I miss the times when ADCs were scared of getting close to a mage.
[{quoted}](name=My Hands r 2 Big,realm=NA,application-id=3ErqAdtq,discussion-id=r1JLGzIF,comment-id=0001,timestamp=2018-02-19T00:59:05.117+0000)
I miss the times when ADCs were scared of getting close to a mage.
They still are, but only if that mage is a support lol.
[{quoted}](name=AP Keanu Reaves,realm=NA,application-id=3ErqAdtq,discussion-id=r1JLGzIF,comment-id=00010000,timestamp=2018-02-19T01:14:31.904+0000)
They still are, but only if that mage is a
support lol.
FTFY
Unless they're lategame Vayne they still are, without their team
=?
it's the total opposite lmao, vayne with her 550 range cannot approach a mage without getting blown up any adc can approach a mage, sivir has 500 range but has spellshield, draven has 550 range but can make lower your hp with ult then oneshot you with a single Q
Yeah, if she had invisibility, she could land one or two autos before the mage react to her.
Oh wait...
I said Vayne because with her tumbling and invis during ult she can avoid a lot of the CC spells a mage needs to land a full combo, while other ADCs are much more immobile and easy to hit even with a higher auto range.
For example, I as Orianna have a much easier time landing my full combo on an
or
than I do a
who can tumble out of my Q. I know she has a lower range but her mobility makes her really hard to hit in a 1v1.
The only adc I truly fear as an assassin is also Vayne. Some are a pain like Ez and Lucian (when he is strong) but damn she is scary.
People on the boards like to circlejerk about how weak mages are because they're bad at playing them.
Nothing unusual here.
Which is annoying because ADCs are still very scared of mages even in the mid/late-game when they're on equal ground, as a mage usually outranges them and can pop them with a single rotation.
The only exceptions to this are people like
,
, or
along with maybe a few others who can generally dodge the combo-starter from most mages or simply outrange most mid-range mages like
and
.
Even with supports to protect them a mage can still deal tremendous amounts of damage and unless you have a
or
blowing everything on you prematurely you might still die.
But I guess I can't argue against the ADC hate-train :/
edit: also it's nice to see you
nice to see you too <3
ily
I overall agree, the part that makes mages upset is simple.
If and AA ADC has flash or a dasb (Lucian for example) and you miss part of your combo they usually will kill you faster then your CD's. Mages 1v1 (I am newer to them) feel so much harder to 1v1 anyone then most other classes, which is true in most games though.
Generally you lose in a 1v1 where you don’t hit your main combo starter, which are things like Xerath E, Taliyah W, or Orianna Q R.
If you miss that an adc, assassin, brusier, or tank can either abuse you for it or just outsustain your damage even if you land your burst.
Early on this is much easier for mages as their projectile speeds don’t increase as time goes on compared to movement speed, and their targets aren’t as formidable (adcs) or tanky (bruisers/tanks/supports).
Right which is basically the point. It just feels like 1v1 on even footing the mages has to try way harder. Which to me makes the game more enjoyable. It also makes losing tougher though because I feel like I lost lane/game based on myself. Not because "My support afk'd and died" "They build Bramble vest" "got one more lucky crit" ect.
[{quoted}](name=My Hands r 2 Big,realm=NA,application-id=3ErqAdtq,discussion-id=r1JLGzIF,comment-id=0001,timestamp=2018-02-19T00:59:05.117+0000)
I miss the times when ADCs were scared of getting close to a mage.
I miss the times when ADCs were scared of getting close to an assassin, instead of hunting them down 
supports in he center because its overpowered.
The unseen carry is the deadliest.
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I'm gonna miss Talisman of Ascension and Speedy Grill Janna.
Support is in the centre because supports are the lords and masters of the infernal realms, biding their time in the darkness before the other classes summon them into the overworld, to purge the unworthy and place wards on the moon.
Actually, supports used to have their own cycle too: poke > all-in > sustain > poke
Too bad "poke" is merged with "all-in" and it's been a constant fight of sustain vs. all-in.
Did you noticed that champions who doesn't follow this cycle are the ones that people hate the most?

Nothing against them, just curiosity.
