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Grand Old Thread: League of Legends!

M3D

In the Game of Thrones, You Morph or You Die
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What do you guys think of Nunu as a character? Good? Bad? Decent?
I freakin' love Nunu. He's one of my favorites to play. He is generally considered a "situational pick" rather than a top or high tier. I think he's really best used as a jungler now, rather than playing in a lane. He can lane because Consume lets you heal and farm and Blood Boil buffs teammates, but if you look at how he's built, his abilities best fit together in the jungle. Consume lets him farm, but can't be used on champs. Blood Boil and auto-attacking is going to be way more effective in the jungle where you stand around and attack. His iceball is a great snare for popping out of the brushes and his ult is best used as a surprise anyways.

If you lane with him, focus on leveling up Iceball and Blood Boil with just a single point in Consume until late game. If you are going to jungle, reducing the cooldown on Consume is way more important, so I generally go: Q,E,Q,W,Q, R and THEN max Iceball, then max Blood Boil and finish Consume later. This is because level 3 Consume makes doing dragon sufficiently fast, but once you start ganking you really want Iceball as high as possible.

Nunu's problems:

1. You have to pick, AP for damage, tank items for survivability or try to mix them. There are problems and "gaps" in his effectiveness no matter how you build. Go AP, you might get burned down before you get off your ult. Go tanky, you are missing out on a lot of damage. Go hybrid and you aren't epic in either category.

2. His ult is just too dang easy to interrupt or escape. Flash gets you out for free and lots of characters can either blink out naturally, have a speed boosting move to escape the radius or a stun of some kind to interrupt it. You have to position yourself and then time it just right to pull off.

3. Iceball is his ONLY reliable ability in team fights. Consume can't be used on champs, Blood Boil just helps a teammate carry do a little more damage and his ult is completely unreliable. So essentially you throw a snare and then try to position yourself for an ult OR autoattack until you can throw another iceball.

4. His passive is mediocre. He would be way better with some kind damage mitigation.


Nunu is best if you can team him up with some other AoE ults like Galio or Amumu. Otherwise he's just too vulnerable in team fights and his ult generally just ends up being a distraction, rather than a true source of damage. I end up picking him in ranked when no one else on my team is jungling and Amumu isn't available. I play him in Normal games all the time though because I enjoy playing him.

Overall Advice:
1. If your team has some other tanks/tanky champs, go ahead and build him AP with a Banshee's Veil as your only true "tank" item. Haunting Guise is a really good early item for him.
2. Go into some practice games and try jungling with him. Go 1/19/10 for jungling, with one point in improved Smite, then a standard jungler's 10 points in utility for faster leveling and longer duration on neutral buffs. Before you are runed up, start with cloth armor + 5 health pots and do Golem first OR start with Doran's Ring +1 pot and do the small camps and heal before getting the buffs. If you have runes for him, feel free to go Doran's and do Golem first. It's the most efficient path for him.
3. Try to ult from bushes if possible. If not, try to snare with iceball, blood boil to run past them and then pop your ult so they either have to keep running past you to try to escape OR run back into your teammates/towards your tower. Below level 10 this usually results in a kill.
4. Be prepared to get blamed if your team loses. People will call you useless. You need thick skin to play Nunu seriously.

Maybe a little more info than you were looking for, but I hope its helpful!
 

Vex Kasrani

Smash Master
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Jul 13, 2007
Messages
4,824
Location
Philadelphia, PA
Thanks for the info, seriously, lol.

Ya, I was just basically ambushing people with ice block and then rushing them down, seemed to work, though otherwise when fighting people head on I just get outcamped, he doesn't seem bad though!

Great wall of text, it was basically what I was looking for ;]
 

S l o X

Smash Champion
Joined
Aug 17, 2009
Messages
2,838
Location
bridgeport, ct
No johns I do it all the time with 5-15 FPS :D
Yeah mines is terribly spikey sometimes. I mean, I can't play Ez on it because if I spike then it's just a complete miss on Q. I guess same goes for Amumu but he doesn't require nearly as much SSing. I haven't played on a computer with solid fps yet but watching people play is 2 good. Not necessarily fun but I take things away from it. Now I'm just ranting. Playing with Jaden yesterday was too good despite me dieing a few times where unnecessary. Panth's HP drops quick, need to level fasttt early game.

lolslashshot.
 

