[00:00:04] Speaker A: Welcome to the Four Wards Podcast.
[00:00:07] Speaker B: Hey, what's up?
[00:00:08] Speaker C: It's Eric Bra, voice of Draven Jerks and Velkoz.
[00:00:13] Speaker B: And you're listening to the Four Wards Podcast here to help you move forward in league.
Hello and welcome to episode 502 of the Four Wards podcast. I'm your host as usual. I'm Jack Sohman and I've got with me Mike of many names as usual. And for the second week in a row we've got Rule 29 guesting for us. Hey Rule, how's it going?
[00:00:53] Speaker A: Hey, Good. It's going good. Thanks for having me back.
[00:00:56] Speaker B: We're happy to have you guys. We are the Four Wards Podcast. We have a Discord. Come join the Discord. Come hang out, come chat, come play games with us. We play normal games impromptu a couple times a week. It's a good time. Link is in the episode description. We also do stream on Twitch. I can be found at Twitch TV. Jacksoman, Mike can be found at Twitch TV. Mikeofmanynames and we gotta give a shout out to CodexNinja, Pillow Pet, Skippius, Esquire and Labana for supporting the podcast at the shout out tier. Thank you guys. You are keeping us on the Internet. I appreciate, appreciate you. Now if you guys want to support the podcast, head over to patreon.com theforwards podcast. $1 a month just tells us that you love us. $5 a month gets you an exclusive behind the feed.
Exclusive feed of some behind the scenes audio of our prep work before each show, which I promise is just as flubbed as me saying that. And then $10 a month will get you that exclusive feed and we'll shout out your name during the intro of every episode.
And those benefits apply to our new general Gaming podcast as well. From 8bit to 4k. You can find that wherever you get your podcasts. Last but not least, listeners, you guys wrote in questions this week. Thank you. Keep up the good work. Write in to theforwardspodcastmail.com or pop those questions into the question Submission channel on the Discord so we can answer your questions on the show. We will get to those shortly. We've got a patch to talk about first.
That's right, we're getting caught up to current time. Patch 2520 came out a couple days ago as we're recording this and we're gonna talk about it before we get to our individual changes to highlight. We do want to notify you guys about a system change if you play on the North America or Oceania servers, there is a change for you. They are testing this change. This is not a final. This is going to be everywhere change. But they are removing the ability to ban a champion that is being hovered by your ally. Now, previously, if you tried to do this, you got a notification saying, hey, your allies hovering this. Are you sure you want to ban it? Apparently that wasn't good enough. And their testing just straight up disallowing you from banning it in NA and oce this patch, I think it's good.
[00:03:17] Speaker C: Yeah. I've done it once where I've been like, no, you're not allowed to have that champion. I'm. I'm not letting that happen. And it was because someone was like hovering Yumi top or something. It wasn't a. This was like a threat as opposed to an actual thing. They were talking about doing something dumb and taking over a thing. And I'm like, no, not happening. Not letting this happen.
[00:03:38] Speaker B: I'll be honest, the only time I've ever done it is when I get rematched with the dude who just ruined the previous game. And that lobby's never going through anyway. And I'm just going to try to get the other guy to dodge instead of me having to.
[00:03:49] Speaker C: But that's what.
[00:03:50] Speaker A: That's one strategy.
[00:03:51] Speaker C: Yeah. Once in the last, I don't know, five years that. That systems has been in place.
So, like, yeah, I'm perfectly happy to see this go through. This means that, like, we have a lot of people who play in NA servers from Europe. If you also do European servers, know that the change is only for the NA servers.
[00:04:09] Speaker A: That's the.
[00:04:10] Speaker C: That's the, like, important part. You. If you switch back and forth, it's only going to work with us.
[00:04:14] Speaker B: Yep. And they do say they'll be watching how this change goes and listening to feedback before making a call on whether to revert it or roll it out worldwide. So we are the beta test for this change in na.
[00:04:25] Speaker A: Always fun to be the guinea pig.
[00:04:26] Speaker C: Yeah, pretty much.
[00:04:27] Speaker B: I think it's going to be a frictionless, good change for the game.
[00:04:30] Speaker C: Honestly, I don't see this being a huge issue. But then again, maybe this is a bigger issue up top. Maybe it's a bigger issue down low. Maybe it's just not something that we see in our ELOs.
