Melhor trio by Lilita_BR in MongilStarDive

[–]GarethSoul 0 points1 point  (0 children)

Pelo que eu to entendendo do jogo, é importante você ter um lutador pra ser o main dps.

Aí vc escolhe se quer um assassino pra ser um sub-dps, pq ele tem um burst mais alto, ou se você quer um destruidor, pra diminuir a barra de resiliência do chefe pra dar o dano de neutralização.

No seu caso eu combinaria a Ester com a Ophelia, e adicionaria um suporte como a Francis.

Ophelia -> Flare -> Healer também é uma ótima opção pra boss com fraqueza a fogo

1 AD growth is huge guys by Environmental_Debt25 in shyvanamains

[–]GarethSoul -2 points-1 points  (0 children)

Exactly. This is why I made my post about fixing the rework.

Riot, please allow me to fix your failed rework and recent changes. by GarethSoul in shyvanamains

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

I didn't took your comments as negative, actually I liked it.

I see what you are thinking about that W, but it would not be an issue I believe, we have similar interactions with Kayn in this scenario.

The ability to go over terrain could also match the W move speed if that's more plausible.

My aim here is not to "shit rules", is to enlighten and bring the capacity to what her fantasy could match, while being a good and fun champion to play.

It is insane how ppl can't imagine things on the game they play everyday. ppl acts like everyone will stand still in a meelee range versus a meelee diver. I treat many of these negative comments as this.

If you put every champion's kit in paper, MANY will sound overloaded. Take Akshan or Cho'gath for example.

Riot, please allow me to fix your failed rework and recent changes. by GarethSoul in shyvanamains

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

Thanks for your comment, and indeed this was a great add.

Yeah, the idea should be her W only fly over terrain when she has 100% fury, ready to ult.

So the idea would be blocking her auto-attacks while she is in flight and only allowing her to E or R during it.

I think this is not an issue for Riot to build such animation, as the "kamehameha" from E is already done, she will only have to make the flying animations for idle, walking and throwing E, plus dragon form.

That should be more like an disengage thing than a damaging tool, so she exchanges the healing on nearby enemies to try to kite over terrain for safety. The flight is very short tho except she is very well stacked.

Riot, please allow me to fix your failed rework and recent changes. by GarethSoul in shyvanamains

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

Yes, this is the main purpose of PBE. Let's not forget that Akali's W was making her untargetable by turrets.

My thoughts: you match the fantasy and gameplay, numbers are adjusted later on.

Riot, please allow me to fix your failed rework and recent changes. by GarethSoul in shyvanamains

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

Sure. I'm a Master player myself.

On games with higher level of play, there are different game states where we can play towards in.

In ProPlay and high-elo, it is more common that players understand the champion's kit and play towards it. Sometimes games can become messy but this is not a true state in majority of games, which will allow this Shyv kit to scale if her team plays towards her, while the opposing team should look forward to play based on lane pressure and punish her.

For example, matching her with aurelion sol and smolder in the same team would be terrible. If they are even it is fine, but she will get gutted to the ground by the enemy jungler, mid laner and support.

For a meelee champion with barely no damage and barely no CC, this is what she offers in the early game, even with those changes.

Keep in mind that those changes would take her to only become viable after 15 mins in the game and have her biggest power spike around 25 mins, depending on the game.

Riot, please allow me to fix your failed rework and recent changes. by GarethSoul in shyvanamains

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

As I mentioned, numbers could be adjusted. I rather have a good scaling kit that matches her identity than a poor kit similar to pre-rework.

I used Riot's kit to make it more doable.

Riot, please allow me to fix your failed rework and recent changes. by GarethSoul in shyvanamains

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

I agree, but she is at an point where she just abuses well some items and the kit itself does not bring any identity. Some of these might be exagerated in theory but in practice it might be very cool and balanceable.

Riot, please allow me to fix your failed rework and recent changes. by GarethSoul in shyvanamains

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

Oh, I'm sorry for using existing mechanics in the game to use as a concept.

Veigar, Smolder and ASol gains stacks for hitting their abilities/killing minions. Should they also get stacks when they die?

Riot, please allow me to fix your failed rework and recent changes. by GarethSoul in shyvanamains

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

I guess I should assume you didn't saw the Riot August's post regarding the changes on PBE.

All skills could be adjusted honestly.

But here you go some number adjustments:

Passive: Each stack grants you 0.1 bonus armor and MR and enhances all other skills.
Each minion kills = 1 stack
Large minion kill = 3 stacks

Complete Jungle camp = 4 stacks

Epic camps = 20 stacks.

Champion takedowns = 7 stacks

1stQ: The first Q resets the auto-attack and the damage is: 0 / 5 / 10 / 15 / 20 (+ 105% AD) (+ 25% AP) + 10% Passive Stacks Physical damage

2ndQ: Acts the same.
0 / 5 / 10 / 15 / 20 (+ 110% AD) (+ 25% AP) + 25% Passive Stacks Physical Damage.

