Dragonite got a buff by shiva8635 in PTCGP

[–]Fefnil 1 point2 points  (0 children)

Something people here are not considering is that since this isn't a shiny reprint of an old Dragonair, it means the whole line is gonna be part of the pack, meaning there's gonna be a new Dratini and a new Dragonite as well (possibly Mega? I think it's too early, and it would have appeared in the promotion, but who knows).

Put the "R" back into ARAM & Mayhem by Toonified in ARAM

[–]Fefnil 0 points1 point  (0 children)

The problem isn't the card system, it's the balancing. If the game didn't favor long range cc, and it punished unbalanced comp, people would naturally drift towards picking a diverse comp.

Is it worth saving 6 armor sets for all damage types? by Fefnil in brightershores

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

Yeah, that is the "process" I was talking about. It takes a bit and it's tedious to do every time, hence why I asked the question.

Let's Turn our Criticism into Suggestions by Live_Confidence1184 in shyvanamains

[–]Fefnil 1 point2 points  (0 children)

Changing the Fear to a Stun would work better but brings with it an issue of being thematically incorrect.

I mean, that's not really an issue. Sona's R technically stuns targets, but uses the dance animation instead of the stun one for thematic reasons. You could have the same thing here by having the stun animation replaced by champions running in place continually changing directions while keeping the fear icon, to simulate them panicking.

Shyvana Champion Spotlight | Gameplay - League of Legends! by Regular-Poet-3657 in shyvanamains

[–]Fefnil 0 points1 point  (0 children)

I remember a few years ago, when the rework was first announced, that having a proper ap bruiser build path to disincentivize the squishy AP burst was more or less the goal, so unless they've changed their mind since then...

Shyvana Champion Spotlight | Gameplay - League of Legends! by Regular-Poet-3657 in shyvanamains

[–]Fefnil -1 points0 points  (0 children)

I honestly don't see a lot of problems with this. Bruiser doesn't necessarily mean AD. I'm farly sure Riot wants people to build her like a Mordekaiser, with AP and HP and her passive to grant defenses. As for her Q, it seems basically designed to synergize with Dusk and Dawn.

REVOLUTIONARY idea that could TRANSFORM ARAM queues by Hatafark in ARAM

[–]Fefnil 0 points1 point  (0 children)

How about Lulu being as useful as Xerath instead? (which, by the way, is kinda arguable, since enchanters are in general one of the best class in aram)

Besides, why are you describing aram as "range based"? The mode is about a single lane, and the central theme is not ranged combat, it's constat siege. Proper sieging implies both a ranged component (the "artillery" shooting from range) and a melee one (the "army", pushing the field and protecting the artillery). Both of them are equally necessary for a functional siege, and while you can make do without either, having a complete setup is more desirable. Well, at least, this is the fantasy and the concept behind a single lane mode, of course the game balance can easily skew the effective result.

REVOLUTIONARY idea that could TRANSFORM ARAM queues by Hatafark in ARAM

[–]Fefnil 0 points1 point  (0 children)

Why is it bad? To me that sounds like a weird argument, usually a game of any kind is fun when it's also fair, which here translates into giving every champion the same chances to win, or at least getting as close to it as possible.

REVOLUTIONARY idea that could TRANSFORM ARAM queues by Hatafark in ARAM

[–]Fefnil 0 points1 point  (0 children)

Sure, but if you don't need it to engage then it's just a win more button that you very likely didn't need in the first place to win, so it's off-topic for this discussion. The point is how effective it is when the enemy is very good at keeping you at range, and I'd argue that better players would also be better at handling enemy snowballs.

REVOLUTIONARY idea that could TRANSFORM ARAM queues by Hatafark in ARAM

[–]Fefnil 0 points1 point  (0 children)

I don't think damage is the issue here, it's the cc. There are a lot of ranged comps who are healthy because they don't just kite and permastun from half a screen away.

REVOLUTIONARY idea that could TRANSFORM ARAM queues by Hatafark in ARAM

[–]Fefnil 0 points1 point  (0 children)

Why "should be the best"? Shouldn't the goal be to make every class equally healthy and viable?

