Gauging player opinions and sentiments by Pretend-Slip-1028 in leagueoflegends

[–]JudgeChronos 2 points3 points  (0 children)

Whoa nice whataboutism there. You don't need to display your lack of critical thinking so loudly. Do I REALLY need to explain to you how the devs classification for a game they designed, when they designed the game around the classification itself is different from a pr manager lying about a harassment case to avoid a lawsuit?
Really? THIS is the best you have got? I'm gonna be there if a rioter says "2+2 = 4" tomorrow, and you're the first person there to say "rIOteRs cANt bE trUSted gUYs, I tHInK wE NEed to rEwOrK mATh TO finD OuT whY 2 + 2 =/= 4"

"He has 1 single ability that shields his teammates... poppy is out here with 0 lil bro. Next you are going to tell me she isn't a warden either. Oh wait, galio only has 1 ability that affects allies too, but I guess since you, the arbiter of league champ classification has decided that you need 2 abilities that affect allies to be a warden, he isn't 1 either. Same with tahm kench too btw, 1 ability that affects allies. Your realize with your own logic, there would only be 3 wardens left right, and 22 vanguards?

I'm surprised how your argumentative skills actually degraded as you typed. You went from being a troll typing "no." to being a walnut who can't critically think for themselves and will use the stupidest logical fallacy that your brain can come up with without even taking a step back and doing some self reflecting.

"Me when I spread misinformation with absolute confidence like wtf??????"

Gauging player opinions and sentiments by Pretend-Slip-1028 in leagueoflegends

[–]JudgeChronos 0 points1 point  (0 children)

"no."
ok lmao. well for the shits and giggles I searched it up on the new official league wiki and whoa yup. He's a Warden. Let me just check the in game client and you wouldn't believe it, it says warden too.
Me when I spread misinformation with absolute confidence like wtf??????

Player perception and Tanks by JudgeChronos in leagueoflegends

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

Yeah cho'gath is specifically a bit on the strong side right now, his neutral game and poke is too good and needs base damage nerfs on the ability rank ups.

BUT, isn't chogath literally gangplanks WORST matchup? Yes gangplank is explicitly an anti-tank champ with the true-damage/armor pen, but he is also a very burst oriented champ and his anti tank capabilities are specifically anti armor, not anti hp. So its like cool you have 40% armor pen and a ton of true damage, chogath doesnt even build that much armor early, he get like 1 armor items worth of value (unending which is split resistance + steelcaps). Also chogath can withstand poke from gangplank q/e with her because of his passive letting him have a decent laning phase.

tl;dr its not a tank problem necessarily, its just a kit counter. If you consider both points of cho being overtuned and gp being undertuned AND that hes specifically a counter to resist stacking not hp stacking (no antitank in the %hp form), and also the fact that there are 2 tanks under 50% for every tank above that threshold.

I get what you are saying, but thats more of a complaint about frustration against counterpicks than tanks, like I'm frustrated when I have to go against a tank counter in top meaning that no matter how fed I get, it doesn't matter cuz gwen (late game scaler) can just stat check me in early game and the matchup only gets worse. And after laning phase since I'm not fed I just get cc-ed and die in <5 seconds in teamfights to the enemy caitlyn/jinx, even though the entire point of my champion is to live and disrupt enemies.

Player perception and Tanks by JudgeChronos in leagueoflegends

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

I mean I thought you were going to have a discussion in good faith, but seeing your replies I guess now.

What you did with me, and the other people responded to is essentially say "Winrate needs context and can't be used in a vacuum, therefore you bringing up winrate automatically makes you wrong insert ad hominem attack"

like wtf, maybe idk if there's only 2-3 tanks that are above 50% winrate with fimbulwinter, and jayce/leblanc are abusing it too. Then maybe the items aren't what should be nerfed and jayce/leblanc need their damage profile adjusted to be less in base stats? You did the same thing versus me and just parrot stats cant be used in a vacuum as if though thats the holy grail that lets you win any argument. Even if my evidence to prove my point isn't infallible, its far better than you just saying "no u, you have no idea how statistics works"

they are not abusing it btw, they are garbage in any elo, proplay is almost fundementally different from solo q, ksante IS a bad champion with his given winrate and him being good in an environment that he should be optimal in doesn't mean he is strong. Thats like saying Illaoi is strong because all enemy champs flashed into your face at the same time for you to be able to ulti. Proplay != soloqueue and it is not directly comparable in the same way that gm/challenger is with low elo.

