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Grand Old Thread: League of Legends!

Frolossus

Smash Lord
Joined
Feb 6, 2009
Messages
1,607
Location
Marquette, Michigan
played anivia a round this patch
that ult change was brutal x.x

to put it into perspective a bit i run double mp5's, 21 in utility and clairty
with blue buff i still couldn't keep my mana full enough from level 6-9 or so to harass like i could pre-patch

ideally before this patch at any moment over a period of ten seconds during laning i could hit them with one Q, three E's and toggle R twice this would normally be 1/3 to 1/2 of your mana and you could regen it pretty quickly

frequently though you it was hard enough to do this because of the champions moving around so much but now you can barely go QER before going OoM

pretty convinced that she is now unplayable until this gets fixed
 

ook

Smash Lord
Joined
Feb 18, 2008
Messages
1,635
Location
Vernon Hills, Illinois
Dan: Like I said; "I'm all for surrendering when the loss is obvious."

Problem is most people don't realize that one or two mistakes =/= game over and they call it WAY too early, like it's impossible to make a good play that recovers from an error, or an opponent can't get overconfident. People make mistakes all the time and throw away wins in every game conceivable, LoL is no different.
I HATE this. I just played a game where it was 11-14, and we surrendered at 20. WTF. We were down 2 towers, but still.... Two of our people hadn't even died yet, and we arguably had a better team comp than them too. wtf some people. Giving up makes me rage more than anyone playing badly
 

L__

Smash Master
Joined
Nov 5, 2007
Messages
4,459
Location
flopmerica
started off 5-0 as Jax with solo top and lots of farm

first blood and all that jazz

garen wanted to be a hero and initiate at the 50 min mark
 

Teh Brettster

Smash Master
Joined
Nov 30, 2008
Messages
3,428
Location
Denton, Texas (Dallas)
I don't surrender when the enemy team doesn't push enough. My top lane fed the other day when I was mid as Heimer and they fed hard. My bottom lane did okay, but they were against Zil/Panth, and that's just a stupid lane (literally 0-deathing people at lvl 3). But the enemies didn't push. My team bounced back a bit, I went 13/4/#assists and we won because we pushed.

I agree, some people just surrender too readily, but I do feel like I know when a game is actually lost.
 

john!

Smash Hero
Joined
Nov 19, 2006
Messages
8,063
Location
The Garden of Earthly Delights
My new favorite hobby is being a complete **** with Shaco. Like, boxing up lizard and ganking mid at 2:30 at level 2. It's worked somewhat well so far and it's hilarious when you score first blood. Any Shaco players in here? People say he's been trash since the nerfs but I think he performs his role very well.
 

Ragnar0k

Smash Master
Joined
Aug 22, 2007
Messages
3,422
Location
Skyrim
played anivia a round this patch
that ult change was brutal x.x

to put it into perspective a bit i run double mp5's, 21 in utility and clairty
with blue buff i still couldn't keep my mana full enough from level 6-9 or so to harass like i could pre-patch

ideally before this patch at any moment over a period of ten seconds during laning i could hit them with one Q, three E's and toggle R twice this would normally be 1/3 to 1/2 of your mana and you could regen it pretty quickly

frequently though you it was hard enough to do this because of the champions moving around so much but now you can barely go QER before going OoM

pretty convinced that she is now unplayable until this gets fixed
I just played my first game with her since this patch. She's still a boss. Not unplayable at all. Instead of R+E'ing now you just have to go hard and qrew and either get the kill or force them out of lane. I got 20 stacks just fine like nothing was any different. The change is hardly noticeable for me really.
 

GOD!

Smash Ace
Joined
Dec 30, 2008
Messages
778
Location
Rome, GA
i just played like 5 games with her as well. still dominated.
you are more mana hungry though. thinking about getting tear before cata.. maybe help a little

also you pretty much want every blue from 6 on.
but she still ***** really hard. she does the same thing as before.
 

