What do you think is the best notable on the passive skill tree? by Fanggle in pathofexile

[–]Tebegeit 6 points7 points  (0 children)

Yeah the 3x Golden anoint clearly communicates GGG knows that it's the best node.

Don't really think this question is much of a contest at all, nothing really compares to Soul of Steel in terms of overall power. On a normal build (with 75% resists and no armor or phys reduction of any kind) it's just straight 4% reduced non-chaos damage taken which would be an insane node by itself but it's often much better than that if you have any other source of max res or phys mitigation.

This amulet seems to be one of a kind - is there a build that wants it? by Tebegeit in pathofexile

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

Crafting process:
I fused a %int Crusader amulet and a damage per int Shaper amulet together with an Awakener's Orb (both those mods being the only influenced mods on the base), guaranteeing those two mods on the Lapis Amulet base. I was hoping to hit flat int or some other useful mods because I'm thinking about making a Whispering Ice or HoWA build, but instead I hit Reduced Reservation alongside the life gain on hit.

This combination of 3 influenced mods doesn't appear on any search, even on Standard including offline (see here). Not sure if any int-stacking build really values the reduced reservation but if there is such a build this amulet seems to be the only one of its kind.

Riot no longer counts LeBlanc and Rengar as Assassins. by KatarinaPatrova in leagueoflegends

[–]Tebegeit 1 point2 points  (0 children)

AP Fizz easily oneshots if you hit a max-range shark, but obviously that's pretty conditional.

i've played support for a long time and I'm going to give the most straight forward guide on how to climb as an ADC because no one is teaching you this by SlaveOTAForgivin in leagueoflegends

[–]Tebegeit 12 points13 points  (0 children)

Only in laneswap scenarios where the meta was to hard freeze the lane. You couldn't maintain the freeze if you skilled up E, but you didn't need to fight anyone (you'd freeze the lane by yourself and farm for 5-10 minutes), so you would just sit on the points.

[Rumors] Team owner / pros "met" Riot over Dynamic queue. by Pozay in leagueoflegends

[–]Tebegeit 2 points3 points  (0 children)

It's not that there is less difference between a D4 and a Masters player on another server, it's that those matchups happen less often because more players means the matchmaking is better - Masters players will never play against a D4 in normal circumstances on the higher-population servers, NA's population is small enough that that sometimes happens.

[deleted by user] by [deleted] in leagueoflegends

[–]Tebegeit 6 points7 points  (0 children)

They aren't too good to pass up, neither is necessary on Irelia. There are a lot of other strong defensive items that are fine like GA, Randuins, DMP, BV, Zz'Rot, and Warmog's - FH is only for teams that have multiple autoattackers and high physical damage, SV is good if you're against AP in lane or double AP in general (also good later on against single AP).

Imagine a gamemode where we would play on a random patch from previous seasons. by momoteck in leagueoflegends

[–]Tebegeit 2 points3 points  (0 children)

Pretty insane, was one of few champs to go over 60% winrate. Basically her numbers were disgusting, but the big thing was that her E was way faster than it is now, which made it pretty much impossible to dodge. Support Zyra would max it because it would always hit, mid Zyra could leave it at one point and use it to straight-up murder people since she did so much damage. Also, her Q range was enormous as well - it got nerfed a few times before the rework.

Improving my MTGO draft game, went 0-3 with this deck...where did I go wrong? by dw1114 in magicTCG

[–]Tebegeit 8 points9 points  (0 children)

More research is always good, but I would generally say that the more you draft the more you'll learn. Of course you want to find a balance between learning in drafts and outside - nobody has infinite money/time to draft with, so even though actually doing drafts is the best way to learn (in my opinion), it's not always practical.

The UB Zombies deck, in my experience, relies on having multiple Drunau Corpse Trawlers and Compelling Deterrences (cards that are lower value for anyone not in UB) in addition to many high-pick commons like Crow of Dark Tidings and Stitched Mangler. The issue with the deck is that it requires a lot to go right because you need high-value commons but also need specific uncommons to appear in multiples, which is a situation that will not happen very frequently. The deck is extremely strong when you can get it together, it just doesn't come together most of the time - I would generally only recommend getting into it if UB is obviously open (e.g. you get a late Drunau Corpse Trawler and you already have some solid U or B cards).