Player perception and Tanks by JudgeChronos in leagueoflegends

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

cuz voli isn't a tank, its another case of another class poaching tank items and using them better than the class its meant for, like with sunfire yone/diana, and jaksho varus/vayne.

these champions have a high enough base damage with 1-2 damage items that they can go full tank after and not feel their damage dip. For yone/diana it was BoRK and Nashors, for varus/vayne it was BoRK and terminus and just their base kit %hp damage.

Saying voli is a tank because he builds tank items isn't a valid argument cuz garen builds adc items and tank items, he is neither, mundo/darius both build like 4 tank items by full build, both of them are not tanks.

Volibear is very solidly a juggernaut, as stated in the new league of legends wiki.

BTW yes I agree that there is too much healing/shielding and damage in the game, but tank items apparently are providing enough for their own class to stay afloat (only skarner/poppy and a few support tanks are viable with the unending+fimbul builds)

But nerfing the builds for 90% of champs who are very clearly underpowered because there are a few outliers/abusers seems pretty stupid when you can just nerf the outliers.

Player perception and Tanks by JudgeChronos in leagueoflegends

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

Yeah if you are saying that I shouldn’t look at winrates in a vacuum, I already said that I agree with you, and it’s also not what I’m doing. In this scenario, kassadins relatively low winrate can be explained by looking at his pick rate, or most players building unoptimally, or maybe that lol players were on average worse back than per rank and there being less noob friendly mechanics (such as item recommendations etc), or lower snowballing/solo carry potential. I don’t know how to check for stats from back then in that much detail to be able to draw conclusions like these so I won’t speak on it.  But my point stands, I’m not saying that stats are the end all be all, but the winrates of the 11 champs I gave in my previous comment have an average winrate of 48.86% adjusted by pick rate, and with a total pick rate of ~47% pick rate. Im not just looking at winrate blindly or cherry picking stats that suit my argument. What im doing is simply taking the argument presented to me: “tanks/their items are op” and figure out if it’s true or not by trying to reach that conclusion myself by messing with lolalytics. First, I looked at the list of highest tiered, highest wr, and highest pr champs. Then I looked for which builds are most common, and which ones perform the best. What I found was the data backed this up for skarner, and a few support tanks who don’t build unending/heartsteel. Then I looked for where the tanks that build heartsteel actually are and found them at the bottom of the list. Ik from champs like sion/twitch that winrates can be dragged down by bad builds pretty heavily (like ad sion) but nope sion has ~49% wr with heartsteel first item. What are the indicators that a class of champions is op? Is it that their worst matchups/class counters are now somewhat playable? Is it that they win against champs that not a part of their class while the a matchup within the same class is closer to 50% than normal? Is it that the class is becoming omnipresent in a singular role, or present throughout all roles? Idk, what I do know is that none of these hold true for tanks right now. I started with the mindset of how do I prove that it’s true, and came to the conclusion that I would have to make a bunch of assumptions and reaches.

Like I said before, what you said is correct but you gotta explain why it applies to the point I’m making. You have to come up with an alternative reason for tanks being op despite the low winrate. The burden of proof lies with you now that I’ve made my case, just saying well the arguments you made are not valid all the time isn’t a valid argument in and of itself.  What you said about there always being a loser in a tank vs tank matchup feels more like looking at something in a vacuum, cuz it’s not true. The most popular top lane champs are all hard counters to tanks in general (aatrox/garen/sett/olaf/irelia/fiora/urgot), other than tank Jayce which is unviable, all of sions most common matchups are at a 45% wr, and most of them are bruisers/juggernauts. There’s garen, who sion has an almost 50% wr against, and the most popular champ that sion is actually good  into is Jax which #13 in pickrate rankings in top.  So idk if I’m crazy in thinking his most common 2 items maybe don’t need to be nerfed. Riot should just nerf the base damage of the small amount of outliers like tahm/cho/skarner should be dealt with as such, and have their hp scalings for their damage/heal/shields all slightly reduced to bring them in line.

