League of Legends -- how many [H] regulars?

The monkey is NO WHERE CLOSE TO OP

Laning phase, any range will mess him up.

You probably stunned his clone :)
 
Forgot how great Jarvan is.

Still really want Lee Sin to be on the rotation sometime. I'd love to try him - seems right up my ally.
 
Forgot how great Jarvan is.

Still really want Lee Sin to be on the rotation sometime. I'd love to try him - seems right up my ally.

Jarvan is and always has been awesome thanks to his passive, knock up, and ult.

Lee Sin is good, they have been working on him, he feels a lot more balanced and doesn't fall off as much lategame as before, I wonder if they ninja buffed him.

You should definitely give him a whirl.

I think they had Lee Sin free week last month.
 
What is a good hero to begin with? I just played my first game today and I did fairly well with Veigar. I have 3 years of experience of Heroes of Newerth/DotA so I'm not exactly new with this genre. The gameplay just feels a lot different than HoN.
 
Mungojerrie, just played some Yorick, I had 6300 IP and nothing else to do with it so I bought Yorick

I guess he isnt' as bad postpatch.

I didn't do godlike with him or anything, but i was a solid 5-2 with like 18 assists
 
I'm almost lvl 20 and then I won't feel bad playing with some of you guys. Get my tier 3 runes bought and I've got a few heroes I love to play bought. HoN can suck my nuts, LoL is 10x better. I love skillshots as denying a creep is super easy. Skillshots on the move can be considerably harder
 
IGN is Fluffu, usually on in the afternoon/evening. lv26 atm and still learning the ropes with some friends, but could I always use more people to play with :)
 
Mungojerrie, just played some Yorick, I had 6300 IP and nothing else to do with it so I bought Yorick

I guess he isnt' as bad postpatch.

I didn't do godlike with him or anything, but i was a solid 5-2 with like 18 assists

yeah he still is viable and a pretty damn strong laner. The only guys I have trouble laning against are super high damage champs, Xin Zhao and Lee Sin mainly.
 
I recently got into playing Taric because my duo queue partner plays a horrible support for ad/support lanes. This was kinda sketch because I usually am fucking awful at Taric, but I think I figured it out pretty damn well. Went 5 wins and 1 loss with Taric. (The one loss was retarded, I got my carry 4 kills at 12 min but top and mid collapsed pretty bad and our jungle was giving buffs to the enemy solos). That being said, Shatter is so beastly. I kinda wanna bring back the double stun rape lanes of old to see how they do against the FoTM ad/support. I think they might be a good counter, something like AP ali + Taric or Taric + sion etc.
 
I'm sure we'll see the classic Taric + Panth lane when they buff Panth into stupidity because of the ulti nerf.
 
I think Panth is geting a rework, not simply a buff.

I think they are gonna try something vastly different then how he is played now (melee burst).
 
I've heard rumblings of a huge patch coming soon with a complete jungle overhaul. (Make it easier to jungle)

As I am unable to find anything at my present location, had anyone else heard this or are willing to find something related and post here?

Thanks in advance!
 
I've heard rumblings of a huge patch coming soon with a complete jungle overhaul. (Make it easier to jungle)

As I am unable to find anything at my present location, had anyone else heard this or are willing to find something related and post here?

Thanks in advance!

Yes they are gonna be having another big patch. With making jungling easier overall, they want more champs able to jungle that previously weren't exactly viable. They are gonna be removing the slow debuff on the red lizard buff. Not sure if anything else has specifically been said yet, all that I can remember.
 
Hmmm, this will change the way alot of champions are played... hopefully they get some planned features or patch notes out soon.

In any case, thank you.
 
Yes they are gonna be having another big patch. With making jungling easier overall, they want more champs able to jungle that previously weren't exactly viable. They are gonna be removing the slow debuff on the red lizard buff. Not sure if anything else has specifically been said yet, all that I can remember.

Yeah they said they are going to take the slow off of red buff and replace it with a movement speed buff. A few days ago the forums were full of whining about that, but I think it'll have less of an impact than people are expecting. I also recall that they were going to try reworking the spawn and respawn timers for some of the camps.
 
