Advertisement
If you have a new account but are having problems posting or verifying your account, please email us on hello@boards.ie for help. Thanks :)
Hello all! Please ensure that you are posting a new thread or question in the appropriate forum. The Feedback forum is overwhelmed with questions that are having to be moved elsewhere. If you need help to verify your account contact hello@boards.ie

League of Legends (LoL) General Chat Thread

Options
13536384041109

Comments

  • Registered Users Posts: 23,137 ✭✭✭✭TheDoc


    I'd genuienly love for some sort of league / tournament to be set here.


    Going by irc, reddit, here and even on LoL itself there seems to be a pretty massive following here, definitely more then Sc2 for example.

    Where are all the lan events gone..


  • Registered Users Posts: 662 ✭✭✭-Vega-


    I'm using lolreplay. Is there anyway to record voice WHILE playing with replay rather than after with fraps? I don't want to be narrating it, Id prefer it to be live.


  • Registered Users Posts: 966 ✭✭✭GO_Bear


    -Vega- wrote: »
    I'm using lolreplay. Is there anyway to record voice WHILE playing with replay rather than after with fraps? I don't want to be narrating it, Id prefer it to be live.

    Just use Mumble or TS's inbuilt voice recorders and Sync it yourself in movie maker


  • Registered Users Posts: 662 ✭✭✭-Vega-


    GO_Bear wrote: »
    Just use Mumble or TS's inbuilt voice recorders and Sync it yourself in movie maker

    Ah ok thanks :)


  • Registered Users Posts: 966 ✭✭✭GO_Bear


    -Vega- wrote: »
    Ah ok thanks :)

    Wait you use Skype don't you ?

    Skype recording


  • Advertisement
  • Registered Users Posts: 308 ✭✭Sycopat


    As far as I can tell (from reading lolstatus off and on over the last few hours cos I couldn't access the website) they took the server down because they found the source of EU wests issues.

    And haven't been able to fix it since :)

    I'm currently getting connection errors when i try to log in.

    Think I've had enough, just gonna play something else.

    Edit:

    I just remembered, people might want to know, that @lolstatus twitter seems to be deleting a lot of it's tweets. Why I don't know. Playing down the situation or something? Meh, not bothered.


  • Registered Users Posts: 2,994 ✭✭✭Taylor365


    When is Season 3 kicking off?


  • Registered Users Posts: 2,265 ✭✭✭Seifer


    Taylor365 wrote: »
    When is Season 3 kicking off?
    After the pre-season :p

    (They haven't set a date yet)


  • Registered Users Posts: 12,778 ✭✭✭✭Kold


    TheDoc wrote: »
    I'd genuienly love for some sort of league / tournament to be set here.


    Going by irc, reddit, here and even on LoL itself there seems to be a pretty massive following here, definitely more then Sc2 for example.

    Where are all the lan events gone..

    There was a tournament run on the This is Irish Lol facebook page but it fell apart fairly quick.

    Sucked cos we were gonna win ;[


  • Registered Users Posts: 23,137 ✭✭✭✭TheDoc


    Kold wrote: »
    There was a tournament run on the This is Irish Lol facebook page but it fell apart fairly quick.

    Sucked cos we were gonna win ;[

    UK scene seems to be having a few online events.

    I'm actually part of a ranked team now looking to get a bit more serious and dedicated, looking forward to it.

    Trying to organise a schedule of pratice we can all adhere too, game is totally different when your in a focused 5man/lady team


  • Advertisement
  • Registered Users Posts: 2,265 ✭✭✭Seifer


    TheDoc wrote: »
    Trying to organise a schedule of pratice we can all adhere too, game is totally different when your in a focused 5man/lady team

    Yeah it's something I'd like to try but there doesn't seem to be the structure there to make it easy. Only one or two people I know in real life play LoL. And I don't want to just go into the looking for group chat to find four randomers to make a team that will fall apart after the first loss.
    Used to go on 40-man raids in WoW; you'd think it'd be easy enough to get 5 people together :p


  • Registered Users Posts: 2,994 ✭✭✭Taylor365


    Count me in


  • Registered Users Posts: 23,137 ✭✭✭✭TheDoc


    Is there actually any Irish based teams or ranked 5's.

