Getting 100% shit stomped as a 1.4 mil mastery eve.

Halodjin Tyr··1 votes·925 views

I was fine, I was on a upclimb fought my way to gold 3, and then the last 3 patches came out, and its been getting harder, and harder to do anything. I've now fallen from gold 3 to gold 5, and I can't win a normal/flex game to save my Life, I'm really struggeling to make any sort of Dent as evelynn. My jg is completely taken over every game, I can't get in range of anybody to proc my charm, Especially not the adcs, and I legit only win games if I'm being carried by a Heavy hitting team against a comp with no sustain.

7 Comments

Primaquarius1 votes

I played new eve in bots, her early game is almost nonexistant because she cant survive duels long enough for decent trades. Granted, I was in a 2v1 lane, but I still felt like I couldnt put any pressure down

Halodjin Tyr1 votes

I think this is what Killed Eve Death Timers

Death timers decreased at early ranks.

The first place we're starting with is death timers. Getting a kill is one of the high moments of the laning phase. You've asserted your dominance in lane, picked up some gold, and earned a moment to take a breather or pressure elsewhere on the map.

However, it's got one more effect that’s probably a bit too strong: It takes the victim off the map. While you're dead, you miss out on a ton of experience and gold, meaning that not only has your opponent gotten ahead, but you’ve fallen further behind. We're reducing death timers early on so that players can get back into the action more quickly. 

DEATH TIMERS LEVELS 1-6 10-22.5 seconds (at levels 1-6) ⇒ 6-16 seconds (at levels 1-6) DEATH TIMERS LEVEL 7 25 seconds ⇒ 21 seconds DEATH TIMERS LEVEL 8+ unchanged Bounties

Bounties now start at two kills. Bounty gold increased at all levels of kills.

A bounty is a reward to a team who takes down a champion who has been pulling ahead. Essentially, it's the way we make it worthwhile to keep fighting even while you're down. Currently, those bounties often don't kick in until it's too late for the laning phase: Fighting from three kills down is pretty terrifying. We're introducing a level 2 bounty—and also increasing bounty gold overall—to make fighting from behind feel more rewarding. Still the same risk (dying again), but a much better reward. 

new2-KILL BOUNTY 150 gold 3-6 KILLS 200-325 gold (at 3-6 kills) ⇒ 300-500 gold (at 3-6 kills) LEVEL 6+ 25 gold per additional kill ⇒ 50 gold per additional kill Outer Turret Gold

Global gold reward decreased.

When it comes down to it, we want the laning phase to determine which lanes are ahead or behind, not which team is ahead or behind. The large global outer turret gold reward is a little too tilted towards the latter, so we're reducing that reward. GOLD REWARD 100 gold per player per turret ⇒ 50 gold per player per turret

Jungle monsters give less experience, but experience scales with level.

Junglers have had too much of an impact in the early game. Specifically, they’ve too frequently been able to gank at level 3 before solo laners even reach that level. We’re looking to decrease consistent access to early jungle pressure but offer a more valuable Rift Scuttler as a new way for junglers to gain a lead. 

removedSLOW DOWN Experience no longer reduced by 5% per level champion is ahead of the camp being taken. newRAID BOSS Monster camp experience now scales with level, capping at level 7. BLUE SENTINEL 180 ⇒ 115 - 180 (at levels 1-7) RED BRAMBLEBACK 180 ⇒ 115 - 180 (at levels 1-7) LARGE KRUG 125 ⇒ 100 - 157 (at levels 1-7) MEDIUM KRUG 35 ⇒ 35 - 55 (at levels 1-7) SMALL KRUG 7 ⇒ 7 - 11 (at levels 1-7) LARGE WOLF 100 ⇒ 65 - 102 (at levels 1-7) SMALL WOLVES 40 ⇒ 25 - 39 (at levels 1-7) LARGE RAZORBEAK 62 ⇒ 20 - 31 (at levels 1-7) SMALL RAZORBEAKS 35 ⇒ 19 - 30 (at levels 1-7) GROMP 200 ⇒ 115 - 180 (at levels 1-7) removedGRIMP Gromp no longer grants 37.5% reduced experience on its first clear removedFALSE START Medium Krugs, Small Krugs, and Large Razorbeak no longer grant 25% reduced experience on their first clear WHEATIES Large Krug's first clear experience reduction 50% ⇒ 30%

updated Runic Echoes

Now builds out of Lost Chapter instead of Aether Wisp. Movement Speed removed. Cooldown reduction and Mana added.

Mage junglers have been pretty scarce on the Rift for a while, and we're looking to change that. Changing Runic Echoes' buildpath to grant mana and cooldown reduction (both core mage stats) and increasing its overall stat efficiency should open the door for more mages to tango with jungle monsters.

We've also made changes to Hunter's Talisman (check those out below) which should help spellcasters feel better about jungling even before they pick up Runic Echoes. 

