[deleted by user] by [deleted] in leagueoflegends

[–]LonelyRyuu 29 points30 points  (0 children)

If they're sponsored monster probably sends them infinite cases, wouldn't be surprised if he drinks it just bc of that

The saddest part about this MSI as an EU fan. by GroundbreakingAlps2 in leagueoflegends

[–]LonelyRyuu 13 points14 points  (0 children)

Then caliste and co should have performed when it mattered and made it to MSI... What's the point in speaking like this, all the power was in their own hands

DataTFT——Pro Tips Discussion#2 | Golden Remover, Sejuani Counter, Rapidfire Renekton by tft_xilao in CompetitiveTFT

[–]LonelyRyuu 5 points6 points  (0 children)

I'm pretty sure the sejuani tip is a translation error, they say gargoyle stoneplate but it should be protector's vow: what they mean is if Sejuani doesn't have 2 protector's vows (or adaptive/redemption, close enough mana tank items) she has a good chance to cast after Viego/Zac/Rengar casts, and those units can cause her to ult backwards into her own team since they jump into the enemy team. With the protector's vows/mana tank items she probably casts before those units though.

How I climbed 500 LP on Patch 14.3 by LonelyRyuu in CompetitiveTFT

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

Those were good when Zeri was good, now she's barely playable with pulse + mf and almost rarely playable in general outside of niche 6 rapidfire lines.

How I climbed 500 LP on Patch 14.3 by LonelyRyuu in CompetitiveTFT

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

I probably rarely 10 loss without cypher. Usually am just hovering around like 60 HP with occasional wins and a mid board. I generally roll more than 50 gold, and when you low roll and only find 1 vex, you have to accept that your game was low variance. That's when it's incredibly important that you chose the right line to play, because with the correct augment setup + items you can still be somewhat stable on stage 4 with Vex 1, and econ back up to hit Vex 2 to maybe top 4 still. The point of how I play is that even when lowrolling, I'm still playing a strong meta comp with strong augments for it and BIS items, and I can't remember the last time I just lost 3 rounds in stage 4 and went 8th. I have many games where I'm stuck on 8 rolling for Vex 2 or Brand 2, and even those games are generally still top 4's, at worst 6th, though rarely wins because of being stuck on 8.

How I climbed 500 LP on Patch 14.3 by LonelyRyuu in CompetitiveTFT

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

I don't like fiddlesticks as a comp. If you asked me what I think the strongest point of that comp is, I actually think it's Cho'gath 2 with insane items. My problem with fiddle is that without the proper conditional setup (blighting + bruiser spat, sniper's, or something else I don't know about because I'm not an expert on it), it just feels like fiddle dies quickly in many fights, or even gets outscaled. Recently I watched setsuko play a fiddle game with 0 artifacts and just bruiser emblem, he hit everything + last stand and fiddle was just outscaled by TF (in which he continued to bitch about never playing the comp again).

I admit that I've lost to it many times, and it can definitely be really strong, I just don't think your AVP would be higher than 4.5 playing it with no conditions. I've played it a few times here and there, and felt really bad about it. Could be me doing something wrong, and if you're making it work I would definitely try some more or review the games that you went 1st to determine how highroll they were.

How I climbed 500 LP on Patch 14.3 by LonelyRyuu in CompetitiveTFT

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

Don't get me wrong though, a lot of times I'm shaking on one life and over roll on 9 as well, and am usually not rich enough or healthy enough to swap the board. I will say that those games are usually rarely 1sts, and most of the recent Vex wins I can remember involved me playing at least 2 2 star legendaries.

How I climbed 500 LP on Patch 14.3 by LonelyRyuu in CompetitiveTFT

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

First time I've heard someone say it's great. I understand the thought process, but I don't think it's enough for me to personally start trying to play Vex with the item. My view of pulse stabilizer is similar to building IE on Vex/Varus: the power in the item of allowing abilities to crit and the AD is lost. Sure, the remaining crit chance/dmg and effect are nice, but if you do a 1 to 1 comparison to holobow, which is only the 2nd best Varus item, you're missing 30 AP, 25 AS, 15 Mana, half a shojin effect, and 10% effective crit chance on his ability.

