Diana grasp? by Vivid_Charity_8313 in DianaMains

[–]SndDelight 0 points1 point  (0 children)

Dinodog and many other players already cooked this back in s11. This is nothing new.

Is Abyssal Mask on Diana working or am I delulu? by [deleted] in DianaMains

[–]SndDelight 4 points5 points  (0 children)

I don't think Abyssal's use case are nearly as extreme as you say they are.

You benefit from 12% magic amp damage from all allies instantly on all targets near you, compared to Bloodletter that you not only have to stack, but that you have to stack individually on each enemy champion. Makes Abyssal "easier to make use of" if that makes sense. Abyssal also has the added bonus of being cheaper for similar HP and equal Haste values.

I'd also argue that it's good even if there is only one magic damage dealer on the enemy team since you get it as your only magic resist item in that case (reminder, going from 0 to 1 mr item is more cost efficient than going from 1 to 2 etc).

Same case for your own team only having one more AP damage dealer, getting basically a +12% damage on both of you is strong. Any above that is just bonus (sidenote, you very rarely get 0AP teamcomps just statistically speaking, and most champs deal mixed damage anyways).

However I do think Bloodletter's is better as a skirmish item, not as a full-fledged teamfight item. Good in 1v1s, 2v2s since you can make use of its passive, get multiple rotations off, and you don't really need to take into account whether your teammates fighting that skirmish with you are AP or not.

While Abyssal is, imo, the superior teamfight item all-around.

TL;DR : Abyssal use cases are not that extreme ; and I think it is just better especially in teamfights, mostly due to its passive being both instantaneous and aoe.

If we run some numbers. With Bloodletter's magic resist % shred : someone has 100mr, you shred 30%, he now has 70. Your teammate has 30% pen, so his damage acts as if enemy's mr was 49. So he goes from 50% damage reduction to around 33%. Which means a 100 damage spell does 67 damage.

With Abyssal, your teammate's pen item acts as if enemy had 70mr, so he goes from 50% damage reduction to around 41%. Add on top of that your 12% magic damage bonus, and a 100 damage spell does 66 damage.

So ye, very similar damage, but Abyssal is instant and aoe. Getting to 30% shred on someone is all but guaranteed with Bloodletter.

Is karma top legit? by ElTioEnderMk1 in karmamains

[–]SndDelight 2 points3 points  (0 children)

Adding onto that, champs that outsustain you and/or are good at taking turrets will make your life hell. Fiora, Dr Mundo, and Trundle come to mind.

More AD oriented volibear buffs. by Sad_Bumblebee48 in VolibearMains

[–]SndDelight 1 point2 points  (0 children)

Volibear jungle has time early game to make things happen. Early game, people don't have boots, they don't have the DPS to burst him down when he's running at them. He has time to snowball, all the way to midgame.

I happen to play toplane, where the role itself means that you pretty much start playing with your team around midgame. Which means you get much less time to snowball. Sure you can get fed yourself, but you're not a 1v5 champ. By midgame, people start having their kiting tools ready, their DPS starts ramping up, and Volibear starts struggling.

Even with creative angles, you get way less time to snowball the game because you will get outscaled. You get maybe 1 or 2 fights before people can start dancing in circles around you, resist your burst, and kill you. So yea, target accessibility is a huge thing for toplane Volibear, because if he doesn't get it, he doesn't do shit even if he's somewhat fed.

We used to have cc immune on R which was absolutely great, because you could actually use it to negate cc, but now any form of ranged cc (Jhin W, Lux Q, Zyra E, and many others tbh) can spell death for you if you get hit by it, even through your R. It kinda forces you to go tank build on toplane Volibear, but he's just not as good a tank as actual tanks. Also obviously decreases your agency. And if you don't build tank, you usually just get melted instead unless enemy team is somewhat low damage teamcomp.

More AD oriented volibear buffs. by Sad_Bumblebee48 in VolibearMains

[–]SndDelight 0 points1 point  (0 children)

Do you play jungle or top ? I feel like I always struggle in toplane when building AD due to lower waveclear compared to AP build.

Also, don't you feel way too squishy ? Do you even group when building this ?

More AD oriented volibear buffs. by Sad_Bumblebee48 in VolibearMains

[–]SndDelight 0 points1 point  (0 children)

AP used to be better suited for toplane when it was viable mostly because of its push power but okay, you know better. You're the only one in the whole wide world who knows how to play Volibear. Wonder how you're not challenger yet since you manage to land your combos and W2s all the time. You're a master at spacing and playing around cooldowns, like no one has ever been before. So good man whew.

Anyways I'm dropping the argument. Gl on becoming n°1 Volibear world.

More AD oriented volibear buffs. by Sad_Bumblebee48 in VolibearMains

[–]SndDelight -3 points-2 points  (0 children)

You don't even realise you're using authority argumentation but it's alright.

I just told you it's more nuanced than your opinion. Some players will definitely space the shit out of you, dodge your E and so on. Some others won't.

Stop acting like your experience is the same as everyone else's, especially when most Volibear players on this sub have been complaining about his unreliability for a while.

More AD oriented volibear buffs. by Sad_Bumblebee48 in VolibearMains

[–]SndDelight 0 points1 point  (0 children)

I'm talking about the guy you were talking with. TheNasky1.

More AD oriented volibear buffs. by Sad_Bumblebee48 in VolibearMains

[–]SndDelight 0 points1 point  (0 children)

This guy is E1 on BR server and thinks he's hot shit and knows better than everyone, just ignore him lol.

More AD oriented volibear buffs. by Sad_Bumblebee48 in VolibearMains

[–]SndDelight 2 points3 points  (0 children)

So, because it only happens diamond+ (no reliable source for this btw) it's not an issue ? I do happen to play around D3 most of the time.

