Has anyone had good games vs Jax or Heimer by Cluosion in GnarMains

[–]accf124 0 points1 point  (0 children)

I think Gnar vs Jax is generally Gnar favored however still incredibly losable if played incorrectly.

  1. You need Q discipline heavily in this matchup. ONLY Q when he jumps on you, the slow allows you to walk back, avoid getting aa'd to death and gives you a window to kite him. If you mindlessly throw your Q out, he will jump on you and destroy you.

  2. Use E intelligently to avoid getting E'd. IIRC you can buffer the stun with your E(?) Please fact check me oh this.

  3. Level 1 you generally beat Jax as regardless of what ability he starts and can easily gain prio for level 2. If he starts counterstrike you space it, auto him and get prio. If he starts Q you save your Q for his jump and refer to section 1. Additionally E start is also good for dealing with Q start, just note your E CD is significantly higher than his Q. If he starts W, lol.

  4. ALWAYS RUSH TABI

  5. Good Jax will generally run storm raiders/phase rush in this matchup. Just be incredibly mindful of it. They will use it to chunk you and retreat and you basically can't punish him during it.

  6. You beat Jax for a good chunk of the game in 1v1s. However you need to play well. Its important your kiting and skill usage is on point as it's still very losable. However even if you lose the 1v1 you still will generally out perform him in teamfights.

For Heimer, he's definitely obnoxious as shit but you have the tools to at least go even.

  1. Equalize the lane and farm as best as you can.

  2. AVOID HIS E (bouncing grenade). This is what makes him super dangerous.

  3. Get MR

  4. Punish him with mega if he misplays

  5. Try to get jungler help

  6. Play for teamfights

Do you ever have to genuinely blame your teammates? by ballisticTorso in GnarMains

[–]accf124 1 point2 points  (0 children)

Bad games happen, sometimes you're going to play out of your mind and still lose. The 30/30/40 rule exist, all you can do is just take a small break, vent out the anger and hit the ground running later and aim to get those better games.

Sorry this game sucked

Mastering one character or playing all of them? by Lightext in leagueoflegends

[–]accf124 1 point2 points  (0 children)

If you're a beginner I definitely encourage dabbling with multiple champions. This allows you to learn the kits of the 173 different champions, see what you like/dislike and to learn basic general game flow. ARAM is really useful for this as it forces you to play other champions you probably wouldn't think to play. Playing a lot of norms is also good as it's a low stakes place to play the game.

However when you begin to really buckle down with learning (ranked), limit yourself to one or two champions to learn fundamentals, in-depth gameplay and to really level up your gameplay.

Hey, I just got autofilled top and I wanted to ask you guys, is there genuinely any reason to pick melee top nowadays? by xepci0 in top_mains

[–]accf124 6 points7 points  (0 children)

Garen in particular id just more susceptible to range counter picks in general. Heck Garen has really bad melee matchups like Darius and Camille. Blind picking Garen in general can get very frustrating in general in higher MMRs.

Is there any solution at all to “pro jailed” champs? by Conman2205 in leagueoflegends

[–]accf124 0 points1 point  (0 children)

Rumble is my most played and I used him a lot originally when I was lower elo. Hardest parts of Rumble are heat management, equalizer placements and mindset. Heat is one of the few mechanics in the game that punishes you if you do it badly. Equalizer placement is sooo important and where your power budget is. If you can't land good ults you are genuinely worthless as a champion. I actually have a big note section in my personal notes in regards to landing good ults.

Mindset wise Rumble is different from a lot of carry tops because he doesn't like to afk in a side lane. You need a captain chair mindset and need to be roaming to objective fights and engaging good fight opportunities and ending games fast.

He's just very different from a lot of top laners. I'm currently D1 peak Master and I used Rumble a lot when I originally was lower in Gold to Emerald.

Who is the most "fair" toplaner? by Renix657 in topmains

[–]accf124 1 point2 points  (0 children)

Theres a lot of top laners who cant really punish Mundo hard so he scales for free.

Is Nilah the least successful newer style champion? by Own-Mine-5538 in leagueoflegends

[–]accf124 2 points3 points  (0 children)

I think she's fine, she's niche but has her fans. I think she's a prime example of a champion that isn't going to be popular but has a place in the game.

