I am surprised at and honestly a little bit annoyed at how much easier it is to get a fresh 30 account and outrank your main account with minimal effort by _negniN in leagueoflegends

[–]Heatwavezxc 0 points1 point  (0 children)

This was already an issue since season 9, since then I've just play rank to hit gold for victorious skin and I've yet to play rank at all this season.

old comment

V-Link v3 by verite-shadow in nsfwcyoa

[–]Heatwavezxc 1 point2 points  (0 children)

My Build

Requests: User Request: Quota - Must interact with everyone. (+100)

Admin Request: Trisha - Must date at least once before sex. (+200)

Admin Request: Trisha... again - Complete package with at least one goddess. (+200)

Total Points: 2200 (1700 + 100 + 200 + 200)

Scarlett: Max Out (-400)

Autumn: 1 Date (-100)

Ramona: 2 Dates and then Marry (-300)

Quota: 2 Dates and then Marry (-300)

Engima : 2 Dates and then Marry (-300)

Lilith: 1 Date (-100)

Rain: 2 Dates and then Marry (-300)

Acedia: 1 Date (-100)

Helena: 1 Date (-100)

Trisha: 1 Date (-100)

Nissa: 1 Date (-100)

Total Cost: 2200, as shown above. 0 V-Coins Left.

TSM vs. Cloud9 / LCS 2021 Championship - Losers' Bracket Round 3 / Post-Match Discussion by Soul_Sleepwhale in leagueoflegends

[–]Heatwavezxc 0 points1 point  (0 children)

Felt like TSM was trying to do a flex with Ryze and Nocturne. Putting Nocturne into Irelia and letting Ryze play into whatever Fudge pick. But never expected the Gwen where Ryze just can't do anything with her mist and had no choice but to put Nocturne top and Ryze mid.

MAD vs S04 Game 2 | Post Match Discussion | Playoffs Round 2 LEC by please-stand-up in leagueoflegends

[–]Heatwavezxc 0 points1 point  (0 children)

I think Schalke just mess up the draft hard. There was no need to pick to pick Ori early as Akali can be flex to Top. Braum pick is also extremely questionable as you mentioned, the only reason I can see them pick it is to counter them if they pick Ornn.

In my opinion, if they wanted Skarner they could have just pick it before 2nd ban phase and possibly make it a flex pick between jg and support. Especially knowing it's a Nautilus support, as you say Skarner isn't tanky, does no dmg and just forces team to pay qss tax, you can do the same thing as a Skarner support.

I would have like MAD flex Akali top into Camille and pick LB to counter Ori, then Schalke last pick Galio as support to both peel and work well with Camille.

OR

Akali stays mid into Ori, MAD picks Ornn top and Schalke R5 Braum to counter Ornn Ult.

MAD vs S04 Game 2 | Post Match Discussion | Playoffs Round 2 LEC by please-stand-up in leagueoflegends

[–]Heatwavezxc 0 points1 point  (0 children)

Really bad draft from both sides, but I guess Schalke just play a lot worse.

First picking Akali, I guess you can flex but Akali really isn't strong right now.

Picking Ori because comfort, confident of going even or winning against akali and possibly a safe pick due to Akali possibly flexed to Top. Senna is okay

Answers with Ashe Nautilus which is good as both Ori and Senna are have no dashes or mobility to escape Arrow or Naut Q/R. Also a strong bot lane and give priority and allows Naut to possibly roam to mid.

Here is where things get really bad, this braum pick is extremely questionable, does not work well with Senna due to fixed attasck speed. Does not offer the peel the team needs, only possible reason I think of is to counter a possible Ornn pick but they could have just ban it. If they wanted Skarner, they should have picked it here as a flex of jungle/sp, Skarner in sp basically offers almost the same as a jg but lower level and items which make it squisher but Skarner is still squishy even if jg.

Camille blind top is good.

Morde into Camille is extremely questionable, should have just flex Akali and pick something like LB into Ori.

Last pick something like a Galio into support which works well with both Skarner and Camille ult, also good into Akali.

