Fun fact of the day

DuskDaUmbreon··23 votes·1,272 views

If most of the team blows their ults, items, and possible summs to keep the ADC alive, it is not a problem that said ADC survives. Yes, even if he eats a couple ults from the enemy team. It's a simple strategy often referred to as "Peeling for the carry". It's a strategy common outside of bronze and low silver.

The math is simple: Your team expends items and ultimates for an equivalent of 1500 combined shielding. The opposing team expends their ultimates to deal 2000 damage, post-mitigation from transferred damage, armor/MR, and things such as exhaust. This results in a final total of 500 damage. If whoever all this damage and shielding was directed at has more than 500 hit points, they deserve to survive. This is irrelevant of their class. A marksman has just as much right to survive said burst as a mage, assassin, diver, tank, or juggernaut (although the last two won't even require said shielding). It doesn't matter that marksmen are usually squishy. They just had their entire team's defensive capabilities spent on them to keep them alive.

For the specific situation of Kog'maw in C9's match, this happened almost exactly, with different numbers. After this was done, he now has all of his offensive capabilities remaining, and a lot of the opposing team's offensive and defensive capabilities were down (as they were generally the same abilities with different applications - such as Cait's traps or Orianna's ultimate), so he was able to walk forward and melt them. Nothing special.

  • Allied team blew all of its defense to keep ADC alive against all of the opposing team's offense.
  • Opposing team has no offense remaining, and no real defense left, as their offensive and defensive abilities were tied together.
  • Allied ADC is able to walk forward and deal large amounts of damage unopposed by anything but autos.

No specialty here. No trickery. Doesn't inherently imply anything's broken. It just shows that one team had enough defense to keep someone had alive through the other team's offense.

79 Comments

Penns14 votes

Team uses everything on the 0 defense hypercarry and he survives -fair hehe

Mig897 votes

other team uses everything to protect said hypercarry -yes, fair

Penns15 votes

everyone plays that team comp because it has no counterplay -not so much

Mig895 votes

That teamcomp may be OP but there are ways to avoid it. Your team can ban out supports Your team can ban out the hypercarry ADCs Your team can pick a good comp Most of these are lost on solo queue. Some comps should crush other comps though, thats what this game is about. You shouldnt be able to OTP and win every game. You shouldnt be able to randomly pick 5 champs and beat a well organized teamcomp. Honestly a lot of the hate seems to stem from a pickup of solo q playing better as a team and the people who were used to hard carrying with assasins and bruisers/skirmishers struggling now. A couple of ADCs are strong now, Ardent got nerfed pretty hard, and shields are still in a good spot. People are complaining because the ardent meta is a teamwork meta and its frustrating for an assasin and most melee champs. It is what it is.

Linna Excel7 votes

Yeah. I do blame C9 for not banning galio in every game. I double fault them for letting the enemy team getting galio and janna.

That said, Kog was so out of position he should have died. The counterplay on high damage carries is that they need to be blown up when they get caught out and Kog was caught out and survived.

NineTailedMystic8 votes

What are you talking about, Kog was totally in position. In front of his team. As Kog'Maw. Exactly where he should be.

/s

Thefrostyviking2 votes

Why should kog have died though? He had Janna sitting on him, galio ulting him and grag ulting enemy team away before they could do anything.

Meanwhile other team were extremely slow to respond to seju ulti, and were barely in range by the time ori ulti hit but kog´s team were there from the start of it.

Kog took like 1 auto from cait before grag ulted cait and everyone else away.

Thefrostyviking2 votes

C9 picked a teamcomp with extremely inferior teamfighting and even directly countered by enemy and somehow enemy teamcomp is called OP.

Ori can't go near fight because galio and grag dives her, seju can't go near kog because janna peels and this ori cant ulti kog.

Cait sucks at killing tanks compared to most marksmen due to lack of steroid.

-no other damage on team, and limited diving ability.

Vs team of 3 tanks, 1 marksman who only has damage and specializes in killing tanks and support that specializes in diving prevention.

"Awmahgawd defensive comp so OP"

Succubús GF4 votes

Items allowing an adc to never die isn't healthy and neither is autoing for 3 hits and instakilling anything that isn't sion. -Good bye

DuskDaUmbreon5 votes

It doesn't matter what the target is. Hell, they could be protecting a minion and it'd be fair.

If defense (effective health+effective shielding+damage transfer) is greater than offense (all incoming damage), the target deserves to survive.

Let's say we have a champion called "Carl". Carl's team spends all his shields on him to protect him from the incoming burst damage, and he uses his summs to not die. Is it fair Carl lived? Yes. Doesn't matter if Carl is an enchanter, assassin, burst mage, skirmisher, bruiser, marksman, AD caster, DPS mage, artillery mage, warden, or juggernaut. It doesn't matter if Carl is melee or ranged. It doesn't matter if Carl is tanky, builds AD, or builds AP. It doesn't matter if Carl goes top, jungle, mid, bot, or support. It doesn't matter what Carl's build is. Carl could even just actually be a ward, minion, or even just a Blast Cone. If his team has enough defense to counter the opposing team's offense, he deserves to survive.

Penns6 votes

Is it fair Carl lived? Yes.

not if the defense is simply overpowered tho

DuskDaUmbreon4 votes

But you're assuming that the defense is overpowered.

And I find that hard to believe, given how long that offense has been too strong. Defense is just finally semi-balanced compared to it.

Penns4 votes

Pretty sure even Riot agrees that its too strong and anti-carries arent doing well enough tho, so..

Thefrostyviking2 votes

Riot agree's that no one should be able to dive in against anything more than 1 other person and have a guaranteed easy kill, especially against a support designed to peel.

That would have been fairly clear looking at the items they have added to tanks and power they´ve given the support role x)

Teamwork is the dreamwork, if assassin goes in and dies 1v2 or 1v3 then he either overconfident and fed or inting.

NineTailedMystic3 votes

Because Defense shouldn't have been powercreeped to Offense. Offense should have been brought down to Defense.

DuskDaUmbreon1 votes

That's functionally the exact same thing. It's not even bringing a class up to another. It's bringing one half of the game's stats to match the other half.

The only difference is that this gives you bigger final numbers. Power creep is when one type of stat for a group (such as, for example, mages and burst power) is brought up to match said stat type for a different group (example: assassins and burst power). This isn't the same thing at all.

If, say, Aatrox's damage is buffed because he's doing significantly less damage than other people, that's (likely) an example of power creep. If defensive powers across the entire game are buffed, that's not power creep.

NineTailedMystic1 votes

Gee, didn't know Stoneplate, Redemption, Locket changes, etc were all brought in on the same patch.

DuskDaUmbreon1 votes

Does it matter if it's one patch or twenty?

Making defense equal to offense is the same thing, no matter what end you're moving towards. If all defensive, offensive, and mobility stats are the same thing, then it's not "power creep" or anything. It's just bigger numbers.

If you tripled every single non-percentage number in League right now, is it power creep? Or is it just making numbers big?

NineTailedMystic1 votes

Except if you buff Defense to match Offense, it's much harder to deal with. I'd rather have lower damage overall but only have to deal with 200-400 strength shields, than higher damage with 1000 damage shields. Simply because it's fucking impossible to deal with such high defenses.

DuskDaUmbreon1 votes

...Okay. If you have 1000 possible damage and your opponent has 800 health and 400 possible shields, or you have 100 and he has 80 and 40, it's the exact fucking same thing.

If defense and offense have the exact same proportions, it is completely irrelevant what their numbers are, since they have the same proportions.

NineTailedMystic1 votes

I didn't say keeping them proportional.

DuskDaUmbreon1 votes

But they're being made proportional.

If Damage=1000 and defense=10, and you want it to be a 10:1 ratio, it doesn't matter if defense is brought to 100 or damage is brought to 100, because you get the same ratio either way. And ratios are what matter when comparing offense and defense not the actual numbers themselves.

NineTailedMystic1 votes

Excuse me, wrong term.

And the ratio for defense is currently too high.

I Main Swain2 votes

{quoted}

not if the defense is simply overpowered tho

the defeense wasnt even OP. janna SPECIALIZES in peeling, like thats her specific design focus, and galio's ult is also specifically designed as a "defend x champion" mechanic. galio had a locket, kog maw had barrier, janna had her shield and heal from her ult. its not overpowered, its a strong defense coming from 2 powerful defending champions, a powerful defending summoner spell, and a powerful defending item.

Linna Excel10 votes

Some questions:

  1. What if that ADC was really out of position, has good damage and range, and was designed to play safely in the backline?
  2. What if protect the carry comps are too powerful in comparison to CC comps designed to blow up the carry?
  3. Is it good gameplay balance when one champion can survive the damage of an enemy team to the point there is no counter-play?

I'm of the opinion that if the ADC is out of position and the enemy team gets a good pick on him, he should get blown up. I think that protect the carry comps should not work when the carry is in the frontline or is exposed.

Teridax681 votes

I agree with this. Part of why I dislike the argument in the OP is that League is a game where skill expression matters more than just expending resources, or at least should be the case. Pressing a button shouldn't just guarantee you optimal results by itself, otherwise there'd be no point to all the counterplay Riot has been baking into champion kits over time.

The problem here comes from the fact that while offensive effects tend to have counterplay, defensive effects often don't, and are almost completely reliable in every situation. This is in part why the Ardent Censer meta is so strong in Worlds, because shields and heals will never miss or fail, and cannot be made less effective than they usually are, with the exception of unhealthy counter-mechanics like Grievous Wounds (and that's for heals only). Effectively, this creates an environment that is often much more defensive and drawn-out than needs to be, because proactive plays tend to be risky and can incur big losses, whereas reactive plays are often cheap and can negate much more difficult plays.