[00:04:41] Speaker B: Could be.
[00:04:41] Speaker C: The one other thing I wanted to point out is this is the world's patch. The things that if you are watching worlds, these are current.
So, like, you will be able to see how this affects pro play immediately. Like world starts today when you're listening.
[00:05:00] Speaker B: World starts in six and a half hours from us recording this with the play in match between T1 and ignore. And the main Swiss stage of Worlds starts in like 30 hours from us recording this.
So like 24 hours from when I'm going to publish this episode is when the main world stage starts. I'm excited for it. You should join the Discord and come join watch parties. We'll probably be doing restream watch parties, honestly, because China time is really hard for us in NA to watch live or just.
[00:05:34] Speaker C: We've had plenty of European fans who will watch together. So like if you guys are out in Europe, do a watch party together. Maybe join us when we do our American streams later.
[00:05:43] Speaker B: Yeah, I literally. I haven't decided on a time yet, but I will schedule a like time that we will go in and restream watch party together.
So look forward to that. Join the Discord so you can see when it's gonna happen. I need to figure out who's gonna join and what time everyone's available still. Anyway, let's talk about actual patch changes. Mike, kick us off.
[00:06:04] Speaker C: All right, so let's start with a Nerf. A big Nerf. I'm going to start with Azir, because Azir hit real hard. Azir is a unique champion in that he has possibly the highest DPS out of any mage in the game. There are a couple who can come close to it.
[00:06:27] Speaker B: Champion, let's be real, his DPS potential is absurd.
[00:06:29] Speaker C: There's a couple who can come close to it. Kaels one of them. But like he is potentially by the end of the game, one of the scariest champions, period. And they're leaning into that by giving him even more AP ratios on his W, which is his main damage source, and his E, which is shifting sands. It's not really used for damage more than it is used for positional and occasionally for safety.
However, with these buffs comes a very hefty Nerf. Very hefty to his early game. Like significant.
They are tanking his base damage or not based damage.
I'm sorry, recharge rate. They're like dropping it by 2 seconds early ranks.
And you don't. You don't normally rank W because your Q is where your poke is and you're not usually gaining too much real damage from your W ranks outside of.
[00:07:29] Speaker B: That's the key. This is. He's one of the champions where ranks give you a ratio change per level instead of a base damage change per level, which Means that it's the second max because you want to rank the ability that actually gains damage per rank when you have no items first, which is his Q.
[00:07:47] Speaker C: So like you're not seeing good, good recharge. You're not getting the same recharge rate until minimum. Actually you don't see the same recharge rate until max rank, which is 13.
And this is a big one. They're changing how it does damage to additional targets. It used to do level cap points and that every time you would hit a target that would have the base and then anything around it would take a reduced damage up until 16.
That entire system is now shifting. It used to be 1, 6, 11, 16, but you know, based on the levels, it is changing to a base 20% and then you are gaining 8% per level once you hit level 8, going to 18.
So you never break even until 18 on the additional damage. And it's significantly less smooth for him. Like you will always be doing less damage to additional targets. Now until you hit cap, it is important.
[00:08:54] Speaker B: His single target damage is roughly neutral at level 12 and buff from level 13 onwards.
[00:09:00] Speaker C: Yeah. Because of the recharge rate, you're doing a little bit down. Plus the damage. Traditional targets is only two additional targets.
[00:09:09] Speaker B: Yeah. The primary target still takes full damage from level one onwards. Just like it did before.
[00:09:15] Speaker C: Yeah, but, but like this, this is a problem. Azir has problems with the early game. He's not bad at early game, but he's susceptible to being bullied. And now that you can't pull soldiers up as much to try and trade as much, he is significantly more susceptible to trades.
[00:09:34] Speaker A: Yeah, I'm kind of surprised they nerfed his early and mid game so hard. I mean, I know he was like a hard carry late game, but this seems, I don't know, it seems a little excessive to me.
[00:09:46] Speaker B: I think they were afraid of Azir dominating worlds if they didn't do this.
[00:09:51] Speaker C: Azir has never like been out unless they have killed him. He's always had a presence and I don't think the presence is going to completely disappear. Even with this, he is still one of the strongest late game champions in the game. And some of the best champions at playing Azir are going to be playing him.
