[quote quoting="post"]Come on, all the games you guys play, if there is a UB, do they not ALWAYS have the most kills? And what is the margin between Kills and Deaths when you have a UB in-game? Wow, this thing needs gimped A S A P. Usually I say leave it up to the Dev's to decided these things, but they seem to be missing this one while out at lunch. In fact, I'm about ready to take up Dota style and put in game titles "NO UB!" Now, here comes the one-sided gam
Jaden242
Granted, you arent gonna interrupt every one of your opponent's casts in a match due to lag spikes or just general latency. But I do feel that after the first time a Reg player starts dropping mines in a match, you will be more mentally prepared to anticipate it and not only see him pull his arm back to drop them, but also notice hes stopped shooting, or just outright guess when it would make the most sense to toss them. So from my perspective, this is what mines really look like on t
This is seriously silly. If you can't interrupt mines or at notice them coming, you need to pay better attention. This should be even easier to anticipate after he tries to pull it on you a few times. Kind of a shame that in a game this basic, people can't figure out how to counter an ability as slow, predictable, and obvious as using mines as grenades.
[quote who="lukkas_ROCKUS" reply="14" id="2229066"]Let's assume you're just facing one Reggie. You're in the left lane creeping and being hit for 700 every 15 seconds, 47 damage per second. 3000 damage every minute. That's a significant disadvantage that will cost you the win if not addressed. How do you address it? You can run back to your crystal every 60 seconds to heal. You can invest 500GP every minute in health potions. You can dedicate you
That approach might work if this was a deathmatch game. To be honest this sounds like a lotta tehorycraft. If a group of Regs want to sit back at their base and snipe all day, thats fine. The opposing team gets all the creep and XP and flags they want, which puts them ahead in war score, which gives them faster resources and stronger creeps (which they can not snipe their way out of). Characters like Sedna, QoT, Oak, and Erebus can break their synch with a fast reponsive
[quote who="BigAbboTT" reply="10" id="2228870"]Snipe makes it so that you need to constantly have a (Snipe damage * number of Regulus in game) buffer of health on top of what you already consider to be safe. When there is more than one Regulus, this becomes nasty. The problem is that you can use the ability without actually engaging or being seen by the enemy.[/quote] That's just like having to run from a UB early because of his poison spit. Or not relying on creep upgr
[quote quoting="post"] ...if you allow the other team to get a head start in levelling, there is more often than not no way of making a comeback. This is a design flaw in the game.[/quote] First off, it sounds like this cirticism stems from a lack of experience in this game. The flaw is not in the game's design, but rather the notion that you have zero options in every game you happen to get outleveled in. Coming back is not impossible and it isn'