In the C9 vs. WE highlight, I feel the biggest issue was that while WE did pile a lot of defensive effects onto Kog, none of those could have missed anyway. C9, on the other hand, landed several ults directly onto him, and caught him severely out of position, yet could not punish him due to the sheer strength of the defenses he was given. Even if you are to take into account proportionality of damage versus protection, Kog'Maw did not even receive any meaningful amount of damage while he was focused, with his health bar being practically full the whole time. That Kog could then march into the enemy team and melt them all adds insult to injury. Not only are defenses flat-out too strong right now, they're also too reliable, and we need to shift towards a state of design where it shouldn't be possible to just dump a few extra health bars onto an ally, or allow that ally to jump on demand away from fights they should have lost (this is more the case with Tristana, rather than Kog'Maw, though it applies to many other marksmen as well).

Thefrostyviking2 votes

You make it sound might fancy how kog survived but it reality it was really simple.

Got hit by ranged seju ulti, janna shields and galio ults.

Janna also prevents seju gapclosing.

Ori ults and C9 tries to move in, cait gets 1 headshot in but WE Grag manages to ulti away C9 thus leaving only seju near kog who can't kill him with janna there.

Thus kog was only hit by 1 tank seju ulti, 1 low AP ori ulti and 1 headshot from cait with 1 complete item.

Thus what happened is that kog sat on his hands while Janna, galio and grag blew everything to save him and all the marksmen haters immediately flip their tables saying its terrible that a marksman who didn't do shit survived......because his team did everything possible to save him.

awmahgawd marksmen so OP.

And you even complain about defenses being too strong meanwhile you also in and state that it's weird that kog melts enemy team, as in causing too much damage.

As if enemy team didn't have ori, seju and shen.

Fact is just that Cait is a positively mediocre marksman when it comes to DPS, and C9 picked her into kog who is the best marksman at DPS.

Then C9 chose to not draft any more damage despite playing against 3 tanks.

That game was lost in champ select given the fact that C9 constantly played for teamfight, as if enemy frontline wasn't twice or even thrice as strong and their backline specialized in melting frontlines while C9 had a poke/utility backline.

Teridax681 votes

{quoted}

Thus kog was only hit by 1 tank seju ulti, 1 low AP ori ulti and 1 headshot from cait with 1 complete item.

Thus what happened is that kog sat on his hands while Janna, galio and grag blew everything to save him and all the marksmen haters immediately flip their tables saying its terrible that a marksman who didn't do shit survived......because his team did everything possible to save him.

This completely misses the entire point I made in the post you are replying to, which is that success shouldn't simply be a matter of spending resources, it should be a factor of skill and interaction with your opponents. Sejuani and Ori landing their ults on the enemy team's VIP, and Caitlyn timing her shots right for a headshot against him, are all examples of skillful interaction. Janna's E and Galio's ult damage reduction do not feature such interaction, and Kog, the most vulnerable marksman, getting caught out of position by several ults, should have been punished heavily for his mistake. If nothing else, that combo should have at least left a dent in his health bar. Instead, he remained at pretty much full health during the entire encounter. It's not simply that he survived, which should likely not have been the case, it's that he was more or less unaffected by that entire combo simply due to the sheer power of the defenses at his disposal.

{quoted}

And you even complain about defenses being too strong meanwhile you also in and state that it's weird that kog melts enemy team, as in causing too much damage.

Again, this misreads the point I am making, in that the defenses I am criticizing are the defensive tools given to marksmen and enchanters, such as point-and-click peel CC (e.g. Vayne's E, Trist's ult), point-and-click, long-duration shields (e.g. Lulu's E, Janna's E), and free-targeted gapclosers (e.g. Lucian's E, Trist's W). All of these, on top of even more defenses like life steal, turn marksmen into a very safe class, even when they do get caught out of position. I also think tankiness is itself too strong against most champions, but the damage output of marksmen is so high that they single-handedly devalue it, which is why Kog's percent health magic damage, plus his items, were enough to shred the whole enemy team.

Thefrostyviking2 votes

Kog did take damage, but seju´s intital hit was blocked by Janna's E, and probably part of ori´s ulti as well.

And ori´s ulti was also reduced by Galio ulti.

Both of their ults aren't really meant to kill, they are meant to enable someone else to kill, someone like Cait for instance.

However, sneaky missed the timing pretty badly and got in late only to get thrown out by gragas before he could get even a second auto out,

But even then kog was actually affected, at one point he did drop to 60-70% health.

But Janna immediately healed it by ulting.

And life steal isn't really as powerful as many portray it, however some items like item 3812 and item 3156 are indeed incredibly strong, either generally or situationally.

But i would still say that the biggest reason the kog in that particular case survived, was because of gragas.

Why so? Because he was the one to prevent C9 from actually getting in position to seal the deal after the seju and ori ulti, Gragas was the reason Kog was only actually hit by 3 things and not 13 things.

And it was pretty miserable on the ori's part not to land anything besides her ultimate as well, but she wasn't the only one who wasn't quick enough to react, only Seju showed some quick thinking.

Rest of C9 lagged behind though, and it cost them everything.

But at the same time you make it sound so much worse than it actually was.

and Kog, the most vulnerable marksman, getting caught out of position by several ults, should have been punished heavily for his mistake. If nothing else, that combo should have at least left a dent in his health bar.

He was hit by a ultimate from a tank, a ulti from a mage with little AP and a headshot from a cait with a single complete item, and he had janna and galio sitting on him as well as a gragas jumping into the enemy team to take the heat off.

It wasn't really that he was caught, C9 overextended trying to kill him and they didn't account for the fact that kog had more than a Janna ready to help him.

Honestly that situation played out so perfectly for the chinese team i´d nearly say it was staged.

Teridax681 votes

{quoted}

Kog did take damage, but seju´s intital hit was blocked by Janna's E, and probably part of ori´s ulti as well.

Okay, but then that's the damage of one or two ultimate abilities blocked by a single basic ability on a short cooldown. Even if you were to factor in 50% damage reduction from Galio's ult (which is a serious overestimation in this scenario), is this really fair?

{quoted}

Both of their ults aren't really meant to kill, they are meant to enable someone else to kill, someone like Cait for instance.

Both of these ults nonetheless deal a lot of damage, and Caitlyn did follow up with a Headshot in that fight. That is 600 damage total without counting any items whatsoever. That should have at least made an impact on Kog's health bar, but it didn't.

{quoted}

But even then kog was actually affected, at one point he did drop to 60-70% health.

But Janna immediately healed it by ulting.

And this is fair? Keep in mind that Janna's ult heals all champions around her every 0.5 seconds, and the base amount at level 11 is 75 health per tick. If that is enough to negate 500 damage on its own, then there's an issue. This is also why I suspect a large part of that healing came in fact from Kog's own life steal.

{quoted}

And life steal isn't really as powerful as many portray it, however some items like item 3812 and item 3156 are indeed incredibly strong, either generally or situationally.

Suppose you get any sort of item with 10% life steal, and end up with 300 AD and 80% crit. This is pretty much the average build for a marksman. Suppose that every enemy after reductions has 100 armor (this is less than the armor tanks have post-reductions usually, but more than the armor squishies have). This means you heal for 27 damage per hit on any single target. With Runaan's, that's 54 healing per hit. At 2 attack speed, also about the average for a marksman, this means 108 healing per second on basic attacks alone. With BT this doubles to 216. This isn't counting any other form of sustain, such as Warlord's Bloodlust, or the bonus on-hit damage marksmen can get from their abilities. Statistically speaking, life steal is very strong, and you can see it in action in many highlights, where marksmen heal back from major damage to full just by attacking the minion wave, or even other champions. Even if it were weaker than this, in the end it is still a drain tanking effect given to a class who is meant to have extreme squishiness as a core weakness, and that is not okay in an environment where many other squishy champions have been punished for itemizing into durability.

{quoted}

It wasn't really that he was caught, C9 overextended trying to kill him and they didn't account for the fact that kog had more than a Janna ready to help him.

I don't think we're really running on the same definition of "overextended" here, because I don't think "overextended" should ever be used to describe a team catching literally the game's most vulnerable marksman standing in the front line. Protect the carry comps should certainly give the carry more safety, but it should never make them so difficult to kill that the enemy team gets wiped if they don't 5-man commit to that one, squishy target. It should also never allow the carry to recover as easily from such blatant positioning mistakes when the enemy team capitalizes on it.

In fact, while we're on this subject, I think it's worth asking your opinion on this: what do you think should be the counter to a protect the Kog'Maw comp? How could C9 have won that fight? How much effort do you think a team should expend to kill Kog, versus the amount of effort a team should expend to protect him? Do you think this balance is being implemented fairly at Worlds or in the current meta, and if so, why is that the case?

Thefrostyviking2 votes

Both of these ults nonetheless deal a lot of damage, and Caitlyn did follow up with a Headshot in that fight. That is 600 damage total without counting any items whatsoever. That should have at least made an impact on Kog's health bar, but it didn't.

Ori + seju ults with those builds around that lvl would have dealt around 500, then Janna shield would block 210 damage.

But first Galio ulti would reduce incoming damage by 25% i think it is for that lvl.

So 500 x 0,75 = 375.

Then - 210 (not counting any shield enhancers or AP) = 165.

165+cait headshot, that is the damage kog took in the end, i am tad bit too lazy to figure out the exact number but it can't be a lot from a cait with a single complete item.

Then we add in janna ulti after that.

As for Lifesteal, yes indeed it's fairly OP with it's synergy with crit but you should evaluate it given the midgame performance rather than lategame as matches rarely last that long anymore.

And most people only build a single lifesteal item these days, otherwise they lose damage against something important.

And tanks are so strong that most crit builds are just invalid for damage, that's why kog and Varus with rageblade are so popular.