So, like these are people whose skill with the champion far exceeds a lot of what you can see anywhere else. And they can do things that I do not think anyone of our level can even contemplate doing. And no other champion besides Azir is capable of doing. So he is still going to be used because he is that good. But now there is a real trade off for using him. A very hefty trade off.
[00:10:34] Speaker B: So that's a pro skewed change.
But obviously you need to know about it because if you want to play azir, it heavily impacts you.
[00:10:41] Speaker C: Yeah, it is pro skewed, but it hurts regular players.
[00:10:44] Speaker B: Yes. Let's talk about a change that hopefully doesn't change anything in pro because I wasn't getting picked much. But those of us in solo queue should be very happy about this. They've been tapping down Volibear's AP the last couple patches and they're doing it again. They're knocking the AP ratio on his passive for the actual damage of the ability itself down a little bit and knocking the AP ratio on his E down a tad. As someone who recently had to lane against a full AP E Max Burst Pokemon Volibear. Thank fuck. This shit's annoying as hell.
Volibear is supposed to be a tank. He shouldn't be a squishy mage bear.
[00:11:28] Speaker A: I think my biggest gripe with Volibear was how tanky he could build. And yet he'd still have so much damage with a single AP item. Like he'd build. You'd see Tank full of bears with like just gnashers and then full tank after and they were still destroying people.
[00:11:43] Speaker B: I want to drive home how stupid his AP ratios are. If you are playing laning Volibear and you start with a Doran's ring, you are doubling your passive lightning damage at level one.
[00:11:55] Speaker A: That's insane.
[00:11:56] Speaker B: Doubling not counting that it gives attack speed or that it scales his lightning strike? No, just the actual damage from the passive is doubled by a Doran's ring.
[00:12:06] Speaker C: Now mind you, that also means that the base damage on that is fairly low.
[00:12:10] Speaker B: And that's my point. It makes him shockingly high damage with very small amounts of ap.
So I'm happy with this change. I really prefer when the correct way to build Volibear, unfortunately he's still kind of hardbound to Flicker Blade. But I really prefer when the correct way to build him is just tank. And he does still a surprising amount of damage but not the like, oh, you're going to die inside a single stun amount of damage. He's more of a oh, he's going to kill you before you can possibly kill him in a 1v1 because of how much CC and shielding healing he has while he murders you.
[00:12:46] Speaker C: Yeah. And I think like toning down the AP ratios is the first step I think the next step they really need to do is they need to figure out how to unbind him from Flicker Blade and then lean more into some health ratios.
[00:13:00] Speaker B: I think Flicker just needs to go because I played a game of Shyvana with it recently and it's just broken in the abuse cases and shit. Otherwise I really just want that item to be deleted from the game.
[00:13:10] Speaker C: And there's five champions scaled around it.
[00:13:13] Speaker B: Realistically outside of Marksman, I think there's three and then there's like two marksmen that it's good with. I just want the item gone.
[00:13:20] Speaker C: Anyway, we'll see what they do next year.
[00:13:22] Speaker B: Roll. How about you talk about a jungler who could use Flicker Blade and it's shockingly effective on but should never build it.
[00:13:31] Speaker A: All right. Briar is getting a small nerf. I think some people in the community were more worried about this when it became apparent on the pbe.
But essentially her passive, which is a bleed much like Darius's is just getting its maximum stacks reduced from seven to five.
I think on a whole it won't affect Briar that much. I think the biggest cases where this is going to cause an issue are if you are going a more attack speed oriented build on Briar. So you're building Kraken Slayer or Bork or one of those more bruisery builds where you're sitting at you know like 5% health constantly in these team fights and you're barely eking out alive. Because if you do not know, Briar's passive bleed heals her for 25 of premium premitigated damage. And if the, if a target dies while the bleed is in effect, she'll heal herself for 125% of the remaining bleed damage. Now obviously if the max stacks are reduced from 7 to 5 then she's not going to heal herself as much. She basically has an inbuilt triumph where if she kills an enemy champion, she gets a heal.
I'm. I don't think it's. It's going to be that big of a deal. There obviously will be new cases where she will die when normally she would have eked out and barely lived.
But I'm not terribly concerned.
[00:15:00] Speaker B: Yeah, I think.
[00:15:01] Speaker C: Oh, go ahead.
[00:15:02] Speaker B: I was going to say that like the, the thing that I think a lot of people don't realize about Briar is that her stacks do not scale linearly. The first stack does the majority of the damage and all of the remaining stacks add up to about one more initial stack.
