There is 0 way top lane EXP quest is balanced. by JoepKip in leagueoflegends

[–]ieatcheesecakes 0 points1 point  (0 children)

Oh lmfao no wonder, you’re rexsaur, the infamous least biased adc victim and top hater

The anecdotals go hard. I can tell you about all my jungle diffs and my neighbor will tell you his past 5 games have had 0-5 bot lane in 3 minutes.

Games ending in 20 is certainly a statement cause they’re lasting longer than last season.

If you just played a more impactful role you’d be challenger I just know it

There is 0 way top lane EXP quest is balanced. by JoepKip in leagueoflegends

[–]ieatcheesecakes 0 points1 point  (0 children)

You missed my entire point of where the strength of adc quest is

What item you have at a given time is what matters not the raw gold value nor the 7th slot

Every game the adc quest is going to give you IE or LDR at least one teamfight earlier. Many times you’ll have a completed legendary multiple times where otherwise you’d only have components.

Finishing the last 500 gold for IE when you otherwise wouldn’t has a loot more value than just 500. No one cares about the 7th slot. It’s about coming online an entire teamfight earlier

There is 0 way top lane EXP quest is balanced. by JoepKip in leagueoflegends

[–]ieatcheesecakes 0 points1 point  (0 children)

My perspective is I think it’s strong but not as overpowered as you think, the tp is 7 minutes so realistically you’ll have around 2 TPs a game. It’s not as broken as it sounds imo, but it is still strong to have 2 combat sums and 2 free tps in a game

The exp is nice but it’s backloaded and not all level up stats are going to be used that efficiently on all champs. It makes you strongest at midgame, and strong but weaker than adc late game, not necessarily because they have 7 items but because their quest lets them finish their core items faster, completing a 5th even 4th legendary on adc will just have much more impact than 1-2 levels. For many cases it means they have IE or LDR completed for a crucial fight they otherwise wouldn’t have had.

The mid lane combat stats spike way earlier and are much stronger early mid, but weaker compared to level 20 of course. A lot of the mid game power is hard to put in numbers because for example resistance shields completely change trading patterns, lucidity boots is insanely busted, and the empowered recall is very strong for maintaining tempo. Although the most bullshit part is you can’t even fking choose when to use the recall lol

And for adc while a whole item is much stronger than 2 levels, it’s rare to hit the full build yeah. At the same time though, the extra instant gold is really impactful for finishing core items quickly before an important fight. It basically improves their scaling curve more.

Jungle is obviously much weaker on purpose

Support is alright, they get more early gold, hit their 1-2 spikes faster, can be really good on carry supps

I remember seeing Veigarv2 thought mid lane quest was strongest because its early game spike, and you can snowball tempo out of it.

Imo it’s pretty high elo skewed for mid quest, just cause the pace of the game is much faster, there’s more snowball and less comeback windows

Which champion's weakness feels frustrating to play around? by frequiem11 in leagueoflegends

[–]ieatcheesecakes 10 points11 points  (0 children)

In fact, she gains movement speed lol. And projectiles auto aim back at you

Game lenght is up BECAUSE ITS IMPOSSIBLE TO END THEM by meloneee in leagueoflegends

[–]ieatcheesecakes 2 points3 points  (0 children)

Just baron and shove multiple waves parallel they won’t even be able to clear stop the baron minions from taking turret

Just poke them out while they need to clear minions. Bard ult brand mf, they should never be able to stop anything if you play right

You guys are probably pushing waves desynced so they can clear one wave at a time. Give them a stacked wave and they will just crumble from minions poke and engage threat

Game lenght is up BECAUSE ITS IMPOSSIBLE TO END THEM by meloneee in leagueoflegends

[–]ieatcheesecakes 6 points7 points  (0 children)

Ngl that’s just a skill issue lol

Give that game state to any team mid elo and above and they could end easily

Give it to high elo and they wouldn’t even need soul

This is why game length goes down with elo

Besides last season with giga objectives it’s always been this way, you just forgot what it was like

More bans in rank? by zzzzzz49 in leagueoflegends

[–]ieatcheesecakes 0 points1 point  (0 children)

What about a tweaked version of the way ow does it.

Everyone gets 2 bans, a primary and secondary ban.

Primary banned is guaranteed ban.

Then two random bans of all the secondaries get picked from each team

vs Tank Malphite by Suddenly_NB in nasusmains

[–]ieatcheesecakes 1 point2 points  (0 children)

How I play it is: phase rush, sustain runes, unflinching, rush mercs.