But even they often die quickly without a Janna or lulu sitting ontop of them.

Except a few oddballs like twitch.

But for arguments sake how would you design a healer/shield type of champion on league? I don't really see an easy answer myself and yet they are needed for the generally marksmen who have no personal peel ability.

And yes, i do believe that C9 overextended, but mainly because they reacted too slowly to the seju ulti, their slow response caused them to miss too much damage and thus it was predetermined that they would fail to kill kog the moment grag moved in and ulted them away.

And that happened because C9 didn't r

As for countering protect the kog comps, we actually saw C9 do it earlier with a early game+nautilus comp, and misfits did it as well.

Early fighting, high botlane pressure and strong single target lockdown that can't be avoided. if they focus all defenses on one target the answer is to either bring more damage or avoid fighting head on at all.

C9 in that match did neither.

And honestly, for that particular game C9 drafted like they´d had a smoke on something strong, they left Janna and galio open and didn't pick either, then they didn't ban kog even though picking him was practically a 100% certainty with those two already taken.

Then for themselves they drafted a team that makes absolutely no sense towards kogs team.

Kog's side had janna, a heal and anti dive champ, she also negates poke in lane.

Gragas, galio and gnar, 3 massive frontliners with plenty of CC and displacement. And Galio even got damage reduction to prevent burst on backline.

Then C9 goes and picks Caitlyn, a marksman that is garbage at killing the new tanks due to lack of damage steroids, and lulu who is meant to prevent assassinations and enhance AA damage.

Not that it helps a lot with Caitlyn who already is extremely safe but also uses abilities rather than auto attacks a lot. And her early game is essentially missing with Janna there.

Then Sejuani, a diver with a single gapcloser, into a team with a massive frontline and janna. A champ dedicated to soaking damage so her team can kill off enemy threats and CC enemies before she goes down.

Except that´s also a terrible pick, because she´ll never manage to gapclose to anything that isnt a tank and with enemy backline being twice as strong as her own she´ll always die before enemy front in fights.

Shen, a decent choice except that if he stands on Caitlyn to save her from kog then there is nothing preventing enemy frontliners from going ontop of her with Sejuani diving on kog.

anti AA barrier won't help squat against gnar ulti or grag ulti, and kog team had no burst for him to prevent with his ulti either.

Then Orianna, a mage focused on utility,CC and poke rather than damage. Rather average at killing tanks, but also much too short range to reach the kog behind his tanks most of the time.

Thus she relies on Sej to get in first, which doesn't work with janna there.

C9 threw the game in drafting phase already according to most of us. And to make things worse they actually actively looked for teamfights against a team that is literal league's stronger than them head on, a team that directly counters them.

Given C9´s earlier display of perfectly countering a kog comp only to suddenly draft and ban like they were bronze left many wondering if they´d been paid off by the other team.

A team with no ability to kill either enemy frontline or backline against a team with exceptionally strong front and back and C9 actually tries to teamfight.

Several times-

Coincidences only happen so often, C9 played in a highly...peculiar way that game to say the least.

Teridax681 votes

{quoted}

Ori + seju ults with those builds around that lvl would have dealt around 500, then Janna shield would block 210 damage.

This is assuming Orianna has less than 36 AP, and also ignores the fact that Sejuani had also used her W directly onto Kog'Maw. Ultimately, I do not think two well-used ults against an out-of-position squishy champion, plus several extra nukes, should be negated by two much more reliable ults and an equally reliable basic ability.

{quoted}

And tanks are so strong that most crit builds are just invalid for damage, that's why kog and Varus with rageblade are so popular.

That last part of the statement incorrect, as popular marksmen like Twitch and Tristana both build crit, and crit builds featuring Infinity Edge are still the most popular among marksmen. It's also worth noting that crit itself deals a lot of damage: to pick the above example of 300 AD, 80% crit and 2 AS, that is literally 1080 raw damage per second. Even when factoring in armor, that is absolutely massive, and when you also factor in items like Shiv, plus steroids and other abilities, it is no surprise that many marksmen can out-burst burst champions. I do agree that tanks are too resilient overall, but it's precisely because they're balanced around surviving marksmen, who are themselves balanced around having enough raw damage to kill tanks. Ultimately, this leads to a game state where essentially nobody but the marksman can kill tanks effectively, but also where marksmen deal far too much damage against squishies, which is in part why Kog was able to mow down the enemy team so quickly in that clip.

{quoted}

But even they often die quickly without a Janna or lulu sitting ontop of them.

They die quickly if they get focused by multiple members of the enemy and are alone, as it should be. Even then, they have a lot of defensive effects on their items, such as life steal, resists, damage reduction, shields, GA's self-revive, and so on, which make this task much more difficult than is needed, to the point where even assassins sometimes struggle to duel marksmen.

{quoted}

But for arguments sake how would you design a healer/shield type of champion on league? I don't really see an easy answer myself and yet they are needed for the generally marksmen who have no personal peel ability.

I've made quite a few long posts about this in the past, but I think the basis of a protector champion is that a meaningful cost needs to be paid somewhere for their power. No defensive champion should simply be able to protect their allies with perfect reliability, and not incur any sort of equivalent tradeoff for it. Soraka is actually a pretty good example of this, because she's designed to pay a health cost in order to heal her allies. Trouble is, currently she can circumvent that health cost with Warmog's and doesn't put herself at sufficient risk to heal back up, which is why she's returned to being a passive champion. More generally (and this applies to any champion with healing, not just enchanters), because healing works by negating damage, and therefore negating plays that were made, it should only exist as a reward for achieving something difficult, whether it's putting oneself at risk, landing effects that can easily miss or be countered, or both.

Generally, I think defensive supports (and some marksmen too) need to have some of their power made more proactive, rather than purely reactive. In the case of enchanters, this means implementing stronger failure conditions on their abilities, i.e. conditions that the enemy can fulfil to counter the power they're outputting. Janna's E actually has this already, as the AD bonus it gives ends when the shield is broken, but that counterplay isn't significant, because most of the power is in the shield, rather than the bonus. If Janna's E offered a much smaller shield, but a much larger combat bonus, for example, it would make her power a lot more counterable. Another kind of counterplay, which I think shouldn't be used for defensive effects but should still be given to enchanters and marksmen, is the implementation of more win conditions, so that these champions get to access much greater offensive power, but only if they proactively aim to unlock it. Ashe's Q is a good example of this, as it's a nice steroid that requires her to fight a little first.

Double-edged effects I think should also be much more present on these champions, on both offensive and defensive abilities. The idea here is that it would allow champions to access tremendous amounts of power on-demand, but would also force an exploitable weakness that the enemy could capitalize upon. Jinx's Q is a pretty good, if somewhat mild example of this, as she lowers her range or attack speed in order to access the other stat.

One support I think could benefit from double-edged power is Lulu, specifically with her W. Right now, it has two ultra-reliable, poorly interactive effects depending on whether she targets an ally or an enemy: on an ally, it boosts their attack and movement speed, making them good at both staying and fighting, but also running away or chasing, so it's effectively good at pretty much everything. On an enemy, it polymorphs them, disarming and silencing them, but also slows them, effectively shutting down every option for incoming enemies. If these two effects were to be combined into a single effect, i.e. if Lulu always polymorphed her target, but also gave them a massive movement speed boost for the duration, it would be both a great repositioning tool for herself and her allies, as well as a good means of shutting down the combat potential of incoming assassins, divers, etc. Because this effect is the same for allies and enemies, however, this also means the enemy team would also get to exploit the relevant component to the ability in order to turn the tables on her, provided they play well. Ultimately Lulu would still be the one in control of when this power would be applied and on whom, but it would also give her opponents far more agency as well.

{quoted}

Early fighting, high botlane pressure and strong single target lockdown that can't be avoided. if they focus all defenses on one target the answer is to either bring more damage or avoid fighting head on at all.

How does one "bring more damage"? What would be stopping a team from dumping all of their available damage into the carry in the first place? Do you think avoiding fights entirely, simply because your team lacks the uncounterable CC and damage to kill the Kog, is fair and fun?

{quoted}

C9 threw the game in drafting phase already according to most of us.

Do you think auto-losing a game because your draft was sub-par is something Riot intends to have in their game? Do you think this is fair or interactive?

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Coincidences only happen so often, C9 played in a highly...peculiar way that game to say the least.

Except this isn't a one-time thing. Protect the hypercarry comps are rampant in Worlds precisely because they are so strong and difficult to counter, and even before Worlds, many people were already complaining about how powerful the marksman-enchanter duo bot lane combo was, with similar clips as proof. I remember a while back there was a similar debate where a Twitch got caught out of position by three members of the enemy team, including a Lee Sin and a Kalista, yet bursted all three of them and healed himself from near-death to full health in the process, because Lulu had polymorphed Kalista and shielded Twitch. I don't think this is a healthy state of affairs, for enchanters or marksmen.

Thefrostyviking1 votes

{quoted}

This is assuming Orianna has less than 36 AP, and also ignores the fact that Sejuani had also used her W directly onto Kog'Maw. Ultimately, I do not think two well-used ults against an out-of-position squishy champion, plus several extra nukes, should be negated by two much more reliable ults and an equally reliable basic ability.

No it's assuming that she has 200 AP, the base damage is low since it's AOE and she didn't have enough scaling to really get it anywhere. Thus it dealt around 360.

Seju basically did 260 damage something with W+R.

About 620, before resistances and galio damage migration.