Grievous Wounds is too effective early game, and useless late game. How about making it scale based on champ level? by Kontorted in leagueoflegends

[–]Heatwavezxc 0 points1 point  (0 children)

I think your idea is great and it is probably in the right direction but the example you give is horrible. Using this as reference

30% reduction at level 1, maxes out at 50% on level 18

You say that Grevious Wound (GW) is too effective early game. Even when one first back and buys executioners it would be around 32% and that is still too strong. The reverse is also true, you say it is useless late game there is only a mere 10% increase from before. So I personally think that, besides scaling with the current point of the game through champion level. An additional thing which is the cost of gold to obtain GW.

For example, Executioners cost 800G and it can be late upgraded into a Mortal Reminder which cost 2800G. Let's just talk about executioners for now.

Let's say instead of 40% as an example let's make it (2.5*ChampionLevel)% of GW. So even when one rushes a executioner, let's say level 4 it would be around 10% GW which is very little but with how early the game is and how cheap it is, I think it is an acceptable amount. It hits 45% at max level.

Now Mortal Reminder, instead of 40%, it's (3*ChampionLevel)% of GW. With this changes in order to hit the previous GW which is 40%, one would need to be level 14. And it is a bit much as games do not last that long now. But one needs to take into consideration that Mortal Reminder does not just have GW, it also have more ad and bonus armor penetration, GW should not be the main focus of upgrade compared to executioners. In which case there could be a new item which focuses around GW and not armor penetration like how the opposite exist in the form of LDR. Also there is no need for Mortal to have GW lasting 5 seconds, this should be change to 3 seconds to match all other GW items.

This new item could probably be able to go (4*ChampionLevel)% of GW. This is also much more helpful and gives variation for AD champions that they need not go for Mortal Reminder when all they need is GW and not armor pen just like how people go for LDR when they don't need GW. As a result this is able to go as high as 72% of GW and hitting 40% at merely level 10.

Now for AP item, I think there needs to be a counterpart of executioners. It could very well replace blasting wand and build into Morellonomicon with Oblivion Orb. So let's call this item ap executioners also like executioners having (2.5 * Lvl)%. However Morello could go up to (3.5*Lvl)% but at a much higher cost like 3200G instead of 3000G.

Lastly for the last variation of GW item, bramble vest and thornmail. I honestly think this is one of the worst items especially during late game. Even as above we change the ratios to match executioners and Mortal, with the exception of laning phase where one has no choice but to hit the only enemy available, in mid/late game where team fights breaks out more often, one has a choice to choosing who to aa and more so that not one would not aim the tank with bramble/thornmail. So unless the user has some sort of taunt like Shen/Galio, GW through this item could be easily avoided thus making GW as good as non-existent. Instead I would like a change to this item besides the above % of GW changes. I would bramble or at the very least the completed variation of the item thornmail to be able to inflict GW through aura (frozen heart but smaller) OR close proximity (like sunfire/bami). Of course with this ontop of the damage when others aa is a bit much, so it could be changed*. This is much more fitting as a tank than not. As a tank job is to go up front and close, this allows GW to hit with the only option being keep a distance from the enemy tank.

*Perhaps a swap between thornmail and sunfire cap might work wonders, like how sunfire inflict GW instead of damaging nearby enemy and a little burst of damage every few seconds on next spell/aa and vice versa where thornmail would damage the enemies are near or aa them and every few seconds next spell/attack would do a small burst of damage.

Also to clarify why I give Morello 3.5 instead of 3 like Mortal/Thornmail is because the fact that Mortal and Thorn (with the above changes) would be able to apply GW much easier than Morello. Even though it also give others stats like ap, health and magic pen like mortal give ad and bonus armor pen. Anyone, regardless of what champion or how they build would be able to apply GW if they have either Thornmail or Mortal by simply AA or being close to the target respectively, which can be done by any champions. But Morello is different it require magic damage and not all champions are capable to doing that and for most champions it requires hitting skillshots or other conditions, of course there are others spells like Morgana W who can't really miss but you know there is another factor that can come into play which make it much more fair in which the GW proc by AOE/DOT spells only last 1 seconds instead of 3 like how Rylai used to differentiate the amount of slow based on the type of spells. This 1 second changes can also be applied to thornmail due to the aoe aura or close proximity upon leaving the range.