PhantomX

WarioMan
BRoomer
Joined
Apr 16, 2008
Messages
10,683
Location
Round Rock, Texas
I'm convinced that Kassadin is a terrible champion to play for Normal Mode because of Blind Pick. Kassadin is more of a counter champion because regardless of how much damage he may do to heroes and how many kills he may get, he can't really push at all, and gets hard countered by tanky DPS and stuns (which run rampant in Normal). Gonna have to keep him saved up for Ranked :(

That said, still having a blast with Blitzcrank. Showed Dekar why we always ban him in ARAM, lol.
 

Frolossus

Smash Lord
Joined
Feb 6, 2009
Messages
1,607
Location
Marquette, Michigan
I just played my first game with her since this patch. She's still a boss. Not unplayable at all. Instead of R+E'ing now you just have to go hard and qrew and either get the kill or force them out of lane. I got 20 stacks just fine like nothing was any different. The change is hardly noticeable for me really.
your whole mana pool will be blown quicker then it regenerates if you try to burst something down or escape a gank


My new favorite hobby is being a complete **** with Shaco. Like, boxing up lizard and ganking mid at 2:30 at level 2. It's worked somewhat well so far and it's hilarious when you score first blood. Any Shaco players in here? People say he's been trash since the nerfs but I think he performs his role very well.
used to do this but not having shiv makes it difficult to gank and not going for mini golems first causes your level 4 to be really slow
 

TheLake

Smash Master
Joined
Aug 8, 2007
Messages
3,057
Location
Butler PA
Just carried a game with nasus for the first time *thumbs up*

We should play LOL at pound and put it on the livestream ;D

after melee of course <3
 

ArcNatural

Banned ( ∫x, δx Points)
Joined
Jul 19, 2006
Messages
2,964
Location
Boston, MA
Riot I believe claims to have fixed the IP bug. I would really like to know what people's results with it have been now. The IP was just horrible last night. If it isn't around 70 for a loss at 25 like before (the only base IP I remember XD) just going to be sad.

Does XP/IP gain seem to be somewhat normal now? I would understand if the 20 min surrender limit would put out lower XP/IP than before, but it shouldn't be much lower than 25.
 

Wobbles

Desert ******
BRoomer
Joined
Oct 9, 2006
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Gilbert, AZ
What kind of team does Malzahar work well with? He's some of the most fun I've had playing a caster and the moment somebody steps out of position he can annihilate them. However if a teamfight fight is prolonged and mobile then it seems like you will burn through your mana for little effect.

Also, build suggestions? I tried a joke build with a bunch of spellvamp and it's kind of funny casting Malefic Visions on a creep, walking away, and slowly healing up all your health as you go across the map. I was actually thinking something cool like revolver + catalyst and then never ever go back to base, then once you've farmed up buckets of gold you can turn them into Rod and Will, which would give you decent survivability in fights. Follow that with Voidstaff or Rabadon's depending on the # of squishies on their team? Shrug, but he's amazing fun.
 

Ragnar0k

Smash Master
Joined
Aug 22, 2007
Messages
3,422
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Skyrim
your whole mana pool will be blown quicker then it regenerates if you try to burst something down or escape a gank
But they're either dead or forced to b. And with doran's ring and mp5 per level yellows and blues I have full mana by the time they're back, or I could b as well and buy or go get myself blue or just farm mid or gank. One rotation guaranteeing you a kill or a level lead is pretty good I would say. Ignites generally kill them with your rotation if you land good walls in your ult.

What kind of team does Malzahar work well with? He's some of the most fun I've had playing a caster and the moment somebody steps out of position he can annihilate them. However if a teamfight fight is prolonged and mobile then it seems like you will burn through your mana for little effect.

Also, build suggestions? I tried a joke build with a bunch of spellvamp and it's kind of funny casting Malefic Visions on a creep, walking away, and slowly healing up all your health as you go across the map. I was actually thinking something cool like revolver + catalyst and then never ever go back to base, then once you've farmed up buckets of gold you can turn them into Rod and Will, which would give you decent survivability in fights. Follow that with Voidstaff or Rabadon's depending on the # of squishies on their team? Shrug, but he's amazing fun.
Rush rylai's on him. I play him fairly often and I always try to pick up giant's belt asap. He needs rylai's to kite and for non ult cc. I do like spell vamp on him a lot though. Deathcap makes him a monster and so does void staff. My general build with him would be like:

giant's belt
sorc boots
rylais
deathcap
void staff
will of the ancients
banshee's veil.
 