    Be interesting to maybe compile a list to see how many there are, for forthcoming Season 3. I know we will most likely be looking for teams to scrim against, and being on the same schedule/timezone will help.


  • Registered Users Posts: 662 ✭✭✭-Vega-


    anyone interested in a US account 30 with 100 champs ? Just looking for some RP on EU in exchange.


  • Registered Users Posts: 1,917 ✭✭✭B00MSTICK


    RopeDrink wrote:
    For those who haven't seen it yet - I assume it may feature on the next Art Spotlight seeing as one already has in the past, or maybe not, who knows.

    Think they played this during a relatively recent tournament, could've been the S2 finals possibly.


  • Registered Users Posts: 2,265 ✭✭✭Seifer


    Riot shaking things up for season 3:

    Test realm notes


  • Registered Users Posts: 2,994 ✭✭✭Taylor365


    Seifer wrote: »
    Riot shaking things up for season 3:

    Test realm notes

    Post that sh** for us in work :)

    Please :P


  • Registered Users Posts: 2,265 ✭✭✭Seifer


    I am in work :p
    Items
    General
    Basic Stat Valuations have Changed - This means that the amount of statistics you get per point of gold has shifted.
    Attack Damage is generally cheaper from 5 to 10% across all items.
    Attack Speed is generally around 10 to 20% more expensive than before.
    Armor and Magic Resistance is generally around 10 to 20% more expensive than before
    Many items have had their statistics slightly adjusted around this fact.
    In general, high-end item premiums have been reduced across the board. This means that items are generally more expensive or provide less statistics the higher tier they are.
    Offensive Auras
    Range increased to 700 from 600 - Abyssal Scepter, Frozen Heart.
    Defensive Aurask
    Ranges are now consistent at 1100 - Aegis of the Legion, etc.
    Penetration
    Flat Penetration items have had their values reduced.
    Percent Penetration items have had their values reduced.
    Slowing Effects
    Global Slow particle now appears faster
    Slow effects on Phage / Trinity Force now have reduced effect when used by ranged characters.
    Slow durations on Phage / Trinity Force / Frozen Mallet reduced slightly.


    General (Boots)
    Movement Speed
    Boots give 25 less movement speed across the board.
    All champions have had their base movement speed increased by 25.
    Tier 2 boots can be enchanted, upgrading them to a Tier 3 boot for some gold.
    Homeguard: Provides powerful regeneration and movement speed at fountain.
    Furor: Increased movement speed in combat.
    Captain: Increases movement speed of allies moving toward you.
    Distortion: Decreases cooldown of Ghost, Teleport and Flash.
    Alacrity: Grants a small additional base movement speed bonus.


    Removed
    The following items are no longer available and items that built out of them have had their recipes changed:
    Meki Pendant, Regrowth Pendant, Force of Nature, Ionic Spark, Moonflair Spellblade, Cloak and Dagger, Elixir of Agility, Leviathan.
    The following items are no longer available on Summoner's Rift and items that built out of them have had their recipes changed:
    Heart of Gold


