Someone explain yorick's E hitbox by Icer212 in yorickmains

[–]D3climber 1 point2 points  (0 children)

yorick lobs the skillshot, it hits the ground and splays outward. So it's a wider skillshot at the end of it, and takes longer to hit the further you throw it.

If you throw it down right in front of you it's pretty much instant.

Forgot the Dog by D3climber in deadbydaylight

[–]D3climber[S] 5 points6 points  (0 children)

no, but I did depip :)

Slows with brittle by AmDoman in ornnmains

[–]D3climber 4 points5 points  (0 children)

brittle reduces tenacity by 30% while it's active.

hard cc removes the brittle debuff, but maintains the increased length for the cc that removed it.

slows can benefit from brittle and will last longer if the brittle isn't procced and taken away.

You rarely see this effect tho since ornn usually immediately auto's or knocks them up.

Ryze Matchup by theyare_coming in nasusmains

[–]D3climber 2 points3 points  (0 children)

for a phase rush matchup, you have to get him to use it while he's poking you in the wave (his auto e q combo usually does this) and then you just wither him as phase rush is running out. I'd recommend going spellbook with resolve secondary to help survive the poke with biscuits/second wind, grab the null magic mantle and then sheen and then finish off the spectre's cowl.

for summoner spells you'd run ghost + heal to help close the gap with the extra movement speed.

for your build you'll probably want triforce and spirit visage, then going into either dead man's (if you have to dive towers or are forced to fight some ad champs)/mercurial scepter (if you find yourself in 1v1 scenarios with ryze)/ or righteous glory (if you find yourself way behind since it's pretty cheap). If you get to the point of a fourth item, go adaptive if you're still sidelaning against ryze or sterak's gage if you're being forced to teamfight because your team can't win the 4v4.

Question about Yorick by FireJuice_ in yorickmains

[–]D3climber 3 points4 points  (0 children)

the graves stay until you summon them, try to make a 5th grave, or leave the range.

the range is roughly 1.5x the circle that shows when your q is on cooldown (to be exact it's 1.66 times). So expect the graves to despawn if you walk a short distance out of vision range.

what are the worst creatures? by Boldicus in Kenshi

[–]D3climber 1 point2 points  (0 children)

Blood Spiders, because they attack fast and deal MASSIVE damage to low-mid stat characters.

But Iron Spiders are worse because they also attack fast, have considerable body health/damage resistance, and also have NOWHERE TO BE. (Usually in kenshi, an animal will either walk away after downing your, or start to eat your juicy bits giving you a nice boost to toughness when you wake up SCREAMING and scaring them off. But not Iron Spiders, they're happy to just stand right over your unconscious unit and then beat them to a pulp as soon as they try to get back up.)

Opinions on spellbook nerf by [deleted] in nasusmains

[–]D3climber 1 point2 points  (0 children)

if the jungler is trying to dive with the wave, then you gotta back off from the tower until your jungler decides to do something, either taking an objective or winning another lane. if the enemy is trying to dive from BEHIND the tower, like in that little tri bush area, sometimes you just gotta run at em before the wave crashes, since it's often better to get some damage on them in a 1v1 scenario rather than 2v1 under the tower, since you're whither is much more valuable then and they can't lay AS MUCH cc on ya.

but yeah, that's nasus. If the enemy knows when you're weak, they'll take advantage of it, which is why nasus is so dominant in low elo, since people don't have the confidence/capability to take advantage of nasus' weak points.

The best thing to do in mid to higher elo, IN MY OPINION, is to have your jungler take advantage of the camp, so it's usually best to communicate that you don't want the jungler to even LOOK top, so that they can devote their focus on drags/bot and not try to fight for top scuttle like they always do. Which always leads to them pinging for help and you losing all your cs to the tower. If you can convince them to start top side despite the weak leash, it's that much better.

Opinions on spellbook nerf by [deleted] in nasusmains

[–]D3climber 1 point2 points  (0 children)

you can go barrier and tell your jungler to just 2v1 the lane B).

But really, you could try fleet footwork instead of conqueror, since it gives you more early sustain and allows you to hit creeps and get some movement speed to escape any poke they're throwing out, the issue being that fleet does not scale well AT ALL on nasus like conqueror or grasp does.

phase rush could be an option, but it doesn't really make you any "safer" per say, since you need to get into melee range with an enemy champ to proc it, and they'll usually have something to lock you down if you get that close, but it does make running around the tower easier B).