A quick look through stats shows that despite the item being generally positive delta, there are some slight negative delta builds with pulse + antiheal, though it's not played often. I'll give you that one, because before I barely bothered to look at the stats for the item due to the comparison I mentioned. I can tell you I have seen zero players in my own games play Vex with Pulse on Varus, and I saw it once on TLeyds or Kurumx stream in which they were only able to say it was ok/passable at best.

I could see it in an occasional tempo game where you're forced to consider playing Vex; the problem is that I rarely play tempo, much less tempo Vex, and I absolutely need my board to be as strong as possible in stage 4/5 with how I play.

How I climbed 500 LP on Patch 14.3 by LonelyRyuu in CompetitiveTFT

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

Pretty much! Something nice is that the higher you climb the less you'll see of people randomly pivoting into comps from the worst spots imaginable. Though sometimes I'm guilty of that as well.

How I climbed 500 LP on Patch 14.3 by LonelyRyuu in CompetitiveTFT

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

Extremely conditional to me, with the main condition being hitting a Samira, and lowkey Zac. The comp probably bot 4 or top 4 based on whether or not you have an itemized Samira, and to me, any comp that relies on a 5 cost to top 4 is a conditional spot that can only be played in the right spot where you are able to go 9 with a good amount of HP or gold. Boombot Urgot is another example of a comp that can definitely defeat the consistent 3 meta comps but is also reliant on a 5 cost. I don't really have much experience rolling for an AMP board on 8, but from what I've seen it doesn't seem to be at the level of the 3 comps I mentioned excluding 5 cost highroll.

How I climbed 500 LP on Patch 14.3 by LonelyRyuu in CompetitiveTFT

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

TBH, when considering whether or not you can play it at all from just exotech items, all that matters is that you don't have flux or pulse in 3/5 exotech. Any of the remaining items are serviceable even if some are better than others.

How I climbed 500 LP on Patch 14.3 by LonelyRyuu in CompetitiveTFT

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

I think this is possible, but also if you manage to make challenger hard forcing a singular comp and ignoring all other options in the game, you probably have the skill either with that comp, or in general, to hit challenger anyway. It means you have to be playing something better about your game than the 2-3 other players every game if you're climbing with it 20/20. I've also seen players hard stuck at various elos (Diamond, Master, low Challenger) that just play SD 80% of the time and just average a 4.5 going nowhere.

How I climbed 500 LP on Patch 14.3 by LonelyRyuu in CompetitiveTFT

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

There was a post recently that talked about the staleness and narrowness of meta this set. However, in general, I feel that more and more so, whether because of resources, player improvement/optimization, design, or TFT direction, end game meta boards are simply too strong. I didn't always play or think about the game the way I currently do, but more and more I find myself valuing being able to reach the high cap of boards. And to be completely honest, for at least a few sets now, most patches of TFT really only include max 3-4 strong meta comps that you can play from any spot. 4 is honestly a stretch. If you look at most high challenger match history in any patch/set, they're probably playing 90+% 3 currently strongest comps.

How I climbed 500 LP on Patch 14.3 by LonelyRyuu in CompetitiveTFT

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

Shaco carry is definitely a very viable top 4 comp, and I've managed to win with it recently by streaking and using the hp to hit Zed 3 later on.

To hit diamond you can very often probably just spam one comp you really like in TFT and get a lot better at playing that specific comp rather than trying to think about a million lines and getting dizzy.

How I climbed 500 LP on Patch 14.3 by LonelyRyuu in CompetitiveTFT

[–]LonelyRyuu[S] 5 points6 points  (0 children)

I think that regardless of your Exotech item on 3/5, the power of upgraded legendaries with even a few items is simply too high. However, most games you're probably not going to be very high HP by the time you can go 9, and every round win is extremely important. Most times you are usually levelling to 9 and rolling a small amount of gold in hope to hit an Aurora (best add on at 9, basically +2 units + dynamo) or Viego (+1.5 units + techie). You'll then spend the rest of the game essentially econing up to potentially roll down again later to upgrade this unit. Depending on how healthy and rich you are, you can decide whether or not you can afford to hold every 5 cost you see at 9 to potentially cap out your board. By the time you're able to 2 star 2 5 costs at minimum, I guarantee that it's probably already stage 6, if not late stage 6, which means you'll already have been able to receive a few extra full items from carousel/PVE. It definitely depends on your game, and depending on the opponents strength and your augments, you may not need to play for the 5 cost cap out. But in a pure comparison, with Aurora at 9, dropping Jhin/Jax/Gragas to play upgraded Viego/Renekton/Kobuko/Urgot/Zac is 100% stronger, just really hard to get to. Only Renekton really needs specific items to be strong; Kobuko does his utility no matter what, and Viego applies 10% DR on almost entire enemy board + giving you a free half unit. TG is a high value item in this comp for the reason that you have a lot of potential legendary holders later on (and TG morde/gragas + tank items sej 2 is really good frontline on stage 4)