TOTAL COST 2625 gold (unchanged) BUILD PATH Aether Wisp + Stalker's Blade + Amplifying Tome + 345 gold ⇒ Stalker's Blade + Lost Chapter + 325 gold removedMOVEMENT SPEED 7% newMANA 300 newCOOLDOWN REDUCTION 10%

The problem with Runic Echos is, now I'm just not Fast enough to Get close enough to proc my charm, everybody is just too fast.

Halodjin Tyr1 votes

where this becomes a problem is people like Kayne and lee, champions who Can go in, and make a real Jungle Impact quickly and farm champions Quickly for gold. Early Game Top off junglers Really top off faster then I as Evelynn can keep up, I can't keep the lanes Empty the way Kayne and others Can, I don't have enough time on my Cooldowns for this! or time to really clear anything in my jg when a lane starts to lose. they Die and come back so fast that if they are the more skilled player I can't really get my lane to recover if anything they just feed faster.

Rins Thigh Socks1 votes

Maybe it's because mastery doesn't mean a damn thing if the knowledge you've gained from all those games isn't applied. I know a guy with 6.3m mastery on a specific champion (not naming the champion because I don't wanna shame the poor guy) and he's Silver 4. He's simply played over 10k games in ranked over his entire career with that one champ.

Think about how your champion wants to clear the jungle, how theirs wants to clear the jungle, and how you can avoid a bad confrontation through smart pathing.

Halodjin Tyr1 votes

my clear isn't the problem I've learned not to die to the Enemy Jungler, my problem is I'm so easily pushed out of my jg, I have reduced Exp, and now that I'm behind in levels due to Riot medelling (even if I have a perfect Lane phase where I get Enemy red side, skuttle, my blue side, and my red side with the skuttle) when I go to gank my impact is either so slow paced, or my Damage to their level ratio is pathetic I'm really not helping any. Now saying that, Picture Your playing a game your doing well your getting your objectives and then suddenly your top laner dies to a outplay, Ok np hes a little behind you come up and you get him a kill that should fix it, but before the next wave can't get their before the guy who killed him Teleports back and Kills your laner, who is still week from his death. did you make any sort of real Impact Experience wise ? no its still a losing lane, if anything you put him farther behind so you come back and you Kill that guy again this time he has to walk back now your laner should get some exp, but this now pissess off the enemy jungler he comes up and kills your top laner suddenly its 5 minutes in and your top laner has died almost 4 times, you've returned to your jg to see that almost all of it has been farmed by your enemy because you spent too Long babysitting a player who counter picked himself, or is playing to aggressive. my point is I now No longer have a way of getting Back into the Game if I have One bad player their is no Recovery as eve in the jg.

I don't get the Bonus Exp in the jg to help me catch up for not being their, I don't get Lane Gold, and I need to compete for all my shit at the same time.

Rins Thigh Socks1 votes

[{quoted}](name=Halodjinn Tyr,realm=NA,application-id=3ErqAdtq,discussion-id=Wfnp6HRy,comment-id=00030000,timestamp=2018-07-24T04:30:18.892+0000)

my clear isn't the problem I've learned not to die to the Enemy Jungler, my problem is I'm so easily pushed out of my jg, I have reduced Exp, and now that I'm behind in levels due to Riot medelling (even if I have a perfect Lane phase where I get Enemy red side, skuttle, my blue side, and my red side with the skuttle) when I go to gank my impact is either so slow paced, or my Damage to their level ratio is pathetic I'm really not helping any. Now saying that, Picture Your playing a game your doing well your getting your objectives and then suddenly your top laner dies to a outplay, Ok np hes a little behind you come up and you get him a kill that should fix it, but before the next wave can't get their before the guy who killed him Teleports back and Kills your laner, who is still week from his death. did you make any sort of real Impact Experience wise ? no its still a losing lane, if anything you put him farther behind so you come back and you Kill that guy again this time he has to walk back now your laner should get some exp, but this now pissess off the enemy jungler he comes up and kills your top laner suddenly its 5 minutes in and your top laner has died almost 4 times, you've returned to your jg to see that almost all of it has been farmed by your enemy because you spent too Long babysitting a player who counter picked himself, or is playing to aggressive. my point is I now No longer have a way of getting Back into the Game if I have One bad player their is no Recovery as eve in the jg.

I don't get the Bonus Exp in the jg to help me catch up for not being their, I don't get Lane Gold, and I need to compete for all my shit at the same time.

Why do you put that much emphasis on helping a shit player? If he's bad go gank someone who could have an impact with the bonus gold or farm your camps.

Also, when you gank and he can't farm the next wave because he's too low on health/mana to clear, instead of leaving him for their jungler to countergank you help him push the last wave to their tower and then you ping him to go b. This is literally jungling 101.

Halodjin Tyr1 votes

what I'm trying to say, is they Sped up return to lane, but what they also sped up was Jg return ganks, which in evelyns point of view when I gank for a lane, my Laner does most of the fight I'm pathetic in the early game, so he takes a lot of damage but we get the kill this Really Really hurts my laner if the guy can return to lane before the next minion wave.

More from Gameplay

More by Halodjin Tyr