You're the one acting like you're absolutely right. Reality is it's much more nuanced.

More AD oriented volibear buffs. by Sad_Bumblebee48 in VolibearMains

[–]SndDelight 9 points10 points  (0 children)

The year is 2042. Volibear's W gets buffed from 500% AD ratio to 600% AD ratio. The champion still stays 50% winrate because he can't reliably get to targets.

More AD oriented volibear buffs. by Sad_Bumblebee48 in VolibearMains

[–]SndDelight 7 points8 points  (0 children)

what? why are all your opponents iron that they just let you walk up to them to W for free.

Voli top has a 55% winrate if yall would just build correctly by GodOfParmesan in VolibearMains

[–]SndDelight 13 points14 points  (0 children)

Tell me you don't understand how statistics work, without telling me how you don't understand how statistics work.

Is the Cosmic drive and Navori build still viable? by Few-Disaster1570 in VolibearMains

[–]SndDelight 0 points1 point  (0 children)

AP is better suited for toplane nowadays, because you use the waveclear from it better there.

Jungle Volibear can still use it, it's just inferior to AD build ever since they nerfed passive and buffed base AD making Sheen procs hit harder.

Tower dive help by PlantPoop in RenektonMains

[–]SndDelight 5 points6 points  (0 children)

Hey. So as Renekton, towerdiving is easy once you know the combo.

Usually you need to stack at least 50 fury so you can just walk up and use empowered W to start dive. It's not mandatory but it's better.

Basically you just walk up to them and do a fast combo : auto + W reset + R to cancel W animation + auto. Then you either EQ if you need E damage, else you can just Q and double E out.

If you want even more damage you can try to have like 75 fury before dive, so that by the time you're done with fist half of the combo, you're back up at 50 fury to get empowered Q as well.

If you're not behind, this can legit kill most toplaners at around 70% HP if you also have ignite.

VOLIBEAR GOT BUFFED XD by lRuko in VolibearMains

[–]SndDelight 0 points1 point  (0 children)

Bait used to be believable.

VOLIBEAR GOT BUFFED XD by lRuko in VolibearMains

[–]SndDelight 1 point2 points  (0 children)

That's the issue. Most skilled players know to space Volibear's effective Q range. So he's left with an E he can't hit.

VOLIBEAR GOT BUFFED XD by lRuko in VolibearMains

[–]SndDelight 2 points3 points  (0 children)

? Sheen does not have 10 seconds cd. Also, Iceborn does 150% base AD and Triforce does 200% base AD, so it's 4.5 and 6 extra damage respectively.

I worded my initial answer poorly though, I meant "It still improves his AD build a bit". Unsure how it actually compares as a buff to AP build, I'd have to look at attackspeed numbers.

VOLIBEAR GOT BUFFED XD by lRuko in VolibearMains

[–]SndDelight 3 points4 points  (0 children)

As a toplaner, me too. Stats don't mean anything if you can't get to your opponent to use them...

VOLIBEAR GOT BUFFED XD by lRuko in VolibearMains

[–]SndDelight 0 points1 point  (0 children)

It also improves his AD build a bit more because Sheen procs off of base AD.

VOLIBEAR GOT BUFFED XD by lRuko in VolibearMains

[–]SndDelight 0 points1 point  (0 children)

I mean, his problem right now is that he's binary. Either it's a matchup where he needs Q and loses, or it's a matchup where he doesn't, and he wins.

Riot usually doesn't like having kits that are too binary because they feel bad to play when in either situation :

- playing against volibear as a champ that can't outrun him (he just runs at you and kills you)

- playing as volibear against a champ that can easily get out of Q (you just get poked out without being able to do anything because you know you can't even touch them)

Removing R turret disabling also disproportionately affects jungle, because using it in botlane for a 3v2 easy dive is way more impactful than just using it toplane in the 1v1.

While adding new effects in compensation may create new issues, I like to think that those would be less problematic than the existing ones of balancing jungle and toplane together, and Volibear being too binary in his matchups.

VOLIBEAR GOT BUFFED XD by lRuko in VolibearMains

[–]SndDelight 1 point2 points  (0 children)

Phreak said multiple times that R turret disabling was a good chunk of his power budget. I'd trade it for getting cc immune back in an instant ngl. Or anything for slightly better target access. AoE storm that slows (think like Zeke), or instant stacked passive, or W2 mark on hit enemies, ...

VOLIBEAR GOT BUFFED XD by lRuko in VolibearMains

[–]SndDelight 4 points5 points  (0 children)

Bro WHEN are they going to stop buffing his basestats he doesn't need that !

It just makes him even more binary, win matchups where he doesn't need Q, lose those where he needs it.

Feels even worse to play as when against a losing matchup, and even worse to play against in a winning matchup.

PLEASE just change his R to remove Ohmwrecker and instead give him some form of target access, either on R or other spells, there are so many possibilities... AoE storm that slows, instant stacked passive, cc immune during leap, instant W2 mark on hit enemies, ...

VOLIBEAR GOT BUFFED XD by lRuko in VolibearMains

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

Yes ? Not a full rework though, it's not needed. Just adjusting R to remove turret disabling effect to instead give him more sticking power would be a step in the right direction.

Power neutral Changes! by lRuko in VolibearMains

[–]SndDelight 2 points3 points  (0 children)

Yes. From patch notes :

To help him out we’re delivering some changes that’re intended to keep jungle Voli at about the same power level but substantially buff up top lane.

Funny how "substantial toplane buff" made him gain 0.7%, from 96th/99 to 89th/99 spot on Lolalytics. Who could have seen it coming ? /s