my lvl 3 shyvana with warmog and 6 shapeshifter buff just got instakilled by phantom buff
what can I say good game mode very epic
what can I say good game mode very epic
So, the game worked as intended and that's an issue for some reason? wat
So, the game worked as intended and that's an issue for some reason? wat
If the intention is to have rng do literally everything except positioning in the game then yes it works as intended.Anyway i hope this shitty game mode created just to sell little legends loot boxes dies asap.
you got unlucky, phantom buff is the RNG of all buffs. yeah we know its an annoying buff.
You positioned Shyvana to the front-line and she got oneshotted, don't you? So is not totally a RNG bad luck.
[{quoted}](name=Great Daimadoshi,realm=EUW,application-id=RaE1aOE7,discussion-id=jeqWOGE6,comment-id=0002,timestamp=2019-08-28T13:47:38.905+0000)
You positioned Shyvana to the front-line and she got oneshotted, don't you? So is not totally a RNG bad luck.
Where else are you supposed to position Shyvana, exactly?
She's melee until she transforms, so she has to be out front to actually deal/take damage.
Crystal clear, till you see that an enemy is building the phantom comp. You need to consider that the RNG can choose to phantomize her and act in advance. The question is "Can my Shyvana survive enough time to regen and transform?" if the answer is yes, letting her in the front-line is ok, otherwise is totally your fault.
lol try Hearthstone you'll appreciate tft
While phantom is rng, that rng compensates for a comp that has conceded more powerful units for essentially a game start 1 unit advantage. While the player who has their carry phantomed may see this as an unfair rng disadvantage, that scenario is ecaxtly why people play phantom to begin with. Often, to win a match against super synergies it is important to insta-gib a specific unit. While all units in a comp could be seen as solid targets, it is usually only noticeable when phantom hits the carry or the main tank. At the point that you have 6 units on the board, knowing that you mentioned 6 shapeshifters thus the minimum unit variable, your shyv will be hit 1/6 of the time (~17%) which is a non-zero sum, but more importantly the highest likelihood that your shyv will be phantomed. As you add units to the board the chance diminishes. That said, you will have a single unit in your comp hit by phantom 100% of the time, and that being the case it is important to allow rng to decide how devastating an effect it will have on the round. If phantom were targeted it would be too powerful, but as an rng tool it is actually relatively balanced imo.
Instant KO or in this case near instant KO effects are for PvE games and even then its for the player to use against the environment. When its the other way around the player is given counter options, usually items that prevent the effect outright.
No matter how low the chance of such an effect is, it wont be balanced. You either run into it or you don't, or in the example of Phantom, it either hits a target that gets killed shortly after or that target lives long enough to make the effect relatively useless.
For me this effect is up there with hextech as a terrible option in the game. Other notables are stun, silence, shrink, 100% anti-heal and 100% mana burn.
Sounds like you got outplayed by RNG.
There needs to be a way to shut down the hypercarry Shyvana. Warmog + Lifesteal + AS on Shyvana makes her unstoppable.
There needs to be a way to shut down the hypercarry Shyvana. Warmog + Lifesteal + AS on Shyvana makes her unstoppable.
But why would the solution be a magic RNG bullet? Shouldn't the solution be a players decisions? Or at least they're own hypercarry?
Because isn't it BS that effects like hextech are the "solution" to item stacking but the player using that effect is probably item stacking themselves? Or in this case, phantom needs to be the "solution" to the opponents hypercarry while you get to abuse yours?
But why would the solution be a magic RNG bullet? Shouldn't the solution be a players decisions? Or at least they're own hypercarry?
Because isn't it BS that effects like hextech are the "solution" to item stacking but the player using that effect is probably item stacking themselves? Or in this case, phantom needs to be the "solution" to the opponents hypercarry while you get to abuse yours?
The issue is that the Phantom effect is really strong and can misfire and in that case it is useless. If it hits a backline ranger, gunslinger or Draven with lifesteal items and you don't have assassins or Blitzcrank to take him out quickly or Hextech to shut those items off (still RNG) then they will probably heal back the damage before you could punch through the frontline. This effect is just too strong not to be RNG, because its weakness is simply that it can misfire. Phantom kind of works mostly if you have Karthus because of his ult, but he still needs to charge it so a lot can happen until then.
The issue is that the Phantom effect is really strong and can misfire and in that case it is useless. If it hits a backline ranger, gunslinger or Draven with lifesteal items and you don't have assassins or Blitzcrank to take him out quickly or Hextech to shut those items off (still RNG) then they will probably heal back the damage before you could punch through the frontline. This effect is just too strong not to be RNG, because its weakness is simply that it can misfire. Phantom kind of works mostly if you have Karthus because of his ult, but he still needs to charge it so a lot can happen until then.
I get that, but I don't think a chance for these effects to be useless makes them fair when aren't. But this is besides the point you original tried to make. Your point was that these type of effect are needed in the game because of powerful itemized hypercarries, I disagree, I think they're random loss generators.