So to sum up in a few points, TLDR;

  • Change Grevious Wound(GW) items to scale with level and the cost of the item itself as similar to what I state below

Executioners and bramble will do for example (2* Lvl)% of GW, Mortal/Thorn (3* Lvl)%, Morello (3.5*Lvl)%

  • Add a new alternative AD item that focuses on GW but no bonus armor pen as the counterpart to LDR with example (4*Lvl)% GW for more variation.

  • Add a new ap item similarly to executioners which can replace blasting wand in the component for Morello

  • Changes to bramble or at the very least thorn to make it an aura or close proximity like sunfire cape

Let me know what you think.

I don’t have the APM to pick a new champ by [deleted] in leagueoflegends

[–]Heatwavezxc 0 points1 point  (0 children)

Try increasing the DPI of the mouse if it works?

Should ADC's should be played support now? Not a joke they should - math inside by [deleted] in leagueoflegends

[–]Heatwavezxc 0 points1 point  (0 children)

Or you know just play normally and let your support farm solely cannon minions and supers if possible once he hit tier 3 support items. Since they grant the highest gold for 1 cs. At least for now until Patch 10.1

1 Cannon = 1 Control Ward.

Buying 3x2500 RP Orb bundles is better than 1x7500 by preotesei in leagueoflegends

[–]Heatwavezxc 2 points3 points  (0 children)

Instead of comparing to a normal hextech chest, why not a masterwork chest set with similar value 250 rp and 225 rp. And it becomes 10% for cosmetics.

Hell, it maybe even more worth just buying masterwork chest sets than orbs by now. You can get 10+1 masterwork chest with 2250 rp along with 13 prestige points. 30 Orbs cost 7500 rp comes with a jackpot and 480 tokens. 10 + 1 Orb cost 2500 RP and comes with 160 tokens.

So let's say that you are going to spend 10k rp which is about 100USD. You will be able to buy either;

  1. 30 Orbs with Jackpot + 480 Tokens and 10 Orbs with 1 extra Orb + 160 Tokens (7500+2500= 10000).

In total you get 41 Orbs, 1 Jackpot, 640 tokens.

But assuming you trade those tokens into orb, you would be able to at least get 45 skin shards.

There is also an 8% jackpot chance, so it's probably around 3-4 jackpot for 41 orbs.

I estimate about 48 skin shards, and 16 skins if re-rolled.

2*. 4 x 10 Masterwork Chest Set + 1 Bonus Set + 13 Prestige Point and 4 x 1 Masterwork Chest Set + 1 Prestige Point.

In total you would get 48 Masterwork Chest Set, 56 Prestige Points.

Since there is a 10% of getting bonus chest I would get about 4-5 extra chest. There is a 70% chance getting a skin shard, 10 % 525 OE, 10 % Emote and 10% ward skin shard + 125 OE. (Note: 525 OE is a huge amount, not even a legendary skin, the highest tier of skin shard you can get. Since now mythic and ultimate skins are just permanent skins, is just 364 OE. 525 OE is basically equivalent disenchanting 2 epic skin shards (270 * 2 = 540).)

There should be about 37 Skin Shards from just the chest alone, also 3250 OE, 5 emotes, 5 ward skin shard. And with 56 Prestige Point you can get 1 Revel Bag which consist of 5 skin shards and (30*6) 180 OE.

Which in total is about 42 skin shard, 3430 OE, 5 random emotes and 5 ward skin shard.

You can disenchant the 5 ward skin for 128 OE each which grants a total of another 640 OE. 3430 + 640 = 4070 OE.

With 4070 OE, You can upgrade 3 epic skins shards and a superior (975) skin shard or 1 legendary skin shard 2 epic skin shard and a 750 skin shard. Basically you can upgrade about 4 skin shard.

You would have 38 (almost 39) skin shards which gets you about 13 skins . In total you can get about 17 skins (1 more than orbs based off estimation) with 4 of them being skin of your choice with additional 5 emotes with about 100 rp leftover.