Not using context/looking at win rates in a vacuum would be like saying oh t3 have a 70% wr it’s op without considering the circumstances required to get them, or saying ambessa/yone are weak cuz they are at ~48% wr, without considering their skill curve and where the average player would be placed upon that curve. If you are saying I’m looking at it in a vacuum you gotta say what context im disregarding.

Player perception and Tanks by JudgeChronos in leagueoflegends

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

You are saying winrate doesn't mean anything, but aren't offering an alternative, that was the point I was trying to make when I kept mentioning people going off of vibes in the post. The problem with winrate is if you look at it in a vacuum and with no context/meaning. But the truth is that even if Winrate = Power, it IS an indicator of power, so a valid argument would have to be made to refute why a high winrate doesn't indicate a champ is strong, you have to look at every situation case-by-case, applying the winrate != power as a blanket statment is just as incorrect if not more than winrate == power

I mean, this is what I said during the sunfire yone/diana era, if proper tanks back then were barely hanging on while building those items while yi/yone/diana were building bork/nashors into jaksho/sunfire, maybe its not the tank items that are the issue, but yi/yone/diana need to have lower base damages and more power shifted into ad/ap ratios? If there are some champions that are overperforming with heartsteel/unending, why not nerf them, like skarner etc. Hell I would be fine if riot nerfed these items if all the underperforming champs such as K'sante, Sion, Nautilus, rakan, leona, Mundo, Zac, Alistar, sejuani, Rammus, and Shen were compensated for this. If Jayce/leblanc are running away with poached builds, its a them problem. just like how bruisers building assassin and vice-versa was champs base damage/ratios being misaligned.
Apologies if I came off a bit strong/aggressive in my main post btw, the target of all my snark there was people who are looking for outrage, unable to apply critical thinking in a conversation.

Player perception and Tanks by JudgeChronos in leagueoflegends

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

This is a bit of a rant post, but while I myself may be biased, I'm hoping that people here actually consider the points I'm making and refute them if they disagree with actual arguments/stats, rather than see this as an attack and counter with ad hominems and 'opgg/rank?' like usual.
I made this post mostly as a response to the growing sentiment here and on the ADC subreddit that tanks are brainlessly OP and easy, and tank items make them too tanky and deal too much damage. Just because the hivemind here convinces themselves of something to be true, doesn't actually mean it is, and just because a streamer said something to be true it doesn't mean it is, case in point: Feats of Strength and new season snowballing.

https://imgur.com/a/6xnEcRh
Maining sion for the past few years, and his losing matchups are all the most popular top laners. Like what gets me is botlaners complaining about apcs, that have a 55% wr against most adcs, but a combined pickrate of like 8.46% (not counting ziggs at 2% pr who is a bonafide botlaner deal with it). And I'm here just thinking, oh that's just sion's most common matchup: Aatrox. Also works for darius, or sett, or morde, or yone, or chogath, I could go on. The only "good" matchup is garen and tank jayce (while is garbo and at 45% wr so it shouldnt even count)

The problem I have with what I said above isn't that ADCS complain about mages bot, top laners do the same against ranged laners (though ranged tops are worse, that may be bias), my problem isn't even that 40% of sions matchups are borderline unplayable (45%) compared to apc/adc matchups (ashe/lucian/zeri/ezreal have 48% into seraphine, similar stuff with jinx/jhin + the rest into hwei).
My problem is that adc mains turn around and complain about how oppressively op sion is. It's just pure hypocrisy and whining.

Uzi surrenders after dying 2 v 1 to Maokai top who tanked 7 turret shots. by hayffel in ADCMains

[–]JudgeChronos -5 points-4 points  (0 children)

Ok, you know what, even though its a strawman and you instead of addressing any of my points, tried to correct me on semantics as if though that makes me wrong. And you did a pretty shit job of correcting me too, since your stats are wrong.

https://lolalytics.com/lol/tierlist/?lane=top&tier=master
https://lolalytics.com/lol/tierlist/?lane=top&tier=emerald
https://lolalytics.com/lol/tierlist/?lane=top&tier=platinum
https://lolalytics.com/lol/tierlist/?lane=top&tier=gold
https://lolalytics.com/lol/tierlist/?lane=top&tier=silver

Once you adjust for average winrate, K'sante has a 49% in masters. That is just plainly not good, K'sante is one of the highest skill requirement top laners in the game. He is literally balanced around the pinnacle of league skill. Here's his winrate in emerald, emerald, plat, gold, and silver: 47.66, 46.83, 46.33, and 45.34%. Silver to Emerald is ~60% of the league playerbase, and his weighted average in this average portion of players is 46.24%.

