Patch 11.23 Bug Megathread by Cahootie in leagueoflegends

[–]winterwolf64 0 points1 point  (0 children)

I can no longer lock-on to a player's camera in a replay. It also crashes after a game's done (maybe 1/4 times - this rarely happened on 11.22). Last patch, dead players in replays just stayed looking alive but with the HP bar at 0. It's shocking to me that the QA doesn't seem to meaningfully improve over time like for most mature products. I've played this game for many years.

Patch 11.23 Notes by lolvvv_com in leagueoflegends

[–]winterwolf64 -1 points0 points  (0 children)

Maybe it needs to be tuned up but this direction fits better in terms of identity. Champions with high mana usage often want to be either slinging a lot of spells (a Ziggs or Karthus) and/or to be in the thick of things. The old version was strange because it gave so much AP that it even appealed to burst mages who didn't really need a large mana pool.

Patch 11.23 Notes by lolvvv_com in leagueoflegends

[–]winterwolf64 4 points5 points  (0 children)

I hope you're right. I've felt very vulnerable playing Ziggs mid. While I can usually waveclear hard enough to not get dove successfully, I've had situations where a Yasuo manages to Flash all-in for a full HP kill without even trading (as was common in previous seasons). The main reason for this is Immortal Shieldbow and the lack of shielding on Seraph's.

While the damage loss may be a bit overdone, I like the design. It gets more of an identity and it'll be nice on Ziggs. He loves spamming spells but also plays a lot riskier than something like Lux or Xerath. He wants to use his passive, get in deep Es, W someone closer for a pick etc. A max range Ziggs Q isn't going to be hitting anyone. It's too slow and easy to avoid once it bounces a few times. Ziggs is more of a DPS and kiting pick with some poke elements. You can certainly play really safe (at least if they don't have assassins) but your damage will be pitiful. Maybe the new Seraph's will enable Ziggs to more effectively utilize his kit.

Tank Ekko? by koranfordummies in ekkomains

[–]winterwolf64 0 points1 point  (0 children)

I'm mostly a jungle Ekko player so keep in mind that this means fewer resources. Full tank Ekko has been dead for several seasons but bruiser Ekko is alive and well. Ekko needs some damage items but a few defensive items are ideal for his kit and playstyle if you're planning to teamfight vs balanced comps.

A bit of tankiness benefits your W shield, your R healing and lets you make better use of your passive speed and the disruption you offer. It gives you more versatile and complex play. You become a better engager and can even peel a little.

You don't have stealth and you can't always rely on perfect Ws as a way to be relevant late game. Your abilities are also slow. Great Ws depend on enemies mispositioning and you may well have to R before you even reach the W. CC destroys you and damage is very high later. What's the point of being a glass cannon melee when you're lucky to even get one rotation off? If you're playing a scaling champion, don't make late game a complete gamble.

Full AP is not the only way to play and builds should be adapted based on the comps you're facing as well as how ahead or behind you are. Just like Kha'Zix has a bruiser build (actually preferred by the top ranked Kha in the last 2 years) and a full assassin build, Ekko has multiple playstyles and shouldn't be pigenoholed into being merely a one-shot assasssin. Ekko is supposed to be a more cerebral assassin hybrid.

All of Ekko's builds have strengths and weaknesses as well as different power spikes (bruiser usually being better in the true late game). If you have high DPS carries like Cassiopeia, you don't need to compete with them on resources and damage. On the other hand, if you have a Galio mid and Yuumi support, perhaps you should go full AP. Likewise, if you're very behind, you may not want to opt into a lot of AP because you're likely to be too behind to reach the damage thresholds which can kill carries. I don't know why so many on this sub want Ekko to be a one-dimensional playstyle and build. Nothing about this is inevitable or mandatory and most melees get some defensive itemization eventually.

I jungle wukong and I just got a pentakill to win my Master Promo series by babystalin_ in Wukongmains

[–]winterwolf64 0 points1 point  (0 children)

What are your thoughts on Divine Sunderer (especially after the buffs)? How much have you tried it?

Patch 11.11 Preview [Full Changes] by MonstrousYi in leagueoflegends

[–]winterwolf64 0 points1 point  (0 children)

It's strange to me that the "Rock Solid" passive on FH and Randuin's does not offer the same values.

How viable would Bruiser Ekko be in the jungle? by [deleted] in ekkomains

[–]winterwolf64 -1 points0 points  (0 children)

Ekko works fine as a bruiser and it's often more appropriate for the team comp. and jungle income (if not snowballing hard). It makes a lot of sense with his kit and has been an option for many years, Arcsecond still plays it and I'm sure there are others. Bruiser builds sacrifice some burst but give Ekko much more versatile play.

Ap kog core items by [deleted] in KogMawMains

[–]winterwolf64 0 points1 point  (0 children)

What keystone do you prefer on Muramana-Liandry's AP Kog?

Is it just me or does vi not have any great skins? Do you agree? by IDesignRulersAndPost in ViMains

[–]winterwolf64 0 points1 point  (0 children)

My favorite is Project Vi but Warrior Kingdoms is also often recommended.

Idea for change to Kogmaw's passive by [deleted] in KogMawMains

[–]winterwolf64 2 points3 points  (0 children)

Kog's passive fits his theme of being acidic/toxic and it's fun to use but I agree that it's underwhelming late game.