[00:15:19] Speaker A: Yeah. So every additional stack of her bleed after the first adds 25 more damage compared to the first stack.
[00:15:29] Speaker C: Yeah.
[00:15:30] Speaker A: So if you think about it, if, if you go from the difference between one stack and five stacks is you just doubled your damage. So essentially she's going from, from 1 1/2, 1.5 times damage of the first stack to, sorry, 2.5 times damage of the first Stack to 2 times the damage of the first stack. Like that's, that's the difference.
So like, yeah, it, it is a big nerf when you put it that way, but it's really not that much damage per tick. Like I, it can feel like a lot of times, but I don't think it's like, it's.
It's one of those things where it's a nice to have on Briar, but I mean most of your damage is coming from your W and the second cast of W.
Or if you get like the best thing you can do on her is land a chilling scream at, at max charge against the whole team. If you do that, it's like an automatic team fight win. Like that's like landing a five person malfight all. It's just absolutely insane.
[00:16:25] Speaker C: Yeah, I think the, the real people who this affects is oddly enough the people who are best at Brier because that is true. They are the people who were using her to quickly move from camp to camp early game. And that entire number ratio is now different.
[00:16:42] Speaker A: So once these go through, I'm going to have to go into the practice tool because it used to be before these that if you were jungling you could leave a camp at level one with 130health left and between your jungle pet and her stacks, it would kill the whatever the camp was.
So I'm going to have to go in and find the new number of like. Okay. This is when you can roughly leave the camp and it will die and you don't have to auto attack it one more time.
[00:17:09] Speaker C: And if you weren't someone who was doing that level of control, this, this change does not affect you.
Pretty much true.
[00:17:18] Speaker B: And I just want to drive home how small each individual stack is. If you have 200 bonus AD and you are level 18, the loss of two stacks is the loss of seven and a half damage a tick which is 15 damage a second. That's how much she just lost in this patch change. It's mild. Jungle camps, I think are really the only place you're really gonna feel it. You're not gonna notice 15 damage per second at level 18.
And at early levels, you're not gonna notice it at all.
[00:17:48] Speaker C: She explodes camps quick enough by mid level. Like, this is a first. Second camp clear change.
[00:17:53] Speaker B: Yep.
[00:17:54] Speaker C: And that's pretty much it.
[00:17:55] Speaker B: Be mindful of your leash timing, but don't think this, like, dumpsters her or anything. She's fine. If you were playing her before, continue to play her. Just maybe check your health on your camps and don't accidentally leave one at 2hp, because you absolutely will be able to.
All right, Mike, it's your turn again. You've got all mages in your list, so pick one.
[00:18:17] Speaker C: Yep. So we're gonna go with a pure buff this time.
We're gonna talk about Anivia, because Anivia just caught buffs and there are enough buffs that I think you should be thinking about Anivia. They're small. It's two very simple changes. Her Q, which is her stun, got 1 second cooldown reduction across the board and her E, which is her primary damage source. The primary big, like pop damage because eventually your alt becomes your primary damage source. Got a 5 damage boost as a base damage across the board.
And considering your E can sort of.
[00:18:59] Speaker B: Crit, that's a significant base damage when used.
[00:19:03] Speaker A: Right.
[00:19:03] Speaker C: It's a good chunk more.
These are good. These are just good across the board. And I think Anivia is now like in a place where she has matchups against champions that are commonly played that are really good.
And she, like, in certain scenarios, just turns off a couple of champions. There are some champions where they want to do a thing and if you just stops them, you don't get to play it against Anivia.
And now she's just better. And I think she's playable in significantly more scenarios. The cooldown reduction on the Q is big, like at a seven second base cooldown by max rank. That's four seconds. With the amount of ability haste she's going to have, naturally it's an AOE stun her E.5 base damage is not a minimal change and it's conditionally 10. That's a big boost of early damage.
I think Anivia is going to be creeping in where a couple of other people were moving out.
[00:20:06] Speaker B: I'll be honest, it's making me consider learning her specifically as a briar main.
[00:20:10] Speaker A: I am very excited to play with Anivia's on my team. Let me just say, being able to throw a random E out where people don't even like, they ignore it because they're like, oh, it's not gonna knock me into the wall. And then having Anivia just throw up the wall at the just. Ugh. I love it every time. I'm so happy.
