Just buy a pink or upgrade trinket

Cloud273··1 votes·455 views

Spoken like a true assassin main. I forgot this game revolves around you and if we don't have gold to buy the very expensive items that counter you (which give zero stats and have long cooldowns) we die.

16 Comments

Maximum Zilean6 votes

Pink wards and proper vision aren't just to counter assassins you know... I could list every last thing it does other then countering assassins, But I don't really have 2 full hours to type.

MrPerson104 votes

Spoken like a true bronze. Vision control wins games, when you learn that you'll progress.

A pink ward is 100g. These are particularly important in midlane. Why? Well, for starters, your standard trinket lasts 1/2 of it's CD and only covers ONE SIDE.

Now, let's assume you die to a jungle gank. What's that mean? 300g to the other team? Wrong. It means 300g to your lane or the jungler, assist gold to the other. Free farm on the lane until you return if they choose to stay, an easy push which is turret damage if they don't. Also puts them one man up, making for a relatively uncontested dragon kill. If that wasn't bad enough, you also lose out on 2-3 waves in the early laning phase alone where CS does actually matter quite a bit. Put that in perspective, that's 6 minions per wave x 19g each + 43g for the cannon minion. I even did you the favor and did the math: Assuming you miss 3 waves, inclusive of cannon minion, you've missed an effective 385g to yourself alone (this is now a 685g gap between you and your lane with one kill, not including the extra farm they picked up)

Now, let's assume it's a mirror lane (just for shits) and let's say it's kat vs kat. Both started boots/4. You likely died at lvl 3-5, giving you an effective gold amount of approximately 500g at best while your lane opponent now has nearly 1k + their farm - oh, and they're level 6 if you died at 5.

Assume they back. They now have a item 3108 or item 1026 , either gaining 40 AP or 30AP and 10%CDR, either are a solid choice.

You're coming back with item 1052 in a good spot, maybe a health pot or two while they're coming back with their choice of item which doubles your AP as well as more sustaining health pots and likely a pink ward so they can ward both sides of their lane in case they lost track of your jungler in the fuss.

In short, you're now fucked and will be kept down in lane and hunted for the rest of the game because you were too greedy to spend 100g on a ward that would have avoided the death entirely and rather wasted their junglers time.

What you learn from this; wards prevent deaths. Pink wards do it better. Why? Permanent. If you can't see the spot you warded and your lane didn't clear it/you didn't place a new one, be careful of a jungle nearby. ping the nearest lane to be careful as well, thus alerting them to possible jungle presence. Funny how 100g can turn an entire game around.

Cloud2731 votes

{quoted}

Spoken like a true bronze. Vision control wins games, when you learn that you'll progress.

A pink ward is 100g. These are particularly important in midlane. Why? Well, for starters, your standard trinket lasts 1/2 of it's CD and only covers ONE SIDE.

Now, let's assume you die to a jungle gank. What's that mean? 300g to the other team? Wrong. It means 300g to your lane or the jungler, assist gold to the other. Free farm on the lane until you return if they choose to stay, an easy push which is turret damage if they don't. Also puts them one man up, making for a relatively uncontested dragon kill. If that wasn't bad enough, you also lose out on 2-3 waves in the early laning phase alone where CS does actually matter quite a bit. Put that in perspective, that's 6 minions per wave x 19g each + 43g for the cannon minion. I even did you the favor and did the math: Assuming you miss 3 waves, inclusive of cannon minion, you've missed an effective 385g to yourself alone (this is now a 685g gap between you and your lane with one kill, not including the extra farm they picked up)

Now, let's assume it's a mirror lane (just for shits) and let's say it's kat vs kat. Both started boots/4. You likely died at lvl 3-5, giving you an effective gold amount of approximately 500g at best while your lane opponent now has nearly 1k + their farm - oh, and they're level 6 if you died at 5.

Assume they back. They now have a item 3108 or item 1026 , either gaining 40 AP or 30AP and 10%CDR, either are a solid choice.

You're coming back with item 1052 in a good spot, maybe a health pot or two while they're coming back with their choice of item which doubles your AP as well as more sustaining health pots and likely a pink ward so they can ward both sides of their lane in case they lost track of your jungler in the fuss.

In short, you're now fucked and will be kept down in lane and hunted for the rest of the game because you were too greedy to spend 100g on a ward that would have avoided the death entirely and rather wasted their junglers time.

What you learn from this; wards prevent deaths. Pink wards do it better. Why? Permanent. If you can't see the spot you warded and your lane didn't clear it/you didn't place a new one, be careful of a jungle nearby. ping the nearest lane to be careful as well, thus alerting them to possible jungle presence. Funny how 100g can turn an entire game around.

And then you remember that the enemy can destroy the pink for free

AMYS GRAVE1 votes

wow, missed the point... if they destroy your pink ward then that means you saw them, and so the pink ward did it's job.

