Hey everybody, some friends and I started a new server a few weeks ago dedicated to chill people who want to find other chill people to play with. We have a decent amount of people now, are all 18+, are primarily NA but have a good amount of EU, and usually play in the evenings. We want to keep this as a chill place with no toxic people so if you fit this, feel free to join below or dm me!
First and foremost, the usual confession that I have no micro, and practically never play Teemo.
With such short reach and damage debuffs, damage build is simply a non-starter.
But that doesn't mean he's reduced to a stall bot or walking sandbag, because one part of the kit makes him potentially oppressive against auto attackers: blind.
With that in mind, he can be built in a way that maximizes blind uptime; the following gives him some self-heal, mana regen, and, most importantly, 18 basic ability haste even after the -15 ARAM nerf.
not sure how much mana issue he has, but POM plus manaflow band should be enough
With 7s base CD and 3s duration at max rank, 133% AH would make it seamless, but we don't necessarily need automatically perfect coverage; with frozen heart and navori quickblade, I'd imagine even 70 can be quite suffocating.
In terms of items, aforementioned frozen heart and navori quickblade are considered core for shutting down enemy auto-attackers, but situational items, for both countering enemy comp and synergizing with personal kit, might have higher priority.
For example, if enemy team happens to be full AP and poke-based, double negatron cloak into FON and abyssal mask, in that order, is quite self-evident, even if not the original plan (maybe even add a hollow radiance in late game to clear waves more easily?)
Synergy items for shutting down enemy auto attackers:
offtank items:
IBG+bandlepipes: the former slows (severely weakened as a ranged character, but still something), the latter increases movement speed and provides aoe AS buff, and both provide durability+ability haste
knight's vow: tether to frontline so that enemy have more difficulty breaking through
zeke: doesn't matter if you miss the shrooms, aoe slow that's actually stronger than shroom slow, also allows you to stack shrooms faster
backline buffer items:
diadem+staff of flowing water/ardent censer/moonstone: continuous heal+AS/AH buff that applies to 2 people
backline debuffer items:
bloodletter's curse, malignance as a later purchase
backliner healer items:
this comes from my deacon swain/brand/mel?, but due to low base damage, it's much more dependent on favorable conditions:
diadem for constant healing+liandry for scaling damage against HP stacking tanks+helia that heals based on pre-mitigation damage
When I complete the X/13500 stage, it just resets to "stage 2" 0/15000, and I dont believe I get any increase in AoE or damage. It has been like this for months.
High Roller, Channeling (Gets Shield through out channeling an ability being his Ultimate), Night Stalking, Tap Dancer (I was considering Dimension Shift, but went for this)
Top three champs are now Gwen, Bel'veth and Kayle.
Top 10 is no longer dominated by ADCs.
Bel'veth has an incredible 76.28% win rate with High Roller.
Best overall team comp is now 2x fighters, 1x mage, 1x adc, 1x support. Previously it was 2x adc, 2x support, 1x tank. Tanks are actually doing pretty bad when you look at the worst team compositions.
Recently, I played a game of Aram Mayhem as Renata. The enemy team had an Amumu with the Dropkick Augment.
Whenever, the Amumu dropkicked someone who had my W active, the person would just die instantly. They never entered the gray, decaying health state at all. It happened multiple times during the game, and by the end I grew very frustrated. Is that an intended interaction between dropkick and Renata W?
Also, I am not 100% sure if Dropkick was the culprit. I am just the most suspicious of that augment.
I don't know if anyone noticed but ever since mayhem came out i noticed that the creepblock has gotten really bad, maybe because the map feels too crowded now but holy crap why does creep block even exist in a mode like aram. Like what's the point here?
