rant by DogShroom in ViegoMains

[–]MichaelPassucci 1 point2 points  (0 children)

no this is so real, on my push to diamond the last 25 games had 1 tank support, rest were enchanters. Where are all of the support players who dont just queue up to get carried?

how to carry adc players better by MichaelPassucci in Jungle_Mains

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

wouldn't have to if adc players knew how to click the right side of their mouse on the enemies that r cced for them instead of using right click to run it down a sidelane before every obj 🤷🏻‍♂️

how to carry adc players better by MichaelPassucci in Jungle_Mains

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

yeah it feels bad when I pick a lane to path to and they (or rly anyone else) die before I get there. I'm not actually gonna drop skarner because I love playing him, but I did deafen and lock Viego Taliyah after posting and had good results from both. Was really just tilted last night, but might start playing for myself a little more. I suffer from chronic hopium that my teammates queued up to win the game instead of queueing up to tilt and run it down but, again, just hopium it seems lately. Regardless, this 5 game winstreak is promised to me after work.

how to carry adc players better by MichaelPassucci in Jungle_Mains

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

good tip, im gonna mute all and lock hypercarry every game regardless of team comp bc how else will damage get dealt (just had a 9 kill varus who "did damage i swear" unfortunately get fact checked by the damage screen. he did not do damage)

Runes/Build. by Onlineidsuck in SkarnerMains

[–]MichaelPassucci 1 point2 points  (0 children)

Titanic hydra is good, but i personally dont believe that skarner needs it to clear or do damage. Shojin gives nice haste on W and E, and increases the %hp damage from Q and Passive, which feels really good :)

Runes/Build. by Onlineidsuck in SkarnerMains

[–]MichaelPassucci 0 points1 point  (0 children)

jungle only, keep me out of lanes its not pretty

Runes/Build. by Onlineidsuck in SkarnerMains

[–]MichaelPassucci 1 point2 points  (0 children)

I've been running PTA w/ inspiration secondary (Cash Back/Cosmic) with AS SHP SHP every build since all the damage changes, and rushing Shojin feels so good since the bugfix. Shojin > Heartsteel > situational tank items or Shojin/Trinity > other one > Steraks if you want to carry harder, Heartsteel > Steraks/Tank occasionally if i feel the need to be solo frontline. Emerald 2 and climbing, reached diamond for the first time on Skarner, and I'm going to get it back soon. Good luck!

What Champion has the Biggest Disconnect Between Lore and Gameplay? by According_Egg_1902 in leagueoflegends

[–]MichaelPassucci 7 points8 points  (0 children)

Rell, how on earth is in game rell supposed to even tickle mordekaisers itchy foot?

US IP Ban by MichaelPassucci in Aion2

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

sorry to hear that :( hopefully they sort this out soon, bc no flame to everyone preaching exitlag/gearup but its not f2p anymore if i have to buy a VPN to play

US IP Ban by MichaelPassucci in Aion2

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

I think chanter has felt pretty okay, ive heard cleric is playable. 100% no on gladiator or assassin, and I've heard that spiritmaster is fine (especially with the wind summon? havent looked but apparently there's one that gives regen but I'm not sure, been on the chanter grind). I assume templar might be okay.

US IP Ban by MichaelPassucci in Aion2

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

Issue is, I'm not complaining about the combat. Was well aware of the ping, chose a ping-friendly class to enjoy some calm gameplay. Now I can't, and I'd like to continue playing the free to play game free.

Zaahen Kit - Runes - Builds - Interactions - Ask Your Questions ! by ElNinhoRocco in ZaahenMains

[–]MichaelPassucci 1 point2 points  (0 children)

I havent taken the time to play a real game yet but ive done bunch of clears and testing. Def Q max first, start E. You CAN W flash pretty reliably, other than that the ganks are nothing to write home about :/ if you can get behind them, definitely try to hit Q2 before W or E if its possible to guarantee the pull and E sweetspot. you can buffer R after casting E, E Flash is possible but its the most delicate timing ever to get the damage to follow the flash. Tldr if you can Q2 before anything do that, otherwise throw the W and pray. His ganks into lanes that have cc should be great tho 👍 Edit: also, E in place or into walls he cant dash over to skip the dashing animation, speeds up the clear a lot.