DanGR

BRoomer
BRoomer
Joined
Apr 10, 2008
Messages
6,860
So maokai seems really, really underwhelming.

I can't think of a reason to take him over someone like Gragas or Chogath.

Anyone disagree?
 

SamuraiPanda

Smash Hero
Joined
May 22, 2006
Messages
6,924
Rush rylai's on him. I play him fairly often and I always try to pick up giant's belt asap. He needs rylai's to kite and for non ult cc. I do like spell vamp on him a lot though. Deathcap makes him a monster and so does void staff.
Rushing Rylais is probably a good general strategy for Malz regardless of team comp, but if he's in a game where he actually fits his team comp well, then a more traditional caster build (catalyst, deathcap, void staff, etc) suits him better. Malz doesn't raelly have much variety in the way he can build, IMO.


Btw, is it just me or does this patch have nothing interesting in it?
 

Ragnar0k

Smash Master
Joined
Aug 22, 2007
Messages
3,422
Location
Skyrim
The shields in the health bar are interesting. And I'm liking maokai a lot. He's an assist machine.
 

UTDZac

▲▲▲▲▲
BRoomer
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Sep 28, 2005
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Judgment Count: 856
Wobbles, try this build and let me know how it works for ya:

Use some MPen runes
Tear of Goddess + Boots 1
Deathcap
Boots 2 (merc or cdr) + Finish Archangels
Survivability (Banshees or GA if being focused)
Magic Pen (Void Staff or Abyssal Scepter)

Getting blue buff early right when you get tear really really helps you mid/late game. It lets you spam your spells and max your mana.

---

From my experience he really doesn't need that much AP, nor does he need rylai's. He does so much damage already, you don't need AP. Having more AP basically allows you to combo off when they have 3/4 health as opposed to 1/2 health... big deal. Just harass more with E.

Having rylai's isn't necessary because typically you'll never need to chase somebody to finish them off. You either combo and kill them or you just keep saving your ult. You could argue landing an E with rylais will give you time to setup for combo, but alternately you can run ghost flash. Ghost serves the purpose of, when you really need it, to catch up and finish. Flash is core because you can instanta kill them, or at least when flash is off cooldown, always have that threat ready.
 

Dekar173

Justice Man
Joined
Jun 25, 2008
Messages
3,126
Location
Albuquerque, NM
I honestly believe Ryali's should be nerfed on Malz to behave like an AOE slow if it hasn't already. 35% slow that lasts over 3 seconds regardless of whether they have merc treads or not? No thanks. Plus, the dot can effect more than one character if you last hit with it, so technically it's a multihit >.>

@Wobbles- just be sure to pay attention for QSS on the other team in the poke sessions before fights :O
 

SamuraiPanda

Smash Hero
Joined
May 22, 2006
Messages
6,924
The DoT has always been the 15% slow unless something has changed with Malz as of late. Because it was definitely like that when Malz was first released.
 

Ragnar0k

Smash Master
Joined
Aug 22, 2007
Messages
3,422
Location
Skyrim
yeah rylais has the same effect for dot's and aoe. And it's not for chasing with it's for kiting and positional advantages.
 

@TKbreezy

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well I just watcched The Champ spotlight

Maokai?...not for me...lol Maybe when Jarvan drops I will like a new champ
 

Dekar173

Justice Man
Joined
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Messages
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Albuquerque, NM
The slow may just seem more effective than that because of its duration, but I've always felt it behaved like a single target with the 35% slow effect instead of the 15. It's extremely irritating being unable to dodge his silence because you have a targetable on you >.>

Then again, QSS poops on him so I guess he has to have perks elsewhere :)
 

DMG

Smash Legend
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Feb 12, 2006
Messages
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Waco
Slippi.gg
DMG#931
So maokai seems really, really underwhelming.