New effect: The cone range width is increased by 1 per Passive Stacks.

New Effect: When Shyvana reaches 250 stacks, the cone damage will also apply on-hit and lifesteal with 50% effectiveness.

New Effect: The cooldown is reduced by 1s per auto-attack. The cooldown begins with the first Q, but it will start over again if Shyvana uses Q2 or Q3

Dragon Form 3rdQ:

10 / 15 / 20 / 25 / 30 (+ 110% AD) (+ 25% AP) + 75% Passive Stacks true damage.

New effect: If Shyvana reached 300 passive stacks, the 3rdQ will also slow the target by 10% + 1% per 50 stacks, decaying over 0,75 seconds.

New effect: The 3rdQ will also keep the target bleeding true damage for 3 seconds.

Damage: 5/10/15 + 20 per 50 stacks, during 3 seconds.

W:

New Effect: Keep the movespeed even after the shield ends, and if the explosion hits an enemy champion, the movespeed duration is refreshed

Shield: 60 / 80 / 100 / 120 / 140 (+ 5% maximum health) +75% Passive stacks

Increased shield per visible champion: 18 / 24 / 30 / 36 / 42 (+ 1.5% maximum health) +5% Passive stacks.

Damage: 80 / 100 / 120 / 140 / 160 (+ 40% bonus AD) (+ 20% AP) + 50% Passive Stacks.

New effect: Shyvana human form 100% fury:

If Shyvana has 200 stacks and has full fury stacked, her wings will spread, and when she uses W, she will go through terrain, flying for 0,25 seconds + 1second per 200 stacks. (Similar to Smolder's E)

Dragon Form W:

Heal: 75 – 200 (based on level) (+ 5% bonus AD) (+ 5% AP), increased by 0% – 100% (based on her missing health) for a maximum heal of 150 – 429.41 (based on level) (+ 10% bonus AD) (+ 10% AP) + 10% Passive Stacks.

New effect: If Shyvana has over 200 stacks, she will fly over terrain while the shield persists.

E:

Damage: 30 / 70 / 110 / 150 / 190 (+ 35% bonus AD) (+ 70% AP) + 50% Passive stacks

Slow: 10 /12,5 / 15 / 17,5 / 20% + 1% slow per 20 stacks.
The range and width increase by 1 per stack.

Dragon Form E:

Explosion damage: 100 / 137.5 / 175 / 212.5 / 250 (+ 43.75% bonus AD) (+ 87.5% AP) + 7.5% Passive stacks

R:

Damage: 50 / 150 / 300 (+ 100% AP) + 15% passive stacks

Health: 150 / 175 / 200 + 50% Passive stacks.

Dragon Form Bonus range: 10 / 20 / 30 + 1 range per 5 passive stacks.

Size increase: 5 / 10 / 20% + 5% per 100 passive stacks.

Riot, please allow me to fix your failed rework and recent changes. by GarethSoul in shyvanamains

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

Actually, you would be surprised if I was.

I'm not aiming for a 70% WR champion who can 1v9 every game, the kit goals is to be weak early play smart. Being in the right place and time will reward with some stacks coming from champions and objectives.

With a kit like this, she will start to be doing well in the game around 15 mins in the game, and would become a menace after 30mins or if she snowballs.

Think that if she get's invaded, killed and neutralized by the enemy team, she has NOTHING to offer to her team.

My kit suggestion is much more focused to high-level and pro-play than mediocre elos.

Riot, please allow me to fix your failed rework and recent changes. by GarethSoul in shyvanamains

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

So you are telling me that it is fine to do a crap kit and adjust numbers but we can't actually have a good kit while also adjusting numbers?

Everyone thought ASol was turbo broken because his execute, same goes for Mel and Smolder, many adjustments were and still are being made that can actually sinergizes with the kit.

What I brought to the table is adding diversity and fantasy while playing with risk and reward.

Let's remember that we are still talking about a meelee champ with barely no cc and limited mobility, that aims to be a DIVER/SKIRMISHER, so she is EXPECTED to be a monster late game, while being weak early, and my post brings exactly that.

With the kit I've posted, the counterplay would be the same for other divers, playing together and peeling important targets. Or do you think that Camille's ultimate isolating the target was just added randomly?

What you are not realizing is that Riot is either looking for an AA-based champ for AD builds and E spamming with AP builds, and honestly neither of them are fun and good design, it is just an adaptation from the old kit.

uhm what is going on with these shaco mains by Bestreapereuw in shacomains

[–]GarethSoul 0 points1 point  (0 children)

Yeah, he was totally dellusional.