    Reworked
    Doran's Items
    Doran's items have slightly less statistics but each has gained an additional passive
    Doran's Blade
    Has 0% Life Steal
    Passive: Recovers a small amount of life on hit
    Doran's Ring
    Lost a little bit of regeneration.
    Passive: Gain a small amount of mana on kill.
    Doran's Shield
    Lost some health regeneration and armor.
    Unique Passive: Blocks a small amount of damage from champion basic attacks.
    Giant's Belt
    Slightly cheaper but grants less health.
    Rageblade
    Reworked to have a powerful attack speed, spell vamp and life steal boost when you are low on life.
    Aegis of the Legion
    Lost attack damage, gained health regeneration
    Builds out of Emblem of Valor instead of Ruby Crystal.
    Lich Bane
    No longer grants magic resistance.
    Now deals magic damage equal to a base damage plus a percentage of your AP ratio.
    Vamp Scepter
    Now builds out of a long sword and grants attack damage.
    All items that build out of Vamp Scepter now grants attack damage.
    Zeke's Herald
    No longer grants attack speed or builds out of a dagger.
    Avarice Blade
    Gives less critical strike
    Grants an additional 2 gold per kill.
    Hextech Gunblade
    Active has had its base damage reduced and now has an AP ratio.
    Single target attacks and spells versus champions reduce the cooldown of the active by 3 seconds.
    Phantom Dancer
    Grants less move speed and less attack speed.
    Grants 'Ignore Unit Collision' passively.
    Shurelya's Reverie
    Grants far less regeneration statistics total.
    Eleisa's Miracle
    Does not grant Tenacity
    Lowers Heal, Clairvoyance and Revive cooldowns by 20%
    Gaining 3 levels with the item gives you the stats and passive permanently and the item disappears from your inventory.
    Black Cleaver
    Remade
    Builds out of Brutalizer + other items
    Dealing Physical damage reduces a % of the target's armor.
    Youmu's Ghostblade
    Active simplified - 6 for melee, 4 for ranged.
    Active cooldown reduced to 45 from 60.
    Warmog's Armor
    Stacking passive removed.
    Now regenerates 1.5% of your maximum health every 5 seconds.
    Deathfire's Grasp
    Remade
    Now builds out of Needlessly Large Rod and an Amplifying Tome.\
    Grants large amounts of AP and CDR%.
    Unique Active: Deals 15% of the target's maximum health and amplifies magic damage done to the target by 20% for 4 seconds.
    Warden's Mail
    Recipe: Cloth Armor + Cloth Armor
    Passive no longer random - but the effects are reduced.
    No longer grants regeneration.
    Warden's mail only reduces attack speed.
    Builds into Frozen Heart.
    Randuin's Omen
    Passive no longer random - but the effects are reduced.
    Randuin's Omen will reduce attack speed and movement speed.
    Base duration on active increased to 2 seconds from 1.
    Tears of the Goddess
    Slightly cheaper
    Now triggers when you spend mana as well as spellcasts.
    Archangel's Staff
    Upgrades into Seraph's Embrace when the Tears of the Goddess passive is fully charge.
    Seraph's Embrace
    Activate to shield yourself for 25% of your current mana for 2.5 seconds.
    Manamune
    Upgrades into Muramana when the Tears of the Goddess passive is fully charged.
    Muramana
    Toggle to deal a % of your current mana in magic damage on basic attacks and spells.
    Tiamat
    Melee only
    Now a Unique Passive with a larger splash radius and damage falloff near the edge.
    Now has an active: Activate to cleave in a large area around your target.
    Consumables
    Oracle Elixir
    Duration capped at 5 minutes.
    Elixir of Strength
    Duration reduced to 3 minutes
    Slightly stronger effect at early levels.
    Elixir of Brilliance
    Duration reduced to 3 minutes.
    Slightly stronger effect at early levels.