I can't think of a reason to take him over someone like Gragas or Chogath.

Anyone disagree?
I dunno. I did a few games with him, he doesn't feel like a great laner (unless you have someone in your lane that spams a lot of spells for free) but he does great in team fights. His ult does a ton of damage even without any AP, and it's easy to fill up the bonus damage. His root is also incredibly annoying. If they move out of range, you can still nab them (dunno how far outside max range this is, but I've caught someone who flashed out of range with this).


I just wish Sapling toss landed quicker if you toss it a short range. It's annoying to toss a sapling at point blank range, and it takes the same amount of time to land as if you chunked it max range.


I've just been playing tanky Maokai. IDK how AP stacks up: Rylai's might be interesting if it works on both hits of sapling toss and his Ult. I wouldn't have him as your primary or only tank because he's not good at forcing fights, only good once a fight is already established.
 

PhantomX

WarioMan
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I think Maokai would benefit from being played as a roamer much like Alistar or Poppy or Blitz, since his laning is really not that great. Might be able to get big ganks and such w/ the root and slight popup. His ult would also make him good for push teams.

But yeah, I'm starting to save up to 6300 (which will take forever w/ new IP system :\ Good thing I was already halfway there) for Jarvan, and then I'll start getting other heroes after him.
 

-Vocal-

Smash Hero
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I wonder how rushing Aegis on Maoki would work; in theory, that + his ult could make for a very aura tanky team. Idk how it would actually work since I don't play him though
 

DMG

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DMG#931
I wonder how rushing Aegis on Maoki would work; in theory, that + his ult could make for a very aura tanky team. Idk how it would actually work since I don't play him though
Idk. I like Phreak's idea of rushing Catalyst on him. I've been doing that to rushing Randuins/Sunfire/whatever tank item I need. I'll give Aegis a try.
 

DMG

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DMG#931
There is a big movement on the forums to revert the ip changes maybe they will.
They brought down the server last night for multiple hours to revert/fix the IP changes. Have they not done that already?
 

PhantomX

WarioMan
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They improved them slightly but they're still below the pre-change levels. They set the average game length to 40 minutes, so you won't be making more IP than before unless your game is 45+ (and let's face it, most games outside of really low level play don't go on that long and end at the surrender screen). They also decreased the surrender time (meaning games will be shorter than ever) while removing an approximately 20 IP per game bonus for playing many games consecutively w/o leaving. It's understandable that they didn't want people farming custom games for IP... but nerfing IP across the board is dumb.

Oh, also, you miss out on about 16 IP per game (both sides) for surrendering as opposed to having your nexus destroyed. In essence, people that are winning have incentive to drag a game out, while people that are losing have incentive to surrender if they feel like griefing or sticking it to the other team.

They are still "monitoring" the IP gain. But I'm pretty sure they don't really care and are gonna leave it as is. If they lowered average game time to about 30, and reinstated the no leave bonus, even w/ the surrender "penalty" I think IP gain would remain about the same as pre-change while boosting long game IP gain and slightly punishing super short games.
 

DMG

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Waco
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DMG#931
Why would you decrease the surrender time, and then expect games to last longer than before?
 

@TKbreezy

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Had a pretty bad experience yesterday.....Jpak went morg and we were definitely holding our lane down but The tristana on our team was getting the D by vlad in the mid

20 minutes surrender FTW that time.
 

PhantomX

WarioMan
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We had a bad experience with DanGR playing Morg :)

We managed to turn it around, though. Blitzcrank punches Fiddles a lot and fed Tryndamere roflcopters on things.
 

M3D

In the Game of Thrones, You Morph or You Die
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Maokai is kinda underwhelming, but his ult can be really useful/annoying. He's going to fit pretty well as a support champ on an already bulky team. Tom and I just played against a team that stacked shields (Morde, Tree, Kayle, Shen, Blitz) and thanks to underwhelming DPS on our part they won handily. The only way to do anything in team fights was to bait Maokai ult and then kite them out of it, but then we still had to worry about Blitz pull and all their other shields.
 
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