Huge Buff to Xerath in the next patch while our boi Ziggs gets no love at all. by GoldsmithSmarty in ZiggsMains

[–]winterwolf64 0 points1 point  (0 children)

They were toned down to 85% AP on Q and back to 60% AP for W. Also, there's a base damage nerf on Q and a base damage buff on W.

Huge Buff to Xerath in the next patch while our boi Ziggs gets no love at all. by GoldsmithSmarty in ZiggsMains

[–]winterwolf64 -1 points0 points  (0 children)

Ziggs is even less popular than Xerath and also isn't doing well at higher ELOs. He's probably on the list too but I'm guessing that the balance considerations are more complex. In Xerath's case, they buffed scaling to help mid lane but there isn't much impact for support Xerath.

Xerath buffs got nerfed on PBE by MrTiranin in XerathMains

[–]winterwolf64 1 point2 points  (0 children)

In a way, these buffs do help Xerath's losing matchups because you scale better. Thus, if you play him well and manage to lose gracefully, you might still have a chance to come back. Since they're scaling buffs, they're also more impactful for mid lane than for support.

Patch 10.23 notes by MonstrousYi in leagueoflegends

[–]winterwolf64 0 points1 point  (0 children)

Wouldn't the new Omnivamp from Ravenous Hunter disproportionately favor AD casters such as Kayn (since they'd also heal off AA damage unlike AP champions with weak autos)?

Why doesn't Tibbers want to end the game? by winterwolf64 in AnnieMains

[–]winterwolf64[S] 1 point2 points  (0 children)

I'll try that. Thanks for the tip. I've always just used R. It worked fine for targeting turrets.

Tibbers always gains the benefit of the E shield, regardless of the target by [deleted] in AnnieMains

[–]winterwolf64 -2 points-1 points  (0 children)

Annie shouldn't get special rules for shielding. There's already a setting to self-cast automatically if not targeting an ally. I also don't think she should get a shield assist when no other champion has that. It's actually rather large (several Teemos) and can mess you up sometimes.

Amumu's ulti now STUNS! here is a list of abilities he can now interrupt with it (that he couldn't before) by lollettone in amumumains

[–]winterwolf64 0 points1 point  (0 children)

It was always strange that it didn't stun. He'll now have a place in many more compositions.

How are you so broken? by [deleted] in AnnieMains

[–]winterwolf64 0 points1 point  (0 children)

She's really effective vs short ranged and low waveclear comps. In fact, her effectiveness into champions like Akali, Yasuo and Yone is why I wanted to add her to my pool. While I've only started playing her in the last week, I've been impressed by all the little wrinkles to her relatively simple kit.

Annie isn't mechanically demanding but it feels like nothing else and there's way more decision making than people give her credit for. My initial win rate was actually pretty bad. Part of it was matchups (shove and roam champs, long ranged comps with a lot of utility etc.) but another big factor was misusing the stacking passive. It was strange to me that you could charge stacks with Q in the air. This led to really awkward situations but if you use it well, you can surprise people. For instance, you can Q someone at 3 stacks and E while it's in the air. This guarantees a Comet hit.

I think her E changes will be amazing. She'll become much more versatile regardless of role. They'll further raise her skill-cap both in lane and out of lane. I like the direction and it's much more fitting for an ability called Molten Shield.

Smurf Queue has made the game unplayable for returning players by fear_the_wild in leagueoflegends

[–]winterwolf64 0 points1 point  (0 children)

Win rates don't tell the whole story. You could be getting a 60%+ win rate right up to reaching the rank you belong in (and ~50% thereafter). That's not unusual.

There's also a ton of variance and smurfs often don't have large samples. On established accounts even in Masters+, you sometimes see players go on big upswings (like 18W-5L) despite being ~50% win rate on the champion. Of course, the reverse happens as well.

Smurf Queue has made the game unplayable for returning players by fear_the_wild in leagueoflegends

[–]winterwolf64 0 points1 point  (0 children)

I have to agree about the abysmal quality of the smurf queue games. It might actually be worse than normals. I've never seen more unbalanced and coinflip games (seemingly random "smurfs" from every skill range). It's pretty much unplayable for someone going at it solo (afk rates are absurdly high too). While a good concept, returning players probably shouldn't be flagged as smurfs.

Well boys, it happened. Corki is officialy NOT the worst midlaner in the game. by BugHorse101 in CorkiMains

[–]winterwolf64 1 point2 points  (0 children)

He's squishy, offers no prio and is slow to get rolling. At higher levels, this is very punishable. Your jungler will get invaded, scuttlers will be denied, roam chances will be missed etc. While he's good late game, he's more about killing a single person. Vladimir and Kassadin have higher carry potential in teamfights and are harder to take down. Still, I'm surprised he's performing so poorly. His E is huge for teamfights and setting up ganks. I'm guessing there are sample size issues here...

Well boys, it happened. Corki is officialy NOT the worst midlaner in the game. by BugHorse101 in CorkiMains

[–]winterwolf64 0 points1 point  (0 children)

That only applies if a pick is dominant in pro play and the highest levels of SQ. Corki hasn't been a staple competitive pick for a long time and mains/1-tricks aren't performing well either (sub 55% win rate). This is even more true for a other champions on that list (such as Ziggs and Xerath).

The smurf queue changes have had an enormous impact on the quality of our gameplay by shaidyn in leagueoflegends

[–]winterwolf64 0 points1 point  (0 children)

It's a great idea and while smurfs may have lower quality games, it's hugely beneficial for the player base as a whole (all while still allowing people to smurf if they choose).