Sona is my fav support. Only have pentakill skin. Just started playing again after a 2 year hiatus. My last match I just finished 5 min ago.
I'm honestly surprised that I haven't seen one of these before. Or maybe I just don't pay attention. Anyway... To be honest, I've always had a love/hate relationship with DFG. I'm an Ahri Mid main, and have been since her release. DFG was always the one midlane item that bumped almost every Mage/Assassin (or character that can be played like one, as Annie and some other champs are not strictly classed as Assassins) up on the virtual Tier list. From a strictly utility perspective, it made the game slightly unfair due to the ability of characters like LeBlanc, Ahri, Annie, Veigar, etc to just 100 to 0 you by unloading everything. Ahri is still not strictly broken or overpowered, the only reason people refer to her as such now is because with DFG, the only characters with a strong matchup against her are those who can out mobility her or those who can take her from 100 to 0 faster than she can nuke them. Almost every single one of those falls into the second category (Kass is a notable exception), and almost all of them hurt from getting DFG removed, except Ahri also got buffed (though the Charm % damage increase also did get removed). In the end, almost everyone loses their 100 to 0 potential, except Ahri gains utility to make up for it. The new jungle is ridiculous for new players. I play DOTA 2 as well (sorry for bringing this in), and one of the main things that I've always appreciated about DOTA was the lack of things like Runes and Masteries. Going from a LV30 with full rune pages and mastery trees to a LV10 with almost nothing except 10 points in the offense tree, jungling was incredibly difficult. I would say at that level, with the exception of champs like Warwick or Nunu, you're extremely liable to be executed by the camps or forced into a high number of backs just to recover HP. Especially the Raptor camp; out of all of them I feel the design on that one is the most unbalanced. Perhaps its merited, as it gives the best buff, but it has the second highest small minion damage (20 from the mini Raptors, second only to the 35 from the mini Krug) and the highest total non-boss damage from any camp (60, there are 3 minis). When you take into account that all the mini's are 2-3 shots worth of HP, but do that much damage, it's pretty crazy. I've seen people even recommend taking the 6-9 hits to kill the minis first before starting on the big, if you're low leveled and playing a champion without in-built sustain. I think I'm in the minority when I say that I consider Warwick's nerf to be unnecessary. In all honesty, they did what... reduce the time on his W by a few seconds and nerf his Ult's damage by 80? Something like that. People were in an uproar over Warwick because what... 60% win rate? Overall, the damage on his Ult is not why he is threatening. The few seconds on his W do not significantly impact clear speed, in fact, it's maxed last in most cases. A 60% win rate means nothing; numbers are misleading, if you want, go and look at lolking and see that Mordekaiser of all champions currently has a 65% win rate in Master+ Tier play on the month. And his "broken" suppress is not the reason your are losing to him. Warwick as a champion offers several advantages in SoloQ, and most of them come at (no offense) lower tier play. He scales strongly with the Devourer enchantment, is tanky but also chunks up backline carries in a teamfight, has almost unescapable chase potential, and is extremely annoying to fight in a 1v1 duel. He also has an awful pre-6, loses many advantages when you know where he is (AKA: wards, anyone?), offers no serious threat in a fight after his ult has been used, and really only has one way to gap-close and no way to stick to an opponent if they are out of HP range of his E's speed boost. In SoloQ, like I said, many of these disadvantages are not exploited. Against the lack of organization in SoloQ, more often than not games reach late game where he has more of an impact. Playing on an actual team, your awful pre-6, your one-trick-pony playstyle, all of that will get exploited to death.
Ww had really good sustain and the old devouverer was just op as it gave stacks for everything. A Warwick Nerf was bound to come in. His ult profs on hit effects I believe? So he's doing some serious damage. I'm more concerned with the Katarina Nerf. They are taking damage out from her e reducing w and giving q a kind of buff.
IMO, the way they need to go about nerfing him if his magic resist/armor. WW's ability to tank is incredible. He starts with so much resistance to abilities, that it makes him hard to kill early game. By the end of the game, he has so much health, that no one can do anything solo. It take at least 2-3 people to take him down.
FINALLY, a thread post about league. This makes me happy. Personally, I main adc, though, like most people, get forced into roles I do not want in ranked. Namely, supp and jng. Depending on what I'm feeling like, I go Quinn/Jinx adc, Sona/Lulu/Morgana supp, and generally just Rammus jng. I've heard a lot about Rammus being the worst jungler, with terrible camp clear, but from what I've seen, if push comes to shove and the team comp could use a tank, Rammus works great.
I think the main reason Warwick was nerfed was solely because he was op in solo q. I do agree that Warwick's pre-6 is horrible, but after 6, he was dominating due to the lack of organization in solo queue. His ultimate is a zoning ability that can make him hell to duel, and without adequate amounts of cc, he could completely control the map. DFG was removed because it was unfair for a LeBlanc who was losing lane to go pick up a DFG and start winning lane. I agree that that ahri did get buffed by the removal of dfg, but she is not too op. Missing her charm skillshots will screw her over in any matchup, so the only thing that truly changed is that charm hurts a bit more, but it also hurts a lot less if she misses it. Her mobility isn't op by any means, Lee sin has more mobility, and more cc. But masteries/runes are unbalanced and unfair, riot needs to take care of this.
Strong points. To be fair though, Warwick was only extremely strong in lower tiers. Higher tiers of play still preferred the junglers we have today, namely Lee Sin and Jarvan. To some lesser extent, Vi and Pantheon as well. There are two types of people. One type is LV30 and has spent roughly 15-20k IP on Runes, the other type isn't or hasn't. It's really only unfair if you compete between the two groups, which almost never happens if you are prepared (even if you're a new player - read, get informed, and save like 8k IP for when you hit LV20 so you can buy T3 Runes!). I was more frustrated at the fact that now, R/M are almost a necessity of jungling, it's just too hard to survive without them. Your clear speed goes from good to mediocre or mediocre to unplayable, you can't gank at 2/3/4 without backing, etc etc. It's a frustrating fine print to what I consider the most versatile position in LoL.
Why cant there be a dota thread? Anyway quick question from a dota player. What makes LoL appealing for you?
I play both DOTA 2 and League of Legends. What keeps me playing LoL more than DOTA is pretty much summed up into 2 main points: 1. "It's not broken if everything is broken". When comparing capabilities between champions and items, LoL is simply the more tame game. 2. LoL encourages specialization within a team more than DOTA does. DOTA has items like Abyssal Blade. You want cc because none of your skills have any? Buy an item. DOTA has the ARDM game mode, where items like Blink Dagger, BKB, Force Staff, etc are awesome because they're just "generically good". In LoL, there are exactly three items that are strong on every single champion: "Health Potion", "Stealth Ward", and "Vision Ward". Some might argue Guardian Angel also is, but on tanks it's pretty subpar because by the time you get back up, your carries probably will have been wiped already due to your death, so its not exactly a "strong" item. You really can't play something like ARDM in LoL due to the fact that no champion can work with a generic item set. That's pretty much why I find LoL more enjoyable, although I do think DOTA has its strong points as well.
I've been playing league for around 3 years on and off now. If anyone would like to friend me on league wall me in kaw and we can
As an ahri main I have to say with the new changes she became broken as f*ck. She outduels anyone and simply has no weak lane match ups anymore except for malzahar maybe. Her gank and chase potential became of the charts and because she is winning her lane everytime now she can easily roam around and start demolishing other lanes. I bet a big nerf is incoming and I have no problems with it as this broken gameplay will only result in permaban and I want to keep on playing her. She now has the highest winrate in all tiers except for master , but in there some champs get played once and won with so that doesn't really count.