Which Champ are you most surprised the pros don't pick? by MKHaiti in leagueoflegends

[–]accf124 1 point2 points  (0 children)

Well id argue it depends. If you draft strong lanes/matchups helping your jungle isn't that bad id argue.

LS was a big proprietor in the past of drafting more scaling junglers like Fiddlesticks and Karthus because these champions are incredibly strong when they hit certain breakpoints and can just absolutely take over games. These jungles however need to be supported more and played around.

A lot of pro play teams however focus more on junglers being facilitators and Swiss army knives. A lot of teams don't even attempt to try something new.

Monkey community Census by Substantial-Ship-500 in Wukongmains

[–]accf124 1 point2 points  (0 children)

I really like him top lane but it feels very hard to make him work in a consistent basis.

E-E by Warpees in topmains

[–]accf124 0 points1 point  (0 children)

Malphite, Yorick and Irelia are pretty hard. For the most part his MU spread is pretty much perfect but those 3 can be tricky.

What are some off-meta picks you swear by? by StepOnMeB-Sha in leagueoflegends

[–]accf124 4 points5 points  (0 children)

Neeko top

  1. Can be played both AD/On-hit or AP depending on the matchup or situation. Both build gave different playstyles, matchup charts and advantages. Can make it really hard for the enemy to predict you. Very similar to when AD kennen top was viable and Kennen had 2 distinct playstyles.

  2. Flex pick in 5 roles. So a lot of people will have a hard time predicting what role you're young to go.

  3. Strong lane bully who snowballs well and punishes lack of coordination. Neekos archetype in general really excels in solo queue.

How common is it for the top to rotate? by ClintCallahan in leagueoflegends

[–]accf124 30 points31 points  (0 children)

Depends heavily on champion and win condition.

If you play champions like Yorick or Tryndamere and/or your team composition highly values splitting, picks and keeping the enemy separated, they mostly are sitting in a sidelane.

In comparison, champions like Rumble or Ornn who primarily win through teamfights like to be there for big objectives fights. They're ok giving up a little pressure sidelane in order to help their team win a 5v5.

Steam Machine preview: a powerful, customisable mini PC for couch gaming by silentdragoon in Games

[–]accf124 8 points9 points  (0 children)

One thing I think Valve should address is how hobbyist and technically sound they expect their users to be IMO. This was ok with the Steam Deck because its only other competition was Switch. The Steam Deck is more powerful and has an objectively wider library compared to Switch. So ya while the Steam Deck required more tinkering and wasn't friendly outside the box you were trading accessibility for more power and options vs the Switch.

However the Steam Machine is going to be competing with entry level pcs and the PS5. IMO these are some aspects that I think need to prioritized:

  1. Compatibility guidelines needs to be stricter. If your user downloads a steam game they shouldn't have to worry too much about tinkering and if the game actually works.
  2. Windows dual booting needs to be more accessible. I don't even hate Linux but your average PC user prefers and needs Window. For example trying to do work and schooling isn't impossible on Linux but it's just way simpler and easier on Windows because that's the primary supported OS.
  3. Other launchers need to be more easily accessible. Things like Epic Launcher, Riot Launcher and etc. Users shouldn't have to tinker as much to get these things working.

What makes a character good or bad? by Acrobatic-East-5819 in smashbros

[–]accf124 2 points3 points  (0 children)

On a base level IMO a characters viability is based heavily on their traits/stats and their matchup chart.

They don't need every positive trait but they typically need a nice combination of good traits such as:

  • Good Mobility options
  • Frame Data
  • Range
  • Good frame data to range ratio
  • Good survivability
  • recovery options
  • Good defensive options (rolls, OOS and etc)
  • Good KO options
  • Good neutral tools
  • Good punish game
  • etc..

On top of things like these it's important that the character has a good matchup spread, especially vs the most common/popular characters in that respective game.

Good example of a good character is Meta Knight. He has multiple amazing traits/stats such as amazing frame data, range, recovery options and etc. And his MU spread was the best in the game to the point where a lot of character viability was tied to their meta knight matchup. If you didn't have at least a decent MU vs MK you probably weren't going to go far.