Jesus, The red buff nerf is huge. Ganks for a lot of champs will get messed up. I mean early game ww will be an even trashier jungler with no slow. The thought of an easier jungle is interesting though, Return of Jungle Karthus? :D I mean nothing quite beats the random Karthus ult from nowhere.
 
Sounds like they are trying to cater to the lowest common denominator by making jungling easier.

They want everyone to be a viable jungler?

I do not think it should be that way. Heros that jungle really well, Warwick, Shaco, Udyr, Olaf, and Yi all fill niche roles, and why would you want to take those away???

If everyone can jungle, it makes it less desireable to play as them, even though they would be able to clear the jungle much faster.

You can pick a hard carry and then just jungle it.
 
Sounds like they are trying to cater to the lowest common denominator by making jungling easier.

They want everyone to be a viable jungler?

I do not think it should be that way. Heros that jungle really well, Warwick, Shaco, Udyr, Olaf, and Yi all fill niche roles, and why would you want to take those away???

If everyone can jungle, it makes it less desireable to play as them, even though they would be able to clear the jungle much faster.

You can pick a hard carry and then just jungle it.

Yes it does cause problems with that, but I think it opens up a lot of new interesting possibilities with characters that weren't viable to actually be used to the advantage of a team.
 
Sounds like they are trying to cater to the lowest common denominator by making jungling easier.

They want everyone to be a viable jungler?

I do not think it should be that way. Heros that jungle really well, Warwick, Shaco, Udyr, Olaf, and Yi all fill niche roles, and why would you want to take those away???

If everyone can jungle, it makes it less desireable to play as them, even though they would be able to clear the jungle much faster.

You can pick a hard carry and then just jungle it.

Don't forget Nocturne, my favorite jungler. Hate to see his role taken away...
 
a lot of the junglers you guys listed also serve as pretty great solos. I mean you have seen the rise of Lanewick, Udyr and fiddle solos. I think it'd be nice to have a bit more variety in the jungle. If blitz could jungle it would make for some beautiful ganks.
 
a lot of the junglers you guys listed also serve as pretty great solos. I mean you have seen the rise of Lanewick, Udyr and fiddle solos. I think it'd be nice to have a bit more variety in the jungle. If blitz could jungle it would make for some beautiful ganks.

I want to jungle with Sona. Lets make it happen.
 
I was lead to believe that it was less about taking the jungling role away, or even giving it to more people, and more about the fact that they needed to make champion borderline overpowered to even survive in the jungle to fufill that role.

This will allow for a total overhaul of balance moving forward.
 
It has nothing to do with making them OP per se.

For decent junglers you NEED some type of regen of sustainability/buff and the right ruins.

That is why most junglers have health regen/healing (fid, WW, Tryn, YI, etc) or such.

I think it's more about being able to jungle earlier (Pre lv 20) without depending a lot on ruins and a specific champion and opening to more variety.

They seem to want to shift jungling over to more about leveling up and less about ganking advantage (with the red buff nerf).
 
It has nothing to do with making them OP per se.

For decent junglers you NEED some type of regen of sustainability/buff and the right ruins.

That is why most junglers have health regen/healing (fid, WW, Tryn, YI, etc) or such.

I think it's more about being able to jungle earlier (Pre lv 20) without depending a lot on ruins and a specific champion and opening to more variety.

They seem to want to shift jungling over to more about leveling up and less about ganking advantage (with the red buff nerf).

Probably because the majority of the base of players barely understand jungling and suck at it so badly. So, they want to make it less of a traumatic experience for people so that it becomes more of an acceptable position.

It will probably negatively impact the higher level play, but it's obvious that Riot is interested in their bottom line first. It's the World of Warcraft mentality. You caiter to your majority players so they keep playing and spending $$.
 