_kSo_

Smash Master
Joined
Nov 4, 2006
Messages
3,537
Location
Los Angeles, CA
I freakin' love Nunu. He's one of my favorites to play. He is generally considered a "situational pick" rather than a top or high tier. I think he's really best used as a jungler now, rather than playing in a lane. He can lane because Consume lets you heal and farm and Blood Boil buffs teammates, but if you look at how he's built, his abilities best fit together in the jungle. Consume lets him farm, but can't be used on champs. Blood Boil and auto-attacking is going to be way more effective in the jungle where you stand around and attack. His iceball is a great snare for popping out of the brushes and his ult is best used as a surprise anyways.

If you lane with him, focus on leveling up Iceball and Blood Boil with just a single point in Consume until late game. If you are going to jungle, reducing the cooldown on Consume is way more important, so I generally go: Q,E,Q,W,Q, R and THEN max Iceball, then max Blood Boil and finish Consume later. This is because level 3 Consume makes doing dragon sufficiently fast, but once you start ganking you really want Iceball as high as possible.

Nunu's problems:

1. You have to pick, AP for damage, tank items for survivability or try to mix them. There are problems and "gaps" in his effectiveness no matter how you build. Go AP, you might get burned down before you get off your ult. Go tanky, you are missing out on a lot of damage. Go hybrid and you aren't epic in either category.

2. His ult is just too dang easy to interrupt or escape. Flash gets you out for free and lots of characters can either blink out naturally, have a speed boosting move to escape the radius or a stun of some kind to interrupt it. You have to position yourself and then time it just right to pull off.

3. Iceball is his ONLY reliable ability in team fights. Consume can't be used on champs, Blood Boil just helps a teammate carry do a little more damage and his ult is completely unreliable. So essentially you throw a snare and then try to position yourself for an ult OR autoattack until you can throw another iceball.

4. His passive is mediocre. He would be way better with some kind damage mitigation.


Nunu is best if you can team him up with some other AoE ults like Galio or Amumu. Otherwise he's just too vulnerable in team fights and his ult generally just ends up being a distraction, rather than a true source of damage. I end up picking him in ranked when no one else on my team is jungling and Amumu isn't available. I play him in Normal games all the time though because I enjoy playing him.

Overall Advice:
1. If your team has some other tanks/tanky champs, go ahead and build him AP with a Banshee's Veil as your only true "tank" item. Haunting Guise is a really good early item for him.
2. Go into some practice games and try jungling with him. Go 1/19/10 for jungling, with one point in improved Smite, then a standard jungler's 10 points in utility for faster leveling and longer duration on neutral buffs. Before you are runed up, start with cloth armor + 5 health pots and do Golem first OR start with Doran's Ring +1 pot and do the small camps and heal before getting the buffs. If you have runes for him, feel free to go Doran's and do Golem first. It's the most efficient path for him.
3. Try to ult from bushes if possible. If not, try to snare with iceball, blood boil to run past them and then pop your ult so they either have to keep running past you to try to escape OR run back into your teammates/towards your tower. Below level 10 this usually results in a kill.
4. Be prepared to get blamed if your team loses. People will call you useless. You need thick skin to play Nunu seriously.

Maybe a little more info than you were looking for, but I hope its helpful!
Perfect, I have nunu and I haven't played him as much as I should have. Will try jungle nunu later thank you ^_^
 

Sinz

The only true DR vet.
Premium
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Messages
8,189
Hey do any of you guys play HoN as well? Just curious. I'm a longtime dota player and tried to get into LoL but never could. (Really bugged me how they changed a ton of things to make it more noob friendly. Removal of Denies, no tp scrolls, loss of punishment for dying, also the bush ****. (The bush stuff is just stupidly annoying.)) O:
 

Mogwai

Smash Gizmo
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I want to expect better of you, but I know not to
different does not necessarily mean more noob friendly. I can understand that you're used to denies and TP scrolls and needing to buy crap mid fight so that you don't lose gold... but the removal of these things isn't solely to help beginners get into the game (though it does help I suppose). Denies in particular completely change what lane dominance means and with how lethal fighting is at low levels in LoL, I can guarantee you that my pantheon would be 100% unfun to play against with denies. You would be sitting at level 3 tower hugging while I'm at like level 8 indefinitely pulling the lane. The speed with which champions can kill each other is this game is also a good reason behind the lack of death penalties. No one likes a game that can snowball out of control from straightforward play (I killed you at level 5 {not uncommon}, now you're my ***** for the rest of the game because you had no way to buy before I killed you and you're suddenly down 500 gold and I'm up 300).