[{quoted}](name=Lil Homie busta,realm=NA,application-id=3ErqAdtq,discussion-id=r1JLGzIF,comment-id=0002,timestamp=2018-02-19T02:46:06.139+0000)
Did you noticed that champions who doesn't follow this cycle are the ones that people hate the most?
I don't know the last time I've heard anyone complain about Fiora. She's been in a solid spot for a while now.
I don't know the last time I've heard anyone complain about Fiora. She's been in a solid spot for a while now.
She's way too strong, but everybody else is also way too strong so it kind of balances out.
ye fam someones ultimate dealing 80% of max health true damage is gucci
Fiora: activates ultimate on me Me: http://i0.kym-cdn.com/entries/icons/facebook/000/025/484/later.jpg
Zoe gets destroyed by tanks and assassins as much as any other immobile mage, what do you mean?
While sure you can try to land an E on an assassin they will either wait to use their escapes/invulns for it (zed ult) or burst you down before the E even puts them to sleep which is usually the case unless its very, very early on.
Coupled with that the damage on a point blank Zoe Q is absolute garbage and definitely wont keep an assassin from pursuing you.
Update for season 8: Put support into marksmen circle and increase the size of this circle by ten times. Replace the circle of fighters with a trash can.
GhostCrawler bring his Wow cancer shit to LOL
Should have stayed a marine biologist.
well, by now we have more champions so more niches, and more than 6 classes. And even back in the day, that cycle wouldn't fit perfectly, for example many fighters would beat mages and adc 1v1 but get fucked by them if a support or tank gets involved aswell. In a 5vs5, dynamics are more complicated than a such a cycle.
Tanks lul
It's pretty flawed in regards to mages and assassins fighters tbh.
Why is a mage potent against a squishy marksman, but not a squishy assassin? How is a fighter beaten by immobile squishy carries, but beats the one that can get away from them? Have you ever had to deal with a diver that doesn't die in one combo as a mage?
The truest form of this is Sustained -> Tank -> Burst -> Sustained, but this is too simple, and doesn't cover many qualities of champions and roles in League. It all breaks down even worse if you try to break it up by class. 139 champions don't fit nicely into 6 strict categories as it turns out. League doesn't follow a rock, paper, scissors system because it doesn't work in League.
This USED to be true.
Mages being immobile meant they couldnt get away from the assassins, but usually outrange/combo the marksman since they were also immobile.
Fighters die before they get in range, as their mobility is usually very minor or movespeed boosts at best. Tanks have all the mobility.
Alright so I wrote my comment like ass, but I do understand that at one point this was kind of true. It would still have some problems with the fact that some of these are only true with or without your team with you. At this point it doesn't really matter that it used to be true though; my problem is that they claimed it was "forgotten" like some great piece of wisdom from the ancients. It isn't ancient wisdom though, it's an outdated view that never really worked that well anyways.
It makes sense for a mage not to beat an assassins because they have mobility to dodge skill shots. Think of zed, his ult allows for dodging most of mage kits so it actually makes sense. However I do not believe that you should automatically lose.
Why is a mage potent against a squishy marksman, but not a squishy assassin?
Because assassin are too nimble for mages to hit, and jump on you to kill you before you can react. And Marksmen don't have the burst to kill them before they kill you.
That's the philosophy behind it, I'm not saying it's actually how it plays out in game.
Hibeki mentioned that this model was made some time ago, and doesn't entirely hold up in today's game state, but here's my take on those questions:
Why is a mage potent against a squishy marksman, but not a squishy assassin?
Assassins are mobile and are designed to close distance very rapidly between themselves and their target. By contrast, mages frequently rely on dodgeable abilities and their range to operate. Because assassins are well-equipped to counter some of the core strengths of mages (plus their burst is innately good against their squishiness), they have an advantage against the class, all else held equal.
How is a fighter beaten by immobile squishy carries, but beats the one that can get away from them?
Fighters are a class whose core weakness is kiting: because mages and marksmen are the best-equipped classes for kiting opponents, they are therefore best-equipped to counter fighters, namely by whittling them down and keeping them out of reach. However, fighters are also durable, and so can resist the burst of assassins and out-duel them as a result. Fighters therefore counter assassins.
Have you ever had to deal with a diver that doesn't die in one combo as a mage?