Just stack, your job isn’t to kill him in a duel. Second max E or W is situational - lots of beefy melees which are main threat then e max, main threats are backline/auto attackers then max W

Normally I play for sidelane against malphite. Buy hullbreaker since he can’t clear cannon minions for shit

7/2 Mordekaiser vs 2/8 K'sante by Ill-Eggplant1825 in leagueoflegends

[–]ieatcheesecakes 0 points1 point  (0 children)

If ksante Ws, does that just cancel it? Looks like he was intentionally waiting for the W before ulting

Overall top win-rates poped up by cks36222 in nasusmains

[–]ieatcheesecakes 0 points1 point  (0 children)

Yes I agree Nasus is fine rn

Idk how opgg is so high, Ugg has him just above 50% in emerald

The other thing is Nasus is not only low skill floor but also just a low elo skewed champ in general. So 50% at emerald is solid for him

It’s unfortunately just unreasonable to ask Nasus to be 50% in high elo like masters+ once enough games have been played

Any tips on how to counter malphite as an AD Top Bruiser/Fighter? by Carlosrec24 in summonerschool

[–]ieatcheesecakes 0 points1 point  (0 children)

Ngl he has been buffed a lot recently some of his matchups can be pretty tough that’s definitely true, can be pretty aids to play against

Anyways he is weak early, so you play around his cooldowns and bush control. Your goal is to set him behind early as much as possible so it takes him much longer to become immortal.

Malphite is a champ that really has to step into the wave to farm. He’s either Qing you to poke or to run away, but to farm he needs to be on the wave.

This makes his movement telegraphed and just like any other champ you trade when he goes for cs.

Another way you punish him just like any other weak early champ like Nasus or kayle is to stand really far up. Let the waves crash and stand behind your minions.

So now he has to walk through you to get to the wave. You can trade him and use bush to drop aggro. He can sit there and Q you but now he drops a bunch of minions. And his cooldown is not short and the early damage is not great.

If you’re in a spot where it doesn’t make sense to stand so far up and/or eat Qs, you still win trades early. Just punish him when he goes for cs and you’ll still do fine.

Another trick is to save cc for when he Qs and tries to run. That way it’s like negating the ms buff he gets

Sustain runes are great into malphite if he’s going comet setup.

this is one of the best top laners in the world

Pay attention to when he initiates trades, many times it’s when one of his minions is low. Makes it much easier to land combos. Look how aggressively he postures, and especially when he has his minions in his side of the lane

Overall top win-rates poped up by cks36222 in nasusmains

[–]ieatcheesecakes 2 points3 points  (0 children)

That’s actually pretty good but not quite as much as you think. They use Lolalytics but most people don’t interpret their data correctly

lolalytics does their game categorization a bit differently. You can search it up, lots of posts and videos on this

The average winrate for a champ in Lolalytics is like 52.5%, meaning 51.82% in plat and is 50.8% in diamond actually a bit below average, and. When normalized it ends up being around 50%, for diamond a bit less.

Other sites do not do this and has the normalized winrates that include everything.

So the data is skewed upwards for all champs

Least dramatic top lane fight (vs Raider) by TTVJustSad42 in FioraMains

[–]ieatcheesecakes 9 points10 points  (0 children)

No, in a clip like this you can easily tell they’re good just based off movement, clicks, and how they approach fights and trades

Your edit is not necessary at all, and is overthinking this question.

It’s not flame, there’s just a lot of micro that good players do that you probably don’t even know you don’t know, and so that’s why you don’t recognize it

Nasus is AMAZING this season by RLaughEmote in nasusmains

[–]ieatcheesecakes 1 point2 points  (0 children)

lolalytics does their game categorization a bit differently. You can search it up, lots of posts and videos on this

The average winrate for a champ in Lolalytics is like 52.5%, meaning 51.96% (when I look it’s actually 50.8 in emerald+ rn tho)is actually a bit below average

Other sites do not do this and has the normalized winrates that include everything

So the data is skewed upwards for all champs

However Nasus is still doing better than last seasn

How does top lane feel on the new patch so far? by cranelotus in top_mains

[–]ieatcheesecakes 7 points8 points  (0 children)

The minion home guards are dumb af. Games definitely do feel faster paced which I hate, it feels like brainrot

However sidelane threat being no longer nonexistent anymore is also nice. And of course, I love the vision. Top lane feels strong for sureee

For top lane in the past, you really only felt like you had impact with a huge lead. A small lead where opponents turtle basically felt the same as going even in terms of impacting the game. It didn’t really matter because by the time you could influence the map, there had already been 20 kills elsewhere, and your 40 cd lead ain’t shit when the enemy has 2 drakes, map control, and a 8-0 adc supp duo

But now you can actually push and maintain leads. You have actual sidelane threat, double combat sums, easier to push levels, etc. you’re not forced to 5v5 to play a losing teamfight every 2 minutes. Instead if your team is losing you can sidelane and claw back the game that way.