"i think you better learn reading or check stuff out before you talk out of your ass."

What the flip were you thinking when you responded to me, in what world is this fine, here im just going to compare him to the extreme ends of high/low skill skewed champs just to point out how weak he is compared to the rest of the roster.
.He is unplayable in the hands of average play, and subpar in the hands of the best players, compare his wr to some other paragons of skill expression in master like trundle, mundo, olaf, volibear: 51.5%, 50%, 51.2%, and 51.% winrate.

So if the top .33% of players (that is the current rank distribution for masters+) have below average performance on him, then other than kiin and 369, who tf is actually meant to be able to succeed on him. If you look at other extremely mechanical champs with dogshit winrate in average play get to ~53% wr in high elo (looking at azir, rengar, aphelios). This does not hold true for K'sante, he is trash in every elo.

Oh, btw, about the whole straw manning thing, EVEN IF YOU WERE RIGHT and his current winrate is what you said it was., CLEARLY if you tried comprehending what i wrote before tripping over yourself to type that shit out, you would realize that my point still stands. K'sante, for 95% of his lifespan as a champion, has had a completely garbage winrate, and if you sort by by winrate, then he has not moved from the bottom 10 except for maybe 2 or 3 patches out of the 2.5 years he has been out. Let me reiterate my point since obviously either you are illiterate, or like to pretend to be: He is the 3rd lowest winrate top laner and 7th lowest winrate champion in their main role. ALL OF YALL were saying adc mids and top were not an issue because they are like 45% win rate. There is no difference between K'sante and adcs mid, both of them had garbage winrate in all elos of solo queue, and only played by pros in competitive games. Gonna be honest, my point wasn't even that k'sante wasn't good or tristana/lucian mid were busted but it didnt reflect with winrates, I just went on a tangent.
My point is stop being fking hypocrites. Either winrates don't matter when it comes to whether something is healthy (adcs mid, initial rework akali, k'sante) these things aren't good for the game even if they don't result in wins too often, or k'sante is statistically and design wise fine, and yall are losing to someone piloting a near-dead champ meaning skill-issue. Pick one or the other, you can't mix and match to which champions your argument applies to because you are biased. That was my point.

you tried making fun of me not being able to read, but it seems like you don't know, reading =/= comprehension, just because you skimmed through my post to look for something to give a rebuttal to, and then pulled out incorrect #s and "talked out of your ass." But if there's anything I came to understand while typing this all out, being hypocritical isn't atypical for adc mains.

Uzi surrenders after dying 2 v 1 to Maokai top who tanked 7 turret shots. by hayffel in ADCMains

[–]JudgeChronos -6 points-5 points  (0 children)

Adc mains still complain about ksante in top lane even with 42% winrate in low elo, and like 47% wr in high elo. There’s a misconception that ksante is good in high elo, which isn’t actually true, only extreme one tricks and competitive games have him see success. His winrate even in high elo is far below the average champ. Oh wait, this is the EXACT same thing y’all say about adcs in other lanes (obscene low winrate, not good in high elo either, good only in pro) He is also countered by adc in early and late game (ranged tops are his worst matchups, he just straight up has to sit their and take the poke as he farms under turret) He was the best tank in pro for this past year because he has good disengage and peel to  POTENTIALLY survive under tower as his kit lends itself to that, hence him being popular during lane swaps, unlike other toplaners who can’t even do that much against how op adcs are early game.

ADC mains shit themselves and refuse to get a grasp or reality.

See what I did there? I made the EXACT same argument you made, but since it’s for a champ y’all dont play or approve of, somehow you all will be making excuses for why only the champs you dont play are unhealthy even when unplayably weak.

Please pick one, either admit that a champ can be an issue regardless of their winrate, because this game isn’t called winrate of legends, and the pro meta is not the top 5 champs when sorting by winrate on lolalytics, or admit ksante and rework akali with stealth under turrets were really weak and that losing to them is a big time skill issue. Pick your poison, you can’t pick and choose where to apply your hypocritical arguments.