[00:20:26] Speaker C: That wall is so big, by the time it shuts off cyanol, it's like, what? Who do you care about Cyan Boom Wall.
[00:20:32] Speaker B: Yep. It's amazing against Nunu2 for the same.
[00:20:35] Speaker C: Reason, any champion that that only played with Ghost will have to use anything they had that could wall dash to get over her wall.
So, like, Hecarim, really good against Hecarim.
[00:20:50] Speaker A: It's also really good against any mages that channel because a lot of the times, you know, you throw your Q out, you get the stun, and then, you know, like a Malzahar will ultimate someone on your team. You can just toss the wall on Malzahar. It'll displace him, and then the Ult gets canceled, you know, and there's so many champions where they're channeling and it'll get canceled.
And it's just like. It's usually not like game winning, but it is a nice little trick you can do that can turn a lot of team fights around.
[00:21:16] Speaker C: The other point about that is the wall actively turns like it clicks off spell shields.
It actually breaks them.
[00:21:25] Speaker A: Yes. Technically, it does one point of true damage. So if you. If you're diving with Anivia, just be aware when you use your wall, if it displaces someone, Turk's gonna aggro.
[00:21:35] Speaker C: And we were complaining a little bit ago that the lethality spell shield is way too powerful at when you get it. This is a huge bonus to her. But also like her Q auto turns it off in the first half. So like, she's really good against people like Malzahar or people who build that shield because she has so many ways of turning it off. And then her damage hits. Yep. The.
[00:22:01] Speaker B: The first R doesn't do any damage anyway. So you don't care that it's reduced by 90% by Malzahar. Passive.
[00:22:08] Speaker A: Yeah, but so her Q, if you hit a Malzahar with it with the first part and then activate the second part, the first part, while it goes through them will activate the spell shield and then the second part will stun or.
[00:22:19] Speaker B: No, not in Malzahar's case, but in case of Banshees or Edge of Night or a Nocturne or Sivir using their spell shields. Yes, it will pop the spell shield and then stun them. Malzahar has a quarter second duration on his, which means that it will pop that. But then if your stun goes off in the next quarter second, it won't CC him anyway because of the duration on his.
[00:22:43] Speaker A: Got it. So you'd have to. You have to reactivate at the very last moment.
[00:22:47] Speaker C: Yes. But you can do that. Like because of the size of Bahar's hitbox, the instant the first part hits it breaks it. If you activate again at the second half of his thing, he's still stunned.
[00:22:59] Speaker B: It depends on the timing because as a Malzahar, I have had my spell shield broken but not taken a stun more often than I have actually taken the stun. But it definitely has happened both ways. It depends on positioning.
[00:23:12] Speaker C: Depends on positioning, Depends on how good the anivia is. But now you have the cooldown to throw it out more often.
[00:23:17] Speaker B: She builds a decent amount of ability haste just naturally because it's on the mana items she wants. Knocking that Q cooldown down to 7 seconds base means she's really going to be able to throw it every four seconds in late game.
[00:23:29] Speaker A: Yeah.
[00:23:29] Speaker C: That's a four second AOE stun.
Beautiful.
She does hard damage too.
[00:23:36] Speaker A: Yep.
[00:23:37] Speaker B: Let's talk about someone else that I think these changes are beautiful because they are a push in the right direction. I'm talking about junglers today. So the other one I'm going to talk about is Graves. Riot is finally addressing that Lethality Graves is really obnoxious.
They don't want lethality Graves to be the automatic correct way to play him. One shot or B One shot isn't fun for anyone is what they say in the patch note. So what they are changing to this effect is they are reducing the burst power of Grave's Q. If you build lethality and lots of ad, they are buffing the base damage of it and nerfing the AD ratio.
[00:24:21] Speaker C: On it by a large number.
[00:24:24] Speaker B: Yeah, these are significant nerfs. Like 30, 40% bonus ad on the combined damage. It's big. I'm happy about this because as much as Graves frustrates me, the version of Graves where he's a bruiser and he runs you down and Auto attacks you with his shotgun several times feels a lot less toxic and unhealthy for the game than the version of Graves where, oh, you walked up to a bush he was in. Well, he hit Q auto R and killed you instantly from full health. So I'm very happy about this. Fuck Graves.
