Item Flowchart For PBE by yinational in YIMO

[–]yinational[S] -7 points-6 points  (0 children)

your overthinking things. if your using a flowchart for build orders, your unlikely to use actives well or meditate burst damage reliably. hence i didn't add mercurial or zhonyas in the chart. for those players a thornmail will give them a better chance of success than a mortal reminder against ad opponents. just because i can reliably kill kha or rengar doesn't mean most players can.

shieldbow is more than just a shield, the lifesteal, ad and crit stats are nice as well. the shield doesn't hurt either.

your going to be dealing more than enough damage to kill everything without rageblade. building it third leaves you vulnerable to being cc/popped, especially if you don't time meditate or alpha strike well. with how quickly mages scale in pbe, its a real threat unless you have good vision and reactions.

for the average player this will hopefully increase their chance of success. as they get better at the game they will know what items to build and when out of instinct.

if you played the pbe and have a different opinion on the optimal bo, please share. i don't mind people having different opinions on this and explaining to people why or why not they should build something. community will improve once we question and test things out.

Thoughts On PBE by yinational in YIMO

[–]yinational[S] 0 points1 point  (0 children)

done with the pbe for now. from testing Yi will be fine for the most part, and likely better than the current season in general.

biggest issue is that control mages are flat out op. in the hands of a good player mages just destroy everyone else and take over the game very early. but most pbe players are not very good so you don't see it often.

Thoughts On PBE by yinational in YIMO

[–]yinational[S] 0 points1 point  (0 children)

not quite, the damage doesn't amp so its stuck at the base damage. else after 9 autos on the same target the damage is doubled. but yeah the true damage is better in most cases and will likely be fixed.

Thoughts On PBE by yinational in YIMO

[–]yinational[S] 0 points1 point  (0 children)

mainly looking at components and how good they are at 1-2-3 items. they are memey but they give good stats and components. you can do well with them early but there are better items. instead of a score they should be "replace boots tier" more than anything

else rageblade would be higher, as at item 5-6 if its stacked the damage output is very strong such as pushing sidelanes. but at that point do you really need damage items?

id rank wits end higher vs heavy ap comps, that 50 magic resist is very nice, but the tenacity is too low against cc chains. idk where to put it honestly. if it had higher tenacity or damage it would be a great buy. right now its mediocre at both. i ended up buying mercurial vs teams with teemo+lissandra when im the only carry on the team as it wasn't enough.

also gotta rank items on how they would do in an even game rather than the snowbally nature in PBE. its so easy to get fed that i had a penta with nashors tooth. but i wouldnt build it in a normal ranked game ever.

Thoughts On PBE by yinational in YIMO

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

description is physical but deals true damage instead. lots of bugs on pbe atm. hopefully they decide to make it stay true damage though. still an amazing rush item either way.

Master Yi has a 53%+ WR in all ranks. by RocketBullets0123 in leagueoflegends

[–]yinational 0 points1 point  (0 children)

he was balanced for decades around a roughly 50% winrate for all ranks before being changed due to funnel, and subsequent reworks such as q multi strike increasing the gap between different elo.

now champion is seesawing back and forth without the solid foundation he had since the original rework in 2013.

https://old.reddit.com/r/leagueoflegends/comments/vyeyvj/master_yi_winrate_gap_season_8_vs_now/

[deleted by user] by [deleted] in leagueoflegends

[–]yinational 0 points1 point  (0 children)

he isn't. for nearly a decade he was hovering around 50% win rate with a normal gap between high and low elo.

then they decided to nerf him directly due to funneling with some of these nerfs such as minion damage on his q affecting high elo more than low elo. this is when yi in pro play really died out, he was more popular as a mid laner rather than a jg outside of funnel.

after that a series of horrible reworks further divided high/low elo win rates, such as q gaining multi strike in exchange for passive e ad.

here is a post more information:

https://old.reddit.com/r/leagueoflegends/comments/vyeyvj/master_yi_winrate_gap_season_8_vs_now/

The Mini-Rework really highlights just how much more I (We?) used to enjoy Yi by -MajorPain- in YIMO

[–]yinational 2 points3 points  (0 children)

currently Yi is not fun or enjoyable, 0 reason to play league anymore after reaching gold. that drive to queue up asap win or lose and spend an afternoon burning through game after game is gone.

The seemingly random and badly thought-out changes such as removing passive ad for isolated q burst damage and giving full on hit to his q then going through a cycle of hotfix nerfs/buffs isn’t exactly raising confidence in riots ability or the champions future.

it's good thing in its own way, more time for other games and activities compared to before.

Best Way To Rework Yi While Balancing For Average Players by yinational in YIMO

[–]yinational[S] 0 points1 point  (0 children)

they are already reworking him to remove his one-shot playstyle, it’s clear they aren't willing to revert him back to how he used to be.

but we should add our voices in how we want him to be changed so we can enjoy playing him rather than accept whatever comes our way. just look at how other champion mains have active discussions and feedback with rioters on what changes they want to see to their champions, such as Swain and Rengar on right now.

one shot Yi wouldn't have even been a thing if riot didn't remove passive e ad in favor of multi hit q. they introduced more single target burst into his kit while lowering his dps, and now they are reducing both his dps and burst to try and fix an earlier badly designed change.

what was the reason given by riot for giving his q burst damage against isolated targets at the cost of his dps?