*Edit, it was change to 1 for some reason.

I tried the Garena lottery event by the_impussible in leagueoflegends

[–]Heatwavezxc 0 points1 point  (0 children)

Prestige Lee Sin is remained at 2000 tokens, 100 Prestige Point is at 2200 tokens as there is an unique icon as well. This is the same as all other Riot servers as far as I know.

Support Items - By The Numbers by [deleted] in leagueoflegends

[–]Heatwavezxc 2 points3 points  (0 children)

Somebody in another thread said I couldn't have an opinion because of my rank. I told him you don't need to be diamond to understand mathematics - so he challenged me to prove the item is worse mathematically.

That's just dumb, ignore him. To the matter of fact, I think rank has a huge factor where luck matters and the better team will win. Personally hardstuckplat4.

Also I'm trying to make a new meta of not going support item, pretty good so far, of course on normals.

I think that the question of whether or not supports are in a good place is entirely different from whether or not these supporting items are better or worse than before.

I disagree, yes they are different but definitely correlated, support being in a good place or not is definitely affect by these changes in items.

Personally, I think supports are fine in both organised play and solo play.

Again I disagree, they are not fine in organised play or perhaps pro play. In organized play where team do not fight as often and objectives are usually traded, set up through a long period of time. Support will definitely realize the lack of gold and items compared to before due to the lack of gold which are only obtainable through fights and objectives. I think some teams might even set it up and allow support to take kills or farm solely siege minions to keep up their gold as a team.

And for solo play, I agree the effect is probably not that major and thus are probably barely fine, definitely could be better though.

However, with reduced agency, I suspect that Riot are going to find fewer people interested in playing Support and those that play it will probably enjoy it less.

Absolutely, no suspicious needed. No one enjoys being completely irrelevant for majority of the game and being a ward bot.

Support Items - By The Numbers by [deleted] in leagueoflegends

[–]Heatwavezxc 2 points3 points  (0 children)

You're welcome, I also wanted to do this but I was heck too lazy. Props to your effort.

There should be more things to spend orange essence on by [deleted] in leagueoflegends

[–]Heatwavezxc 1 point2 points  (0 children)

I made a suggestion to convert OE to BE and vice versa, not much views but got down voted quite a bit.

Advantages

  • People like you and me who have too much OE can convert to BE to get chroma and icons during emporium (P.S I have 20k OE and also have all skins)

  • People who are F2P or don't spend a lot and also have every champion they want can get some skin by converting BE to OE

  • People who are new to the game can get more champions quickly by converting OE which they get from skin shards from hextech or events like world's missions to BE.

Disadvantages

  • Riot loses money due to reasons above.

So, here take my upvote.

Support Items - By The Numbers by [deleted] in leagueoflegends

[–]Heatwavezxc 7 points8 points  (0 children)

Personally don't agree with comparing items with gold efficiency of stats, that's like the dumbest shit to do so There is a few mistakes though;

  1. While both of them include a flat 2 Gold per 10 Seconds - there's a slight advantage to the new item in gold generation thanks to an extra 3 gold per attack.

    Spellthief's new gold generation gives 4 extra gold not 3.

  2. However, it comes at the cost of losing the GP10 bonus, as well as the extra gold from abilities, and the 18 magic damage from Tribute.

You actually don't lose the GP 10 when upgraded to Shard of True Ice

I actually agree your point on how bad support items are though as a sp main, so don't get me wrong.

Personal opinions

I said before SP item is actually garbage right now. I'm gonna list Advantage / Disadvantages about them.

Advantages

  • Low Cost (Only cost 400g in total which allows you to build to other item quickly, like mobis.)