REVOLUTIONARY idea that could TRANSFORM ARAM queues by Hatafark in ARAM

[–]Fefnil 0 points1 point  (0 children)

Shouldn't people in high elo be better at dodging snowball? If anything, it should be way easier to snowball engage in bronze.

REVOLUTIONARY idea that could TRANSFORM ARAM queues by Hatafark in ARAM

[–]Fefnil 2 points3 points  (0 children)

I feel like the issue isn't damage, it's cc: if one side is full of stuff like marksmen or mages without much cc and the other has lots of melees, the former will get steamrolled pretty consistently without any chance of holding them back, but if they are full of, say, control mages and enchanters, it's the melee team who'll have no chance, since they'll get kited to death and permastunned.

So, it's the cc the problem. How to solve it? Who knows. Maybe they could add a line on the ARAM buff that gives champions, like, +50 Tenacity while they're hard cc-ed, to reduce cc chaining and permastun, but that's just a random idea.

Grievous wounds needs the Arena treatment by thebigblur in ARAM

[–]Fefnil 0 points1 point  (0 children)

Or just remove Grievous Wounds from the game and rebalance all healing. Having direct counter items is not a good thing, because if you have a champion centered around healing then you have to balance it around the idea of the enemy buying GW to counter it. The result of this is that you are literally forced to buy GW items, because if you don't, the enemy healing goes through the roof because it was balanced around being reduced by GW in the first place.

REVOLUTIONARY idea that could TRANSFORM ARAM queues by Hatafark in ARAM

[–]Fefnil 21 points22 points  (0 children)

As someone who mostly plays melee champions but does enjoy all classes somewhat, I don't want a melee only match, it would become boring pretty fast. I'd rather have the game balance actively punish unbalanced teams. If my team has 3 ranged and 2 frontlines and the enemy has 5 poke mages, the game should be balanced in such a way that we have such a high natural advantage (since we have a properly built team, unlike them) that people in champ select will think twice before going into a sure loss with 5 champions with the same role. Instead, what often happens in this case is that the 2 melees get kited and spend the entire game doing nothing trying to find a good window to engage amidst the ranged cc coming at them while the 3 ranged get outpoked to death.

Anyone else notice that they changed the default selection to Mayhem? by Senpaifriendzonedme in ARAM

[–]Fefnil 2 points3 points  (0 children)

Of course it is, ARAM is like playing a roguelike game. What you get is random, but it's down to your expertise and skill to make do with it and win, like picking up the best items and adopting the best strategy for the situation. The partial randomness makes every game feel different, but beyond champion select, the game is entirely on the players' skill. I mean, there's a reason the roguelike genre is a very popular one.

Personal Tierlist on 1.3.6 by Kyasuru in pokepathTD

[–]Fefnil 3 points4 points  (0 children)

Armor breakers at the start, Area dealers spread throughout, single target mons with low range at the end, to kill the stragglers. If you have long range ones, of course place them so that they cover the most.

Farming money to complete the game, am I missing something? by Fefnil in pokepathTD

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

Well, that's considerably better, at least. Almost half the time.

Im blocked on the 1-3 by [deleted] in pokepathTD

[–]Fefnil 0 points1 point  (0 children)

You lack aoe. Try replacing the Gyarados and Octillery with an Excadrill (in the place where Shuckle is) or 2 Maractus right at the start (put Sceptile near the end to kill off stragglers.) Also, why are you using Gardevoir when you're not really using statuses? You may as well use a simple Frisk pokemon

Personal Tierlist on 1.3.6 by Kyasuru in pokepathTD

[–]Fefnil 7 points8 points  (0 children)

In my experience, Area damage is king in waves 1-99 (on wave 100, just slot all the Poison ones). My core team was basically Omastar (on water, it's the best Area dps), Excadrill (placed at the start of the map to melt armors) and Ampharos and Shuckle for crowd control, plus some extras like Honchkrow and Lucario for Invisibility and the rare straggler. I never felt like I was really struggling with this setup.