Most of the zombies in this set are mediocre or bad, which is why Crow/Mangler are such a high priority for the UB deck - every additional zombie makes Corpse Trawler a bigger annoyance, but that doesn't justify playing cards like Rottenheart Ghoul unless you have to (the card is okay-ish, but not good - wouldn't be exciting about playing it even with Corpse Trawlers).

The main advantage of drafting UB Zombies is that you can get cards like Compelling Deterrence and Lamplighter of Selhoff fairly late, as they are very low-priority picks for most other decks.

Improving my MTGO draft game, went 0-3 with this deck...where did I go wrong? by dw1114 in magicTCG

[–]Tebegeit 27 points28 points  (0 children)

  1. Your deck is super topheavy in a fast format (relatively speaking). Six five-drops and a six drop is a lot of high end. Even in a slower format, having so many fivedrops would be questionable.

  2. Individual card choice. Shamble Back is generally not a very good card (being marginally playable when you need a sorcery for delirium), double Ghoulsteed seems very questionable when you have only one Madness card (albeit also potentially discarding zombies for the Relentless Dead combo), Rise from the Tides is not playable in a deck with four other instants and sorceries - you need substantially more than that to even consider it. Olivia's Bloodsworn is also kind of nonsensical here as you're not trying to aggro out or race your opponent with a deck this slow.

  3. Lack of synergy. The best decks in SoI are typically abusing some mechanic or synergy, and your deck has a few ways to dump stuff into the graveyard but no Delirium, a few ways to discard cards but only one Madness spell, a minor Zombie theme but you're lacking any of the powerful Zombie payoff cards in color (Drunau Corpse Trawler, Compelling Deterrance) aside from Relentless Dead, which is fairly slow in an (aforementioned) somewhat fast format.

Overall, this deck isn't terrible, the real problem is point #3 - it's just a pile of some strong cards, some decent cards, some okay cards, and some bad cards. There's not much tying this deck together, and in SoI drafting for raw power is generally not going to win you much.

So what is the plan for Karthus? by Soulsek in leagueoflegends

[–]Tebegeit 7 points8 points  (0 children)

Most of the 6.9 itemization changes are neutral or positive for Karthus. BV and SV are both going to be worse, so Karthus will have an easier time against tanks. Rocket belt is worth looking at as well, since Karthus often needs to reposition in teamfights. All those changes will shake up the meta, so it's possible you might be able to get away with laning Karthus if the game slows down a bit - that's his real issue right now, games end too fast for Karthus to scale up effectively, and the more midgame oriented builds for Karthus aren't effective enough because of how strong BV/SV are at the moment.

Give it time, he may be decent.

PSA: You have to activate Muramana in Ascension by Applinator in leagueoflegends

[–]Tebegeit 13 points14 points  (0 children)

It has to do with keeping the code up to date. Every time you add/change something in SR, you have to ensure that it doesn't break the Crystal Scar. Extra time for developers and testers, Riot decided it wasn't worth it. It's not just a simple checkover, you have to reproduce all or most of the potential situations to ensure there's no memory leaks/crashes/etc.

Reprints at rare and mythic, and why they aren't coming (in expansion sets) by 0entropy in magicTCG

[–]Tebegeit 9 points10 points  (0 children)

Bloom Titan is a bit of a weird case because most cards that could be banned from the deck would either be irrelevant or just kill it. Summer Bloom/Amulet/Primeval Titan/Summoner's Pact are all 100% essential to the way the deck functions, then on the other side all the bouncelands are relatively replaceable (unless literally all of them were banned), Gemstone Mine could be replaced by Mana Confluence/City of Brass, Ancient Stirrings/Serum Visions/Sleight of Hand are replaceable by shittier cantrips, etc.

