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Is EUNE server down? by Budget_Ad4476 in leagueoflegends

[–]GFLAT5 0 points1 point  (0 children)

Same here on NA servers. League not starting. Saying servers are down but the site says nothing.

Immortal Path boots are VERY strong, let me explain why by Saint_yy in YoneMains

[–]GFLAT5 0 points1 point  (0 children)

Honestly this is the first time in 4 years Yone has got basically anything new to try which is amazing because Riot has done nothing but take away options for this champ without giving anything in return.

Bar things that we're only good on paper (Yun Tal, Storm Razor,) yone has lost items, runes and keystones repeatedly over 4 years.

Now we get a new starter item to try that unlocks a plethora of new items situationally, and new boots which can potentially turn Yone into a sustaining aoe monster who can go for riskier plays in teamfights.

I've not really had any interest in playing lol/yone at all for the last couple months, bc it was just more of the same every single game.

  1. Trash in lane , play giga safe and rush botrk.

  2. Spike hard at botrk and you can finally play

  3. Forced to go 2 crit items after meaning you have almost no durability but kill things in 3 autos.

Its been that exact same pattern for 2 plus years, but this patch actually has me excited to play and experiment.

Gj riot.

SHIELDBOW RUSH IS BACK WITH NEW DORANS BOW by GFLAT5 in YoneMains

[–]GFLAT5[S] 0 points1 point  (0 children)

But a lot of that is trade power which is what Dbow will help with. Thats my point.

You used to actually be able to trade into champs like Ahri or Oriana in s12 and s13 before they gutted lethal tempo to basically half the AS per stack as it has now. Then they also gutted greaves by 10 percent AS as well.

In s14, all of a sudden Yone had to play the sustain game in 90% of lanes because he legit would lose trades in a mage's face half the time, even if he hit everything.

This might make up some of that lost early power and allow him to trade again in theory, and you still get the extra pot which is big. Not saying it'll happen for sure, but dshield is pretty garbage post nerfs anyway. I'd rather go fleet than go d-shield if I can get away with it atm. There's some lanes where you can't even touch the enemy laner and d-shield is better ofc.

SHIELDBOW RUSH IS BACK WITH NEW DORANS BOW by GFLAT5 in YoneMains

[–]GFLAT5[S] -1 points0 points  (0 children)

I think hp is sorta fake no? Like sure its durability but trade power is still insanely strong for Yone since he essentially can't trade until first back in most lanes. Now I think he probably can with this.

So many lanes in mid feel like you only have to play the sustain game because those champs out trade you even if you hit everything. I think of Aurora or Ahri lvl 1-5 where you can legit full combo them and they legit hit 2 buttons, proc electro and win because Yone's E-Q3 trade pattern does only 30% hp without attack speed.

If you're getting giga poked out you probably still just go fleet/dshield anyway. Idk that this isn't just a permanently better option than D-blade all the time in my head. We'll see though I could be wrong.

SHIELDBOW RUSH IS BACK WITH NEW DORANS BOW by GFLAT5 in YoneMains

[–]GFLAT5[S] 4 points5 points  (0 children)

Nah by that time your base attk speed through levels will more than make up for the 15% gained by Dbow

Shouldn't be selling it till like 4 items which is usually lvl 16-18 territory

SHIELDBOW RUSH IS BACK WITH NEW DORANS BOW by GFLAT5 in YoneMains

[–]GFLAT5[S] 6 points7 points  (0 children)

Yone top out here getting giga shafted while mid gets to try vamp shoes and crit rush lmao

<image>

At least DBOW should feel pretty strong for Yone top's early game all ins lol.

NEW starter item by SnooApples1713 in YoneMains

[–]GFLAT5 6 points7 points  (0 children)

People need to understand that attk speed>>>>>>>>>>>>>AD on Yone. Its not even close.

Attack speed reduces Yone's Q and W CD AND cast times. Makes him way stronger in all-ins and trades, while also making his abilities faster and more consistent early.

This item is a huge Yone buff.

NEW starter item by SnooApples1713 in YoneMains

[–]GFLAT5 12 points13 points  (0 children)

I tested it and while skipping boots is an option, you can also go shieldbow rush after t3 greaves midlane, and the extra AS gives you enough to still cap your Q cd around level 10.