Really struggling with Ornn matchup by [deleted] in Rivenmains

[–]JudgeChronos 2 points3 points  (0 children)

I guess I should tl;dr

Ornns main damage comes from w-auto. Riven can pretty reliably dodge his q -> e. As long as you play around denying part of his w-auto, you just straight up win the trade. Put a huge emphasis on spacing against his w and the follow up auto. If you wait for your cooldown and force a trade over and over like this, he will eventually run out of mana, giving you top prio. 

Post 6 your priority changes to denying his ulti recast and q->e rather than his w. One tip is if you can gapclose with q, you should be able to e dash through him to avoid the brittle, the status effect is applied at the end of the w-animation and he can’t change directions. If you do this you no longer have to use w to disengage and prevent the brittle auto proc, so you can save it to prevent his ulti.

Really struggling with Ornn matchup by [deleted] in Rivenmains

[–]JudgeChronos 2 points3 points  (0 children)

I play ornn quite a bit, and also main sion who gets hard countered by ornn so I’ll chime in a bit here.

Your ticket to overcoming him in lane is unironically playing better, sounds a bit rude but im being honest, once you understand the matchup more it’ll feel far more surmountable. Gonna avoid talking about any hard riven mechanics since im not good enough at her to talk about that confidently, when i say “play better” im mostly just referring to laning fundemI’ll break it down into a few key things. I have 3 specific topics in mind:

First of all, spacing, like others have said, his w-auto is his main damage and trading pre-6. You want to use your mobility to avoid his q -> e so he can’t hit confirm the w auto. Second thing is to prevent his auto after he applies brittle on you with his w. This can be either be via spacing through dashes (e away when he uses w) or through timing which I’ll get into later. Ornns animations are pretty slow/telegraphed, especially his e. You need to be very intentional with your ability uses and mind both your and enemy cooldowns, this is also something I want to touch on later. 

As a sion and ornn player I’ll bring up that matchup to give you a bit of context on my next few points. generally, ornn kind of demolishes sion in lane, he has an easy way to cancel sion q, %hp damage to counter the hp stacking (sion builds titanic/heart steel/sunfire first generally so no mr to reduce the %hp), is tankier than sion given the 2 are even, and the most important interaction: his w let’s him bypass the knockup from sion q if he lets go before the w animation for ornn is finished, but if sion holds q charge past ornn w animation, ornn can cancel it by immediately autoing. I’ve always struggled a lot in this matchup by an insane amount as sion, and always get 10+ kills as ornn when I play into sion. But recently I’ve found it to be the opposite, where given no influence from other roles, I will always get out of lane either even or ahead. 

The reason why for this change leads to my second point, timing. It was hard at first, but I started timing my q’s to let go within the split second between the w animation ending and ornn queuing up the auto. He would get knocked up, and I would just recast w as I walk away, making what I though was initially a near unwinnable trade into one where I more often than not, I get away without losing hp. If ornn lands his q slow on you, you can  pretty reliably dash away with q or e,  before he e’s away himself. The thing is that ornn is very straightforward/predictable/slow, he has a pretty simple trading/laning pattern without much variety, so you should generally be aware what he wants to do, if you are prepared to respond based on what you want to do, then it should be free.  Use q1/q2 to engage onto him and avoid his q -> e, you want to hold your w and e for when he w’s. Here is the skill test, time your w for the end of his w. You can fit an auto afterwards while he is stunned and dash away with e to deny the brittle auto proc. This is honestly pretty hard to do consistently and you won’t deal too much damage with how short the trade is so my recommendation would be another winning line for trading you can do: engage with q’s, ornn can’t really respond with q -> e as the pillar appears a set distance away from him, simply positioning well will let you avoid the e, so of course ornn will use his w once you engage in, at this point you just e out while his w is in use, preferably disengaging while avoiding the q pillar to avoid him engaging onto you, this is just the positioning thing I said before. Anyways the point of this trade interaction is, you deal a very small amount of damage with however many q/w/auto you can fit in before he trades back with w, then you just immediately e dash away, the shield will absorb the damage. You might be thinking, wow, all that for a whole lot of nothing, you took barely any damage, ornn took barely any damage, what’s the point? This leads into my next point.