Cloud2731 votes

{quoted}

wow, missed the point... if they destroy your pink ward then that means you saw them, and so the pink ward did it's job.

Still, being able to destroy an expensive item without spending any gold at all. Doesn't really seem fair.

AMYS GRAVE1 votes
  1. 100 gold is not expensive.

  2. you got full use out of it.

  3. the gold you denied the enemy team by utilizing it is significantly more than its cost.

MrPerson102 votes

^this.

If it's destroyed and you have ANY map awareness, you now know exactly where whoever destroyed it is and can alert the other team members if they don't know.

spending 100g saves you being set behind over 800? Yeah, that's a good trade.

pE4CbxDPQO1 votes

okay, don't buy qss to stop malz or ww okay, don't but armor to slow down adcs don't bother with MR to bother with leblanc

they don't get to decide how the game goes

DisasterSola1 votes

okay, don't buy qss to stop malz or ww Okay, dont rely on your team mate to use their hard CC to save you. Why were you even within initation range to begin with if you were alone?

okay, don't but armor to slow down adcs Did you know that crit+armor pen makes armors effective worth about 30% of what it should be?

don't bother with MR to bother with leblanc Ya got me there. You should have some kind of defensive item.

MrPerson101 votes

okay, don't but armor to slow down adcs Did you know that crit+armor pen makes armors effective worth about 30% of what it should be?

Until you buy thornmail, where it returns damage before reductions.

qetzel1 votes

Except crit works on targets with no armour too, so it doesn't lower the worth of armour.

Did you know that 100 Armour makes attack damage's effective worth 50% less than it should be?

DisasterSola1 votes

{quoted}

Except crit works on targets with no armour too, so it doesn't lower the worth of armour.

Did you know that 100 Armour makes attack damage's effective worth 50% less than it should be?

Did you know that armor doesnt actually work like that? It actually works by EHP (not actual mitigation.... its why alistar feels tanky when in R mode despite taric or rammus building supposedly 70% AD mitigation)

And just because crit works on all things under the sun doesnt mean it doesnt lower the worth of armor... Thats like saying that the turks drink tea, so its worth less in china.

qetzel1 votes

I understand. 100 armour doubles your EH. i.e. It takes twice as much physical damage to kill you. i.e. AD is half as effective against you.

Crit works the same amount, proportionally, on a target with high armour as it does on a tearget with low armour (1 crit deals the same additional percentage damage). Armour therefore reduces damage from critical hits by the same percentage it does non crits - armour is just as effective against them.

DisasterSola1 votes

{quoted}

I understand. 100 armour doubles your EH. i.e. It takes twice as much physical damage to kill you. i.e. AD is half as effective against you.

Crit works the same amount, proportionally, on a target with high armour as it does on a tearget with low armour (1 crit deals the same additional percentage damage). Armour therefore reduces damage from critical hits by the same percentage it does non crits - armour is just as effective against them.

Not... really.... Ill use this as an example;

1000HP +50% EHP 1500 HP

200AD ~7 auto attacks

200AD+crit = 400 AD 4~5 AAs

Crits make the bonus in EHP you get from armor MUCH less effective. Its the difference between hitting for 150 damage every hit and hitting 325 damage every two hits. because damage isnt linear armor is far, far, far less effective.

EHP is only balanced when hyper scaling stats such as crit are not present. Damage mitigation is only balanced against hyper scaling stats such as crit.

To make tanks do their job, we should add tank-only items which benefit from having large amounts of HP or resistences, AND give you either a % damage reduction from critical hits (which is small - 10% or so - but also stacks with other items), or small amounts (5~10%) of actual damage reduction.

qetzel1 votes

But a champion with no armour takes a proportianal amount of damage (compared to no crits) as a champion with loads of armour.

A champion with 1000 health and no armour 5 AA without crits 3-4 AA with crits

The proportion is the same. Crit just makes damage higher. Armour is exactly as effective against it.

DisasterSola1 votes

{quoted}

But a champion with no armour takes a proportianal amount of damage (compared to no crits) as a champion with loads of armour.

A champion with 1000 health and no armour 5 AA without crits 3-4 AA with crits

The proportion is the same. Crit just makes damage higher. Armour is exactly as effective against it.

a champion with 0 armor and 1000HP 200 AD 5 AAs

200AD+crit=~350 3 AAs

that 2 AAs is a HUGE difference that is only watered down because of the small amount of HP. And since crit is weighed, its probably more around 400 damage. Crits make armor 50% less effective because its EHP and not mitigation. Armor penetration makes armor 35% less effective. the two together make armor more or less worthless. Armor tanking is useless and to be honest, trollish build.

HP stacking is so much more effective than resistance stacking (past 50% EHP) that its disgusting. People really just havent caught on to the fact that a 4000HP 100 average CC bot/initiator is absurdly more effective at tanking than a 3000HP 300 armor tank.

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