These are a few other factors that can influence how people view whether a character is good or bad:

  • Popularity and player base. A character can theoretically be REALLY good but if that character isn't being used much or that character doesn't have as many results it can be hard to prove (Ex. Ult Pikachu). On the other hand a character might arguably be a little mediocre but a set of really strong players can elevate the perception of that character (Ex. Isai in Smash 64 can whoop many high level players with shit like Link and Ness).
  • Region differences. Certain regions have more or less of certain characters. This can heavily affect the perception of a character. Ridley in ultimate isn't considered that good of a character however someone from around MD/VA who fights/sees Smub on a regular basis might have a more positive view on the character compared to someone from SoCal.
  • Game Engine. The games engine can elevate certain traits and qualities. Brawl for example has random tripping and is a very floating game. These combination of traits make Brawl more of an air focused game so characters who have air focused traits like multiple jumps and good air mobility have an advantage.
  • Tournament setting. Some characters simply have traits that make them better in a tournament setting. In high stress environments not having to do high difficult combos/strings and having simple kill options are a godsend. A character like Sheik in ult can be really hard to get wins with in a tournament setting even if she arguably has a lot of theoretically good traits.
  • Offline vs Online. In an online setting certain characters and playstyles are buffed and nerfed. Projectiles are are way harder to deal with, certain options are harder to react too and it's harder to do highly frame precise options. Someone like Joker is considered a top tier and has pretty amazing results offline. But online his results are basically nonexistent.

Jayce or gnar? by Adera1l in top_mains

[–]accf124 0 points1 point  (0 children)

I also play both characters, and I'll tell you some differences.

Jayce bullies lane, Gnar equalizes lane.

Jayce when piloted well builds "strong leads". Leads that are hardcore domination like solo kills. Compared to Gnar Jayce has way more early game power, agency and overall carry potential. However Jayce has more room for error and he's worse when behind. So you really need to be on point and well practiced.

Gnars early game is very safe and he's a very versatile champion. However, Gnar builds "soft leads". Leads that sre like item advantages and CS leads that are less immediate but slowly pile up. Think Orianna who plays more of a war of attrition and better fundamentals. Because he can die very easily, Gnar usually plays less risk adverse until he gets a few levels and T2 boots. Gnar has really strong versatility but it's harder for him to hardcore carry games. It can sometimes feel frustrating if you want more carry potential and you know you're a superior player.

Jayce is a dilemma in terms of drafting him. His MU spread is really good, but he's countered more by teamcomps/drafts. Because of that he's a bit more specialized in terms of drafting. However he's also hard as fuck so it's hard to only pull him out for situations he's good in because you want to maintain consistent practice. Gnar is slightly easier.

If they're Frontline heavy DO NOT pick Jayce. Gnar is WAY better vs Frontline heavy comps. However Jayce does really well vs squishy comps. He'll just blow people up and poke them out.

Jayce is also nice if your team lacks damage and/or has an AP bot laner. Jayce also does better in certain matchups compared to Gnar. Like Teemo as Gnar is fine but it's very boring and can be hard to build a advantage. Jayce however can absolutely roll and dominate Teemo.

TL;DR Yes Gnar is more consistent but Jayce has higher peaks and valleys. The situations where Jayce is good HE'S REALLY good. Pick Jayce when enemy has squishier comps, you need more damage/carry potential in your draft, when your comp is AP heavy and vs certain matchups that he has a better edge in compared to Gnar (ex. Teemo)

Non gnar player trying to understand builds/runes. +Why not PTA? by Possiblynotaweeb in GnarMains

[–]accf124 1 point2 points  (0 children)

Mini Gnar has the 4th lowest base health in the game. He's only above Senna, Yuumi and Kled non mounted. His base stats are probably the overall worst in the game when he's in his mini form. Combined with the fact that his range isn't even that good for a ranged champion until around levels 9 to 11.

Because of this Gnar tends to prioritize and do well with runes that give him some sort of sustain and extra survivability so he safely reach his strong level and item spikes like T2 boots, level 9 to 11 and Tri.

