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Hextechs are too strong...

l MrD l··11 votes·6,794 views

Similar to cursed blade when you finally get that 3star champion but it was shrunk down by a gunslinger comp it didnt feel good...

With hextech its same when you finally get your items you need or wanted theyre gone in a second .... The problem is theres no control around it you just have to be lucky

Only thing that should be RNG is the champions you get and the item drops nothing else

7 Comments

ModCaptainMårvelous2 votes

I've actually had the complete opposite experience: Hextech is almost useless unless someone is running a hardcore single-carry in which case Hextech has the chance to win the game.

The fact that it can target almost any unit means that it's very easy to counter them so long as you know one hextech team is out there. In addition, hextech 2(4) is kind of not really worth it unless there's a MASSIVE grouping of item-heavy units. If anything, Hextech has been good for the game. I see way more unique positioning comps now and less emphasis on "unga unga me hold corner me strategist" comps. It's pretty great.

Exin01 votes

[{quoted}](name=l MrD l,realm=NA,application-id=RaE1aOE7,discussion-id=BAuqMEGZ,comment-id=,timestamp=2019-08-17T09:46:46.676+0000)

Similar to cursed blade when you finally get that 3star champion but it was shrunk down by a gunslinger comp it ddidnt feel good...

With hextech its same when you ginally get your items you need or wanted theyre gone in a second .... The problem is theres no control around it you just have to be lucky

Only thing that should be RNG is the champions you get and the item drops nothing else

This is always problem with riot balancing, great on paper but cancer in game. Mechanic introduced to balance bad item mechanic but in reality it really only punish players with few items by shuting them down hard but someone who can afford spread items is more or less safe, it will hurt but not as much when all your items are gone. Another problem is game is too items centric and ability to remove them from oponent is way too strong. As i sad in another post make hextech disable items on both sides for high risk high reward plays.

Ahri Body Pillow1 votes

Strategize...?

Terozu1 votes

Just set up a dummy champ who's items are sacrifices.

Hextech prioritizes the nearest person to your Hextech character with a full item.

Set one person's with a full item near them, while your item stacks are safe in the back.

Cräfty4 votes

Hextech prioritizes the nearest person to your Hextech character with a full item.

That's a load of BS, mate.

Hextech debuff targets a random unit that have at least 1 item on it (even a non completed one). Then, applies the debuff to that that target + every unit in 1 or 2 hex radius, around it.

You can't know, beforehand, which one of your units are gonna get the debuff. There is no counter play to it in a sense that you can't use a sacrificial unit like you do with blitz.

Oh, and btw, all disabled items lose not only the effect on them, but also all base stats from it (AS, AD, HP, etc.)

Terozu1 votes

Then it must be a major coincidence that my Garen I used as a decoy was targeted every time.

And that once i moved Jinx away from the enemy hextech she stopped being targetted.

And Camille.

And Vayne.

And my entire 100% success rate with doing this.

Not to mention just not grouping up item users.

Cräfty4 votes

Yep, pure luck, mate!

I had a game earlier where I had Vi stacked up with 3 items, in the frontline. When the PvP round came, I got matched vs a hextech user who had his Camille and Vi right in front of my Vi. They ignored her and, instead, the hextech debuff went onto my lucian who had Shiv, who also was positioned the furthest away from them.

Play enough games and, eventually, you'll come to realize that hextech debuff targets units randomly (units that have at least one item, regardless of whether it's a completed item, or not).

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