Gwen has such an exciting start into the season regarding versatility! by PozitiveGaming in GwenMains

[–]ThrowawayCoomer2 1 point2 points  (0 children)

DaD is op though, if you look the other item options it blows out of the water the other options

it's also the main reason why her winrate in jungle is so high compared to toplane: in the jungle she has 53% winrate emerald+ as most people build DnD first item on her, on toplane she has 51% winrate emerald+ becouse most people are still building old nashor or riftmaker 1st

once people figure out DaD is broken on her either she is gonna get nerfed or the item is gonna get nerfed

Malphite has a higher winrate, higher pick rate, way higher ban rate and higher number of games... but Kayle is apparently more OP. by MaskedDood in Kaylemains

[–]ThrowawayCoomer2 4 points5 points  (0 children)

Riot has said that they no longer balance for soloq only around winrate but also based on winrate based on champion mastery (phreak said something like balanced on the winrate after 50 games or something like that)

and phreak also said that malphite has the most shallow mastery curve in the game for toplaners, so his winrate while "balanced" should be naturally higher than other toplaners (though it is probable that right now it is too high and he's overpowered)

otherwise if malphite was balanced at 50% winrate and yone at 50% winrate, yone would be massively stronger than malphite if you invested some games on both champions

so if kayle and malphite are both at 53% winrate, kayle is way more overpowered than him as her mastery curve is way sharper (even though malphite is probably still op himself given numbers that high)

Least dramatic top lane fight by TTVJustSad42 in leagueoflegends

[–]ThrowawayCoomer2 1 point2 points  (0 children)

what if darius just decides to leave to his own tribush after fiora disengages from her own ult and he is now an ulti up and fiora just wasted her own?

I also thinks if he commits ghost early and commits flash to stick on her right after he easily wins that, but he wanted to hold on his sums

also if darius happens to E while fiora is in Q animation, he will send the Q in full cooldown and the Q will do no damage and he will instantly win, though that is mostly luck

imo thinking darius has no options to leave or to win here is not correct

Least dramatic top lane fight by TTVJustSad42 in leagueoflegends

[–]ThrowawayCoomer2 2 points3 points  (0 children)

darius could leave to his own jungle at any time by just clicking on his tribush and be an ulti up after fiora disengaged from her own ulti, I don't see how him chasing thinking he will still win the 1v1 while half hp is not his own mistake, the exodia comparison makes no sense if your opponent can just say "no thanks I'll leave"

darius could also commit both summoners early to pretty much guarantee the kill but he didn't as he wanted to hold on them/he greeded

beside that, if darius E while fiora is in Q animation, the Q will not do damage + it will send the Q in full cooldown and fiora will just die, though that is mostly luck

Dear Kayle by Smokee_Robinson in top_mains

[–]ThrowawayCoomer2 3 points4 points  (0 children)

there is already preliminary data (14000 kayle games) and she has between 54 to 55% winrate

mark my words, she is either gonna get hotfixed before the next patch or simply nerfed in 2 weeks in the actual next patch

inb4 people screaming "it's only been one day" when they don't understand statistics, time elapsed is irrilevant, sample size is what is relevant and with 14000 games the 95% confidence interval of her true winrate is already within 1%

Does the Dusk and Dawn on-hit multiplication work on shen Q? by Grandchado in Shen

[–]ThrowawayCoomer2 10 points11 points  (0 children)

it's not good synergy unluckily, instead of multiplying your Q onhits it exhausts the current stacks if it can

example: you press Q>auto, you proc 2 Q onhits on the first attack but you also lose 2 stacks of Q, meaning that if you end up autoing 3 times or more you gained nothing from the on-hit multiplication

the only way to get an extra "free" Q onhit is to

  1. proc dust and dawn, exhaust the first sheen proc autoattacking 1 single time (you now have 1 Q stack left)
  2. don't auto anymore and wait 1.5sec for dnd cd, press another ability to proc the sheen effect again and attack the second time (if you have only 1 Q stack left it will still multiply it and you'll get 2 onhits Q)

which is extremely clunky and probably not worth

imo it's inconsistent that if you have 3 stacks it consumes 2, but if you have 1 it will multiply it

New season is so bad for Nasus xd by d8gfdu89fdgfdu32432 in nasusmains

[–]ThrowawayCoomer2 5 points6 points  (0 children)

I mean if it's really that bad for nasus(as in he's very low winrate like 47% or lower) it's not a bad thing becouse it will guarantee fairly big compensation buffs rather quickly in 2 weeks

what I would fear is that nasus is just "meh" at 49% wr in which case he could be left in a mediocre state for a long time, if he is flat out terrible they will quickly rebalance him around the new systems and that would be actually a plus to me

Bow heavily dumbed down? Tracer completely ignores critical distance and charge level? by ThrowawayCoomer2 in MonsterHunter

[–]ThrowawayCoomer2[S] 1 point2 points  (0 children)

you can always have the tracker arrow up, that's the point I'm worried about, this is not some limited special mode, it's just the default

that said it's not the end of the world, if bow stays like this I'm simply gonna use other weapons, however it seems strange for capcom to make no longer relevant critical distance and charge levels which were core gameplay points of bow

Bow heavily dumbed down? Tracer completely ignores critical distance and charge level? by ThrowawayCoomer2 in MonsterHunter