    New Items
    Kage's Last Breath
    Supportive Peel/Initiation Item
    Recipe: Kage's Lucky Pick, Mana Manipulator
    Keeps G/10 Passive.
    Active: Target ally gets a 30% slow aura for 3 seconds - 60 second cooldown.
    Liandry's Lament
    Controlled Burn Mage Item
    Recipe*:* Haunting Guise, Amplifying Tome
    Passive: Dealing spell damage burns enemies for a % of their current life over 3 seconds. This effect deals double damage if the target's movement is impaired.
    Statikk Shiv
    High Speed / Burst Damage Item
    Recipe*:* Zeal, Avarice Blade
    Passive: Moving or Attacking builds static charges. At 100 charges, your next attack unleashes all charges to deal 100 magic to up to 4 targets. This effect benefits from critical strikes.
    Frozen Fist
    Resistance oriented version of Sheen
    Recipe: Sheen + Glacial Shroud
    Passive: After using an ability, your next attack deals physical damage equal to 125% of your base attack damage to surrounding enemies. This leaves an icy field that slows enemy movement speed by X% for Y seconds.
    Bloody Hydra
    High End Attack Damage / Area of Effect Item
    Recipe: Tiamat + Vamp Scepter
    Passive: Tiamat's active and passive now benefits from a percentage of your life steal.
    Mercurial Scimitar
    High End Magic Resistance / Attack Damage Item
    Recipe: Quicksilver Sash + B.F. Sword
    Active: Cleanses all debuffs from your character. If your character is melee, he gains 100% movement speed for 1 second.
    Ohmwrecker
    High End Siege Item
    Recipe:Catalyst + Chain Vest
    Active: Disables nearby enemy towers for 2.5 seconds, preventing them from attacking.
    Wraith Collar
    Supportive Scouting Item
    Recipe: Kage's Pick + Null Magic Mantle
    Active: Summons 2 wraiths for 6 seconds that seek the nearest enemy champions. If they reach an enemy champion, they slow him and reveal him for 2.5 seconds.
    Hurricane
    Ranged-Only Area of Effect Item
    Recipe: Dagger + Recurve Bow + Dagger
    Passive: Your shots fire two secondary ghostly bolts that deal X + 50% of your attack damage to nearby targets. These cannot critically strike but apply on-hit effects.
    Zephyr
    High End Speed Item
    Recipe*:* Stinger + Long Sword
    Grants Attack Speed, Cooldown Reduction, Movement Speed, Attack Speed and Tenacity.
    Banner of Command
    Siege Mage Item
    Recipe: Blasting Wand + Emblem of Valor
    Unique Aura: Grants health regeneration to nearby allies
    Unique Aura: Grants % damage to nearby minions.
    Active: Promotes a nearby siege minion to a super minion. You get all the gold from this minion's kills - 120 second cooldown.
    Sword of the Divine
    Rapid Burst Attack Damage Item
    Recipe: Recurve Bow + Dagger
    Active: You gain 100% attack speed and 100% critical strike for 4 seconds or 3 critical strikes - 25 second cooldown. This item gives no attack speed while on cooldown.
    Passive: Kills and assists halve this item's cooldown.
    Mikael's Crucible
    High Tier Supportive Item
    Recipe: Chalice + Sapphire Crystal
    Passive: Increases mana regeneration based on missing mana.
    Active: Removes stuns, roots, silences, slows, fears and taunts from an ally and then heals them for X + Y% of their missing health - 3 minute cooldown.
    Consumables
    Sight Stone
    Supportive Ward Item
    +X Health
    Passive: Starts with 4 charges, charges refill when you go back to fountain.
    Active: Consumes a charge to place a sight ward that lasts 3 minutes. You may have a maximum of 2 wards from the item at once
    Ruby Sight Stone
    Supportive Ward Item
    Recipe*: Sight Stone* + Ruby Crystal
    Passive: Starts with 5 charges, charges refill when you go back to fountain.
    Active: Consumes a charge to place a sight ward that lasts 3 minutes. You may have a maximum of 3 wards from the item at once
    Leaden Crystal Flask
    Supportive Regeneration Item
    Passive: Starts with 3 charges, charges refill when you go back to fountain.
    Active: Consume a charge to regenerate 100 health and 40 mana over 10 seconds.