Brush vs. Tree Juking is just w/e to me. I dunno, they're just different, but basically fill the same role in the game. *shrugs* I dunno, I find the way brush works with wards more interesting than the tree dynamics in DotA, but w/e, I just think that's a preference thing.
 

M3D

In the Game of Thrones, You Morph or You Die
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Glad I could help with the Nunu stuff. Always glad to see him played well. It can be done! For instance, check out the NA WCG finals where Dan Dinh's team took at Jungle Nunu that did really well.

Funny story from yesterday's LoL action: Me, Iggy, DanGR, Virg and Tom played a game together and we had maybe a 1 tower lead or so. We're all sitting around level 12ish and suddenly Tom says his mom called and said he had to go pick up his sister from school. He says he can be back in 15 minutes. So we turtled up. Dan's Shaco ran around their jungle and popped out as a distraction, kept their top lane pushed out and picked up a couple of ganks along the way. Iggy, Virg and I just focused on warding, getting dragon and keeping the other two lanes pushed. We ganked a few of their champs that pushed too far into our territory as well and once or twice when they would send four after Dan's Shaco we'd push a tower. The other team never forces an engagement in a lane, even though they have a man advantage and Kog'Maw to siege our towers if we back up. So we just farmed up ridiculous builds and when Tom came back we pushed and wrecked their faces.
 

Sinz

The only true DR vet.
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Messages
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different does not necessarily mean more noob friendly. I can understand that you're used to denies and TP scrolls and needing to buy crap mid fight so that you don't lose gold... but the removal of these things isn't solely to help beginners get into the game (though it does help I suppose).
The problem I have with not having TP scrolls is that it promotes turtlid 35ng. If you know that the other people are on the other side of the map you can push a lane for a good 35 seconds until they can get to you. Then, you just go off and hide and when you get an opportunity again you push the lane. However, with the tp scrolls it allows for a more aggressive play style while allowing you to defend your lanes as needed.

Denies in particular completely change what lane dominance means and with how lethal fighting is at low levels in LoL, I can guarantee you that my pantheon would be 100% unfun to play against with denies. You would be sitting at level 3 tower hugging while I'm at like level 8 indefinitely pulling the lane.
If you're pulling the lane that means that my support players failed at blocking the pull spot with wards. Fighting at low levels in HoN is extremely lethal as well. You have to manage your ck(creep kills), your positioning, and you have to be aware for when your opponent gets out of position so you can take advantage of it. If you continue to deny creeps your opponents get less experience for it. So they are forced to play aggressive in order to get those last hits. If they don't, they lose the lane.

Also, not being able to deny a carry farm is a huge thing. If SF(Shadow Fiend, Soul Stealer in HoN) didn't have to worry about denies he would be getting those souls so fast making his farm ridiculous. Shadow Fiend is a hero that depends on getting those last hits in order to make him hit harder. If you couldn't deny those last hits he would be the number one carry without a doubt. Even though he is just a semi carry at best.

http://www.dotastrategy.com/hero-69-NevermoreTheShadowFiend.html said:

Necromastery (N)
Whenever the Shadow Fiend kills a unit (both allies or enemies), he [COLOR=#0072BC ! important][COLOR=#0072BC ! important]stores[/COLOR][/COLOR] the unfortunate soul inside of him. For each stored soul he gains 2 bonus damage until his own death releases half of them from bondage.
Level 1 - 16 damage limit.
Level 2 - 30 damage limit.
Level 3 - 46 damage limit.
Level 4 - 60 damage limit.
• Heroes, denies and neutral creeps also provide Bonus damage through Necromastery.
• The more souls Nevermore has, the more powerful Requiem of Souls will be.
Mana Cost: N/A
Cooldown: N/A
The speed with which champions can kill each other is this game is also a good reason behind the lack of death penalties. No one likes a game that can snowball out of control from straightforward play (I killed you at level 5 {not uncommon}, now you're my ***** for the rest of the game because you had no way to buy before I killed you and you're suddenly down 500 gold and I'm up 300).
If you are losing your lane go gank the other lanes. Winning 2 / 3 lanes usually means you are going to win the game. If you were able to get a kill on your opponent then they should lose gold for dying. In team fights in HoN its not always worth it to kill a hero if you are going to die in the process.