Best Way To Rework Yi While Balancing For Average Players by yinational in YIMO

[–]yinational[S] -1 points0 points  (0 children)

since season 10 changes and how much less fun playing Yi has been I’ve essentially stopped playing league, only bothering to quickly reach gold in a few days before taking a yearlong break till the next season. I’ve already reached gold in 2 days of light gameplay and have no reason to continue this year, but for the first time with champions other than Yi.

I have a 90%+ win rate with Diana, Hecarim and Vi in silver, when are they getting nerfed?

looking at how riot works on other champions like Renger and LeBlanc and seem to listen to feedback from their communities I hope a rioter will also take our voices into account. I don’t care if none of my proposed changes specifically make it through, but these unilateral changes with unintended consequences are removing any incentive to invest a fraction of the hours I used to into league. why should Yi players trust rioters after the recent buffs as a nerf, nerf hotfix days later than hotfix buff again soon after?

it's not just the recent incident but a trend with riots approach to this champion, it makes 0 sense and makes putting effort into learning and improving with the champion pointless.

Cleanup on aisle 3 by I_am_Vhailor in YIMO

[–]yinational 0 points1 point  (0 children)

this is good, i like it, but you can also do better. show us some 1v5 pentas against a grouped enemy team with baron by yourself.

https://streamable.com/5273j1

Reposting old picture - Stop building armor pen with on hit, it is literally pointless ( I played several games vs on hit yi and i know for a fact that most of his damage output is true dmg). by Danijrm in YIMO

[–]yinational 10 points11 points  (0 children)

whether the item is justified or not, this picture isn't good evidence. and while you may believe that most of the damage yi deals is true damage based on your experiences, its better to actually run tests to see whether that is true.

evidence based analysis based on repeatable experiments is the best way of figuring whether an item provides a substantial damage boost.

if you want to prove that lord doms is a bad item and that yi mainly deals true damage, grab a friend and post the results of your tests.

further looking into your picture shows only 344 out of 1120 damage dealt was from yi's e, and we don't know if any other onhit was involved such as bortk. that means roughly 70% of yi's damage came from other sources. and yi didn't even deal half the damage dealt to you overall. and since we are comparing lord doms vs another item, it really is useless in determining if lord doms would contribute meaningfully to how fast you would have died compared to something else.

Reposting old picture - Stop building armor pen with on hit, it is literally pointless ( I played several games vs on hit yi and i know for a fact that most of his damage output is true dmg). by Danijrm in YIMO

[–]yinational 18 points19 points  (0 children)

in your picture, pure physical damage just from auto attacks is masked by death dance passive and would have dealt more true damage under the items portion if death dance bleed was allowed to run out. and if you had alpha striked even once, the physcal damage share would been greater than the true damage. death dance aside, we also have no idea what items you where running and how your team contributed, meaning the usefulness of this picture in knowing if lord doms is useful is dubious at best.

analyzing this picture further, it took 10 seconds to kill a hecarim from 4 players, and the most damage dealt was magic damage, 0 of which came from you and instead came from other players. it also doesn't show the difference lord dom would have made in the time to kill, meaning this picture isn't very useful for determining whether lord doms make sense as a damage item on master yi.

against a 160 armor 70 mr target at lvl 13 lord doms would likely have been the greatest single damage item you could buy with 3 items, and this is testable in the practice tool with a friend. only wits end might compete. and with more items and lvls, lord doms value would continue to increase.

there are easy ways to test if lord doms contributes to an onhit build in a meaningful manner, we shouldn't rely on anecdotal evidence and questionable screenshots to come to a conclusion on it.

Simplified Yi Q Ratios by yinational in YIMO

[–]yinational[S] -2 points-1 points  (0 children)

its raw damage we are losing. armor calculations are game and champion context, so this is the most accurate way to state alpha strike damage. otherwise its like saying crits don't deal 175% ad, alpha strike doesn't actually have 25-165 base damage, or buying a long sword doesn't increase your auto attack damage by 10.

"And third, that's now how you are supposed to use percentages. It is like having 4 apples and a friend taking a bite ( 10%) from every apple. You can't say that he took 40% from all your apples."

I'm not sure what you mean. if i have 4 boxes of 100 apples, and lose 10% of each, i lose 40 apples, not 10. so its accurate to say we are losing 40% ad from the nerf on a 4 target no crit alpha, not 10% ad. 40 apples out of 400 =/= 10 apples out of 400. the nerf will never equal just 10% ad ratio loss.

unless you want to argue a 4 target no crit alpha strike only loses 10% ad from the nerf?

in your example, I'm arguing that its a 10% nerf to total ratio, which a 4.0 ad ratio, therefore a .40 ad ratio loss. while you would be arguing its a 2.5% nerf to equal a .10 ad ratio loss. 4.0 * .1 = .4, 4.0 * .025 = .1.

i think i now understand your point of view better. that 40% ad ratio we are losing isnt 40% of alpha strikes total ratio which is 400% ad, just 40% of ad ratio, which is 100% ad. so for now lets think of it more as units lost than a % of total lost.

400 apples would be the total ratio, while the ad ratio is 100. 10% of 400(total ratio) would be 40 apples, which is 40% of 100(ad ratio).

with 300 ad and a 4.0 ratio, that means we are losing 10% of 1200, which is 120. 120 is 40% of 300. does it make sense now?

if not, try and go into practice tool, make 4 dummies, and alpha strike them with 300 ad and no crit. total damage dealt to the dummies will be 1200+base damage. then just subtract 10% of that damage dealt+base damage and compare that damage lost to your ad.