    Jungle
    General
    Leashing has been changed
    Jungle monsters now attack the closest hostile target rather than chasing their original target until reaching their range limit
    Whenever jungle monsters switch targets it counts as a “leash” - the maximum amount of leashes after which jungle monsters will reset has been increased
    Jungle monsters now deal bonus damage to summoned minions
    Initial difficulty of all jungle camps has been increased
    Overall camp Health has been increased
    Camp difficulty and rewards have been re-distributed more into the large monster in each camp
    The largest monsters at each camp are generally more resilient but also hold most of the rewards
    Scaling difficulty and rewards of the primary jungle camps has been significantly increased
    Health and Attack Damage growth per minute significantly increased
    Gold and Experience growth per minute significantly increased
    Overall rewards have been re-distributed between the 3 primary jungle camps (Wolves, Wraiths, Golems) to better match their difficulty and convenience
    Wraiths are the fastest-respawning, most convenient camp and have the lowest rewards
    Golems and Wolves are more difficult and are worth more
    New jungle items have been added to the store and old jungle items have been adjusted
    Hunter’s Machete - new jungle starting item that builds into Madred’s Razors and Spirit Stone
    Spirit Stone - jungle item geared towards casters and tanks that has 3 upgrade paths
    Madred’s Razors and Wriggle’s Lantern have been modified to build out of Hunter’s Machete
    The “Banking” system that caused jungle monsters that have stayed alive for a long duration to have slightly increased rewards has been removed
    Wolves
    Critical Strike damage bonus reduced to better normalize damage output
    Movement Speed slightly reduced
    Wraiths
    Reduced their vulnerability from enemies that engage them from outside of the camp
    Camp has been repositioned
    Big Wraith’s Attack Range has been reduced
    Golems
    Movement Speed and Attack Range increased to reduce vulnerability from kiting
    Magic Resist reduced to negative values


    Summoner Spells
    Newly available
    Barrier is now available on all maps to give players a selfish defensive option
    Values rebalanced accordingly
    Cooldown increased
    Duration and damage absorbed reduced
    Modified
    Exhaust's values have been modified to reduce its impact on melee champs and increase its visibility
    Physical damage reduction reduced, but now also reduces attack speed
    Clairvoyance has been modified to focus more on hitting clairvoyance on players rather than zoning them out of an area
    Improved clairvoyance now reveals champions hit by clairvoyance for the duration even if they walk out of the circle
    Radius, duration, and cooldown modified as well
    Clarity has been modified to restore mana based on mana pool rather than a flat value
    Heal has been tuned to be a team supporting defensive option
    Allies are now healed for the same amount as the caster
    Health values and cooldown have been retuned accordingly
    Flash, Ignite, and Revive have also had minor changes
    Removed
    Surge and Promote have been removed


    Masteries
    Masteries have been rebalanced
    There are new additional mastery choices in all trees
    Each Mastery Tree is now more accessible to all character types
    Utility Tree has been improved


    Summoner's Rift Map Layout
    Removed the terrain blocking the ramps leading into the river near Dragon from the jungle for blue team and leading into the river near Baron Nashor's pit for purple team


  • Registered Users Posts: 2,994 ✭✭✭Taylor365


    Hmm interesting read Thanks.


  • Registered Users Posts: 12,778 ✭✭✭✭Kold


    So.... it's a new game altogether...


  • Advertisement
  • Registered Users Posts: 662 ✭✭✭-Vega-


    What happens when I use 2 health pots at the same time? I presume the healing rate doesnt double. Otherwise people would use 10 at the same time.. so what happens? Do I just waste 1 x 35g health pot by using it same time as another?


  • Registered Users Posts: 2,265 ✭✭✭Seifer


    -Vega- wrote: »
    What happens when I use 2 health pots at the same time? I presume the healing rate doesnt double. Otherwise people would use 10 at the same time.. so what happens? Do I just waste 1 x 35g health pot by using it same time as another?
    They queue up so the second will start ticking after the first is finished. You should see a little number on the potion buff on your buff bar when you use more than one indicating how many you have queued up.


  • Registered Users Posts: 23,137 ✭✭✭✭TheDoc


    I don't know what the word is to describe the last few days of LoL ranked.

    So I've come into S3 with a bit more dedication, a new role, and a real interest in progressing my ability and skill at the game. Last season I got to the dizzy heights of 1500 elo playing mostly as a mid AP, before deterioration kicked in, from having a lack of interest in keeping my game total up.