That last part of the statement incorrect, as popular marksmen like Twitch and Tristana both build crit, and crit builds featuring Infinity Edge are still the most popular among marksmen. It's also worth noting that crit itself deals a lot of damage: to pick the above example of 300 AD, 80% crit and 2 AS, that is literally 1080 raw damage per second. Even when factoring in armor, that is absolutely massive, and when you also factor in items like Shiv, plus steroids and other abilities, it is no surprise that many marksmen can out-burst burst champions. I do agree that tanks are too resilient overall, but it's precisely because they're balanced around surviving marksmen, who are themselves balanced around having enough raw damage to kill tanks. Ultimately, this leads to a game state where essentially nobody but the marksman can kill tanks effectively, but also where marksmen deal far too much damage against squishies, which is in part why Kog was able to mow down the enemy team so quickly in that clip.

And yeah my bad, Trist was played a lot so statistics changed since last i looked.

And you are correct on the relationship of tanks and marksmen, however i disagree that tanks are quite so weak, stoneplate, randuin and ninja tabi does offer q huge challenge to any marksman except Vayne.

But Trist and Twitch are so popular because they can bypass the tanks with their range and ability to get around, just go and watch the SKT vs...C9 i think? Twitch was played absolutely perfectly there, as OP as it was.

They die quickly if they get focused by multiple members of the enemy and are alone, as it should be. Even then, they have a lot of defensive effects on their items, such as life steal, resists, damage reduction, shields, GA's self-revive, and so on, which make this task much more difficult than is needed, to the point where even assassins sometimes struggle to duel marksmen.

Doesn't even take multiple people,i myself on Shyv just a few nights ago managed to repetedly kill a Twitch protected by a Janna by Diving ontop of him all the way until the lategame, and i still managed to chunk him badly even then.

And marksmen rarely grab more than 1 defensive item, you´ll often lose too much damage if you do. But some exceptions like kog do also exist.

I've made quite a few long posts about this in the past, but I think the basis of a protector champion is that a meaningful cost needs to be paid somewhere for their power. No defensive champion should simply be able to protect their allies with perfect reliability, and not incur any sort of equivalent tradeoff for it. Soraka is actually a pretty good example of this, because she's designed to pay a health cost in order to heal her allies. Trouble is, currently she can circumvent that health cost with Warmog's and doesn't put herself at sufficient risk to heal back up, which is why she's returned to being a passive champion. More generally (and this applies to any champion with healing, not just enchanters), because healing works by negating damage, and therefore negating plays that were made, it should only exist as a reward for achieving something difficult, whether it's putting oneself at risk, landing effects that can easily miss or be countered, or both.

Raka's healing quickly outscales the damage she suffers for ...well healing as well.

And while i agree on your idea that supports and a few marksmen ought to have more moments of weakness, like Janna and lulu since shields on demand is a bit of a poor concept, i disagree with your idea for janna, a stat shield is pointless if it breaks instantly.

But your ideas on Lulu were kind of interesting and worth considering further.

How does one "bring more damage"? What would be stopping a team from dumping all of their available damage into the carry in the first place? Do you think avoiding fights entirely, simply because your team lacks the uncounterable CC and damage to kill the Kog, is fair and fun?

You don't really need uncounterable CC, just the ability to get past his frontline and hit him is enough, which is a tall order given the fact that enemy team was basically allowed to draft the dream team when it comes to teamfighting slowly.....at least for melee that is.

Do you think auto-losing a game because your draft was sub-par is something Riot intends to have in their game? Do you think this is fair or interactive?

While i feel it to be a bit iffy i also recognize that it´s impossible to avoid given how champions can counter eachother and how some teamcomps counter others. There is no way around this.

Except this isn't a one-time thing. Protect the hypercarry comps are rampant in Worlds precisely because they are so strong and difficult to counter, and even before Worlds, many people were already complaining about how powerful the marksman-enchanter duo bot lane combo was, with similar clips as proof.

And this is funny in a way actually, because it was exactly C9 that stepped up first and absolutely smashed a lategame comp focused on a kog by drafting a early game comp, it caused quite a stirr as it wasnt done before in this tournament at the point.

Then later misfits did the same thing, twice, against SKT, SKT out of everything.

But that only serves to prove how extremely odd C9's drafting was, the fact that they left all those picks open, saw enemy team take them, and didnt even ban a single champ and instead just watched as enemy team built a team consisting of the most OP teamfighters possible was just so strange to anyone watching.

Then they went and for themselves drafted a teamcomp that for all intents and purposes was directly countered by the enemy team, and focused on strategies relying on winning teamfights despite the odds being 8-2 to the enemies favor.

How can we not think this odd?

Had C9 drafted a mage like Syndra, azir, veigar, xerath, malz or even vel koz instead of orianna then they would have had a good chane to win that game.

But ori simply doesn't have the damage they needed.

I remember a while back there was a similar debate where a Twitch got caught out of position by three members of the enemy team, including a Lee Sin and a Kalista, yet bursted all three of them and healed himself from near-death to full health in the process, because Lulu had polymorphed Kalista and shielded Twitch. I don't think this is a healthy state of affairs, for enchanters or marksmen.

I think i saw this one was well, wasnt there an Ori that missed everything there as well?

But yeah it served as a example of why ardent should have been nerfed far earlier, and why Twitch still ought to be nerfed x)

Altho to be fair, the lee was basically building like a tank and thus lacked damage, twitch and lulu were hella fed and Kalista died before she could do a lot after being poly morphed.

Given that it was just a small miracle that Twitch survived long enough for lulu to get in there,and a tragedy that lee didn't have more damage and that Twitch was so fed x)

Teridax681 votes

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No it's assuming that she has 200 AP, the base damage is low since it's AOE and she didn't have enough scaling to really get it anywhere. Thus it dealt around 360.

The base damage for Orianna's ult at rank 2 is 225, and the base damage for Sejuani's ult thrown at empowerment range at rank 2 is 250. For the two to deal 500 raw damage, Ori would need only 36 AP.

{quoted}

Seju basically did 260 damage something with W+R.

That is, or at least should be, a noticeable amount of damage on a champion as squishy as Kog'Maw. It is worth noting that all of this damage is pre-mitigation, whereas shields and healing are both amplified by resists instead. Even with Kog's low base resists, at level 11 the shield still lets him block 316 physical damage, or 282 magic damage, which I think is pretty disproportionate when even ultimate abilities that serve as nukes only deal around that amount of damage at that point. Effectively Janna's shield is so strong by itself, even without stuff like Windspeaker's Blessing, and even on one of the squishiest champions in the game, that it is single-handedly capable of negating the damage of some ultimates. I personally don't consider this to be fair.

{quoted}

And you are correct on the relationship of tanks and marksmen, however i disagree that tanks are quite so weak, stoneplate, randuin and ninja tabi does offer q huge challenge to any marksman except Vayne.

In that same clip, a Lulu-ulted Sejuani with CotC's shield lost half her health to pretty much just Kog'Maw in the space of literally a second. This was at the mid-game too, before marksmen reach full build, so it only gets worse from there. Kog may be especially well-equipped to deal with tanks, but BotRK alone can shred pretty well through tankier champions.

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Doesn't even take multiple people,i myself on Shyv just a few nights ago managed to repetedly kill a Twitch protected by a Janna by Diving ontop of him all the way until the lategame, and i still managed to chunk him badly even then.

What was your build? How fed were you compared to the Twitch? Which abilities did Janna lay down? I'm finding a hard time believing this.

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And marksmen rarely grab more than 1 defensive item, you´ll often lose too much damage if you do. But some exceptions like kog do also exist.

Marksman items have plenty of defensive effects baked into them, so you don't have to spec into defense to get a lot more durable. Items like Phantom Dancer, GA, Mercurial Scimitar, BT and pretty much any other life steal item all make the marksman more durable, and it's easily possible to stack several of these items together and not lose out on damage. This is one of the reasons why Graves and Draven were so overbearing when they got to stack DD + PD for the combined damage reduction.

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Raka's healing quickly outscales the damage she suffers for ...well healing as well.

I can agree with this somewhat, but then again Soraka puts herself at more risk with her self-damage in the teamfighting stage, so it's not as bad as it could be. I think the main issue right now is that her self-healing encourages her to play passively, and that she's still pushed to circumvent her health costs, rather than play with them.

{quoted}

And while i agree on your idea that supports and a few marksmen ought to have more moments of weakness, like Janna and lulu since shields on demand is a bit of a poor concept, i disagree with your idea for janna, a stat shield is pointless if it breaks instantly.

I disagree completely. It puts emphasis on having the marksman kite their target better in order to maintain a damage bonus, and since marksmen are supposed to kite anyway, this does not force them to play in a manner contradictory to their playstyle. Getting in range to break the shield also means whoever approaches is setting themselves up to take damage, so there are many ways in which this effect can be exploited by either side.

Thefrostyviking1 votes

The base damage for Orianna's ult at rank 2 is 225, and the base damage for Sejuani's ult thrown at empowerment range at rank 2 is 250. For the two to deal 500 raw damage, Ori would need only 36 AP.

nonono you got it wrong, seju ulti deals less damage on direct hits, and going by the distance it really can't have been more than 160-180 damage.

It's something riot implemented to reduce her 1v1 power.

That is, or at least should be, a noticeable amount of damage on a champion as squishy as Kog'Maw. It is worth noting that all of this damage is pre-mitigation, whereas shields and healing are both amplified by resists instead. Even with Kog's low base resists, at level 11 the shield still lets him block 316 physical damage, or 282 magic damage, which I think is pretty disproportionate when even ultimate abilities that serve as nukes only deal around that amount of damage at that point. Effectively Janna's shield is so strong by itself, even without stuff like Windspeaker's Blessing, and even on one of the squishiest champions in the game, that it is single-handedly capable of negating the damage of some ultimates. I personally don't consider this to be fair.

Again, seju and ori ults are not really damage oriented, thus it's not really odd that something like Janna+galio were enough to greatly reduce the damage kog took.