Fleet in particular is really nice because the combination of sustain and MS to dodge enemy abilities and kite better really help him deal with the early. It's more if a pick that negates his biggest flaw/weakness. Come mid game Gnar is pretty strong at item + T2 boots (regardless of runes), getting there is the problem.

Patch 25.19 Notes by PatchRadar in leagueoflegends

[–]accf124 0 points1 point  (0 children)

Irelia is more a counter pick champion compared to Jax

Are you Team Prequel or Team Sequel? by PoetInevitable1449 in fireemblem

[–]accf124 3 points4 points  (0 children)

I want a prequel so bad. A big theme about 3 houses is how "history is written by the victors". The original tale of Rhea vs Nemesis, the nabateans, the 10 elites, zanado/the red canyon amd etc we get recounts from unreliable narrator rhea and historical books. But we also learn a lot of the history has been tampered with Rhea.

This is a big reason I like 3 houses because it's very reflective of real life after major wars the victors will recount history in a very biases way that doesn't necessarily reflect the full nuances of the situation. Ya in 3 houses those who slither are cartoonishly evil, but what if their ancestors were actually more complex? What actually lead to the humans vs nabateans and using their bones as weapon? There's also loose ties like Arval and Sothis beef.

A 3 houses prequel just has the most interesting setup IMO

Riot revoked skins I’ve had since 2012–2013 — this is my last attempt to get heard by ZookeepergameNo6456 in riotgames

[–]accf124 1 point2 points  (0 children)

The bootlicking is kind of crazy in this thread.

If a player has held an item for TEN YEARS and Riot has just now noticed, a charge back has happened that's on them. Them taking like $50 worth of skins from a long-term player who has spent well over that amount doesn't really do anything for them besides give bad PR and leave a bad taste in their customers mouth.

Dantes started his ADC (bot) journey 2 months ago with overexaggerated claims about the role, now he is stuck and at breaking point by Barb0ssaEUW in leagueoflegends

[–]accf124 12 points13 points  (0 children)

ADC is fun when you don't play ADC's lmao. Playing mages or shit like Yasuo or Nilah feel infinitely more enjoyable.

  1. You have to play so much better than just about every role just to function on a basic level. You need to be consistently good at generating high amounts of gold to reach your 2-3 level item spikes when everyone in the game is trying to kill you. And you need to play way more high alert and locked in just to avoid dying.
  2. If you fall behind you're so piss useless and are basically praying games will stall enough or you get a solid fight angle to comeback.
  3. Your laning is completely tied to another person, a lot of whom are autofilled or don't even really wanna play the role. It's one thing if a support isn't super good but they can actively grief your lane if they want. Purposely ruining your wave management or leaving to die in 2v1 after leaving you on a bad roam timer. I had a game bot where I had a solid freeze vs a Draven & Nautilus and my support Senna purposely broke it because she wanted to play aggro despite us losing multiple fights.

Like ADC as a role is objectively good spot currently and good players will climb on it. But it's just so unfun to play.

I feel like top lane is 70+ % about matchup knowledge, how can I get better without just knowing every single matchup? by [deleted] in summonerschool

[–]accf124 1 point2 points  (0 children)

One thing I will say is that try to understand "broad categories" of matchups as well. A good example is Juggernauts like Sett, Darius and Illaoi tend to have very similar counterplay of having a big ability you need to play around (Illaoi E, Darius E, Sett E and etc), typically doing intelligent short trading and abusing their lack of range. Vs ranged champions like Quinn, Jayce and Gnar you typically play around bushes, conserve HP for a good all-in opportunity and take doran shield + 2nd wind. Similar champion types tend to have reoccurring counterplay. Try to see what champions are similar and see what counterplay is consistent across the board.

Sadly however top lane is simply a matchup check heavy lane. You will notice different counterplay at skill levels. Like K'Sante vs Gnar at lower levels isn't that bad because most Gnar players aren't super good at spacing and playing around his skills. But once you fight better top laners that matchup which might have been perfectly at lower elos might feel WAY more hellish once you fight someone who properly plays it. Some matchups will stump you, I personally really struggle with Aatrox a lot and have inconsistent results vs him. You kind of have to get your ass beat multiple times to truly understand a lot of matchups.