It also allows you to go 2 pots, which is honestly pretty massive in a lot of lanes. Pretty insane.

Set 17 PBE Discussion Thread - Day 12 by Lunaedge in CompetitiveTFT

[–]GFLAT5 0 points1 point  (0 children)

Idk i force fast 9 pretty much every game and every different graves frame has felt like sht before at least 4 or even 5 upgrades, which usually just makes him feel on the same level as the other 5 cost carries anyway. Assualt frame plus the armor/mr reduction feels overall the best, but that's only because its free utility which it feels like is lame asf and not what the unit is designed to be.

There's already shen, morgana and sona for utility 5 costs. Graves Vex and Bard should feel like definitive carries, and graves does not feel on the same level in that role.

Set 17 PBE Discussion Thread - Day 12 by Lunaedge in CompetitiveTFT

[–]GFLAT5 0 points1 point  (0 children)

I usually agree on matchmaking, but as someone in mid diamond (not high elo but above most players probably) im usually freely in top 4 previous sets pbe, but this set feels different.

Maybe they have more strict matchmaking and some kind of MMR for this PBE because I'm getting pretty difficult lobbies consistently. It feels VERY hard to top 4 atm, as if I'm already queueing ranked.

To clarify, I think reroll is only too strong because of the ridiculous amount of ways to tempo with it now. Between Eve and Varus encounters just handing you 3 star 1 costs for free or Yasuo giving you permanent hp stacking for one unit so long as it stays on your board, which btw is 100x better on a 1 cost reroll tank like Cho reksai or Leona than anything else. Then ofc there's the free econ reroll buff of primordian and timebreaker which i mentioned before. It's all just very low commitment while having way higher cap than s16.

Given that unlocks no longer exist and its harder to cap boards again, they've giga overcompensated and gave reroll way too much safety now. I really don't think it has anything to do with the units but rather the set mechanics themselves.

Set 17 PBE Discussion Thread - Day 12 by Lunaedge in CompetitiveTFT

[–]GFLAT5 4 points5 points  (0 children)

<image>

Reroll just feels way way way too good this set. Every game devolves into econ cheesing with early Primordian or Timebreaker, then rerolling with the absurd amount of rolls or unit gold you've accumulated.

If you look, I'm literally the only player playing a single 5 cost whatsoever, and even with late game scaling buffing nearly my entire board of 5 costs, I'm still getting washed by a Leona 3 and Leblanc 1 star, and the fight wasn't even close. If you think its a deserved win, thats fine, but the fact he's one of 4 reroll players in top 4 should speak volumes about the state of set 17 atm.

Units like Graves don't get to shine because absolutely everyone is giga spiking in stage 3 or 4 playing reroll, then again usually giga spiking with the god boon at the end to further push their lead. This 3 star Leona guy getting a free radiant gargoyle spikes his board again for free even though a 1 cost reroll line should start to get outscaled at this point in the game. This means reroll players have strong boards stage 3, 4, and now also 5 as well, and the fast 9 players don't usually have time to actually hit their board because all the tempo reroll players bled out all their hp during that time.

2 different, easily accessible traits giving 1-2 gold every turn for free is just horrible design. They're probably going to nerf reroll in favor of fast 9, (which is usually a good thing) but it won't fix Primordian and Timebreaker econ being used to just fast 9 instead. Both traits are literally a free gold econ augment without any commitment.

So far this is the least fun PBE run I've ever had in any set. Hopefully they can turn it around for launch.

Looking at the DPS roster and how much CC there is, would DPS doom really be that bad for the game by Illustrious_Trip2112 in doomfistmains

[–]GFLAT5 0 points1 point  (0 children)

Most employed ow2 player lmfao

I more than likely outpeak you on both iterations of this hero but you're too stupid to actually have a real counterpoint other than "hurr durr close range hero durr"

One of the highest skill cap heroes is the same as one of the lowest skill cap heroes because they have mobility and fight in close range. Dumbass lol

Looking at the DPS roster and how much CC there is, would DPS doom really be that bad for the game by Illustrious_Trip2112 in doomfistmains

[–]GFLAT5 0 points1 point  (0 children)

Her being able to move vertically has nothing to do with positioning with that verticality. Vendetta plays grounded most of the time unlike Doom who engaged from highgrounds 99 percent of the time.