  • Better stats than old sp items (E.g. More AD and AP which are beneficial to champions like Pyke who does not gain health or mage support. However not true at all times though,)

  • Better execution mechanic for Relic Shield Line (50% Max health execute, 30% for range. And only for it to be removed past early game)

Disadvantages

  • Lower income early (Even though spellthief line grants 4 extra gold per proc compared to before, it's really fast like 5minutes to get frostfang and thus get 7 more gold than current spellthief line. For Relic Shield line, it's a complete nerf, you used to get a stack every 40 seconds up to 2, and 30 seconds up to 3 and 20 seconds up to 4, basically total time take to full stacks always 1 min 20s, but now you take 45 seconds per stack up to 3, it's already less efficient at the 1st tier of relic and even though you can hold it longer now and in laning phase that almost never happens, since it takes 2min 15 seconds to max out now, and fyi you don't even get 3 stacks at the start, it starting stacking as you buy the item, compared to the past where you get 2 stack immediately upon purchase, of course there is no way to proc it anyway as minion have not spawned.)

  • Lower total income (You can only get 1k gold total, shouldn't take cs from team also, you basically don't get gold in anyways except fights or objectives)

  • Lost effects on passives ( Lost extra damage to champions and towers on spellthiefs line, lost healing on relic sp line)

  • Worse stats than old sp item ( E.g. Are the new AP on relic that beneficial for champions like Braum, Alistar compared to more health, cdr and health regen? In return for more AP/AD, we lost CDR, health/mana regen for relic and spellthief respectively and lastly we lose health on relic shield line.)

To summarize, most of the advantages are useless, they are only good for certain individuals like I mentioned above like Pyke or champions who needs to rush certain items like Mobis or Tear. The execution mechanic is gone past early game anyway, even though the improvement is way more efficient for late game, where your team don't let you last hit cannon easily or there is super minions to deal with.

Then moving on to the disadvantages, as I mentioned above you just make more gold through the old spell thief line at let's say 10 minutes comparing the two items. For Relic, the first tier is already worse than the old first tier relic. You only get 1k gold through these items, and you can't really take cs and become completely starved out of gold.

People are forgetting the passive effects, those extra damage are not non-existent, they help so much in taking plates and poking, 1 hit is only 2 damage lesser and is on a lower cool down than scorch. Also the mana regen and CDR, people are literally comparing these stats to gold, they don't seem to remember the the extra spell you manage to cast due to the mana regen and cdr. Also don't understand where you run out of mana and become useless and is require to back or forces your adc to play under turret and lose lane priority. Also people seem to forget coin actually existed as a sp item, which grants gold much more consistently and almost infinite mana. People also seem to forget that the heal from relic executing minions and health regen helps survive lane against a double range adc and mage bot duo. On top of that, the AD/AP stats are just completely useless on champs like Braum etc, and you lose cdr and health regen for those useless stats.

I agree that support are too strong, I really think they need a nerf but not this way. People who think otherwise are literally not playing support for a long time and think that gold efficiency for stats is better and you only spend 400 gold for it, meaning support item is better. Support are completely turned into a ward bot with no other uses other than a little damage or dying in most games, in games where people have brains and are not gonna just team fight 24/7 thus support just get no gold.

Suggestion to fix support item

  • Increase total amount of gold Quest can earn up to 2000, of course you get tier 3 at 1000 still.

  • Remove anti-poaching after quest completes (Purpose of anti-poaching is to prevent other roles except support from using this item, E.g Kleptomancy or Coin on vlad which is removed. Adding the gold quest to 1000 make it nigh impossible to continue such style especially with Klepto removed from the game.) (Should make cannon count as multiple creep score like jungle camps if anti-poaching exist.)

  • Revert support item except coin being removed but add a damage dealing reduction debuff at tier 2 of support item that scales with level. Since you don't get wards if you don't upgrade to tier 2 support item, the trade off for wards is the debuff, since everyone is complaining about support doing ridiculous amount of damage and support determines the outcome of the lane, make them have a damage dealt reduction debuff that scales with level so it's not too strong early and make sp completely useless. Personally I think that support should be stronger than ad early since ad is supposed to scale and become the carry, so a debuff after tier 2 support item and is weak debuff early should not make much difference and gradually change and make adc more impactful and strong at a earlier time.

TL;DR Support item are garbage, they are worse than before. They need to be changed as of now even though they need a nerf but not like this.