While Ori with that build deals something like 360 with her ulti a syndra at the same point with the same items and 2 extra spheres would deal over 800 damage, before thunderlord.

In my view it's fair enough that a support can greatly reduce the damage taken from a utility/CC focued mage that only lands a single ability that mainly focuses on CC.

In that same clip, a Lulu-ulted Sejuani with CotC's shield lost half her health to pretty much just Kog'Maw in the space of literally a second. This was at the mid-game too, before marksmen reach full build, so it only gets worse from there. Kog may be especially well-equipped to deal with tanks, but BotRK alone can shred pretty well through tankier champions.

You actually got me wondering so i checked it up and i found the answer, the reason is that Seju had built only health and knights vow.

Easy food for kog with his W, and in addition the WE gnar was also hitting seju in mini form with black cleaver.

Maxed W, which gnar had, deals 14% of target's max health as magic damage, something seju didn't have any resistance against as well.

That's like 430 damage from his W alone, in addition to Q and 2 auto attacks and he applied cleaver for kog to go through seju´s fairly low armor.

What was your build? How fed were you compared to the Twitch? Which abilities did Janna lay down? I'm finding a hard time believing this.

And my bad actually i got the games mixed up ._.

Sorry >.<

Twitch had a nami support, he was hella fed but all the way until 22 minutes i was always only 1 or two kills behind. Thus by dodging nami´s bubble i was often able to kill the rat since he is so squishy. And thanks to early randuin and ninja tabi i could survive long times.

Marksman items have plenty of defensive effects baked into them, so you don't have to spec into defense to get a lot more durable. Items like Phantom Dancer, GA, Mercurial Scimitar, BT and pretty much any other life steal item all make the marksman more durable, and it's easily possible to stack several of these items together and not lose out on damage. This is one of the reasons why Graves and Draven were so overbearing when they got to stack DD + PD for the combined damage reduction.

Hardly no marksman builds phatom, GA or BT these days.

Mercurial and GA are bought, but i´d saw maw and DD are the most popular ones, at least against AP.

Graves was OP mainly because of his E, as seen by the fact that he hardly ever get's played after the nerfs to it, Draven however still is and indeed largely thanks to DD.

But even the Draven´s like to use static+RFC+IE for the 2 shotting of enemy carries.

I can agree with this somewhat, but then again Soraka puts herself at more risk with her self-damage in the teamfighting stage, so it's not as bad as it could be. I think the main issue right now is that her self-healing encourages her to play passively, and that she's still pushed to circumvent her health costs, rather than play with them.

Yeah i saw something about Riot reworking her so she should play aggressively with Q only to then nerf the Q so it wasn't worth the effort to actually be aggressive at all. Thus she was back to being this passive backline healer.

I disagree completely. It puts emphasis on having the marksman kite their target better in order to maintain a damage bonus, and since marksmen are supposed to kite anyway, this does not force them to play in a manner contradictory to their playstyle. Getting in range to break the shield also means whoever approaches is setting themselves up to take damage, so there are many ways in which this effect can be exploited by either side.

The big issue with this is that marksmen are too diverse, some are good at kiting and others not so much.

And the shield is essentially useless against other marksmen and mages if so thin, and it's utterly useless for any kind of melee champ that Janna might want to shield.

There are already people petitioning for supports to be able to support more than just the marksmen, let's not add fuel to the fire yes?

This shield only punishes slow melee´s that can't gapclose or teams that can't break through the marksmans frontline while immensly rewarding safe marksmen and solid frontlines.

While also making Janna unable to play with any non ranged champ that can't stay safe.

And also extremely nonviable against anything with decent enough range.

Teridax681 votes

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nonono you got it wrong, seju ulti deals less damage on direct hits, and going by the distance it really can't have been more than 160-180 damage.

Sejuani's ult in that clip traveled far enough to create its ice storm, meaning it dealt around 250 damage at rank 2. The ramping damage and empowerment is there to limit her ability to initiate from point-blank range, but in this instance she initiated from a sufficient distance.

{quoted}

Again, seju and ori ults are not really damage oriented, thus it's not really odd that something like Janna+galio were enough to greatly reduce the damage kog took.

Both ults are quite standard in the damage they deal, and again, two ults' worth of damage is not something that deserves to be erased with one component from another ult, plus a basic ability shield. In this case, the offensive ults were also skillfully applied, as they directly affected the carry and had a chance to miss, whereas the defensive abilities could never have missed or failed.

{quoted}

While Ori with that build deals something like 360 with her ulti a syndra at the same point with the same items and 2 extra spheres would deal over 800 damage, before thunderlord.

Syndra's ultimate is at the very top end of burst for any ability, and I don't think should be held as the expected amount just to be able to make a dent in a squishy carry. In addition, 2 extra spheres would be far more time than C9 was afforded in that video to make their move.

{quoted}

In my view it's fair enough that a support can greatly reduce the damage taken from a utility/CC focued mage that only lands a single ability that mainly focuses on CC.

Except Orianna's kit doesn't lack damage. Not even her ult lacks damage, as you can see by comparing its numbers with most other ults. She has a lot of utility for sure, but is notorious for having a bit of everything in good amounts, which is why she's competitively popular. Whether or not that is a good thing is a separate matter, but in this case at least I do not think it is at all justified for a single, point-and-click basic ability shield to counter the damage from a telegraphed offensive ult that can miss.

{quoted}

You actually got me wondering so i checked it up and i found the answer, the reason is that Seju had built only health and knights vow.

As a side note, this should've increased her W damage significantly, as it scales with bonus health. It is also better for her to do so than for most other tanks, because her passive gives her massive bonus resistances.

{quoted}

Easy food for kog with his W, and in addition the WE gnar was also hitting seju in mini form with black cleaver.

Gnar did not in fact hit Sejuani during that fight where she lost most of her health, so that damage was single-handedly Kog'Maw's. In the end, though, what you're saying is that Sejuani had both her total health and her total armor devalued by her opponents, to the point where she lost most of her health pool in, again, literally just one second. I don't think that is really fair for a tank, particularly since Sejuani apparently is meant to be one of the stronger tanks right now.

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Twitch had a nami support, he was hella fed but all the way until 22 minutes i was always only 1 or two kills behind. Thus by dodging nami´s bubble i was often able to kill the rat since he is so squishy. And thanks to early randuin and ninja tabi i could survive long times.

Again, with which build? There have been recorded instances of Shyvana being bursty when she's ahead and goes full damage, but that does not last for very long without her getting killed very quickly later on.

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Hardly no marksman builds phatom, GA or BT these days.

Phantom Dancer is fairly popular at a 4.16% pick rate, and GA is similarly in the most popular and successful builds for most marksmen, including top-tier marksmen like Kog'Maw, Twitch or Tristana. Even if they weren't popular, that would simply mean that some other choice would be even stronger than all of them, despite them already being very strong. I don't know where you got your information from here, but the fact remains that many marksman items have defenses baked into them, and don't force the player to make a tradeoff between offense and defense.

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Mercurial and GA are bought, but i´d saw maw and DD are the most popular ones, at least against AP.

And those two items don't have any inbuilt defenses?

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Graves was OP mainly because of his E, as seen by the fact that he hardly ever get's played after the nerfs to it, Draven however still is and indeed largely thanks to DD.

Graves was good because he could get seriously tanky with the combination of damage items he took. The nerf to his E was simply there to make him squishier overall without directly targeting the relevant items. Even now, he gets pretty consistently durable just by picking the right damage items.

{quoted}

The big issue with this is that marksmen are too diverse, some are good at kiting and others not so much.

As a class, marksmen are designed to output damage from a distance, and are therefore meant to use their range as a means of avoiding damage. Some can kite through mobility, and less mobile champions tend to have crowd control or extreme range in order to keep targets at bay. In this and many other respects, I don't think marksmen are all that diverse. This also raises the question as to why Janna should offer a bonus that pretty much exclusively works on marksmen, while also being broad enough to apply to all marksmen equally well.

{quoted}

And the shield is essentially useless against other marksmen and mages if so thin, and it's utterly useless for any kind of melee champ that Janna might want to shield.

The bonus AD is already useless on the majority of champions. Personally, I think this is a reason to scrap the bonus entirely and replace it with something more generally applicable, though here I simply picked Janna's shield as an example of how it could be tweaked through numbers alone to have significantly more counterplay, without wanting to go on a whole spiel on how I want to rework her.

{quoted}

There are already people petitioning for supports to be able to support more than just the marksmen, let's not add fuel to the fire yes?

I am one of those people. My point here was not to say Janna should be even more marksman-centric than before, but that there are methods out there of giving counterplay to otherwise very reliable effects. Tying literally any sort of power to a conditional that enemies can exploit is what I'm trying to get to here, and I don't think you've given your opinion on that specifically.

Thefrostyviking1 votes

Sejuani's ult in that clip traveled far enough to create its ice storm, meaning it dealt around 250 damage at rank 2. The ramping damage and empowerment is there to limit her ability to initiate from point-blank range, but in this instance she initiated from a sufficient distance.

Ah nevermind, the wiki i checked was confusing so i had to login to check which was actually right. And correct, if the icy storm appears then the damage is indeed 250 at that lvl.

Both ults are quite standard in the damage they deal, and again, two ults' worth of damage is not something that deserves to be erased with one component from another ult, plus a basic ability shield. In this case, the offensive ults were also skillfully applied, as they directly affected the carry and had a chance to miss, whereas the defensive abilities could never have missed or failed.

No they are not ._. Ori´s ulti damage is lower than average exactly because it's AOE CC ulti, this is common knowledge and it would never have been accepted if it weren't so.

And Seju a tank! Her ulti is basically not meant to deal any particular damage!