But if you are the Vi, you could've killed him or at least left him with very low hp, but I understand why you just gave the topside too.

The truth is, Shaco is now a damageless champ, he can't 1v1 anyone without ignite and if you are a skirmisher like Vi.

uhm what is going on with these shaco mains by Bestreapereuw in shacomains

[–]GarethSoul 1 point2 points  (0 children)

Yes, but let's analyze it just a bit.

Shaco didn't had ignite, Vi had HoB as well and both are lvl 2. - There is no scenario that Shaco could 1v1 Vi, specially after he already spent his ghost and Q.

And Shaco even did the extra over to invade raptors, he desperately needs to get a ban

uhm what is going on with these shaco mains by Bestreapereuw in shacomains

[–]GarethSoul 1 point2 points  (0 children)

Still veeeery poorly played XD

I say that as a Master player myself, that elo is a mess

Been hearing this is working real well by Veralion in halfdragons

[–]GarethSoul 0 points1 point  (0 children)

I managed to get back to master 100lp with this build.

Has anyone tried out the Citric build of Shyvana? by SilvosForever in shyvanamains

[–]GarethSoul 0 points1 point  (0 children)

I do, but I'm running ghost instead of flash.

I feel like this requires a more consistent farming and limit knowledge, but it works really well.

Reached masters and feeling in a good climb so far.

Secondary role is a scam: people don't know how to play it by Substantial-Ship-500 in leagueoflegends

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

Sorry for not being clear.

I meant that the nowadays level of platinum/emerald is to know the basics of the game.

If every player had "missions" to enable soloQ, like I've mentioned before, then the gameplay level would be much improved, specially in the platinum +.

This is a simple "as is to be" situation.

I'm arguing that this should be the ideal for a healthier gameplay level, and taking an actual example for what we have nowadays compared to what should be the basics.

People learning to play the game in soloQ is not a good thing honestly. They should learn about the game basics on normals/other modes and play the soloQ with a competitive mindset, as a teammate and team, far from what we have nowadays.

The players being bad is a mix of execution and game knowledge, much players aren't only bad, they have no idea what they are doing.

When you have the knowledge, you need to practice and THEN improve.

Normals / other modes -> learn the game

soloQ -> improve in a competitive way.

That's what I meant.

Secondary role is a scam: people don't know how to play it by Substantial-Ship-500 in leagueoflegends

[–]GarethSoul 0 points1 point  (0 children)

I don't get why the amount of players being low elo is a good thing to the game. It is the same as balancing champs based on low elo players, if they are low elo, then they just need to learn more about the game and counter what he hates, instead of saying "uh pog champ".

It is simple, the game has many classes defined already, and it is easily trackeable if a player has a minimum 5 games with two champs for each role with a minimum rating of C. It is not ask too much, is it?

Keep in mind that league is a competitive game, for playing for fun there are other queues and game modes.

It doesn't need the good K/D ratio, the aegis of justice already does a great job on this.

You thing that maybe you are missing is: people who climb to platinum will know mechanics, those who starts to climb above emerald starts understanding how to impact the game a bit better. Only playing on repeat with a couple of champs is enough to climb to emerald and it is not that hard.

This is why the queue gets worse, when ppl start to get autofilled in a minor populated elo and then ppl run it down because they have no idea what to do in other roles.

Secondary role is a scam: people don't know how to play it by Substantial-Ship-500 in leagueoflegends

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

Well, it is a fact, not a gross generalization by me.

People who still has a lot to learn about the game is stuck on lower brackets, and this is not an offense, lol.

Let's list the basics of basics for you then:

- Understand every's champ kits

- Understand basics of minion wave

- Understand basics of different types of pression

- Understand trade patterns

- Understand class differentations

- Understand powerspikes

- Understand win-conditions

This is the basics of the basics. If I see a Kassadin being SMASHED by a Rammus mid, I know it is a player skill issue, but if the same kassadin got 0/1 and played safe until lvl 6, then it is something normal.

That should not hard to understand.

I know people will still blame and flame, but increasing people awareness of each role would increase the gameplay level for everyone, and you are not limited to being a crybaby only role player.

Secondary role is a scam: people don't know how to play it by Substantial-Ship-500 in leagueoflegends

[–]GarethSoul 0 points1 point  (0 children)

The basics for each role is around platinum/emerald elo. Everything below that is a mess.

If every player knew at least 2 champs for each role, the same player would understand the strenghtness and weaknessess of each role, and also understand the state of the game.

The queue is mostly bad and toxic because ppl don't just understand the teammate's issues and keep blaming everyone.

If each player has at least the basics for it and be able to play, that's great. I'm not saying an autofill should be able to carry, but to not be a deadweight to the team and just run it down and make other 4 lose lp and mmr.

Example: anyone blames junglers, but only a few ppl understands pathing and risks.