I ignore feeding lanes and try to win the other ones as a rule
So apparently, Alex Ich and I think alike on Kha'Zix. Apparently he has gone back to W>E>Q for evolve order.
Post on reddit about it:
He essentially did the same thing I did, but obviously before me (because I just read this) and way way better than me. Just outfarm everyone and build more damage.Here's a really good post by /u/Mythdralcon from the thread with Alex penta and quadra in the same game with Kha'Zix.
For anyone who wants to see the full game, it's here at 43:52.
If you just want to know his build, it was:
Masteries: 21/9/0 (2 Points in Fury (Attack Speed) with no points in Butcher (Extra Minion damage) in Offence and 3 Points in Resistance (Magic Resist) in Defence)
Runes: Armour Penetration Marks, Armour Seals, Magic Resist Glyphs and Attack Damage Quintessences (All Flat) - thanks, /u/mullemeckmannen!
Maxing: R->W->Q->E
Evolving: W->E->Q
Items: Crystalline Flask + 3 Health Potions -> Tear of the Goddess -> Spirit Stone -> Spirit of the Elder Lizard -> Brutaliser -> Last Whisper + Boots of Speed -> Boots of Mobility - Homeguard -> Manamune -> Guardian Angel -> The Black Cleaver
The reasons he gave for some of his choices:
Maxing and Evolving W first + getting SotEL: His goal as Kha'Zix was to, quite simply, farm, farm and farm. He went for Spirit Stone over Long Swords first because the extra Mana Regeneration he received from Tear + Spirit Stone would allow him to continuously farm without care of running OoM (as well as adding on to the damage he dealt to Wraiths and Wolves). He placed less priority on killing Orianna in lane than on farming mid, farming Wraiths, farming mid then farming Wolves and so on. His reasoning was that he could become really powerful through all the farm and, come mid game teamfights, jump around and kill everything as he would be ahead of everybody else.
Boots of Mobility: He didn't get Mercury's Treads because he reasoned that the only source of CC that they would affect (Sona's Crescendo) was not worth the Gold. Furthermore, he mentioned that the Magic Resist was negligible. He didn't get Ionian Boots of Lucidity because he said that it would be wasted (i.e.: over-CDR) when he gets Blue. Furthermore, he argued that he should have Blue for all the important teamfights, anyway. Thus, he opted into Boots of Mobility to roam and get into position more quickly.
Interesting thing to note: He pondered on what to replace SotEL with and considered: Spirit of the Ancient Golem, Randuin's Omen and, as the enemy's Nexus was exploding, Trinity Force.
Hope this helps some of you Kha'Zix players.
EDIT: Wow, thanks for giving me Gold, wonderful stranger. Anyway, I added some stuff in (that I previously missed out): Runes, Masteries and added on to the Spirit Stone-first route.
I have even tried testing the TriForce (instead of BT) also. I went Lucidity because I can't count on having blue like he can. So I have been trying brutalizer, tear and lucidity as fast as possible, then into a BF Sword and BT (and later tried TriForce).
God, I could be a pro player, you know, if I didn't suck. LOL
I went against a kha with that item build order and skill order. Wrecked his face 6 ways from Sunday as Diana.
More preseason news, some known, from Misaya/Team WE: http://www.reignofgaming.net/news/26...-messaging-and
Highlights
- Baron buff now grants a huge percent of bonus damage to towers and out-of-combat MS boost
- Baron buff no longer grants health regeneration and bonus AD/AP
- Minions now spawn at 1:00 (changed from 1:30)
- Monster camps now spawn at 1:30 (changed from 2:05)
- Outer towers (possibly all towers) now grant 250 gold to the killer and 75 to all other allies
- First blood within the first 4 minutes now grants 240 gold (down from 400)
- There is a new jungle item that gives significantly increased gold income from killing monsters
- Mid laners will gain increased damage from the revised Masteries, but they’ll also need to roam more, as there will be more objectives to secure
- The support on bot lane has a much larger potential to carry if the lane is won
Considering the state of flux, and the fact that is a translation I am more reading that as the direction they want to go, not anything specific.
For example, Lantern has already been noted to have 40% more gold from monsters which has been repeated stated as being super-op.
Also, the first blood changes are a slight mistranslation as all kills are worth less under 4 minutes and there are major questions about how this is going to work (because with the changes, getting the first blood would be worth less than the bounty the other person would get in a trade).
More on game flow from FeralPony.
TEXT:I wasn't allowed to put TITLE in the title
Hey everyone,
FeralPony here to run through some high level changes coming this preseason that fall under a topic we're calling “Game Flow.” Game Flow is effectively how the core game functions and plays independently of specific roles, champions, items, etc. It's how the minions move, gold enters and leaves the map, objectives are created, and how strategic battles are won and lost. It's the systems in place that aren’t under direct player control.
So what does it include? Here's a look at some of the changes we'll be implementing this preseason:
Kill/assist gold
Game and objective timings (when things spawn etc)
Objective values/rewards (Turrets, Baron, Dragon, etc)
Experience
Inhibitor mechanics
Death timers
Map layout & brush changes
Jungle (this is a large enough system it'll be included in another post)
Tons of Changes!