    I've a group of friends that I've been playing games with since WoW, and they all moved onto LoL just under a year ago. And this season they are all trying to push that little harder to play that little more. We have a ranked five team that we think can be relatively successful, and in our respective roles we think we can do ok in the seasons solo queue.

    As part of this group, we looked at each others roles and play. We analysed our weakness' and strengths, and let that decide on the role to take. I was pleasantly surprised when it was mentioned I should jungle, and my strengths mentioned. Typically I always have the piss ripped out of me from the lads, but there was some honesty and constructive discussions, and jungling was my new role. I've taken to it well, and was REALLY excited to get going. I horsed in a heapload of games at the end of S2 to get a feel for jungling.

    I had dabbled in the jungle in the past, with some moderate success, but hadn't being comfortable with it. But after some dedicated practice, reading and more practice, I'm feeling very VERY comfy in the jungle now.

    So along came season three. I'd given myself a pool of three champions.

    Amumu
    Maokai
    Skarner

    Amumu was the first character I played in LoL, and I've a longtime attachment with him, he is the character I used when I decided to get better at the game some years ago, and hes just "my champ". However due to him being banned in pretty much every game, I needed backup. I've liked the look of Maokai for some time. He has fast clears, a good ability to defend his jungle while invading others, and his gank potential is extremely strong, especially early game at level 3.

    Skarner is a champion that while I don't feel overly comfy with him, I've got really good stats with him. I always seem to do well, and as I put more dedicated time into him I've felt the benefits, but he is definitely my last resort.


    So along came Season 3, and my placement. I decided I could take 3 games a night as it was midweek, and got off to a promising start. 3-0 on the first night, and I was convincing in the jungle. Dominated objectives, controlled the buffs and assisted lanes, and they were relatively comfy wins.

    The second night wasn't so great, going 0-3, and thisis where I realised the pain in the jungle. Similar to support, jungle is a role that you simply cannot, unless playing at the highest ELO (where it rarely happens anyway) carry a game. While you can get the early ganks, control the objectives, steal buffs, you are entirely reliant on your team being competent, in order to succeed. And this is the problem I'm seeing at the moment.

    Friday night and Saturday were difficult days, the sort of days that make you wonder if the game is worth the effort. While players being low skill, its something you can deal with. It's not ideal, but its not something you can go crazy over, we all learn somewhere. But at the same time, I'd a number of critical roles, on my team with the inaapropriate ability, or without the relevant tools ( like runes)

    I know things are going to be difficult until ELO settles for everyone, but it is becoming quiet disturbing. I've been taking notes from each game I'm playing. Things I did well, things I did poorly, and what caused the overall result. And there is an ever increasing mention of " team was retarded". I'm typically rather genuine and honest when it comes to my own critique, but at present I sit at 10-15 in ranked, when I should be about 15-10 easily.

    One of the games, I went 12-0 from the jungle, owning lanes, giving free farm and owning every objective, total domination. Only for my team to be cluess when it comes to engages, what is a good one, what is a bad one, and focus.

    The main issues in ranked at present seem to be

    Immaturity.
    Selfishness when it comes to role selection
    Flaming ( the above three will always be in lol unfortunately)
    Inability to recognise the difference between a good and bad engage
    Throwing the game if things go anyway negative
    Terrible decision making
    Inability to close a game out

    I'm taking a friends advice and restricting myself to three ranked games a day, as at present I've massed so many games I'm at the point where a win gets me little ELO, where as a loss looses me loads. I'm not overly concerned with my ELO at present, it will be more relevant a month or two away when things settle, but the worry is while I'm at this ELO, the situation will continue where I'm reliant on teams, that simply cant perform :(

    For the record here is my lolking page http://www.lolking.net/summoner/euw/20238923#history , for my last few games anyway


  • Registered Users Posts: 2,994 ✭✭✭Taylor365


    That's the way of LoL.

    For every good game you have, your teammates have 3 bad ones.

    Shaco is the worst for this because he's useless late game. You could dominate the first half hour but if your team derps you screwed.