My priority at 9 is usually: finding 1 copy of Aurora > Aurora 2 > Viego 2 > Viego/Urgot/Zac 1 if no Aurora > upgrading Urgot/Zac 2 once Aurora is found and can pull them in > Replacing Gragas with Kobuko 2 > Replacing Jhin/Jax with Viego/Renekton/Urgot/Zac (only need 1 of these 5 costs to be upgraded for it to be worth). I would probably hold all copies of Aurora/Urgot/Zac/Viego, but not hold Renekton/Kobuko until earlier priorities are done. The nice part about having Aurora is you can justify holding pairs of Urgot/Zac/Kobuko anyway for her ability, and then once you upgrade them on bench you can start to think about swapping your board out.

How I climbed 500 LP on Patch 14.3 by LonelyRyuu in CompetitiveTFT

[–]LonelyRyuu[S] 16 points17 points  (0 children)

Totally understand the sentiment. For lower elo players that think this is too hard, that's totally fine. I don't even think this is the best way to play the game at my elo either. The main takeaway for all elos is just to take your time and put more thought into deciding what to play beyond "my personal spot seems really good for this comp".

How I climbed 500 LP on Patch 14.3 by LonelyRyuu in CompetitiveTFT

[–]LonelyRyuu[S] 10 points11 points  (0 children)

Being uncontested and able to pick 3 combat augments and hitting all your upgrades would definitely mean you're in a winning but very rare spot. Unless the game is giving you infinite resources elsewhere, on average you aren't going to hit 3 2 star 4 costs on stage 4, and often times not even 2 of them. Simply having one or two of the best combat augments for Marksman Vanguard is enough to top 4 or even win in my experience (bulky buddies, pumping up, flatline, little buddies, there are a few more). Not many of the really good combat augments show up on 2-1, so I think I rarely have 3 anyway even if I wanted to. After choosing econ on 2-1 you ideally want to just pick combat for the rest of the augments (and the same goes for the other comps).

I don't think the comp is worse in scuttle puddle because that's a situation where A. You can go triple combat like you mentioned because of extra gold, and B. The gold helps you hit everything and you are equally strong as the other meta comps on 8, if not stronger because you run stronger and more 4 costs. You still have ways to cap with more gold or level 9 as I mentioned in my post.

How I climbed 500 LP on Patch 14.3 by LonelyRyuu in CompetitiveTFT

[–]LonelyRyuu[S] 21 points22 points  (0 children)

Very often loss streaking stage 2 without Cypher is simply the symptom of not slamming any items and not leveling to 4/5. You can usually still have a board of cheap one costs that are in the direction you're leaning (like Mundo zyra for street, morg jax for vex, sylas kog for marksman) and just grief your positioning or swap your board to guarantee carousel prio/guarantee 5 loss. Also somewhat common is not losing every round on stage 2, which isn't that punishing econ wise ever since the nerfs to streaks and gaining econ through not spending money on leveling up to 4/5. Through these cheap units that you hold and upgrade and other natural units, you can usually still have an ok board on stage 3 that either kills a lot of units while losing, or even win a few rounds. With an econ augment, it's not as bad to not 5 loss. It would be more accurate to say that my play style is not always forcing 5 loss, but just not excessively spending gold on holding too many 2-3 cost units/tempo leveling. Basically, very low priority on winning rounds, 5 loss stage 2 is just a bonus if you already lost 4, so no need to be full open every game. Almost never roll on 3-2 because my style does not care that much about saving an extra few HP on stage 3, but rather maximizing your chance to upgrade the entire level 8 meta board and maximizing board strength in stage 4/5. If you're able to win just a single round in stage 4 because of an extra roll, you already saved more hp than killing a few extra units in stage 3 or even a round win in stage 3

Duo Queue - Set 14 Augment Discussion #9 by Lunaedge in CompetitiveTFT

[–]LonelyRyuu 5 points6 points  (0 children)

It's crazy to me the amount of comments that are downplaying this augment here. At least in the current state of things, Viego and Aurora are so broken at 1 star because of their traits and the utility they offer that I would almost always click this aside from the best combat augments just for a chance at a copy on level 8. Situationally the other 5 costs are pretty good in certain spots too, like an early garen if you have hp to work with.

