Author Topic: League of Legends - "The Enemies Inhibitor is respawning soon!"  (Read 195964 times)


I didn't realize that there was a CDR cap. So I should be fine if I just get all the flat glyphs and quints, right?

Thats waste on any other champ than urgot


Fisherman fizz skin :DD his fish is now urf
« Last Edit: April 01, 2012, 06:11:37 AM by Sony »

Riot ffs stop making me buy riot points

Ed: I actually love playing 1v2 lanes :3 They always push to the tower letting me farm, then i can level faster and double kill them.
« Last Edit: April 01, 2012, 12:41:05 PM by Acid »

Yeah it's amazing how often people think, "X doesn't work" when they're not even using it in a hypothetically viable way; 2v1 top is a great example. It's a disaster at lower levels when people don't know how to watch for ganks and are terrified of dying, and a surprising number of skilled players never bothered trying it again once they knew what they were doing, and so there's a very persistent myth that it doesn't work and you need a jungler.

The secret is to kill the god-damn turret. As you pointed out, there's really no reason to be there 2v1 if it's about farming and minions. 7-8 minutes on the clock is a realistic target time for killing the turret 2v1, and it totally makes up for not having a jungler if you pull it off. It requires two players that are willing to chisel at that turret though.

Sony is trolling even more than usual; CDR is my favorite stat and I put it on almost everybody. The only people it doesn't seem to work very well on, as a general rule, are AD bruisers and many AD carries. I adore CDR on almost all tanks, supports, and casters. In particular, CDR is the only way to scale non-scaling effects, like most CC and support buff/debuffs. AP/AD usually does not increase the magnitude or duration of these effects, so the only way to scale them is to cast them more often to increase your % duration over time.

My pages are:
4%: 2 flat CD glyphs, 3 CD/level glyphs
9%: 1 flat CD quint, 3 flat CD glyphs, 6 CD/level glyphs
« Last Edit: April 01, 2012, 01:34:59 PM by Mr. Wallet »

I wish the minimum surrender time was later. Ive lost the past 4 games to it. People really don't understand late game and having a better late game team composition.

Tried a new build for fizz: Less damage but full Cd reduction and lots of speed. I ended up kiting and dodging around the jungle a lot and it was good fun. And later in mid game I got death cap and still did tons of damage.
« Last Edit: April 01, 2012, 02:53:41 PM by Acid »

bought ziggs
love ziggs
demand skin
hold mr wallet hostage



going against top lane vlad as ad nidalee is fun

the only assist i got was when vlad decided to go behind our turret like a pro and take the next cs wave, when he's really stupid and forgets that i spawned and our jungling lee sin is mia. they surrendered because the rest of them were doing stuff, which made me sad because i did NOTHING but kill creeps.



Playing Lulu and getting so into the heat of the moment that you accidently double kill twice.


I used to get mad at people surrendering, but then I started keeping logs of wins and losses based on kills at 10 and 20 minutes, and if they were surrenders or not.

Turns out almost all the time people forced a surrender on me, we had <13% chance of winning (as opposed to default 50% at game start). So I don't really blame them anymore.

This is not advocacy of surrendering, however. First, I think surrendering with a 10% chance is very defeatist and not very sportsmanly. Second, these things tend to reinforce each other: the odds of losing at -8 kills are as high as they are because people always surrender and never bother to learn how to play an underdog game. If they did, the odds would be against them, but much less so. As a result, when I manage to block a surrender 3/2 with someone, our odds of losing are much higher than if I were playing with the kind of people who would never call a vote in the first place. Being able to catch up when you're behind and the enemy will clearly beat you in a fight is one of the hallmarks of LoL vs. other MOBAs, and it's really a shame that learning how to do it is so under-appreciated when people put so much time into learning how to zone and last hit and jungle.

That's also a good point. If someone calls the surrender vote it let's the enemy team know that you're at breaking point and will boost their ego greatly as well as demoralizing your's.

That's also a good point. If someone calls the surrender vote it let's the enemy team know that you're at breaking point and will boost their ego greatly as well as demoralizing your's.
Yeah. I dont really like how it tells the other team when you go to surrender.
But it can be used to your advantage. Yesterday me and my team surrendered on purpose, we all declined, but then the other team put in a lot less effort.
We won.

Sometimes when I'm having fun with cookie et al one of us will call a surrender vote when we're winning by a huge margin, and make sure it gets 3 yes votes.