You might be saying, “By the factions of Runeterra, Pony, that's a lot of changes!” You'd be absolutely correct, but the bulk of these are small changes meant to enhance other aspects of the game. Each of these changes have unique goals that I’d like to provide additional insight into.
Objectives
We’re making some adjustments to global objectives in Summoner’s Rift.
Dragon: The gold and experience rewards for slaying Dragon will now increase over time.
In the preseason, securing dragon will remain a worthwhile objective even into late game. In addition, dragon will provide more experience rewards for teams down in levels, making it a valuable objective for those who are losing heavily. Winning teams will want to keep dragon secured to retain their lead.
Baron: Baron buff is being shifted away from a team fighting bonus and towards more of a sieging bonus (think bonus movement speed or bonus damage to turrets)
We wanted to shift Baron buff away from an overpowering team-wide buff that gives the buffed team an advantage in any situation. Instead, we want to clarify Baron buff as a window of opportunity to end the game.
Turrets: The team-wide gold for destroying turrets is going down, but the gold given to the players directly responsible for destroying turrets is going up. (Misaya mentioned he thought turret rewards were based off of damage contribution / assists, but it just grants local gold for anyone in the general area)
This change rewards players directly for taking positive action instead of diffusing the reward by splitting it up among their teammates.
Super Minions & Inhibitors: Downed inhibitors will no longer make all minions stronger. Instead, minions in lanes with downed inhibitors will now push harder than before, while minions in other lanes will be unaffected.
Clarity was the core goal here. Currently when a single inhibitor goes down it causes all minions on the winning side of the map to become stronger, thereby pushing down their lanes as well. This applies pressure to the defending team, but also allows players on that team to farm the pushed lanes in relative safety and possibly pick up a game-changing item or two. That said, it’s still very difficult to come back from a downed inhibitor because even after a great comeback play, the resurging team must still push out ALL of their lanes before the enemy team respawns. We’d like to give teams that make these epic plays a real shot at making a comeback.
Other underlying systems:
In addition to the changes we’re making to global objectives, we have some smaller changes to other underlying game systems:
Bounty Calculations: We mentioned this earlier in our support post, but we’re adding “assist streaks,” where players who have far more assists than kills will get bonus gold per additional assist. Additionally, we’re changing the way death streaks are reset. Previously, they were based only on kills and assists, but we’re looking into ways to tie in other forms of contribution. Finally, we’re also looking at bounty rewards in general and how much of an impact they have in the early game versus the mid to late game.
Minion and Jungle Spawn Timers: All minions and jungle camps will spawn earlier in the game.
We’re experimenting with shaving a little time off of when minions and jungle camps spawn to get the game off to an earlier start. There was just too much idle time in between loading the match and the first moments of action. Our changes here allow almost every opening strategy to remain viable without being too generous for map-wide team shuffles.
Brush Changes: We’re cleaning up a lot of the L- and C-shaped brush formations so that players can gain vision of the entire brush with one ward.
In the jungle, this means more accessible sight lines for both ward vision and anyone attempting to move through the jungle.
We’ve also dialed back on some brush that we felt created odd combat situations. We saw situations before where one ward in one brush would leave fights stacked enormously in the favor of the team with the ward. We’ve trimmed back the brush in these regions to still allow for sight lines to be blocked and for melee champions to have a tactical zone to hide in, but brush no longer denies vision to entire battlefields when unwarded.
That’s about it for Game Flow! Some of these changes may be small, but we think that when taken together they’ll play a big role in making for a more dynamic and exciting preseason.
FeralPony
I'm down with all of those changes except making dragon more beneficial to the team that is behind. I think making its reward scale over time to make sure it remains a worthwhile objective throughout the game is a great idea. It just seems like an artificial comeback mechanic to have its exp value determined by your exp relative to the other team. They're already doing so much to prevent snowballing (vision changes, jungle changes, turret gold changes, first blood, etc.) that the need for comeback mechanics like this doesn't seem to be there. The recent trend in fighting games to add comeback mechanics is directly related to my loss of interest in fighting games. I don't want that to be the case in LoL as well.
I'm not sure that's what he's saying. I think he's saying that killing dragon will be more rewarding when you're behind as a consequence of the new scaling, not that there will be bonus xp for lower level champions. The wording is kind of ambiguous though.
I'm not sure I like the first blood change. Level 1 fights are a big deal, maybe too big, but I feel like at the top level, teams should get punished for fucking them up.
NA going ok - placement games:
![]()
surely they aren't going to leave bonus MS from baron buff, they are aware MS is useful in every situation and not just team fighting...right?
The fuck. My client is doing that retrying bullshit. This is the second reinstall in one freakin' week. I had some crash previously while trying to spec a match and that was that.
Oh god. My wallet. It hurts.
15-1 and skipped gold 2, in g1 now. ( everyone in my games are plat now ).
Dat feel.
![]()
I knew Fiddle was that easy.
Anyone else see the Heimer soloing dragon at level 1?