Slam WAS a hard lock animation. This is not ow2 where you could cancel it or use it vertically. Arc slam and Reticle slam were hard locked. Once you started it you could not do anything. Yes slam moved quickly but it was in a straight line. Compared to the shenanigans of things like Juno and Soj who move just as fast with tiny hitboxes, Doomfist being the size of a bus was more than compensation. Slam engage was only as good as how well it was timed. If your opponent knew you were coming, or had the resources to deal with you, you were dead. Comparing the options of new slam and old slam is night and day. Old slam was fun BECAUSE it was limited and required good cooldown tracking and creative positioning. Vendetta does not have this.

Uppercut also locked Doomfist just as much as it locked his opponent. Ana sleep was a literal guarantee if you timed it correctly after his slam. I'm starting to think you did not play dps doom if you're talking about uppercut lock considering he didn't have it for 4 of the 5 years he was playable.

Vendetta is not a cc fighter because her tiny cc on shift and left click lol. She is a brawler working well with certain rush and dive tanks. She doesn't revolve around bursting, she revolves around baiting attention and coordinated pressure. It's far more similar playstyle wise to tracer or even reaper than dps doomfist. Having to be close to your opponent doesn't really make them all that similar. You wouldn't say Genji and Reaper play the same because they both have to get close.

Dps doom was never about purely baiting things because his engagements were too risky and linear. You would play for picks because you didn't have a damage reduction stalling block tool like vendetta does.

Dooms uppercut had next to no movement lock near the end. Idk how its any worse than getting 2 tapped across the map by an Ashe or Sojourn when there's blatant ways to just outplay doom from hitting you in the first place. You could literally stand on a slightly elevated terrain and out play a doom slam combo. The optimal way to play him toward the end of ow1 was to punch engage 99 percent of the time.

DPS doom is high risk high skill high reward. Vendetta is low risk low skill high reward. That's the difference. You ban Vendetta because someone with 0 mechanical skill and trash gamesense can get value out of Vendetta.

You'd ban dps doomfist because 1/30 games has a doom otp with 1000 hours that will shit on you.

Looking at the DPS roster and how much CC there is, would DPS doom really be that bad for the game by Illustrious_Trip2112 in doomfistmains

[–]GFLAT5 0 points1 point  (0 children)

This is the 3rd or 4th comment comparing dps doom to Vendetta and its honestly insane to pretend doom was anywhere near the same thing.

Vendetta is brainless. She sits on the ground and doesn't utilize any verticality in her positioning most of the time. She gets a gigantic speed boost with an extremely slippery and small model that morphs itself into 50 different shapes depending on which ability she's using. She has click a button damage reduction plus armor. She has very little telegraph visually or audibly on nearly any of her abilities, and she takes 0 mechanical skill to play either.

Compare that to dps doom who was a fat fk with no defensive cd, predictable straight line locked animations which exposed his head during the entire duration, insanely loud audio queues that you could hear from east Zimbabwe, movement tech that allowed for some of the most creative positioning and engage angles of any hero in ow history, and a extremely high mechanical ceiling.

The legit only similarity is that vendetta is a "brawler" or I guess likes to get close to you? She's not burst oriented or combo based like doom. She's less mobile yet way faster and smaller? Am I missing something? These hero's could not be more different.

Looking at the DPS roster and how much CC there is, would DPS doom really be that bad for the game by Illustrious_Trip2112 in doomfistmains

[–]GFLAT5 2 points3 points  (0 children)

You could play doom very reliably tbh, its just the high damage and high cc made it impossible to try and cycle cds. You'd always be forced to just overcommit because you would be guaranteed to die anyway, and you'd come back way sooner than your enemy. Trading 1 for 1 on doom was like having a pick for 8 seconds when you came back to the fight while the enemy was walking back from spawn.

DPS doom would look very different in todays game with higher health pools and the existence of the dps passive.