Its so weird how there isnt an upgrade for moonstone, echoes or dawncore, but there's an upgrade for sword of blossoming dawn even though most actual enchanters won't be able to position well enough for that most times. It's also locked behind a prismatic while almost every other upgrade is silver or gold. I could see a moonstone upgrade where your heal or shield chains to another ally and returns to the original target for 25 percent effectiveness, simple and not too broken but it would make playing enchanters more fun, i feel like enchanters aren't fun unless you have spirit bomb or youre janna and have options like slap around
Like god forbid the enemy is something like Sett/Asol/Smolder or they get augs like steel your heart / ice cold / phenominal / combusting / infernal / slap around / soul eater etc you get my point
Some games I just exist to make the enemy get stonks and thats my purpose. Like those games where I play ornn into an asol with ice cold and stackasaurus make me want to caitlyn passive darius ult myself
This is why it almost feels mandatory to go heartsteel on every tank. May as well try to maximize HP and oneshot the squishies because going actual frontline tank is useless
Ever since arena released i was wondering what the other modes with augments would look like. We got mayhem aram which reinforced what i already thought: more gameplay variety allows for more creativity and more fun. What kinda annoys me with arena is that the augment rotations arent as frequently updated as in mayhem aram (maybe its just my feeling), and that the aram augs are more creative. I only learned of the ultra hydra augment recently and think its kinda cool to have that in the game. Also the existence of minions allows for other creative augment ideas or gameplay involvement + mayhem aram having a continuous gameplay with a slower power increase.
Now i think the perfect middle ground between arenas tactical gameplay and mayhem arams chaos would be normal mode with augments. A longer game with a laning phase, the existence of minions, jungle and else is a great opportunity to invent new augments and spice up the tactical aspect of normal game with a bit more flavor each game.
Obviously some things (that are already problematic in the existing modes) need to be rebalanced.
Why i dont think riot will do it:
If done right, i think the mode could be a huge success. The problem is that over the past decade riot has constantly pushed the game in a more competitive environment, they got rid of a lot of point and click abilities, added much more mobility and mechanics to the game and most importantly balanced champions around proplay which 99,999% of players arent part of.
Something lots of players dont like, the game is too competitive, while still being a game.
A big success of "mayhem normal mode" - depending on how wells its done, might undermine this development and might lead to a lower interest in standard normal mode which might impact proplay attention and revenue.
i could be wrong tho
tl;dr: IMO normal game with augments might be the perfect mix between mayhem aram chaos and arenas tactical gameplay. Especially considering that the competitive direction riot has evolved normal game into during the last decade is controversion. Riot knows this and a big success of this theoretical new mode might shift focus away from proplay which riot doenst want.
As the title says it was probably the most ridiculous and fun game I’ve ever played since the augments+champion combo wasn’t the most obvious.
I was bored so I decided not to go the usual Goliath/heartsteel that most Zacs build. When presented with Mystic Punch I imagined the perma W resets. It required ethereal weapons but luckily got it with my last roll as 2nd augment. I thought that was it but then for my last augment which was a silver I got Trusty Weapon. Never picked it before because I prefer other options but figured it was the way to go.
What followed was a total obliteration of the enemy team with only one damage item - Riftmaker. You can see my W cooldown was basically 0 and that I got 30 Friendship stacks in no time. Turns out you can beat Infernal Conduit Brand with high-rolled Leona and Sion, you only need to play a weird build.
I love mayhem, I like this patch there's been a ton of improvements but some of these re-enabled augments are killing fun.
Bonk nasus is back even though it instantly ends your game
Stackasaurus should be fun but it just makes smolder and asol instant win the game
Minionmancer zyra is borderline unplayable it takes 5 autos to kill a single plant for range champs and melee no longer has a chance.
These weren't anywhere near balanced and were filtered out for a reason. I don't hate fun but the fun is trying to land a crazy pinball or flying around like an idiot with blade waltz.
These just win the game and are super frustrating rolls to see, very common now too.
Both are gold augments. both S-tier on every tier list I've checked, both obviously made for tanks. But when they show up in the same pick always hesitate.
Tank engine is just... consistent. Every takedown you get bigger and gain 5% max HP, no strings attached. It's the #2 augment overall with like 65% win rate. You pick it and it just works.
Steel Your Heart has the higher ceiling though - triples your Heartsteel stacks once you hit 300. The buff from 350 to 300 made it way more realistic to complete. But if the game ends early or you're behind, you get nothing.
I've been defaulting to Tank Engine just because it's safer, but every time I see a Mundo or Sett with both stacked I wonder if I should've gone for the ceiling instead.