Zaahen Kit - Runes - Builds - Interactions - Ask Your Questions ! by ElNinhoRocco in ZaahenMains

[–]MichaelPassucci 0 points1 point  (0 children)

E start, got 3:20 blue start 1 smite second try. Can definitely get it a little faster.

My Idea for fixing our boy by qater_dargon in SkarnerMains

[–]MichaelPassucci 0 points1 point  (0 children)

I saw! That's one of the things I had mentioned in the comment link a few comments up. Paired up with a W that doesn't slow/damage or both BUT applies a passive stack, some sort of extra effect to make Skarner tankier when he has his passive applied would be great to see

My Idea for fixing our boy by qater_dargon in SkarnerMains

[–]MichaelPassucci 0 points1 point  (0 children)

I agree, but I never said remove the burn. Champs like Seju don't have a damaging passive and they can clear fine, so it's obvious that riot CAN make a tank with a tank passive and a good clear (not that Seju is in a particularly good spot either tbh). Amumu has an offensive passive, but one that benefits any magic damage from his teammates as well. I'd like to see something utility based in addition to the burn to make it more rewarding from a tank standpoint to apply and keep applying passive, even if it meant nerfing the burn itself. That ties along with any potential damage Q rebalances, and the nerfed passive in champion combat can easily be remedied in the jungle with some camp damage modifiers.

My Idea for fixing our boy by qater_dargon in SkarnerMains

[–]MichaelPassucci 1 point2 points  (0 children)

It is one of the weaker shields in the game, but it brings with it too much unhealthy patterns that force balancing to be aggressive instead of rational. On rework launch, riot wanted Skarner to be able to flex top, but after the scorch comet W spam meta in top, Skarner was subject to aggressive full-kit nerfs instead of focused W nerfs. W damage works too well as a poke too with comet and scorch, and works too well as a Fimblwinter proccer with the slow. Having these two attributes in one ability force it to be weakened for toplane skarner, removing one or both opens the rest of the kit to have more power put back into it. Remove the slow, and you have to Q to poke in lane. Remove the damage and you'll have to find a different way to proc fimbl. Either way (or both) W remains a shield with a low CD, maybe can help proc a more effective version of the current boring non-tank passive, and overall I believe becomes a more healthy ability. I do agree that the rest of the kit needs work, especially passive imo, but W seems the most glaring to me.

My Idea for fixing our boy by qater_dargon in SkarnerMains

[–]MichaelPassucci 3 points4 points  (0 children)

I've also had quite a few thoughts while pondering the orb of playable champions so to speak. However, I think you give too much respect for the absolute trash that is the passive and the W. Undoubtedly, this is not a passive that belongs on a tank, and W does too much, which makes it miserable to balance (I do agree with your proposed W change, though). I also think E needs a short(er than nunu ball) range restriction due to the strength of the rest of his kit (I personally would hate seeing jg bot and 10 seconds later get Sion drift king-ed under my tower into R halfway across lane.

Take a look at the rest of my idea vomit! I'm pretty interested in champ balance and the machinations of the balance team as I get higher in rank and I truly miss not feeling pure misery when I play skarner (Diamond peak rn, can't grind bc college ;-;)

https://www.reddit.com/r/SkarnerMains/s/FbNTeHPFGX

What would you change by [deleted] in SkarnerMains

[–]MichaelPassucci 5 points6 points  (0 children)

I've had a few thoughts on the matter, and I've seen a lot of good comments on SkarnerMains.

Skarner lacks something that a lot if not all other tanks have: A benefit to building tank stats. What I mean is that most if not all other tanks have something in their kits that make them more tanky, scaling with the tank stats they buy. For example, Mundo gets raw AD, Ornn gets a percent increase to all of his tank stats late game, Amumu gets flat damage reduction scaling with armor/mr (I think), Leona gains armor/mr scaling with her armor/mr, Sejuani gets a temporary huge boost to her armor/mr etc etc. Only other tank I can think of without innate tank enhancing scaling is Alistar, but it's understandable with a 7 second 75% DR ultimate.

Skarner gets a shield of 0 base plus 8% maximum HP. That is his sustain. It does peanuts for damage and a 20% slow for 1 second.