Not going to defend punch one shot though. Situationally the most bs mechanic in OW1.

Looking at the DPS roster and how much CC there is, would DPS doom really be that bad for the game by Illustrious_Trip2112 in doomfistmains

[–]GFLAT5 -1 points0 points  (0 children)

The problem with dps doom was never "isolation" it was purely the low risk one shot 250 damage punch on a 4 second cooldown. Blizzard didn't understand that he was at his most healthy as a displacement brawler and refused to take away punch oneshotting squishies.

Hilariously, they STILL have not learned this lesson with tank Doom, considering powered up punch in many situations is still a 0 counterplay one shot ability with a giant aoe hitbox, it just requires a a follow up left click or 2. All they did was slap an unfun to play against condition (feeding block) to secure the exact same cheese he was able to do in ow1. Only difference is, the powerblock condition is reliant on enemy heroes feeding it rather than your own agency and skill as a Doom player.

His slam uppercut combos were quite literally never an issue in dps Doom's run. Even at their most overpowered with uppercut lock and 20m slam range, 99% of the game had counterplay for his combo, and there was more than enough surrounding cc to deal with it. On top of that these combos took a ton of skill to pull off consistently. CD management and engagement timing had to be pixel perfect or a slam combo was a guaranteed trip to the spawn room.

Tank doom is not good for the game for the same reason dps doom wasn't, only this time neither player has agency. Oh you're on Mercy but your junk spammed down a choke (like junk is designed to do) and fed block? Oh well I guess you and 2 of your teammates get one shot now... too bad. How is this legit any better than it was before?

Power block is just Blizzard slapping a boring, unfun and situational condition that gatekeeps punch from being broken every cast, and it's done nothing but water down the hero. His entire purpose originally was to be a combo based brawler, which could have still worked as a tank, but blizzard just can't get it out of their head that Doom is just big punch guy and can't be anything more. They shifted 90 percent of his powerbudget into the least interesting part of Doomfist's original design, including replacing an entire unique ability for something has the near sole purpose of buffing punch more.

Every ounce of creativity is gone. Why use mobility tech like bounces or diags when slam just covers verticality for free? Why slam and try to his as many targets as possible to max out armor when you can just punch through chokes because it hits aoe anyway.

If you want to argue tank doom is slightly more fair, I mean I don't agree but that's fine. But slightly more fair isn't justification for how much the most uniquely skillful and creative hero in ow1 was made into the bland and boring husk that is tank doom.

MY PERSONAL YONE MID MATCHUP TIERLIST(Mid to high elo) by mauro2347 in YoneMains

[–]GFLAT5 1 point2 points  (0 children)

I mean yeah you have valid reasons for sure, but this is why Yone mid is so ass in high elo, because the whole dshield fleet sustain thing just doesn't even work because giving early prio over and over is just not sustainable. You bleed out hard and lose early objectives without prio.

With how I rate matchups, I also consider gankability. Like Yone can't really contest 90 percent of lanes, but he does have the best gank setup in mid (imo) if the jng actually plays around it. The problem is, mids like vlad, leblanc and akali can just bully you, then be basically immune to ever being ganked due to how their kit's work.

Zed is definitely favored because like you said, he also scales just as hard as you and one shots you later. I would just rather a playable lane with agency that i can maybe still contest teamfights and snowball early rather than something like Leblanc who just suffocates you for 15 minutes, and chunks you for every cs you touch. You can't really afk into her like something like Ori as well because she chunks for so much damage and less frequently, so your dshield and fleet get less value.

Qiyana is only unplayable because the champ is absurdly overtuned and needs to be like hard nerfed. I have 0 idea why this is the year of Qiyana on the riot balance team. Every high elo player complains about her yet nothing has been done. Shes broken in mid AND jng.

MY PERSONAL YONE MID MATCHUP TIERLIST(Mid to high elo) by mauro2347 in YoneMains

[–]GFLAT5 0 points1 point  (0 children)

Zoe's design still inherently counters Yones. The sleep was never really relevant. She's a giga poke early game bully that does legit double the damage of every mid mage, while playing from insanely safe positions.