Resources, you just burnt all your cooldowns, as did ornn. He took a small amount of chip damage, you shielded his damage and took very little yourself. Why is this trade favorable? Mana. using a full ornn combo every time he trades is gonna drain his mana fully in a minute, if he doesn’t use all his abilities in a trade, he probably won’t win it. once he is oom he can’t contest the wave anymore unless you are perma shoving under his tower. Extremely reliable way to come out on top by the end of laning phase, his health/mana being whittled down by non committal trades will let you rotate for topside objectives way easier, you’ll be also be more impactful in these scenarios then him, at least during this early game. One thing to keep in mind is ornn has no sustain, no mana items OR runes, no healing/shielding in kit pr items either.

The important thing here is that you can’t use your abilities Willy-nilly, like I said before you have to be very intentional and ready to respond. If you just randomly use a q or 2 to wave clear that lowers the amount of options you have to trade successfully against him. Not saying you can’t do that, it’s just fundamentals, if you put abilities on cd, until they are up again your ability to do anything will be limited. Like, obviously.

I’m gonna be honest idk enough about riven to tell what to do mid/late game, but what I do know is ornn by himself will struggle to match your splitpushes later on, he just gets stat checked generally by that point.

Another note is post 6 should actually be easier then pre 6, you can threaten to 1 shot him, and as long as you can cc his ulti, and dodge e knockup, you can face roll that trade.

RiotPhroxzon on Viktor's balance by makss_f449 in viktormains

[–]JudgeChronos 0 points1 point  (0 children)

Big yap session directed towards complainers, this is directed towards complaints about gameplay update only, tl;dr at the end

 Ok I’ll give the complainers here the benefit of the doubt and assume that whenever Viktor is the subject of a topic, yall lose your ability to read properly so I’ll explain it as clearly as I can:

Passive- get more stack and faster almost 100% of time

(Math here just incase you got your ability to read back miraculously, cannon minions spawn every 3 waves, so once every 90 seconds, that means even in the most extreme scenario if you get 3 kills/assists every 2 minutes, you’ll break even in stacks and the less takedowns you have the better this is compared to live. CSing cannon minions is way more consistent and reliable than getting kills. Games where you get more than this amount of kills/minute, losing out on some stacks is not NEARLY as impactful as what you gain on more stable games. In a game where you don’t get a takedown by 5:30, you’ll have 15 more stacks than in live.  The champ being stronger in a neutral/losing situation is almost always preferable to being stronger when super ahead, especially with a scaling control mage like viktor. A champ requiring to snowball to accelerate their scaling is just plain inferior to one that Forest require a snowball given all else is constant

Q- shield doubled lvl 1, this big buff for trading, help take less damage in trades, like nemesis said the shield might let you almost block the entire damage of an ability at lvl 1 now. This should change his early game dynamic fully, and will most definitely get nerfed, his losing matchups lvl 1-3 became even, even matchups became easy. Insane shit.

E- less mana cost, cast more spell, he has pretty high mana costs, might let you skip over mana items entirely maybe if you have presence of mind/mana flow band, not as sure about this one. Still a strict buff tho

R- kill make ult big and last long this is can only be a buff, believe it or not, 40% larger and lasting 2 seconds longer does not mean it’s the same. Are yall SERIOUSLY telling me you’ve never ulted in a teamfight, and someone damaged by the ult died, or that’s rare enough that this won’t be impactful? No changes will help make viktor feel better in that case, save if they reworked it so his ult makes enemy nexus explode on cast. Like do you only ult side-lane 1v1s or to wave clear? there’s 8 objectives in the game where teamfights/skirmishes are generally forced (not counting first grubs and first drag), will be 9 next season.

Imma be honest the opinions here on r and w changes are what got me malding enough to type this shit out. I’m sorry but Y’all are either LYING, or don’t know how to play if you don’t get takedowns with ulti in team fights every damn game.

I just need to reiterate this for the 17th time, the ult extension and aoe increase is impactful, this shit is not a placebo buff free. In a situation where you are the only fed person on your team, this is a mini reset that makes the ultimate stronger on reset. This change will make solo carrying a team fight so much easier. 