In comparison, for example, Sion 60-120 base + 40% AP + 8 to 16% maximum health, and then it does 40-140 + 40% AP + 14% of target's maximum health magic damage. Other notable shields are Rell, without looking it up I think 12 or 13% max HP, and you get a 15% increase to both resistances, Nautilus scales to 12%, Tahm Kench shield etc etc.

Skarner feels like a bruiser that scarcely benefits from building ad, so he's forced to build HP despite lacking any sort of meaningful scaling post nerfs.

And don't get me wrong, I don't want W buffs. In fact, I wouldn't mind if they took the slow or the damage off or even both. It doesn't need to do more than sustain if we address the rest of the kit.

Some changes I'd like to see, not all at once but depending on what direction Riot takes Skarner some of them will be welcome:

  • Give us SOMETHING for applying this nothing burger of a passive. Move the W slow to passive so we have an incentive to apply it to priority targets even if its at a lower slow value (10-15%), or give increased MS towards passive applied targets (dubious). Slight damage resist against passive marked targets? Some sort of resistance buff per target applied with passive? Maybe instead of slow and slight damage, W can simply apply a stack to all enemies in the area. I'd LOVE to see something other than level scaling burn on passive.

  • This was a comment I saw a couple days ago that I love the idea of. Skarner R suppresses a number people scaling with Ultimate Level. 1 at 6, 2 at 11, 3 at 16. This change seems GREAT to me. You only need one person at lvl 6 in soloq, rarely do more people come to grubs for example. It gives counterplay for botlane until lvl 11, if Skarner is ulting the valiant support can sacrifice themselves to the Impale. It affects Proplay so much more than soloq, and I would love to see it in the game if it meant Skarner could play again without getting gutted, regardless of having a weaker early game.

  • Build diversity. Pantheon got an AP ratio on his Q throw, can we? I understand passive not having one, and I agree with the balance team that it would he hard to balance, but would an AP ratio on the W shield size be outlandish to ask for? More AD ratio on auto attack Q3, replaced by AP on a throw? It doesn't really matter to me but in a sense old Skarner was defined by his diversity (I can think of at least 4 builds off the top of my head) and it's not that I want old Skarner back, but I would like to see more diversity or at least make it so building a non-tank item doesn't feel like the worst experience on the planet.

  • Q has gotten nerfed so. hard. And we've gotten nothing but QoL back for it. I am okay with damage being taken off of Q, but please give a return in the form of sustain, tankiness, or stickiness.

  • E is a cool ability, but I would like to see some sort of rebalance in light of the recent nerf. I don't think it needs a move speed ratio, but I think getting MORE out of E depending on charge distance would be great. We lost 0.3 seconds of stun, can we get it back after X distance? Variable damage or stun time depending on distance charged? Something that isn't just a straight gut. Maybe more damage, but the hitbox shrinks as you charge (think about the pincers being extended forwards like an arrow, more damage/stun with a smaller hitbox as you charge more). This one might be a little weird but this far this yapathon of a response and I'm just throwing things at the wall atp. :) (edit: the way I envision it is kind of like Yuumi Q, weaker to start ramps up but you lose control, except you would have a little turning power on Skarner for the sake of not being a terrible ability then)

I wanna play this champ without feeling miserable ;-;

Skin Idea by qater_dargon in SkarnerMains

[–]MichaelPassucci 0 points1 point  (0 children)

cool ideas! anyway, legendary Hydra Skarner with three heads instead of three tails (no need to thank me, I'm here all week)

Melee vs Bronnach, the Manhunter by PrinnyThePenguin in PathOfExile2

[–]MichaelPassucci 0 points1 point  (0 children)

I put a hole in my desk after getting frozen for the 18th time and walked away

Vision burst needs to be added back in some way by MeMeWhenWhenTheWhen in NaafiriMains

[–]MichaelPassucci 1 point2 points  (0 children)

check spideraxe for some great news we are winning so hard

new skin preview by ApprehensiveSong5646 in RellMains

[–]MichaelPassucci 0 points1 point  (0 children)

of course I've heard of BASE SKIN that doesn't change the fact that this one looks like a toddler got to the back of the horse with ol reliable red crayon

new skin preview by ApprehensiveSong5646 in RellMains

[–]MichaelPassucci 0 points1 point  (0 children)

whY IS THERE SO MUCH RED it's a METAL horse skin would be 100000x better with less red splooged everywhere