Also, buying when you're fighting isn't that big of a deal. :/ If the loss of 300 gold really destroys you for the rest of game. Then you are terrible at your cks. Thats like a creep wave and a half.

Brush vs. Tree Juking is just w/e to me. I dunno, they're just different, but basically fill the same role in the game. *shrugs* I dunno, I find the way brush works with wards more interesting than the tree dynamics in DotA, but w/e, I just think that's a preference thing.
Probably just preference. >.>

Not wanting to come out on a bad note. Just like making my points. >.>
 

Mogwai

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I want to expect better of you, but I know not to
The problem I have with not having TP scrolls is that it promotes turtlid 35ng. If you know that the other people are on the other side of the map you can push a lane for a good 35 seconds until they can get to you. Then, you just go off and hide and when you get an opportunity again you push the lane. However, with the tp scrolls it allows for a more aggressive play style while allowing you to defend your lanes as needed.
Instead of TP Scrolls, we have summoner spells, which you can spent on a teleport if you wanted, but you can also counter this style of pushing via aggressive warding and counter warding. *shrug* again, my experience is a lot more extensive with LoL than DotA, but from what I've played, not having teleport always available makes map control and fighting for it more important. Again, I see it as different, not necessarily worse, and is part of why I found LoL refreshing whereas HoN just looked like more of the same to me.

If you're pulling the lane that means that my support players failed at blocking the pull spot with wards. Fighting at low levels in HoN is extremely lethal as well. You have to manage your ck(creep kills), your positioning, and you have to be aware for when your opponent gets out of position so you can take advantage of it. If you continue to deny creeps your opponents get less experience for it. So they are forced to play aggressive in order to get those last hits. If they don't, they lose the lane.
So again this might be my lack of experience with DotA/HoN, but from what I've got and accounts from people who have played both, LoL has a lot more in the way of low level ability usage (due to ability costs, mana pools, and mana regen), which makes the fights at low levels more brutal, more quickly than the low level fights in the other games. I don't remember anything in DotA that was even close to the early game gayness of Pantheon's Spear Shot zoning. From what I remember, lane dominance frequently equated to just being a ranged hero with a good attack animation, but if you transplant that dynamic into a game where there are heroes who can kill you 1v1 at level 1 with 3/4 of their health bar left, you're not only going to be pushed off the lane, but then he's going to be able to pull the lane back to his tower and zone you from there. Maybe I'm missing something about how it would actually play out in LoL, but any time I think about the implications of denying in the low level play of LoL, it makes me REALLY REALLY happy they kept it out.

Also, not being able to deny a carry farm is a huge thing. If SF(Shadow Fiend, Soul Stealer in HoN) didn't have to worry about denies he would be getting those souls so fast making his farm ridiculous. Shadow Fiend is a hero that depends on getting those last hits in order to make him hit harder. If you couldn't deny those last hits he would be the number one carry without a doubt. Even though he is just a semi carry at best.
ah, but see, again, you're thinking that there are equivalent characters in LoL. One of the things about LoL is that true carries don't really exist. denying one's farm isn't nearly as important in this game because it's not like in DotA where you were like, "well, fml, faceless void freefarmed for 20 minutes and is now 1v5ing us." The power level of "carries" in LoL is a lot less pronounced than those in DotA. The other thing is that without denying, it makes you have to deny farm in other ways (zoning the opponent out of range to last hit or even get exp), so you still see late game powerhouses like Trist, Kog and Yi getting bossed around and denied Exp/Gold by early game monsters like Pantheon, Kat, and Nidalee.

If you are losing your lane go gank the other lanes. Winning 2 / 3 lanes usually means you are going to win the game. If you were able to get a kill on your opponent then they should lose gold for dying. In team fights in HoN its not always worth it to kill a hero if you are going to die in the process.
Dying already has the consequence of losing out of 1.5-2 minutes of farming. This is enough to set you back a bunch in LoL. Snowballing is already pretty brutal in LoL, there is no need to make it worse by further punishing those who die. The ability someone who just got killed has to gank a lane is also really really small in LoL. You waste time trying to set up a gank after you got killed at level 4, chances are you'll fail the gank which will just further set you back.

