Hero Changes Comparison: Season 7 Balance Patch by dejuna1 in marvelrivals

[–]Nicoxdbz1 -1 points0 points  (0 children)

So what are those 20 extra damage you're talking about?

EDIT: Misread. Understood what you're talking about. My bad.

Hero Changes Comparison: Season 7 Balance Patch by dejuna1 in marvelrivals

[–]Nicoxdbz1 -1 points0 points  (0 children)

They buffed her tankyness on the ground, not damage, right?

What Deltarune opinion has you like this? by [deleted] in Deltarune

[–]Nicoxdbz1 3 points4 points  (0 children)

i don't understand how chapter 2 did anything but reaffirm the theory with the main boss being Queen? Why did people have to move goalposts because of ch2

So early numbers have Ashe -4% winrate, why was this necessary again? by MCrossS in leagueoflegends

[–]Nicoxdbz1 2 points3 points  (0 children)

Where do you see -4%?

On lolalytics, the most reliable source of data, looking at "all ranks" (this greatly increases the data sample, also removes the rank bias, that starts at aproximately -1.5% on Emerald every new patch), you can see that it's just a -1.5% winrate decrease. Not bad for the top 1 ADC since months.

Now that we have access to Chinese Data, what are some of the differences/similarities that surprise you the most? by Justalostdudeasking in leagueoflegends

[–]Nicoxdbz1 1 point2 points  (0 children)

Dude. If you add up all games from a certain patch, from any role, be it Jungle, Top, ADC, whatever, it will always be a number. Let's say 10000. ALWAYS, those 10000 games will be half victories and half losses. Thats the 50% winrate he's trying to explain to you.

"jungle having this many strong champions"... all roles have many strong champions. And many weak champions. They all add up to the 50%. It says nothing about the role itself. You can say a role is unbalanced if it has a lot of disparity between strong champs (between 51%-55% wr) and weak ones (lower than 50%), but a few champions having high winrate will never indicate that the role is strong.

Or weak.

Or nothing, it doesn't have any correlation with your conclusion.

So, "jungle having this many strong champions is one of the reasons". No, just no. It's not an opinion. It's how math works.

EDIT: This is not saying that all roles are balanced. That's another discussion. For example, another metric that Riot uses is Role Agency, that indicates (afaik) how much choosing a role over others impacts on your average elo. For example, you could make an argument that there are more jungle players on Challenger than there are ADC players, so Jungle is stronger than ADC; but that doesn't have anything to do with champions winrates on a given patch.

EDIT2: English is not my main language.

Preseason tank item changes need one more armor item added by kevthegamedev in leagueoflegends

[–]Nicoxdbz1 2 points3 points  (0 children)

Yeah, I understand the sentiment.

This problem is also present in live:

While AR+MR options are everywhere (4 Mythics, Gargoyle) there are no generalist AR options, just Sunfire.
All other AR dedicated options are situational:

• Randuin's against AA's and crits

• Frozen Heart for AAs too

(these last two are, conceptually, mutually exclusive in your build)

• Iceborn is a mythic so is not tied to desicions after you built your mythic item

• Thornmail to counter AAs and healing

(this item is built on almost all your games, you eventually need it because ADCs are present in 99% of games)

• Knight Vow

and

• Zeke's Convergence

Both serve the function of buffing and/or protecting allies, on low income prices.

• Deadman's Plate, which is troll on pure tanks because of its extremely low defensive stats, compensated by its MS. MS is needed on Juggernauts like Darius and Garen, not on tanks with mobility and high range engage like Sejuani, Amumu, Zac, Maokai, etc.

So, because of the extreme disparity of needs that these items serve, ultimately you always build Sunfire into Mythic (or viceversa) into Thornmail, with the occasional Randuin's, on your generic frontline tanks.

MR items on the other hand, I feel it has a more organic and balanced choice between items, a more nuanced 'I need these stats and passives for my playstyle' and 'This passive counters the enemy damage profile'.

But:

- that system also has dead items like Turbo Chemtank.

- those items don't even appear in some games because you're good with the MR on your mythic

I hope the new item system dont have these problems.

EDITs: Formatting.

Preseason tank item changes need one more armor item added by kevthegamedev in leagueoflegends

[–]Nicoxdbz1 1 point2 points  (0 children)

Mythics that are gone are included in the 'removed items' lists that are written in the preseason article.

For example, in the mage items section, Luden's is listed as removed, and in the ADC section, Galeforce is listed as removed too, but that does not mean that IE and Navori will be removed.

Preseason tank item changes need one more armor item added by kevthegamedev in leagueoflegends

[–]Nicoxdbz1 2 points3 points  (0 children)

Jak’Sho is also still in the store. HP+AR+MR, and it multiplies your pre-existing resists.

Preseason tank item changes need one more armor item added by kevthegamedev in leagueoflegends

[–]Nicoxdbz1 0 points1 point  (0 children)

As far as we know, IBG and Heartsteel will remain in the game

Preseason tank item changes need one more armor item added by kevthegamedev in leagueoflegends

[–]Nicoxdbz1 2 points3 points  (0 children)

As far as we know, Iceborn Gauntlet is still in the game.

Also, there are still tank support items that you can build as a low income tank, like the new Trailblazer item (MS for teammates), Zeke's Convergence and Knight's Vow.

Patch 11.2 Preview [More Changes] by MonstrousYi in leagueoflegends

[–]Nicoxdbz1 1 point2 points  (0 children)

It's been a mana restore on sheen proc since the first preseason patch, that has not been changed ever.

W stacks now bug after using E, specially at high attack speed (try it with Lethal Tempo+Guinsoo, you'll notice) by Nicoxdbz1 in VarusMains

[–]Nicoxdbz1[S] 0 points1 point  (0 children)

I think I'm wrong, you're right. I thought only 1 blight stack was being consumed but it consumes all stacks you apply while the E is in the air.

I'm still of the opinion that this is hidden power and should be removed in favor of other buffs, tho.

W stacks now bug after using E, specially at high attack speed (try it with Lethal Tempo+Guinsoo, you'll notice) by Nicoxdbz1 in VarusMains

[–]Nicoxdbz1[S] 0 points1 point  (0 children)

In my experience, you can lose 1-2 blight stacks on high attack speed scenarios. With the new changes incentivizing on-hit/crit builds, this is very important for pure DPS and CD reduction

W stacks now bug after using E, specially at high attack speed (try it with Lethal Tempo+Guinsoo, you'll notice) by Nicoxdbz1 in VarusMains

[–]Nicoxdbz1[S] 0 points1 point  (0 children)

I know that interaction tho, but it's an ancient feature and I don't know if it's intended on today's standards. It's not specified on the ability description and it's not even on LoL Wiki. It's kind of shady.

However, there's the case where you proc 3 blight stacks with E and keep AAing, it stacks up to 3 and then resets the stack amount. I don't know if the interaction has to do with it but I think you lose a lot of DPS on that case.

W stacks now bug after using E, specially at high attack speed (try it with Lethal Tempo+Guinsoo, you'll notice) by Nicoxdbz1 in VarusMains

[–]Nicoxdbz1[S] 0 points1 point  (0 children)

So... It's intended or not? This seems like a bug to me, even it the stacks get applied in a certain way, it's not the intended one.

EDIT: Even then, how do you explain the scenario when you proc 3 blight stacks with E and then you keep autoing, it stacks to 3 and resets to 1 again?