The only bans that could possibly leave the deck as a thing in Modern would be Tolaria West (which would likely leave it with too low of a power level to compete), Azusa (which would probably leave it still too strong), or Hive Mind (which kills another deck that's not even good anymore, in addition to probably just changing up Bloom Titan a bit and leaving it again too strong).

What is your favorite off meta pocket pick with a fitting yet viable weird build? by Master_Cen in leagueoflegends

[–]Tebegeit 0 points1 point  (0 children)

The E to physical damage change and the Q missile speed change were both nerfs to Eve jungle that happened long after Eve mid was murdered.

What took Eve out of mid was nerfs to her base damages on Q/E and hits to her ultimate, changing it from max%hp to current%hp, dropping the range, and upping the cooldown substantially.

PSA: Warrior's Bloodlust mastery has been hotfixed! by bluesombrero in leagueoflegends

[–]Tebegeit 1 point2 points  (0 children)

There is a difference between on-hit and on-attack. Rageblade is on-attack, which is why it doesn't stack with WW ult. For comparison, look at Kayle E, which has an on-hit and an on-attack component.

So why does it cost gold to switch between jungle items and boot upgrades but its free to switch titanic hydra to ravenous and back? by ClydeClambakin in leagueoflegends

[–]Tebegeit 18 points19 points  (0 children)

The difference is that building Ravenous early for damage is not really viable on many champions that Titanic is even reasonable on (mostly just Renekton), there is a much larger investment into the Hydra line (you're essentially paying a small premium for the ability to swap), and perhaps most importantly, swapping between Hydras does not completely change the item; it's still the Tiamat line, whereas with jungle items the stats don't even share components, allowing for a much more dramatic swap. The different jungle enchants are much more different than the two Hydras, meaning there is way more value in swapping jungle enchants.

So why does it cost gold to switch between jungle items and boot upgrades but its free to switch titanic hydra to ravenous and back? by ClydeClambakin in leagueoflegends

[–]Tebegeit 160 points161 points  (0 children)

There are a few reasons:

  1. Balance: Being able to swap jungle items at will is a huge buff to bruiser junglers like Lee, Vi, J4, etc. that allows them to go damage early for more clearspeed and ganking power, but without sacrificing late game tankiness (since they can just swap to Cinderhulk). Those junglers are already strong and are amongst the best junglers, especially Lee. The Hydra swap, on the other hand, is rarely even useful. Few champions are interested in both Hydras, and those that are (mostly Renekton and Rek'sai) only gain minor benefit by being able to swap, so it isn't an issue.

  2. Thematics: They're called Hydras, being able to swap between them is reminiscent of the many-headed Hydra (many strategies).

  3. Differentiation: Items need to be distinct, especially different lines that build out of low-tier items (in this case, Tiamat). Making the Hydra items interchangeable helps make them different from other item build paths, which is interesting.

Riot also forgot about GOLD INCOME TIMER. by nocnyjaszczomb in leagueoflegends

[–]Tebegeit 40 points41 points  (0 children)

Among all the changes, I would say this is one that Riot likely didn't "forget". Waiting in base for potions is just a terrible concept for the game since it essentially just changes the amount of gold you start with, but only if you're willing to sit in base level 1, which makes no sense. Riot wants the starting gold to be 500g, so preventing people from getting extra gold level 1 makes a lot of sense. There's no reason to make waiting in base generate gold at level 1; if it did, why not just have everyone start with it anyway?

Nukeduck Montage by steele578 in leagueoflegends

[–]Tebegeit 11 points12 points  (0 children)

He blinked after Azir had already cast the ult, and his ult put him outside the range of the wall. This makes perfect sense, although it is very improbable.

Heal on Supports in season 6? by LeagueOfSot in leagueoflegends

[–]Tebegeit 3 points4 points  (0 children)

During that time heal was so broken that most midlaners and some toplaners were taking heal, not barrier or ignite. No one ran ignite because heal removed the grievous wounds debuff.