If we take a guess and assume that kog had 40 magic resistance, then Seju ulti would deal 175 damage and ori......probably 320 because of magic pen.

And that's before galio reductions.

Syndra's ultimate is at the very top end of burst for any ability, and I don't think should be held as the expected amount just to be able to make a dent in a squishy carry. In addition, 2 extra spheres would be far more time than C9 was afforded in that video to make their move.

Not really, she could easily have gone in with Q-E-W-Q-R which only takes roughly 4,8 seconds to do, and most would actually conjure a few sphere´s in preparation of a teamfight since they last 8 seconds anyway.

Some would even carry a sphere around with W if they think a fight is about to happen.

Xerath, lux, malz,vel koz, they would also have done considerably more damage than ori did in that situation.

And they would have been a lot better for a team that already lacked damage.

Except Orianna's kit doesn't lack damage. Not even her ult lacks damage, as you can see by comparing its numbers with most other ults. She has a lot of utility for sure, but is notorious for having a bit of everything in good amounts, which is why she's competitively popular. Whether or not that is a good thing is a separate matter, but in this case at least I do not think it is at all justified for a single, point-and-click basic ability shield to counter the damage from a telegraphed offensive ult that can miss.

Ori is good because overall she does not lack anything, however her ulti alone is mediocre damage wise. And she is competitively popular because she scales up to be strong even without winning lane and even if you get crushed a good ulti can still save a game.

Faker has proven this to be a indisputable fact.

As a side note, this should've increased her W damage significantly, as it scales with bonus health. It is also better for her to do so than for most other tanks, because her passive gives her massive bonus resistances.

Most would already argue that Seju deals too much damage already, as seen by the nerfs she is getting to both damage and durability.

Gnar did not in fact hit Sejuani during that fight where she lost most of her health, so that damage was single-handedly Kog'Maw's. In the end, though, what you're saying is that Sejuani had both her total health and her total armor devalued by her opponents, to the point where she lost most of her health pool in, again, literally just one second. I don't think that is really fair for a tank, particularly since Sejuani apparently is meant to be one of the stronger tanks right now.

Are you drunk? He clearly applied his W on her, anyone could see it O_O

2 auto attacks, then Q before switching targets to orianna.

Also, Seju was hit by both galio and grag ults,additional magic damage right there.

Not to mention, even before todays nerfs seju was intended to be weaker with her passive down, and it already was from earlier poke.

Again, with which build? There have been recorded instances of Shyvana being bursty when she's ahead and goes full damage, but that does not last for very long without her getting killed very quickly later on.

I didn't really burst though, i just ulted through nami ulti to get ontop of twitch, used E-W-Q and a few more autos which was enough to kill him all the way until like 22 minutes.

He isn't really tanky? I used a standard bloodrazor-tabi-mallet-randuin deal.

Phantom Dancer is fairly popular at a 4.16% pick rate, and GA is similarly in the most popular and successful builds for most marksmen, including top-tier marksmen like Kog'Maw, Twitch or Tristana. Even if they weren't popular, that would simply mean that some other choice would be even stronger than all of them, despite them already being very strong. I don't know where you got your information from here, but the fact remains that many marksman items have defenses baked into them, and don't force the player to make a tradeoff between offense and defense.

If you are looking at lolking, stop, they use item statistics for all ellos which isn't so great since it includes bronze and silver.

And those two items don't have any inbuilt defenses?

They do, i just pointed out that they are generally more popular unless enemy has something like a Zed O.o

Graves was good because he could get seriously tanky with the combination of damage items he took. The nerf to his E was simply there to make him squishier overall without directly targeting the relevant items. Even now, he gets pretty consistently durable just by picking the right damage items.

He get's durable for a marksman offshoot, which is really not a lot.

The nerfs sent him down to a 47% winrate in platinum, which is near the bottom if all junglers with only 3 others below him and like 30 above.

As a class, marksmen are designed to output damage from a distance, and are therefore meant to use their range as a means of avoiding damage. Some can kite through mobility, and less mobile champions tend to have crowd control or extreme range in order to keep targets at bay. In this and many other respects, I don't think marksmen are all that diverse. This also raises the question as to why Janna should offer a bonus that pretty much exclusively works on marksmen, while also being broad enough to apply to all marksmen equally well.

Except most melee´s are directly able instantly catch up through various means, Shyvana with her ulti for instance. In this game melee having gapclosers is common.

The issue is now that even if they gapclose the barriers are so huge that they don't end up doing much.

But if you send a marksman in to kite anything except a Darius without deadmans then unless it's Vayne it will probably fail......oh and shyv without ulti is also easily kitable.....illaoi too.

The bonus AD is already useless on the majority of champions. Personally, I think this is a reason to scrap the bonus entirely and replace it with something more generally applicable, though here I simply picked Janna's shield as an example of how it could be tweaked through numbers alone to have significantly more counterplay, without wanting to go on a whole spiel on how I want to rework her.

Generally applicable? Such as what? Movespeed? Omni vamp? More defensive stats?

There aren't actually a lot of options that are good :(

I am one of those people. My point here was not to say Janna should be even more marksman-centric than before, but that there are methods out there of giving counterplay to otherwise very reliable effects.

Didnt i mention finding your ideas on that very concept on lulu good but the specific application on Janna to be bad?

A paper thin shield is and always will be useless, you´d end up needing to make janna stronger in another area which would be just as bad.

And the final point about that fight that i mentioned several times already that you have splendidly ignored

But peopple can say whatever they wish, kog would actually have died in that fight if not for a very crucial detail that you and many others seem to happily forget.

The fact that Kog´s Gragas ulted away the enemy team, and then personally chased away their botlane while gnar chased away midlane. Is this not a skillful thing?

The fact gragas managed to ulti away enemy botlane from his kog while also ulting their midlane into his own gnar? Does this not deserve recognition since this is what ultimately saved kog?

Kog would have died, had his team as a whole not played the entire thing so perfectly.

And C9 so stupidly, they exposed their entire backline to grag and divided their team between galio, grag and kog.

With gnar on the side with ori.....

And i do believe it to be alright for supports to have barriers like 220 or whatever Janna´s base shield is on maxing. After all general mages with an entire rotation reach so much higher than that, even without too many items.

Then if we add in items they might just kill the shielded carry straight through the shield like it wasn't there, i certainly have done it plenty of times playing midlane.

Thus it's perfectly fine, especially with the help of a galio going in for additional help.

Those barriers are only problematic for those who lack damage or go in alone.

Then back to your argument on marksmen kiting, did you know? Most Koreans Ashe mains have dropped the champion.....because she can't kite well enough. The very first league marksman designed to kite and CC.

The issue Riot faced with this design is that if it works it's OP but if it doesn't then it sucks, thus they opted into more or less abandoning it.

Instead the marksmen who can disengage, like Trist and Vayne, or those who self peel like Xayah and Varus have risen up, along with Twitch who avoids being targeted in the first place.

Kite marksmen do simply not work in this game, it has been quite clearly proven with the failure of Ashe and the endless controversy about Kalista :(

Teridax681 votes

{quoted}

No they are not ._. Ori´s ulti damage is lower than average exactly because it's AOE CC ulti, this is common knowledge and it would never have been accepted if it weren't so.

"AoE CC ulti" like Zyra's, Zac's or even Sejuani's all deal 250+ damage at rank 2, so that statement just isn't factually correct. It would help if you defined what an "average" damage number would be for an ult, with examples. With Orianna specifically, her ult damage was nerfed slightly because she used to be able to deal a lot of upfront burst with R + W. It is still a nuke.

{quoted}

And Seju a tank! Her ulti is basically not meant to deal any particular damage!

Good to know 250 damage isn't "any particular damage". It is this same reasoning that gets people confused on how tanks end up dealing so much damage.

{quoted}

If we take a guess and assume that kog had 40 magic resistance, then Seju ulti would deal 175 damage and ori......probably 320 because of magic pen.

And that's before galio reductions.

And you don't think 320 damage should be felt by a squishy? Even if you factor in Galio's damage reduction and Janna's shield, that should still have had an impact. It is interesting that you keep getting back to raw numbers when I have repeatedly made the point that Sejuani and Ori's plays were far riskier and more difficult than Galio's and Janna's, and therefore should have been rewarded far better.

{quoted}

Not really, she could easily have gone in with Q-E-W-Q-R which only takes roughly 4,8 seconds to do, and most would actually conjure a few sphere´s in preparation of a teamfight since they last 8 seconds anyway.

And clearly, that split-second sudden initiation was enough for Syndra to initiate a 4.8-second combo.

{quoted}

Ori is good because overall she does not lack anything, however her ulti alone is mediocre damage wise.

I'm actually glad you mentioned this, because she did not in fact just ult, she used her W, as evidenced by the mark on the ground below Kog'Maw. Going by the standard build order at level 13, even with 0 AP that is an additional 240 damage. Do you still think two ults and two nukes deserve to be negated by one ult and a basic ability on resources alone?

{quoted}

Most would already argue that Seju deals too much damage already, as seen by the nerfs she is getting to both damage and durability.

Exactly, and the fact that her excessive damage still couldn't make a dent on one of the squishiest champions in the game, simply because the latter had defenses laid onto them, should say something about the balance state of protection in the game.

{quoted}

Are you drunk? He clearly applied his W on her, anyone could see it O_O

Are you drunk? Gnar very clearly targeted Shen in that fight, and you can see the marks under him (but not her) at 0:16 to 0:17, which is when Sej starts losing most of her health. Where in the video are you saying he applied W on her?

{quoted}

Also, Seju was hit by both galio and grag ults,additional magic damage right there.

As you can clearly see at 0:16, the combined impact of those simultaneous ults only took away about 10% of Sejuani's total health pool. It is only after then that she begun losing tremendous amounts of health from Kog's attacks.