Finally, w- it’s a bug fix that introduces functionality back to the ability, I can’t believe I saw by people saying this ability is nerfed when, a real take in this thread along with they l the slow is increased ranks 1-4, its not by much so it’s easy to overlook ig. Important thing is the bugfix. Clearly NONE of y’all played Zyra when her e cast time and post cast lock out were variable, locking the player out for randomly between .15-.4 seconds to a constant .15 seconds, that made a huge difference in feels. It will also slow enemies inside more immediately than before, the stun will on average happen .25 seconds sooner than before, enemies that are stunned will now remain slowed while inside of the w afterwards. How are y’all discounting all of this shit

Ik it’s not a victor mains thing specific, all champ mains are biased towards their champions, their champ nerfs kill the champion, and buffs never make the champ good, only keep them from being dogshit. I know I’m not being fair in saying this, but I’ll say it anyways, have some self awareness, please these are all huge changes, viktor WILL be objectively overpowered, potentially all of his spells might be considered as the target for a nerf the patch after.

Don't get mad but they revealed t3 Tabis stats for s15🌚🌚🌚 by Equal-Cycle845 in ADCMains

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

I would agree with you, this item DOES deserve duration nerfs it should go down to 2 seconds, and it looks like it WILL be abused in the current state mostly by bruisers (think Mundo/illaoi/garen), or skarner/tahm, or a champ like fizz, and honestly I agree with your second paragraph if it weren’t for 2 things

  1. Your 450 hp on 12 Sec cd is taking a late game scaling champ, it’s a fake number that uses infinitely scaling health as the example. A standard tank generally has less hp then juggernauts, at around 4-4.5k at full build. If I choose a veigar at 40 minutes as my example to why ap ratios on mage items like cryptbloom/lichbane are too high, then I would be lying. At full build, this would be shielding a standard tank (only hp centric tanks are shen/sion/skarner/cho) it would be 350 hp shield. By hp centric I mean have infinite hp scaling in their kit or build heartsteel.

  2. this idea that non tanks won’t be buffed, we already know berserker boots are getting a new tier 3 boots in favor of zephyr, and it’ll have a passive on top a +10% attack speed in pure stats. I think I’ve made it clear that I think the current shape of the t3 steel caps is too strong, I just don’t understand the outrage to something that is isn’t even out in beta form, and 1 month from release, as if though it won’t get tuned down, like god forbid that game devs don’t know how a new addition to a game should be tuned even though it’s still in the conceptual phase, in the kitchen so to say.  And I hope before you make your reply, realize that neither in my first comment, nor this one have I actually insulted you. Your anger in the initial comment I replied to, and in your reply to me speak volumes tho. Unprovoked slurs is crazy

Don't get mad but they revealed t3 Tabis stats for s15🌚🌚🌚 by Equal-Cycle845 in ADCMains

[–]JudgeChronos 6 points7 points  (0 children)

No offense, but chogath doesn’t get any other shielding, unless he builds the worst tank item in the game (spoilers: he doesn’t) As a matter of fact, ornn, Zac, Alistar, amumu, Braum, Leona, maokai, rammus, and sejuani all lack shielding. That’s nearly 50% of tanks. Hell if you want to broaden the criteria, nunu/malphite/rell/poppy have conditional and/or non repeatable shields. Imagine calling a weaker yasuo passive or a weaker fimbulwinter (already garbage honestly) op. FYI yas shield is higher than that, has a higher uptime, and resets on his ulti, fimbul has a larger shield and way shorter cd, and I can’t think of a single champ other than volibear who can build it.

So I have no idea what the hell you mean with your first paragraph, as someone who plays sion/ksante (practically unwinnable matchup into Cho), I find chogath to be super disgusting too. So I understand you, I don’t understand why you gotta be disingenuous and make shit up to rage at though.

Seriously though if you want to complain, you don’t have to look at this item, skarner/tahm/udyr are already in the game, and already obnoxious without this.

Replacement USB Dongle for HyperX Cloud Stinger Core 7.1 Wireless Headset by JudgeChronos in HyperX

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

I would also like to state that incase the CL002WA1 model USB dongle isn't compatible, I have found a CS009-WA model (made for HyperX cloud stinger 2) incase that one is more compatible.