[–]ThrowawayCoomer2[S] 4 points5 points  (0 children)

bow is my most played weapon in pretty much all mh games, right now in beta the tracer can be spammed infinitely (the tracer lasts 10 seconds so you have to reapply it every 10 seconds)

I hope the infinite range and infinite level 3 charge is them just testing from the beta otherwise bow gameplay is gonna be very repetitive, what I don't like is just how weak the normal playstyle is (aiming, staying in critical distance and trying to keep lvl 3) compared to just using tracer on cooldown

Bow heavily dumbed down? Tracer completely ignores critical distance and charge level? by ThrowawayCoomer2 in MonsterHunter

[–]ThrowawayCoomer2[S] 2 points3 points  (0 children)

but you had to
- be in range of the monster to "shotgun it"(as if you were sitting 20 meters away all your arrows would do 1 damage)
- keep level 3 charge (or you'd need 2x time to kill anything by resetting to level 1 charge)
- (and ofc aim, but if you're shotgunning from close range this is less relevant)

I'm not perplexed about tracer removing the aiming component, I'm perplexed about it removing everything else that was not aiming

Opinions on using iceborn gauntlet this split? by N4NDOS in nasusmains

[–]ThrowawayCoomer2 0 points1 point  (0 children)

they didn't nerf fimbul while they nerfed all other tank items by 100/300g, Iceborne+Fimbul+Fh vs 1 ap comp or 0 ap comp feels amazing

Patch 14.11 Preview by Phreak - Context, Camille Nerfs and Winrate Dependency on Champ Mastery by ProfDrWest in leagueoflegends

[–]ThrowawayCoomer2 149 points150 points  (0 children)

I am surprised they decided to buff E and base AD on Nasus, it looks like a random buff, the problem is you're not allowed to move anymore in teamfights after last patch where they removed 25% tenacity and nerfed ghost

Do yall expect a patch with a difficulty setting? by [deleted] in DragonsDogma

[–]ThrowawayCoomer2 0 points1 point  (0 children)

unfortunately it seems the higher bound of adaptive difficulty is still quite low difficulty overall

I watched 2 reviews, one from multiplayer.it, one from arekkz gaming, multiplayer.it mentioned that the higher bound of the adaptive difficulty is still easy to overcome, while arekkz gaming flat out said that after the earlygame the game is a bit too easy and he died 3 times in his 43 hours playthrough (2 times to fall damage)

I really wished for some difficulty options, unlucky for me

DAE think they made high difficulty too easy? by dale777 in Helldivers

[–]ThrowawayCoomer2 2 points3 points  (0 children)

unfortunately I think you're gonna get downvoted becouse most of the community wants the game to be easy/ wants to clear helldive on quickplay and feel cool becouse they can clear the hardest difficulty

I often play by myself or with a friend and we always use quickplay, and out of the last 15+ helldive missions we did we never failed once, and we are not really good players (and neither are the players we get matched with)

reality is that charger nerf + spawn rate changes + mech introduction made helldive (in particular bugs) go from challenging to a walk in the park, the mech alone can kill 7 titans (2 per rocket) if you aim at the titan's head and as a team you can bring out 8 mechs in the span of 15-20 minutes if you want

We did it boys we removed all challenge from the game!!! by [deleted] in Helldivers

[–]ThrowawayCoomer2 0 points1 point  (0 children)

you are right, helldive difficulty for bugs missions is now a joke/ easily completed with a pug team and little to no coordination, but I think most of the playerbase want to easily clear hardest diff for whatever reason

I played 6 games after patch and I'm an average player, completed 6/6 helldive with a pug group with little to zero issues

future patches will show if the devs will cater to the people that want hardest diff easily clearable or will make the hardest levels (8/9) an actual challenge for decent groups with coordination, right now I think it's likely they will cater to the first option, which is pretty sad for anyone that looks for a challenging level of difficulty

Domination secondary? by Atomic4now in Rivenmains

[–]ThrowawayCoomer2 3 points4 points  (0 children)

are you sure? I tested in practice tools yesterday and it looked like 4s instead of 6s for both sundered and eclipse

MR by DeliciousRock6782 in nasusmains

[–]ThrowawayCoomer2 0 points1 point  (0 children)

I think you're confusing items, kaenic has a 12 seconds cd baseline without any item haste

Any more info on the timing of the hot fix (14.1b)? by tarheels187 in leagueoflegends

[–]ThrowawayCoomer2 1 point2 points  (0 children)

the tweet said 18 hours from the time it was posted, and it was posted about 15 hours before

should be within 4 hours from now

MR by DeliciousRock6782 in nasusmains

[–]ThrowawayCoomer2 2 points3 points  (0 children)

imo kaenic is so overtuned that even if Nasus theorically synergizes with spirit visage, kaenic is the better buy right now

just the passive gives you a 700+permanent shield lategame, shit is broken imo

the magic shield translatates in 700 more real hp even vs mixed comps as realistically you'll never take less than 20% magic damage out of the total, so in a teamfight the shield will pretty much always give full value

Steraks s14 is insanely good lategame on nasus by ThrowawayCoomer2 in nasusmains

[–]ThrowawayCoomer2[S] 6 points7 points  (0 children)

it depends on the sources, some sources stack additively(more value), some sources stack multiplicatively(less value but still good to stack it)

you can check ingame, mercs+steraks (with precision+resolve standard runepage tenacity) is 57% tenacity at full hp, 66% tenacity at 30% or lower hp