{quoted}

I didn't really burst though, i just ulted through nami ulti to get ontop of twitch, used E-W-Q and a few more autos which was enough to kill him all the way until like 22 minutes.

Where? Do you have any proof of this? Considering how your statements have been debunked so many times in this exchange, I'm finding it difficult to trust you on this.

{quoted}

If you are looking at lolking, stop, they use item statistics for all ellos which isn't so great since it includes bronze and silver.

Then by all means, provide a better source and we can look at the facts. There is not generally much item variation across elos, either.

{quoted}

They do, i just pointed out that they are generally more popular unless enemy has something like a Zed O.o

Have you ever stopped to ask yourself why that is? What would prompt a marksman to pass up an item with, say, 80 AD, 20% life steal and a shield?

{quoted}

The nerfs sent him down to a 47% winrate in platinum, which is near the bottom if all junglers with only 3 others below him and like 30 above.

He isn't great right now, but he is nonetheless pretty durable, as well as fairly bursty. Not sure what his win rate has to do with this.

{quoted}

Except most melee´s are directly able instantly catch up through various means, Shyvana with her ulti for instance. In this game melee having gapclosers is common.

It is indeed, but that should make it all the more skillful for the marksman or support to time that sort of ability right for when that gapcloser is on cooldown. Unless, of course, you are trying to tell me that marksmen can't kite ever, which is a laughable and demonstrably wrong statement.

[{quoted}](name=Thefrostyviking,realm=EUW,application-id=3ErqAdtq,discussion-id=H928sQhP,comment-id=0003000200000000000000000000000000000000000000000000,

Generally applicable? Such as what? Movespeed? Omni vamp? More defensive stats?

Sure, why not?

{quoted}

A paper thin shield is and always will be useless, you´d end up needing to make janna stronger in another area which would be just as bad.

Which is why the shield is there to act as a conditional rather than a major defense in the same respect as Janna's current excessive shielding. I also don't see how shifting Janna's strength towards less reliable enchanting would be "just as bad". This isn't like giving her an on-hit effect or anything.

{quoted}

The fact that Kog´s Gragas ulted away the enemy team, and then personally chased away their botlane while gnar chased away midlane. Is this not a skillful thing?

The two people he ulted away from the fight were Lulu and Cait, the rest remained in the same position. Even so, Cait still managed to headshot Kog from that range. As far as Gragas ults go, it was not the best-timed or the best-aimed, so even if there is some skill expression to it, it was not used as skillfully as Sejuani and Orianna's ults directly onto the carry here.

Teridax681 votes

Cont'd:

{quoted}

And i do believe it to be alright for supports to have barriers like 220 or whatever Janna´s base shield is on maxing. After all general mages with an entire rotation reach so much higher than that, even without too many items.

So you think it's okay for a support to single-handedly block most of a burst champion's rotation with a single basic ability, even when the burst champion has to work towards that kill combo and the support only has to press a button?

{quoted}

Then if we add in items they might just kill the shielded carry straight through the shield like it wasn't there, i certainly have done it plenty of times playing midlane.

And this is a bad thing? Why shouldn't a burst champion be able to kill a squishy carry?

{quoted}

Those barriers are only problematic for those who lack damage or go in alone.

Which is generally why assassins are so unpopular now, as they usually go alone by default and can't do their job when behind. Few other champions have this kind of problem even in a meta that does not favor them. Again, one of the reasons why I think cheap, easy and powerful defenses aren't fair or healthy.

{quoted}

Then back to your argument on marksmen kiting, did you know? Most Koreans Ashe mains have dropped the champion.....because she can't kite well enough. The very first league marksman designed to kite and CC.

And yet she has a win rate of 48.89% in Korea, as well as a pick rate of 8.38%. I don't know where you pulled that claim, but it is directly contradicted by statistical evidence.

{quoted}

The issue Riot faced with this design is that if it works it's OP but if it doesn't then it sucks, thus they opted into more or less abandoning it.

Except they haven't abandoned it. Xayah is heavily focused on kiting, Kalista isn't a particularly old design, Ashe got reworked with kiting in mind not that long ago either, and Jhin, who is meant to be an immobile champion, has a significant and frequent movement speed boost simply because it is meant to represent the kiting power other marksmen gain from orbwalking. Items like Zeal and its upgrades, BotRK, Mercurial Scimitar, etc. are all notorious for giving marksmen even more kiting power (Zeal especially has gotten a lot of flak for this recently), so kiting is in fact intended to be an important part of playing marksmen.

{quoted}

Kite marksmen do simply not work in this game, it has been quite clearly proven with the failure of Ashe and the endless controversy about Kalista :(

I agree with this, but more in the sense that kite marksmen are unhealthy, not that they're unsuccessful. Kalista, for example, still has her hard-kiting passive in her kit, and the only reason she's unsuccessful now is because she had a ton of offensive power siphoned away from her through repeated nerfs. I personally believe that any kiting should be soft, i.e. finite and within reason, rather than hard, i.e. able to be prolonged throughout the entire course of a fight, as is often the case now. Unfortunately, kiting all too often is still overbearing in this game, despite lacking counterplay, which is one of the reasons why melee damage classes, namely fighters and assassins, are currently particularly unsuccessful.

Thefrostyviking1 votes

So you think it's okay for a support to single-handedly block most of a burst champion's rotation with a single basic ability, even when the burst champion has to work towards that kill combo and the support only has to press a button?

Burst champion? Ori is not a burst champion.

Go look at Syndra, Lux, veigar, annie or vel koz if you look for burst.

And this is a bad thing? Why shouldn't a burst champion be able to kill a squishy carry?

No it's fine, that is what i was saying, however it's also fine for a support to be able to greatly negate damage from a mage that is specialized in CC and utility.

Which is generally why assassins are so unpopular now, as they usually go alone by default and can't do their job when behind. Few other champions have this kind of problem even in a meta that does not favor them. Again, one of the reasons why I think cheap, easy and powerful defenses aren't fair or healthy.

True enough, it also does not help that tanks are so insanely powerful, even if the assassins succeeds the kill they might just lose anyway when enemy trio of tanks finishes CCíng the assassins AD to death.

And yet she has a win rate of 48.89% in Korea, as well as a pick rate of 8.38%. I don't know where you pulled that claim, but it is directly contradicted by statistical evidence.

I was stating that her Korean high elo mains are dropping her, as in the diamond ones.

Ashe has essentially reached the same stage as Darius where she isn't viable in high elo outside specific comps against other specific comps :c

But like Darius she still generally works below that.

Except they haven't abandoned it. Xayah is heavily focused on kiting, Kalista isn't a particularly old design, Ashe got reworked with kiting in mind not that long ago either, and Jhin, who is meant to be an immobile champion, has a significant and frequent movement speed boost simply because it is meant to represent the kiting power other marksmen gain from orbwalking. Items like Zeal and its upgrades, BotRK, Mercurial Scimitar, etc. are all notorious for giving marksmen even more kiting power (Zeal especially has gotten a lot of flak for this recently), so kiting is in fact intended to be an important part of playing marksmen.

Xayah doesn't kite as much as she traps and bursts people, and i didn't state that Kalista was old, just that a great deal of discussion often goes on whenever she appears anywhere outside pro play.

Ashe does not kite as much as she sits passively farming then occasionally ulting to help her jungle secure kills, later on she still doesn't do much more than ult.

Jhin is indeed designed for it, or rather his design allows for it.

Dealing his damage at set intervals and getting movespeed from crits does let him run around quite a lot under the downtime, something people happily flame whenever he is counted as strong.

I agree with this, but more in the sense that kite marksmen are unhealthy, not that they're unsuccessful. Kalista, for example, still has her hard-kiting passive in her kit, and the only reason she's unsuccessful now is because she had a ton of offensive power siphoned away from her through repeated nerfs. I personally believe that any kiting should be soft, i.e. finite and within reason, rather than hard, i.e. able to be prolonged throughout the entire course of a fight, as is often the case now. Unfortunately, kiting all too often is still overbearing in this game, despite lacking counterplay, which is one of the reasons why melee damage classes, namely fighters and assassins, are currently particularly unsuccessful.

I´d say the current flavor of supports and extreme abundance of strong tanks are the biggest reasons assassins struggle, if they go anywhere near a tank it's a death by CC but if they go near the support they get CC'ed long enough for either the marksman to kill or for the tank to arrive.

And Ashe suffers from the very issue you mentioned with Kalsita, she had power drained away because her kiting+damage was too overbearing :( That and her ultimate.

But she was only allowed to keep the kiting, for a time, now she has medicore damage all the way until the lategame, rather poor kiting until 3-4 items, and long CD ults unless you grab essence reaver.

Thefrostyviking1 votes

"AoE CC ulti" like Zyra's, Zac's or even Sejuani's all deal 250+ damage at rank 2, so that statement just isn't factually correct. It would help if you defined what an "average" damage number would be for an ult, with examples. With Orianna specifically, her ult damage was nerfed slightly because she used to be able to deal a lot of upfront burst with R + W. It is still a nuke.

Lower than the average mage, since control mages aren't so common.

Only Zyra and Ori have similar ults that i can think of, and Seju doesn't build magic pen unlike those other two.

Good to know 250 damage isn't "any particular damage". It is this same reasoning that gets people confused on how tanks end up dealing so much damage.

And you don't think 320 damage should be felt by a squishy? Even if you factor in Galio's damage reduction and Janna's shield, that should still have had an impact. It is interesting that you keep getting back to raw numbers when I have repeatedly made the point that Sejuani and Ori's plays were far riskier and more difficult than Galio's and Janna's, and therefore should have been rewarded far better.