Also, buying when you're fighting isn't that big of a deal. :/ If the loss of 300 gold really destroys you for the rest of game. Then you are terrible at your cks. Thats like a creep wave and a half.
It's not about the impact on not having that 300 gold later in the game, it's about what's going to happen to you showing back up on that lane 1-2 levels under your opponent(s) and without any items to keep you in the game. Again, this is about keeping the snowball effect in check.

Probably just preference. >.>

Not wanting to come out on a bad note. Just like making my points. >.>
you're not coming off on a bad note, I just have seen the HoN vs. LoL debate enough that I will weigh in with my 2 cents on the games. you're being perfectly civil about it (and I'm trying to be too, sorry if I sound hostile :(), I'm just giving you the other side of the story.
 

_kSo_

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Also, not being able to deny a carry farm is a huge thing. If SF(Shadow Fiend, Soul Stealer in HoN) didn't have to worry about denies he would be getting those souls so fast making his farm ridiculous. Shadow Fiend is a hero that depends on getting those last hits in order to make him hit harder. If you couldn't deny those last hits he would be the number one carry without a doubt. Even though he is just a semi carry at best.
it's a good thing that shadow fiend isn't a LoL character then.
 

Pakman

WWMD
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Skyoe has a tendency to drop when I use it. you can set up vent to output when the sound input is louder than a specified value.
 

Ignatius

List Evader
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Instead of TP Scrolls, we have summoner spells, which you can spent on a teleport if you wanted, but you can also counter this style of pushing via aggressive warding and counter warding. *shrug* again, my experience is a lot more extensive with LoL than DotA, but from what I've played, not having teleport always available makes map control and fighting for it more important. Again, I see it as different, not necessarily worse, and is part of why I found LoL refreshing whereas HoN just looked like more of the same to me.
I wouldn't correlate summoner spells to TP scrolls, you purchase scrolls for 135 gold, and they have a minute cooldown. Additionally they can only teleport to buildings, not any creep you want. Map control is important in both games, Id say its hard to judge which its more important in.


So again this might be my lack of experience with DotA/HoN, but from what I've got and accounts from people who have played both, LoL has a lot more in the way of low level ability usage (due to ability costs, mana pools, and mana regen), which makes the fights at low levels more brutal, more quickly than the low level fights in the other games. I don't remember anything in DotA that was even close to the early game gayness of Pantheon's Spear Shot zoning. From what I remember, lane dominance frequently equated to just being a ranged hero with a good attack animation, but if you transplant that dynamic into a game where there are heroes who can kill you 1v1 at level 1 with 3/4 of their health bar left, you're not only going to be pushed off the lane, but then he's going to be able to pull the lane back to his tower and zone you from there. Maybe I'm missing something about how it would actually play out in LoL, but any time I think about the implications of denying in the low level play of LoL, it makes me REALLY REALLY happy they kept it out.
Sounds like you're been talking to people that were bad at the game. Spells do cost more mana in DotA, but they're also typically stronger. a PotM/Rhasta lane can potentially stun you for 8 seconds at level 1. 8 seconds. Additionally, health real scales out the window in LoL. You get around 20-60 per level in DotA, depending on the hero you're playing. But in LoL it always seems to be closer to 100.

And ranged heroes are good in DotA, but not as good as they are in HoN. In HoN they buffed the attack animations on pretty much every hero they ported, which is silly. But you won't ever have a double melee lane in DotA, because its silly to have a double melee lane. Just having a good animation doesn't win the lane though, a lot of the better attack animation heroes don't have much in terms of cc that they can do anything with in lane.

ah, but see, again, you're thinking that there are equivalent characters in LoL. One of the things about LoL is that true carries don't really exist. denying one's farm isn't nearly as important in this game because it's not like in DotA where you were like, "well, fml, faceless void freefarmed for 20 minutes and is now 1v5ing us." The power level of "carries" in LoL is a lot less pronounced than those in DotA. The other thing is that without denying, it makes you have to deny farm in other ways (zoning the opponent out of range to last hit or even get exp), so you still see late game powerhouses like Trist, Kog and Yi getting bossed around and denied Exp/Gold by early game monsters like Pantheon, Kat, and Nidalee.
I'll assume you just pulled void out of nowhere, and not that you actually think he's a good character. I personally think its much better game design when you have more specialized roles on a team. I really enjoy everything about the fact that Crystal Maiden exists, shes an amazing support hero. And really no amount of items is ever going to make you say, "Oh god watch out for that fed Maiden."