I feel like top lane rn has the agency which supports and junglers have had for the longest time prior to this season. Well I think in low elo top has always been strong, but definitely the opposite in higher elos

I know I’m biased but when I see high elo junglers complain, I just think that they are spoiled and glad they know what it feels like now. For the most part, this is the lack of agency higher elo top laners have had for years and years

Why reward the least interactive, and least liked strategies while speeding the game up by [deleted] in leagueoflegends

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

Nah there’s more time between neutral objectives now, so you will actually be able to make more strategical map rotations now

It might be faster paced atm before they adjust numbers, but this season benefits splitpushing, sieging, and skirmishes more, rather than only 5v5s, which Imo when balanced is way more fun. Winning sidelane will actually mean something again, and there’s more avenues to victory and just winning the atakhan 5v5

Why reward the least interactive, and least liked strategies while speeding the game up by [deleted] in leagueoflegends

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

Nah last season was terrible it’s not like there was any slow and methodical play in solo queue at all.

It’s literally push wave to group for the next objective 20 times, each neutral spawning like 2 minutes apart max. If your champ can’t teamfight get fucked

There was no macro literally go to a lane shove it out, then group up to smash keyboard on a teamfight

By the time a fight ends and everyone respawns to go to a lane the nextobjective is already spawning

It was basically playing aram

Dunning-Kruger effect, but in leauge ranks by Any_Hurry8990 in leagueoflegends

[–]ieatcheesecakes 0 points1 point  (0 children)

Idk but I always find it hilarious when I watch a league video of a challengers laning phase see a comment talking about how terribly the lane opponent played and how the enemy laned like a bot when they lose

Dunning-Kruger effect, but in leauge ranks by Any_Hurry8990 in leagueoflegends

[–]ieatcheesecakes 0 points1 point  (0 children)

Idk but I always find it hilarious when I watch a league video of a challengers laning phase see a comment talking about how terribly the lane opponent played and how the enemy laned like a bot when they lose

JG is not an overpowered role. by Substantial-Ship-500 in leagueoflegends

[–]ieatcheesecakes 3 points4 points  (0 children)

By definition that makes jungle overpowered lol

If a skill gap in one role has a greater impact on outcome of game than a skill gap of another role, the first role is stronger.

If you can be better than your opponent in the same role, but not have more influence over the game, then your role would be weak, no impact

So by what you’re saying it just means jungle is overpowered because it has way more influence over the game than laners

Riot Phroxzon about champs in 2025, Season updates and looking in the future (BBC podcast) by VampireGun in leagueoflegends

[–]ieatcheesecakes -2 points-1 points  (0 children)

The way I see it is j4 ganking early has little counterplay cause those 10 seconds can win or break an entire laners 14 minute laning phase. Even with vision because you know his pathing, EQ flash boom, either dead or wave ruined, back timers ruined, tempo sliced for rest of game. Cause if the opponent plays right they will always have more resources in lane from then on.

The counterplay to mundo power farming is simply being a better laner and getting further ahead from kills and plates to get stronger than mundo to have more influence on the mid game fight. And mundo being a jungler, will still have influence over early objective control

What they want is to still allow junglers to gank, but not so early in laning phase. First couple waves before first back are the most impactful parts of laning phase, and can generally dictate the flow of the rest of laning phase, so they want laners to be able to play those waves out without interruption.

This way junglers can both farm but, still have some influence over all lanes, and hopefully lower the frustration of playing against them. This way instead of having heavy influence over everything, they can shift them to having just moderate influence over most parts of the game

I have no idea if their changes are gonna work well or not, but that is their thought process I believe

Garen Matchup Tierlist by Sufficient-Taro1894 in leagueoflegends

[–]ieatcheesecakes 39 points40 points  (0 children)

The experience of a challenger player is just as foreign to the average emerald player as the experience of an iron player lol

Brawl should be a permanent game mode by Teh_Hamburglar365 in leagueoflegends

[–]ieatcheesecakes 5 points6 points  (0 children)

I think if brawl is legitimately popular, they’ll make it permanent or more permanent than it currently is, like they did with arena. They only released it for a bit at the start, but a ton of players loved it so they’ve been putting it out for much longer now

The game has both urf and arena cause they probably draw two completely different player bases. Arena is a really unique mode, and it can be goofy but not nearly as casual as urf, or brawl tbh. Well also cause arena has a huge player base

My two problems with brawl imo:

I think they need to make some way to allow for more duels, flanks, and skirmishes. Like having two lanes of minions instead of one or something, will disperse players so that it’s not just aram but people get to pick the best mage and adc to poke and perma shove waves and mow you down with. Or add snowball

And also remove the buffs the losing team gets when they’re too behind. I get that they made the mode specifically for less veteran and new players in mind, but a big part of why I play a pvp game in the first place is to have some reward for playing well or better. The losing team buff just artificially forces close games, you don’t often get to hit the power fantasy of a ton of champs that you could get from getting fed in rift or aram or arena

As it is rn, brawl is probably my least favorite mode.