    Like yesterday, i went 12-2-10. Only thing was are support had 9 kills leaving the ad carry with only 4. Roll on late game, weak carry and derp initiations from our support with him ending the game 9-16-8. Luckily it was only normal as i want to wait for people to drop below a certain elo before playing ;)


  • Registered Users Posts: 2,265 ✭✭✭Seifer


    TheDoc wrote: »
    The second night wasn't so great, going 0-3, and thisis where I realised the pain in the jungle. Similar to support, jungle is a role that you simply cannot, unless playing at the highest ELO (where it rarely happens anyway) carry a game. While you can get the early ganks, control the objectives, steal buffs, you are entirely reliant on your team being competent, in order to succeed. And this is the problem I'm seeing at the moment.
    I would disagree with this. It's generally agreed that mid and jungle have the most effect on the game in solo Q.
    As the jungler you can shut down their jungler. Put him behind so he has to farm his jungle to catch up and so can't gank your team mates.
    When you gank a lane try to let the person you are ganking for have the kill. Even if your AD carry is an idiot if he gets his IE before their carry does then he will be doing more damage in lane.
    I'm taking a friends advice and restricting myself to three ranked games a day, as at present I've massed so many games I'm at the point where a win gets me little ELO, where as a loss looses me loads.
    Limiting yourself to three games is very good advice. Something I would add is that if you can tell in champ select that you're with a bunch of morons just dodge. It's a half hour penalty (1 hour for each subsequent) but you don't lose any elo and you save yourself a lot of frustration.
    Also when your elo settles down completely you should be gaining or losing in the range of 11-14 elo per game. If it seems you lose more than you gain it just means you are winning games the matchmaker thinks you should win (low gain) but also losing games it thinks you should win (high loss).

    I had to play a game because I was going to be decayed anyway and yeah the queue is totally messed up. There was a 100 elo gap between me as first pick and last pick. Which equates to about a 200+ gap before the reset. The enemy team had their first pick equal to me but also their 4th pick had lost a few of his opening games so was a lot stronger than our 4th pick. I probably won't play again until closer to when I'm forced to avoid decay again.


  • Registered Users Posts: 2,994 ✭✭✭Taylor365


    Anyone on later tonight for a few game? Say from 7ish?

    Name change : PersecuteThis


  • Registered Users Posts: 12,778 ✭✭✭✭Kold


    You can carry from the jungle if you play jungle carries.... Lee, Olaf, Sion, Diana... I've had a fair good amount of wins as Panth jungle.


  • Registered Users Posts: 2,265 ✭✭✭Seifer


    Kold wrote: »
    You can carry from the jungle if you play jungle carries.... Lee, Olaf, Sion, Diana... I've had a fair good amount of wins as Panth jungle.
    Lee can't carry unless he gets really fed and the game ends early; the longer the game goes the worse he gets. Panth and Diana are similar in that they need kills to snowball. Panth's lategame is even worse than Lee's though.
    I never heard of Sion jungle as a thing.
    Olaf turns into a monster late but he didn't really get the gold he needs from the season 2 jungle so you'd see him top more. The season 3 gold gain and jungle changes might make him more viable since stopping the jungler from becoming a low gold income / second support and giving him the ability to gain gold and carry late game is one of Riot's goals.


  • Registered Users Posts: 12,778 ✭✭✭✭Kold


    I'm levelling an account in Asia at the moment and Sion is free so I've been jungling him this week. First blooding at level 2 is a high probability. His first clear is sketchy but you get a kill and you're golden.

    Just, that stun man. Him and Panth aren't top tier junglers but their ganks are awesome.


  • Advertisement
  • Registered Users Posts: 23,137 ✭✭✭✭TheDoc


    Kold wrote: »
    You can carry from the jungle if you play jungle carries.... Lee, Olaf, Sion, Diana... I've had a fair good amount of wins as Panth jungle.

    I'm on a winstreak of six at the moment, thank ****.

    I've been consistently giving my lanes early kills/feeds and finally I'm with teams who can take the advantage and ram it through the other teams arse


Advertisement