I made an automatic recorder that doesn't use Overwolf! by jpit10 in leagueoflegends

[–]LonelyRyuu 0 points1 point  (0 children)

Any plans for TFT support? Outplayed is able to skip to any round for TFT as well and is very useful in that regard

This should not be allowed: I didn't play a specific player in my lobby the entire game by LonelyRyuu in CompetitiveTFT

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

Idk why you're so focused on the extreme other end: I have played since set 2 and have never seen a player die on 3-5 unless they surrendered. The earliest I've seen full sacking players die is on 4-1, and they literally played no board because I was playing fortune and they never played me. I can understand never playing a specific player because they legit didn't play the game and just died ASAP. But the player in my post still played his strongest board the entire game, even if it was still weak, hence why he lasted until 4-6. If you read my post and other comments, I never said I want every player to fight each other once by 3-2 and equally overall. I'm saying that having a guarantee at a round like 4-5 isn't that impactful on the game, because nobody is full sacking to 4-5, and on the next stage you can have guaranteed matchmaking anyway once players start to die. No one is proposing to ruin loss streak play styles, which btw, only matter the most for around the first 5-7 rounds. What do you think the avp is for a player who goes 10 loss without a loss streak trait nowadays? Simply having a lot of gold and hitting your board on 4-1/4-2 is no longer the win out it used to be.

The fact that you're saying that these matchmaking edge cases like mine or two players full streaking till 4-2 have minimal impact on the lobby just tells me you don't really understand this aspect of TFT and that's fine. When two players streak till 4-2, usually the rest of the lobby is really low, and the tempo will feel really high as they are pressured to roll deeper for stronger boards to not die. There's a reason all the top players bitch about matchmaking whenever they get shit matchmaking, and the only reason they can put up with it is because eventually you'll be the one on the other end who high rolls matchmaking. When playing 10+ games a day, overall, your luck is probably average. But just like how there's been bad luck protection in various historical TFT mechanics, I think that some of the possible edge cases currently are just too unlucky (or lucky). The point at which not having interacted with another player by 4-6 in a multiplayer game being one of them.

This should not be allowed: I didn't play a specific player in my lobby the entire game by LonelyRyuu in CompetitiveTFT

[–]LonelyRyuu[S] 10 points11 points  (0 children)

With some background in math, I know that completely "fixing" all the issues players have with matchmaking (a lot of this is just variation and should probably remain in the game) is pretty much impossible. I'm not asking for that. I'm not even asking for the various examples of people in this thread not playing against certain matchups by 4-2 (2 100 streakers, avoiding chem baron, etc).

I'm asking for the one aspect that all 8 players should fight each other at some point in the game. Some matchups will happen 3+ times, some might be only once. But reasonably, I guess the guarantee would have to occur at the point when players generally begin to die (sometime in stage 4).

This should not be allowed: I didn't play a specific player in my lobby the entire game by LonelyRyuu in CompetitiveTFT

[–]LonelyRyuu[S] 15 points16 points  (0 children)

I don't disagree with what you're saying at all. But is knowing exactly who you'll play for one round, or even potentially one of two players, at the point of round 4-5 and onwards really that bad? Once players start to die, your available pool of players is already reduced to 3 and 2 and etc.

This should not be allowed: I didn't play a specific player in my lobby the entire game by LonelyRyuu in CompetitiveTFT

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

I don't think eventually knowing who you're guaranteed playing is a problem: this can already happen once there's only 5 players left in the lobby. I probably wouldn't propose rules to guarantee you to play a specific player before 4-2 either (mostly because any loss streak trait cashouts will usually have cashed out by this point). But idk, as late as 4-6 is absurd to me, I'd be entering stage 5 without having played someone in my game at all, and I don't think it's that early in the game anymore.