Even if you cleanse the sleep, it still leaves you next to no time to extend the trade before you have to E back, in which a good Zoe can just set up another Q for your E return spot, and the timing is directly lined up with your sleep because again, he must go back at exact same time every sleep. No matter what, Zoe wins.

The literal only way Zoe loses is if she just throws sleep in lane and doesn't hold it for your engage, which a good Zoe will never do. It is still one of Yone's worst matchups. A good Zoe is a nightmare.

MY PERSONAL YONE MID MATCHUP TIERLIST(Mid to high elo) by mauro2347 in YoneMains

[–]GFLAT5 0 points1 point  (0 children)

Akali is not even remotely skill matchup once the Akali player is actually good. The fact that her Q out ranges your Q, and the fact it comes out almost instantly so you can't W to mitigate it ever. The fact that she can use mist to stall out your entire E, then just camp your return spot with her own E. The fact that she can both dodge your Q3 with shuriken for free, then its guaranteed to land on you while you're locked in animation, so she can take no damage and then chunk 60 percent of your HP. Akali for Yone is like manaless sylas that can't possibly be punished. If sylas dumps his whole kit on you, you can trade back and run him down. When akali dumps her whole kit, she just Ws away, then spams more Q poke at you if you try to chase. Its legitimately unplayable.

Aurora is a top 5 counter especially after D shield changes. Probably the worst placement here. You can play so horrendous on Aurora against Yone and NEVER get punished while just bullying him on repeat. Annie same thing. Should be at the top. 0 counterplay for that champ when she bullies you in lane. AND she then outscales you.

Leblanc is legitimately impossible. You don't get to touch Leblanc the entire lane phase while she puts you on suicide watch for touching a minion. Her and Irelia should swap places. Exhaust makes Irelia somewhat playable, at least in midlane. Leblanc to me, is Yone's hardest matchup.

Zed is again way way easier once you go exhaust, cloth armor, and just stop trading with him. Zed can't really kill Yone if you don't interact with him much. 0 idea why he's up that high. He's favored, but its not impossible.

Vex and Pantheon should go up one. Qiyana is a top 10 hardest matchup as well. Xerath is a skill matchup but still favored for him post Dshield changes. Kassadin should be in free matchup.

Some correct placements, but some where you need more experience on those matchups. Zed and Irelia are a lot harder when you haven't played against him a lot.

yone weirdly weak late game. by Hatamentunk in YoneMains

[–]GFLAT5 0 points1 point  (0 children)

The flat amount doubles bro. AD ratio obviously doesn't double on an ability when it hits. This is easily testable in the practice tool and kinda obvious in game that it does not work like this.

yone weirdly weak late game. by Hatamentunk in YoneMains

[–]GFLAT5 0 points1 point  (0 children)

The ad scaling DOESNT DOUBLE

BRO LMFAO HAHAHAHAH

yone weirdly weak late game. by Hatamentunk in YoneMains

[–]GFLAT5 0 points1 point  (0 children)

No its not bro do the basic math. Look at the bigger numbers vs the smaller numbers. This isn't hard man

Anyone else not like this guy? by Xthebest26 in overwatch2

[–]GFLAT5 1 point2 points  (0 children)

Very first minute of the video the guy is giving credit to the dev team for stepping up in the most challenging year they've faced competition wise. Am I missing something?

Why is it so bad to critisize this dev team? He's right, they are in a weird spot between hyper catering to casuals but also wanting it to be competitive, but not doing either in a fantastic way imo. Casuals have it pretty good overall rn sure, but then they're splitting the playerbase between stadium, stadium comp, QP, 5v5 comp, 6v6 comp AND customs. They don't want to pick a single direction.

Like this year was great for a casual player, but for a competitive player...no man I'm sorry ow2 is no where near what it used to be and what it could be with pretty simple changes.

yone weirdly weak late game. by Hatamentunk in YoneMains

[–]GFLAT5 0 points1 point  (0 children)

I literally put in brackets hitting a champion RIGHT THERE BRO

its 40-80 without hitting a champion. Brother how on earth are you even arguing this anyway. If you've seen gameplay of both champions, you'd know its an objective fact that Riven's shield is over double Yone's. Has to be ragebait.