One of the things that I've never really liked was that almost any character can benefit from blue, whereas red was pretty useless on a caster. Aside from last hitting creeps or triggering a passive like Lux's there is not much use for the physical buffs on casters, whereas anyone can get at least some noticeable CDR from blue. By making red grant a speed boost instead of an on-hit slow at least a caster getting it as a result of the kill will receive a tangible benefit.
 
One of the things that I've never really liked was that almost any character can benefit from blue, whereas red was pretty useless on a caster. Aside from last hitting creeps or triggering a passive like Lux's there is not much use for the physical buffs on casters, whereas anyone can get at least some noticeable CDR from blue. By making red grant a speed boost instead of an on-hit slow at least a caster getting it as a result of the kill will receive a tangible benefit.

Red is beneficial for casters as it is now. It's a slow, thats massive for anyone. Any kind of cc is helpful for a character + the DoT is handy.
 
Been messing around with several mages going AD.

AD Swain is pretty nasty, since he has the damage amp spell (+20% at 5 I think it is?) plus a snare and a slow. AD Janna is similar, but I prefer Swain's healing abilities to Janna's. Much shorter cooldown. I think he also has more base HP. To make Janna viable you have to build tanky DPS which is hard since she doesn't farm that well till late. Swain's weak early farm is trouble too.

AD Anivia is pretty similar; you trade lower base attack speed and move speed (and Swain is already painfully slow) for a stun instead of a snare (preferable, plus more easily landed in my opinion). The crazy long attack range is nice too.

AD / AP Orianna is interesting, because the AP goes in to your attack via Clockwork Windup and the ability to do a short duration slow / speed up is very nice. That said, more CC would be very helpful. I'd almost say AS / AP is the way to go with her if going this route since you need to hit a target 3x for the full effect. Not as hard a hitter as the others by the numbers, but more difficult to build resistance to. Madrids is very nice on her. Rageblade / Madrids / build her tanky. Lots of fun.

AD Annie I don't like, but then I just don't like Annie. Similar on Ryze, just don't like him.


As for the buff debate... I really hate it when a character with already low cooldowns like Yi or Olaf take blue and I'm playing a hard carry mage. Happens far more often than it should.
 
Are you building Ryze correctly? many new players to ryze don't understand how to build him.

He's one of the few mages you do NOT rush AP on.

He's most viable to be built as an off tank mana based AP mage.

Basically Rush a tear early on, then build toward things like Frozen Heart (if they have decent DPS), Banshee's (for mages/cc) and then from there whatever you want.

Those should be your core items, Frozen heart, Banshee's, then finish your tear into archangels.

Ryze's Q is your main focus, it's a short-CD ability that does dmg based on his mana, not straight up ap like many mages, that's why building him as tanky is the best way to go.
 
Been messing around with several mages going AD.

AD Swain is pretty nasty, since he has the damage amp spell (+20% at 5 I think it is?) plus a snare and a slow. AD Janna is similar, but I prefer Swain's healing abilities to Janna's. Much shorter cooldown. I think he also has more base HP. To make Janna viable you have to build tanky DPS which is hard since she doesn't farm that well till late. Swain's weak early farm is trouble too.

AD Anivia is pretty similar; you trade lower base attack speed and move speed (and Swain is already painfully slow) for a stun instead of a snare (preferable, plus more easily landed in my opinion). The crazy long attack range is nice too.

AD / AP Orianna is interesting, because the AP goes in to your attack via Clockwork Windup and the ability to do a short duration slow / speed up is very nice. That said, more CC would be very helpful. I'd almost say AS / AP is the way to go with her if going this route since you need to hit a target 3x for the full effect. Not as hard a hitter as the others by the numbers, but more difficult to build resistance to. Madrids is very nice on her. Rageblade / Madrids / build her tanky. Lots of fun.

AD Annie I don't like, but then I just don't like Annie. Similar on Ryze, just don't like him.


As for the buff debate... I really hate it when a character with already low cooldowns like Yi or Olaf take blue and I'm playing a hard carry mage. Happens far more often than it should.

Have you tried out AD Le Blanc. Thats some crazy mobility and decent CC
 
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