The issue with this mentality is that it essentially promotes that as long as anyone makes a "risky play" and successfully hits the marksman with anything, the marksman ought to die. The marksmans team should not be able to interfere.

We've been there, the entire class had like 46-48% winrate, dedicated supports basically didn't exist.

And clearly, that split-second sudden initiation was enough for Syndra to initiate a 4.8-second combo.

Split second? If C9 were properly talking to eachother they´d know the seju ulti was coming, hell you could just watch their relative positions to know it was coming.

But the reason kog wasn't worried? He and his team were exactly where they wanted to be.

I'm actually glad you mentioned this, because she did not in fact just ult, she used her W, as evidenced by the mark on the ground below Kog'Maw. Going by the standard build order at level 13, even with 0 AP that is an additional 240 damage. Do you still think two ults and two nukes deserve to be negated by one ult and a basic ability on resources alone?

Evidently since kog didnt take the damage i´d say Jensen poped his W too early and ended up missing it, only to then ulti.

I´d guess it was actually lulu ulti that pushed kog out of the ori W range.

And i do believe that the damage being negated was justified, first the janna shield blocked seju ulti damage, then galio ulted and greatly negated the seju W and ori ulti before galio landed and used his locket.

Exactly, and the fact that her excessive damage still couldn't make a dent on one of the squishiest champions in the game, simply because the latter had defenses laid onto them, should say something about the balance state of protection in the game.

......Please do take a moment to think for crying out loud, have you even read the patch notes? It was her E and passive that got nerfs to damage, neither hit kog in that fight.

Are you drunk? Gnar very clearly targeted Shen in that fight, and you can see the marks under him (but not her) at 0:16 to 0:17, which is when Sej starts losing most of her health. Where in the video are you saying he applied W on her?

He wasn't even in range to hit Shen! What are you blabbering about! The only damage shen took was from Grag ulti then galio ulti, after that he ran straight out.

(https://youtu.be/yLJoPe0YCJg?t=32m53s)

As you can clearly see at 0:16, the combined impact of those simultaneous ults only took away about 10% of Sejuani's total health pool. It is only after then that she begun losing tremendous amounts of health from Kog's attacks.

And if you watch the video in extreme slow motion you realize that kog only got 3 autos off, that's not enough to account for the damage Seju took even with lacking resistances, the only possible explanation is that something else hurt her.

Which makes perfect sense since both Gnar and grag were infact dishing out a bit, gnar got 3 attacks of, 2 autos and 1 Q while grag seems to have used his enhanced AA and maybe bodyslam.

Since Seju had no MR it makes perfect sense for her to take a ton of damage from those two.

Where? Do you have any proof of this? Considering how your statements have been debunked so many times in this exchange, I'm finding it difficult to trust you on this.

How in the world is it unbelievable that a juggernaut diving a marksman with no help besides a nami who´s ulti was negated managed to kill the marksman? It wasn't Janna or lulu which i already corrected earlier.

Twitch is not tanky by any means, nor does nami heal an infinite amount.

Then by all means, provide a better source and we can look at the facts. There is not generally much item variation across elos, either.

What are you on about? How would you even know this? There are no sites that compare items used elo by elo.

I would know since i myself have climbed through silver to plati, twice! And i have several friends in silver and a few in diamond.

Item variation is often great already between plati and silver, only a few champs where everyone use the same build over and over stay the same.

Have you ever stopped to ask yourself why that is? What would prompt a marksman to pass up an item with, say, 80 AD, 20% life steal and a shield?

Because the shield isn't all that great in practice, a expert assassin won't give you time to enjoy the benefit of lifesteal, nor will a good mage.

Thus you often want resistances or damage migration to increase the time you have by default rather than make a bet with your own surviving at stake.

He isn't great right now, but he is nonetheless pretty durable, as well as fairly bursty. Not sure what his win rate has to do with this.

He is bad, straight up bad.

Like worse than Evelyn bad, and she is possibly only bad because people haven't learnt how to play her.

It is indeed, but that should make it all the more skillful for the marksman or support to time that sort of ability right for when that gapcloser is on cooldown. Unless, of course, you are trying to tell me that marksmen can't kite ever, which is a laughable and demonstrably wrong statement.

They can never kite a competent assailant engaging on them, the pro´s have made this quite clear if you´d watch their games. Half or more of the balance changes are made based on exactly the pro games.

If you have any questions you can just go watch them and you´ll probably see why or how things came to be.

Sure, why not?

....How long have you been playing? How can you not know the history behind all those stats is about as bad as tank ekko's?

There are a number of good reasons why Riot will never switch Janna´s shield AD for any of them at least.

Which is why the shield is there to act as a conditional rather than a major defense in the same respect as Janna's current excessive shielding. I also don't see how shifting Janna's strength towards less reliable enchanting would be "just as bad". This isn't like giving her an on-hit effect or anything.

Because the only abilties that could be empowered are her ulti, w and Q.

And Q could only have its CC increased, W would be a bigger slow and ulti would heal more.

You see why this would be a problem yet? oh and Q can't have more damage because we´ve been there.....W too actually altho i can't remember for certain.

The two people he ulted away from the fight were Lulu and Cait, the rest remained in the same position. Even so, Cait still managed to headshot Kog from that range. As far as Gragas ults go, it was not the best-timed or the best-aimed, so even if there is some skill expression to it, it was not used as skillfully as Sejuani and Orianna's ults directly onto the carry here.

He also sent Orianna flying straight into gnar which served to promt Gnar into Switching targets.

And caused Ori to try and run away, which failed.

Shen tried to dash into galios landing, was stopped dead in his tracks, figuratively.

Cait got a single long range AA off, how nice for her-

Ori managed to hit a stationary target with a fairly large ultimate after missing her Q and W, how skillful.

Seju did land a nice ultimate, truly, just a shame he evidently failed to communicate with his team in time to have them in position quick enough to catch kog before gragas could intervene.

I am honestly a lot more impressed with WE team who knew exactly what C9 were going to do and played perfectly to counter it.

You earlier stated that my points where debunked? You evidently have no clue what gragas, gnar or shen were doing that entire fight and you actually have the balls to tell me you knew what should have happened?

You didn't even realize that Ori W clearly missed ._.

While you have some interesting ideas for enhancers you are clearly too low on game knowledge and mechanical skill to actually fully understand what the heck you are dabbling in.

You evidently don't understand the difference between different mage classes either and that there are some that do not focus on damage.

Take a good look at the video at 32.51 in slow motion, carefully watch the positioning and actions of everyone involved and you might realize just how woefully inept that attempt by C9 was, the only thing they did well there was the seju ulti, nothing else at all.

AirKingNeo1 votes

Phantom Dancer is fairly popular at a 4.16% pick rate, and GA is similarly in the most popular and successful builds for most marksmen

4.16% is not popular. Considering IE has about 98% and Shiv at least 50% on average, that's not even close.

GA is barely built on ADCs and is more of a mid game bruiser item.

Teridax681 votes

IE has a popularity of 14.31% (this is overall popularity rate I'm using, not popularity on marksmen only), and Statikk Shiv has a pick rate of 9.76%. Luden's Echo, an essential item on most mages, has a pick rate of 3.01%. 4.16% global pick rate is popular. If you take a look at the most common builds for each marksman, GA consistently features in them as one of the final items, which is also why its pick rate is lower than IE's or Shiv's (the latter two get rushed first). I don't know where you're getting your statistics, but they don't seem to pertain to actual in-game trends. For reference, I've been using LoLKing for the stats on item pick rates, and champion.gg for reference on common builds. I invite you to check for yourself if you do not believe me.

Thefrostyviking1 votes

Luden hasn't been essential on mages since the tank patch hit, liandry, void and ryali that help you kill tanks are far more important.

It's just a that a number of monkies don't realize this, but if you were to watch how pro´s build their mages and into what you might have an epiphany.

And again, lolking uses statistics from bronze, the one elo you should never look for any kind of wisdom in, and it uses low silver as well!

They are the most populated parts of league and also the least skilled, most toxic and stupid as well.

Statistics from there is about as trustworthy as a american politician telling you global warming doesn't exist since it still snows in winter!

Winterwings6 votes

Boards: "What's this? A post using logic and reasoning to explain a situation that people like to blow out of proportion without any in-depth analysis?... Cant have that, no sir... Gotta beat down on the dead horse that is item 3504 complain-train..." (with the second round of nerfs coming to it on PBE, which are probably going to put a end to "Ardent Rush" meta... But not the "ADC Owns your game outcome" meta)

KoKoboto5 votes

Well there's only one problem here because it is typically only 1 class that has abilities to defend the squishy carry and that is the support. The support alone often can heal or shield the full life bar of any squishy and that's pretty bogus. You put in the honestly more fair peel that comes from non-enchanter champions and that's already ridiculously over the edge.

Then you gotta ask yourself: "Well what the fuck do we do?" This ONE champion is destroying our whole team with point-click damage and we can't do anything to it other than out damage them ourselves?

PePsiLemoNN2 votes

Kog got shielded,healed and Galio ulted .... BUT HE GOT HIT BY AN ORIANNA ULT , WHY IS HE ALIVE lul

Thefrostyviking3 votes

And don't forget that gragas ulted away enemy team to prevent any more damage.

"BUT KOG SURVIVED 3 HITS FROM ENEMY TEAM WITH NO DAMAGE SO OP!"

I have already bashed my head against a wall, my IQ is dropping at a terrifying speed.

DuskDaUmbreon2 votes

I think these posts are going to make me fail my classes at this rate.

I was a genius. But now I'm feeling this temptation to main Yasuo...

...I'm sorry. It might be too late for me...

Thefrostyviking1 votes

Nooooooooooooooooooo ;_;

Don't go there!

It's a dark place without cookies or pie or even cats.

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