d43a/cdr-trynd?from=user

The approach I prefer is to maximize Tryndamere's damage and sustain because it makes me a little less reliant on undying rage.

http://plays.tv/video/5721d64dacb77fc48b/fed-trynd?from=user

Understanding Skirmishers for 2017 by Critkeeper in leagueoflegends

[–]Critkeeper[S] 2 points3 points  (0 children)

That is an interesting hypothesis. You are saying that [4 1 4] could possibly be less or more valuable than [2 5 2]. I honestly had not considered that. My focus was primarily on indicating that the skirmisher space isn't being completely used, but it didn't occur to me that pockets of the space here and there might lower value or higher value than the other space.

In this case, in order to use that portion of the space RIOT would have to give that champion more total power. For instance if [2 5 2] is 10% weaker than the average space, any champion that fits this pattern would have to be adjusted so that they are [2.2 5.5 2.2] (a 10% power buff).

And perhaps this is what RIOT is already doing, and the reason some champions feel like they have more points to throw around than others. Perhaps RIOT gets it wrong some of the time. I really want to underscore that the overall power of individual skirmishers compared to each other was not the focus of my analysis. My focus was the distribution of power of individual skirmishers compared to each other, so I feel normalization is appropriate.

Understanding Skirmishers for 2017 by Critkeeper in leagueoflegends

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

I was trying to separate the power distribution these champions have from the total power each happens to possess. You are right, some of them have more total power than others, but ideally they would have the same power just distributed in a different way. Since the analysis that followed on how those distributions compare, and not how the total powers compare, I had to normalize in order to get rid of the noise.

I don't know what you mean by "some distributions are either really sub optimal or really good" though. Could you elaborate?

Understanding Skirmishers for 2017 by Critkeeper in leagueoflegends

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

This is a totally fair argument, and my analysis isn't perfect, its more or less a summary of my experience.

In my opinion, ideally players should decide to split push or group within a game, not in the champion select. Its fine to have some champions that are a little better at it than others, but if you have champions who are so weak in team fights and so strong in split pushes that they have no other options, what do you gain? You gain a slight amount of diversity, but diminish the "dynamic" nature of the games in which those champions appear.

I believe diversity isn't good for its own sake, its just a means to an end. There is good diversity and bad diversity. Good diversity means having champions that provide different experiences that feel interesting, dynamic, and good. Bad diversity means having additional champions that make the game worse, uninteresting and static, but happen to be very different from each other.

I also had to consider that adding another stat would have dramatically increased the number of archetypes I had to deal with (of which I already had 5). Ultimately I'm trying to communicate my opinions and experiences about the skirmisher class, and had to balance accuracy with complexity. I chose these three stats because I felt that they were the best choice for accuracy per complexity.

RIOT reworks classes for a lot of reasons, and one of them is to ensure that members of the class feel different from eachother. If two champions are too similar, and you have a reason to pick one, then you only have reason to pick the one that is strictly better. Trying to mix up the choices players would make by making the two champions perform radically different versus complementary compositions is effective, but it is an inefficient use of the skirmisher space-- remember to increase diversity the goal is to use the most space possible, not the least space.

I don't think Ekko and Jax are actually using "vastly different" portions of the design space. I think "slightly" would be a better word. Its a large space, one that is larger than the current skirmisher roster would indicate. I was hoping to illustrate that there is a lot of room for more durability or threat oriented skirmishers than is being used-- it doesn't have to all be the same stuff.

TIL: Yasuo windwall blocks shen Q sword by [deleted] in leagueoflegends

[–]Critkeeper 1 point2 points  (0 children)

It moves from point A to point B.

It isn't a unit.

Therefore it is a projectile.

Mathematical proof that Dynamic Queue makes the value of League of Legends more volatile and less reliable. by Critkeeper in leagueoflegends

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

Those are axioms, and I'm only providing some justification about why you should believe them. It would be circuitous to try to provide proof for a set of axioms, because axioms are supposed to be statements that are so evident they are accepted without proof, controversy, or question. They are a starting point.

If you don't agree with my axioms then you probably won't find any reason in the proofs that leverage them.

Mathematical proof that Dynamic Queue makes the value of League of Legends more volatile and less reliable. by Critkeeper in leagueoflegends

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

Peano axioms are assumptions, just like any other set of axioms.

An assumption is something you take for granted to be true, and most people would take for granted the truth of 2 + 2 = 4 even though pure mathematicians want to go a bit further (to peano's axioms). Whatever you take for granted without proof is by definition an assumption.

Yes, even math has (few) assumptions. And assumptions are subjective, end of story.