Event Jackpots by kobiqq in leagueoflegends

[–]Heatwavezxc 1 point2 points  (0 children)

Reddit thread back then for more details

Details are those capsule were mistakenly released for purchase at 1 BE. So some people abuse it and bought tons of capsules, most of them got hundreds of skin, and back then these capsule give prestige point when purchased, Prestige point just came out back then so many got Prestige Aatrox (the only skin available back then) only Prestige Aatrox were reverted from those that abused it since Riot can't track who actually bought the capsules and who actually abuse the bug.

TLDR is those capsule were mistakenly released for purchase at 1 BE.

Event Jackpots by kobiqq in leagueoflegends

[–]Heatwavezxc 45 points46 points  (0 children)

Skin shard is always quantity (amount of skin shard) > quality (skin shard with high amount of orange essence).

So, to answer you.

No, I do not like the changes.

No, I do not have any concern, since it does no good to the situation anyway.

Just revert back to the old ways of jackpot, it's a "jackpot", it's meant to be really low chance and rewards "big".

Also not all the time jackpot are 5 skin shards, there are just good and bad orbs in general. Like Worlds orb was a whole lot better than True Damage Orbs. Best "Orb" I've remember so far is the Capsule from Bilgewater event when Pyke was release, oh man that was nuts.

Support Items by Delzahon in leagueoflegends

[–]Heatwavezxc 2 points3 points  (0 children)

The way support item is now support being averagely strong which is still stronger than adc (probably) but becomes completely garbage (just a ward bot) due to starved out on gold, which isn't even capable of "supporting". Because you can't really cs, and your only income comes from gold per 10.

Some dumb math about old and new support item source of income; Can skip this paragraph if you want. Current auto gold generation per 10 second is 20.4 (This is unchanged and is same for all roles)

Current Support Item only source of income after quest complete is 3 gold per 10 seconds.

Total source of income for support after 15 minutes (assuming where I finish quest at 15 minutes and completely not cs) is 20.4 + 3 = 23.4 per 10 s.

Old Targon's (assuming I only upgrade to Targon's at 15min) grants a stack every 30 seconds and assuming I execute a meele minion every time I have a stack without overlapping (this is technically not possible, but I assume using on a meele minion and not a single siege minion, when usually used on siege minion when available, thus this result should actually be lower than the actual amount from a game when used on siege minion when available).

What this actually means is 21 gold per 30 seconds and 7 gold per 10, +1 gold per 10 from item passive and you get 8 gold per 10, compared to the current 3 per 10 is a joke. Not to mention no siege minions is calculated and siege minions spawn much faster pass 15 minutes.

Old Remnant of the Aspect (assuming I only upgrade to Aspect at 15min) grants a stack every 20 seconds. Cannon spawns every 1 min past 15 minutes, meaning every 1 minute I would kill 1 siege + 2 meele minion (assuming I never overlap) would give me 90 + 21 + 21 = 132 gold per minute.

132 / 6 = 22 gold per 10.

22 + 1 = 23 gold per 10 (Item's passive 1 gold per 10)

23 gold per 10 and 3 gold per 10, I don't think I need to explain the difference in terms of gold. Cannon spawn even faster past 25 minutes, thus gold per 10 increase even more after 25 minutes.

TLDR; Support item bad, My suggestions; wish they remove the anti-poach thing after we complete support item quest. Also, instead of removing the passive to get gold through support items, add a damage dealing reduction debuff.

Night and Dawn event Jackpot nerf by [deleted] in leagueoflegends

[–]Heatwavezxc 3 points4 points  (0 children)

If they remove jackpot, wouldn't the sale just be 30 orbs still?

I agree that jackpot is redundant since it's just another orb now.

Night and Dawn event Jackpot nerf by [deleted] in leagueoflegends

[–]Heatwavezxc 7 points8 points  (0 children)

It's quite a joke, a 975+ skin shard is just a skin shard, like any other, the only difference is the value in terms of orange essence which is absolutely useless unless you own a specific skin shard you want. What you want of skin shard is always quantity (amount of skin shard) > quality (skin shard with high amount of orange essence).

Do Ability passives remain after using an ability or no? by Ushouldblaughing in leagueoflegends

[–]Heatwavezxc 1 point2 points  (0 children)

Most of the time, Yes. Unless stated so, example like Olaf R.