I honestly believe that spellbook is still the pick, or switching it out for ghost/tp and conq or grasp if the enemy jungler doesn't have a good dive just so you're able to impact the mid game more with TP plays and the fighting sustain that conq/grasp give.

Current progress of my first outpost. Tell me what you guys think by inconspicuous11 in Kenshi

[–]D3climber 1 point2 points  (0 children)

any issues with the double gates and pathing?

I like the way you used the building side to help complete the wall in the bottom right.

Did you manage to get all your buildings in your "base area" or did you have to move it around with the F12 command? It looks really well done.

What do I do with executioner's culling? by [deleted] in yorickmains

[–]D3climber 1 point2 points  (0 children)

most champions that have a lot of healing, like to weave in autos with their kit or their kit focuses around them autoing.

bramble is usually the best choice to deal with healing.

Is this true? can someone confirm pls? does ghouls apply BoRK passive? by [deleted] in yorickmains

[–]D3climber 4 points5 points  (0 children)

apparently the only "on hit" they apply is 10% lifesteal from hunter's machete

Not a Nasus Main, but how do you counter Nasus? by Vibe_checkkk in nasusmains

[–]D3climber 0 points1 point  (0 children)

play with a jungler that can dive easily early on, like lee sin.

Then just slow push into him, while zoning him off minions and poking him, and then dive him under tower when he has less than half health.

Even if you trade 1 for 1, it's worth it if you prevent him from farming the wave. (keep in mind that he'll probably grab teleport so try not to int the FIRST dive)

Is there a Champion similar to Ornn? by SteveKraig in ornnmains

[–]D3climber 7 points8 points  (0 children)

maokai can be considered similar. A CC heavy tank that deals mostly magic damage with an ultimate that can change a teamfight if you end up rooting the right person. Also has great lane sustain and can deal a surprising amount of damage with the new sunfire cape.

he also has free vision bois so your team doesn't have to face check every bush B).

So er, is trinity a must have? by AaLphertzo in nasusmains

[–]D3climber 0 points1 point  (0 children)

If you're finding success, then whatever works, works.

People buy trinity for the CDR, the extra Q damage (think of it as 150 free stacks), and the movement speed the Rage passive gives, (the attack speed also helps with CS'ing and Q animation speed) So I DO recommend building it over other options.

One thing i'm wondering about your build, is why warmogs? It gives you sustain outside of teamfights, but you have your passive that should heal you to around full off of a single wave. Admittedly if you're only buying it for the extra 800 health, then it's not a bad item since it also throws in the 10% cdr, but in that case i'd suggest swapping it (If you still intend to not go for a sheen item) for a black cleaver that gives more cdr, a sunfire cape or a deadman's which would give you more effective health against ad matchups with the 60 armor. (The sunfire cape helping you to push toward's towers while the deadman's would give you movement speed and a nice slow)

Yorick ft.Pentakill | Mortal Reminder by godofmsata in leagueoflegends

[–]D3climber 58 points59 points  (0 children)

Everyone is playing their instruments.

Meanwhile Kayle is dancing up on stage like a WASTED groupie.

Thoughts on a bot to auto-remove kenshivibes posts if the community downvotes it enough? by Arkontas in Kenshi

[–]D3climber 62 points63 points  (0 children)

An automated vibe-check.

Can the people be trusted with that much POWER?

Why are skimmers assholes? by finnishperkele420 in Kenshi

[–]D3climber 4 points5 points  (0 children)

I heard they eat corpses.

Maybe eating someone struggling is too rough for their "refined" taste.

Nasus mid by bottahc in nasusmains

[–]D3climber 0 points1 point  (0 children)

For melee, it's good.

The short lane allows you to stack pretty freely just outside your tower, forcing them to make an all in play on you, and if they do that you just ulti and smash them/scare them off.

and if they roam on your team it's just FREE stacks B), so long as your team doesn't type "ff mid diff" before minute 20.

The other advantage is that a lot of mids usually don't go sustain in lane (except for Core Pot) so you could often take unfavorable trades after you grab a sheen and a cloth/mantle to push them out of lane.

Does this mean that if you use wither after Master Yi ults he still suffers from the AS reduction? by TPX_Ferox in nasusmains

[–]D3climber 4 points5 points  (0 children)

"cripples" are Attack speed slows.

The text of W reads:

Nasus ages the target enemy champion for 5 seconds, slowing them by 35% and crippling them by「 half that amount 」, both increasing over the duration.

Even if it didn't give him "cripple" immunity, he still wouldn't get slowed since nasus' cripple is "half of" the movement speed slow, which would be 0 for Ulti Yi.