There used to be a time where divers didn't go for Lethality builds, and so were much more durable (plus Lethality divers basically play like assassins anyway), so it was indeed possible for a diver to survive a mage's combo, even if they still had trouble reaching said mage thereafter. A lot of people forget that divers are tanky too, or at least are supposed to be, even if they're not literal tanks.
139 champions don't fit nicely into 6 strict categories as it turns out. League doesn't follow a rock, paper, scissors system because it doesn't work in League.
I completely agree, and Riot too has acknowledged this by stating multiple times that they have no intention of grouping every champion and sticking them all into neat little boxes for purposes of homogeneity. This is also why they tend to look at classes and see how they can introduce elements one typically doesn't have via a new champion, often with pretty good results. Urgot made no sense for a very long time, but clicked into place very nicely when he was framed as a juggernaut with marksman elements, for example. Riot has also stated a clear desire to emphasize counterplay over counterpicking, which is also why any sort of innate class counter (which still exists, by the way) can still usually itself be countered with skilful play.
139 champions don't fit nicely into 6 strict categories as it turns out. League doesn't follow a rock, paper, scissors system because it doesn't work in League.
Uhm isn't that why there is also the "specialist class"? And the fact that some champs are considered combinations of 2 classes(for example Varus being a combination of an artillery mage and a marksman)
It's pretty flawed in regards to mages and
assassinsfighters tbh.Why is a mage potent against a squishy marksman, but not a squishy assassin? How is a fighter beaten by immobile squishy carries, but beats the one that can get away from them? Have you ever had to deal with a diver that doesn't die in one combo as a mage?
The truest form of this is Sustained -> Tank -> Burst -> Sustained, but this is too simple, and doesn't cover many qualities of champions and roles in League. It all breaks down even worse if you try to break it up by class. 139 champions don't fit nicely into 6 strict categories as it turns out. League doesn't follow a rock, paper, scissors system because it doesn't work in League.
First question: Assassins used to be the uncontested kings of getting in close to a squishy target and blowing them up in 2 or 3 seconds. Mages couldn't do jackshit about that back then.
Question 2: Fighters were not in the habit of jumping on the backline and blowing up the adc like they have to be today, and DPS beats tankiness.
Question 3: Mages beat fighters because they outrange them and have access to high amounts of Magic Pen. This let them safely chip them down from far away.
Believe it or not, this diagram was the foundation upon which League was built, and it worked pretty damn good. Nowadays it's become so skewed that the game has become warped beyond repair.
But where, into all this, do items fit? I feel like part of this game's problem is items have begun to compensate for so much. The amount of CDR proliferation compared to, say, S5 and back-- yowza.
I think items are a big part of the problem.
when dragon gave gold? when it was inefficient to focus on reaching 40% cdr, and you actually needed significant gold to achieve the power level of your champion's archetypal performance - which left room for early play and the "early-mid-late" arc that we all appreciated with champions who "fall off." It was a concession to rush a zhonyas, it left you feeling feeble. With snowballing out of control, every champion who isn't balanced around "you finished your second item, you are become god" basically can not function in competitive. The ADC role who used to fit this mold have been compensated by the fact supports are buying items for them, leaving them with little to no weaknesses.
I cracked up at how support's in the eye of the firestorm just not having shit.
that cycle isn't even correct.. its "burst> sustained> tank > burst"
mages can kill assassins just as fast as assassins can kill mages or any other squishy target.
mages are basically just ranged assasins,
mages never beast bruisers.. idk why the hell your picture says that. other than that the picture looks correct though
Tanks are on the top for a reason
I have a couple of these summoner icons, but no idea where they are from.
Teambuilder
Mages are really good against assassins actually due to cc. Ryze does his combo, gets a shield and out trades assassins to death.
Are these still able to be achieved?
i dont think so but i had got all mine when they came out
I remember when that graph was true. Today assassins are unable to kill a scaled up adc and there's not much point in playing a class that is only good at sacrificing themselves to kill supports or mages. Mages are not effective against adcs anymore either. And if the fighter builds tanky, they are likely no good against the fighter too.
Sometimes I wonder why we still have ap carries around. Maybe just to make itemization difficult for the enemy, and for CC/poke.