Additionally, its not like you don't also zone out the opponents as well in DotA. I've had my friend that was playing Sven get a 6 minute blink dagger as I kept two heroes away from the lane with Warlock. Zoning is equally important, because they still get 1/2 exp for denied creeps (3/8 if they're ranged), you zone them they get nothing.

Dying already has the consequence of losing out of 1.5-2 minutes of farming. This is enough to set you back a bunch in LoL. Snowballing is already pretty brutal in LoL, there is no need to make it worse by further punishing those who die. The ability someone who just got killed has to gank a lane is also really really small in LoL. You waste time trying to set up a gank after you got killed at level 4, chances are you'll fail the gank which will just further set you back.
I think you're overestimating the amount of time there with 1.5-2 minutes.

Here's the thing, when I watched the wcg finals, and it basically comes down to both mids farming for 15-20 minutes while nobody touches them, I begin to think that there's some serious game design flaws. It comes down to a combination of there not being enough of a reward for ganking and wards being to good and having no real downside.
 

Vyke

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It wasn't the mids farming that won them the game, it was the top farming. And that was the fault of both teams for not doing anything about it.

That top lane should have never gone untouched.

Edit: So I'm torn. I really like Twitch. I think he's an amazing solo q carry. I also really like Pantheon, and find him useful both in and out of the jungle. Pantheon tapers off late-game a bit, while Twitch only grows stronger.

I'm not really sure of a good Twitch build, and I know double avarice is never good anymore. Thoughts?
 

Sinz

The only true DR vet.
Premium
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Messages
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Here's the thing, when I watched the wcg finals, and it basically comes down to both mids farming for 15-20 minutes while nobody touches them, I begin to think that there's some serious game design flaws. It comes down to a combination of there not being enough of a reward for ganking and wards being to good and having no real downside.
HoN is in a really good spot right now. :D It's a gank heavy metagame right now. :D

It's so much better than the rice metagame it was at before. :/


EDIT:

Why do people choose mains? Having a diversity of heroes available for you to play seems a lot better than relying on one or two heroes. It just seems like you're just limiting yourself.
 

EC_Joey

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So where can we find the vid of that Nunu? And other high calibur vids. I really want see a good Eve.
I've heard in high elo Eve isn't viable because a good team will buy wards and make her useless.

Also, I've been trying to get on the SWF chat but every time I try a chat window shows up with 0 users.
 

DanGR

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DanGR
LoL Tag(s): DanGR
LoL Mains: Support variations of champs, like AP Nidalee, Utility Shaco, etc.

Sup guys. :o
 

Turazrok

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Turazrok
LoL Tags: Turazrok, SmashWiki ( haven't made it yet , but will be my smurf)
Mains: Every Jungler.

Only cuz dan challenged me
 

Virgilijus

Nonnulli Laskowski praestant
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Just played a game with Tom where I was Vlad laning against a MF and Kat. Kat went mid and out WW was sitting in the bushes waiting. MF was at around 3/4 health and I see WW's ult is ready. I ult her and q. WW stands there. My ult wears off... then he ults.

I asked him what the hell he did that for and his response was "I was hoping you wouldn't do that". I asked him if I shouldn't try to help when some one ganks and he said that wasn't what he meant, and never spoke again.

I also asked for help when Kat and MF were about to tower dive and he started to TP in a second after I died. Le sigh.
 

Cia

das kwl
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I decided that my alt accounts will now be the names of other smashers. Mogwai, can you update my info on the OP?

VaNz
LoL accounts: Flariados, Super Jaden, DJ Nintendo
LoL Mains: Soraka, Miss Fortune, Teemo, Morgana, Evelynn, Nunu

Will add more alts later.. lol
 

Leacero

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Location
Queens/Stony Brook, NY
I still don't understand why people make so many different accounts. I get that you want to make an account to play with those who are relatively newer with the game so that you don't get matched with people that are so high above their levels, but why so many? x_x It just feels like a waste of IP you can be getting on your main account. Besides, if the people you play with have an idea of what they're doing, they'll just get better by playing people who are better. I really don't see too much of an advantage of using a smurf all the time. :|
 
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