[00:24:59] Speaker A: Yeah. I will say it is very frustrating to play a mage against lethality Graves. It does feel like there's very little counterplay. I Mean, you can't even really flash away or anything.
[00:25:08] Speaker C: Like the. The big thing about this really is the base damage is not going up so high that it's not a good idea to build ad.
But his ratios are falling enough that he needs to build AD if he wants to do damage.
[00:25:27] Speaker B: All right, rule, talk to us about the tiny master of evil.
[00:25:32] Speaker A: I love Igor. He's one of my favorites. He was the first mid champion that I. I played.
I think so a lot of mid early on back in the early 2000 teens.
But yeah, he's getting a buff. His W Dark Matter, that's the Comet, is getting a 10 AP ratio buff at all levels.
So this is going to max out at 110.
I think overall it's a. It's a good thing to do. A lot of his late game damage was coming from his W early on. I don't think it'll matter that much. I'm a 10% AP ratio in the early games. I mean, let's be honest, it's not that much. Like it takes you like eight minutes to get 200 ability power. So that's 20 extra damage. You know, like that's not, that's not that much late game.
[00:26:26] Speaker B: I definitely.
[00:26:28] Speaker A: Yeah, late game. You know when you're pushing a thousand ability power, that's 100 damage. Extra damage on his wife. So I think, I think that'll make a little bit of a difference on.
[00:26:37] Speaker B: An ability that at that point in the game has like a two second cooldown.
[00:26:41] Speaker A: Yes, that is also important. It has a very low cooldown.
And depending on how your team plays, I have gotten four man W's off and all of a sudden it's like the enemy team went from full health to half health and then there's blood in the water and your team just goes in and you win.
It can be absolutely massive.
[00:27:04] Speaker B: You mentioned the Briar and Anivia combo. I love the Briar and Vhagar combo for the same reason.
Vhagar loves having allies with knockbacks. So even if he doesn't land the cage perfectly, his allies correct for him and then his Dark Matter one shots the entire enemy team.
[00:27:22] Speaker C: You also need to know this is a huge buff to objective control.
Yeager is one of the people who has the power to steal buffs and 10% ratio on a W that's already doing over a thousand damage by the end of the game. You can out smite in endgame.
[00:27:43] Speaker B: Veigar's Dark Matter alone can sometimes out smite a full burst combo. From a Jungler plus smite. That's how fucking hard this ability can hit on a jungle monster that doesn't have a lot of Mr. You can literally be doing like 2,000 damage in a single cast.
[00:28:00] Speaker C: It's insane, mind you. This is versus the regular junglers. There are junglers who have much better secure.
[00:28:07] Speaker B: But against most of the cast, most junglers, especially if you're the one tanking. Baron, for example, can't burst for 2k solo.
[00:28:14] Speaker C: Yeah, most people can't do that Unless you have like a true damage buff like Cho' Gath or Nunu.
[00:28:21] Speaker A: Yeah, yeah. Vigor's potential to steal is really good, especially because if you time it right, you can just throw your cage down. A lot of the times that'll throw the enemy team into chaos for just long enough that you can throw down your W and then time your Q correctly and then get a huge burst of damage right at the last second.
[00:28:36] Speaker B: Yep. He's literally one of the best non jungler stealer champions that exist.
[00:28:41] Speaker A: Yeah. I also think this is going to do good for his zoning potential because there are times when, I mean, it's. It's. Let's be honest, it's a hard skill shot to hit. The delay between when it happened, when you cast it, and when it happens is long enough that most people, unless they're very distracted by like a big team fight or something, are gonna dodge it. But what you can do is put it in choke and chokes in the jungle or in bushes and other things. And a lot of the times you can zone enemy teams away because especially later on when it's on such a short cooldown, it's like they want to come in to this choke to like get into your team at Baron. Well, you just drop a W and all of a sudden everyone backs away and you've caught. You've bought your team a couple more seconds to either burst it down or change up your plan or whatever you need to do.
[00:29:25] Speaker B: And also we mentioned Azir's DPS earlier. Veigar is one of the very few champions that can match Azir's dps. That isn't a marksman, and it's because of this ability. So buffing the damage on this ability specifically is insane. Yeah, I have two manned Baron on a late game Veigar, and you just delete it.
[00:29:43] Speaker C: Vigor is one of the champions where, like, he is an inevitable champion. There is, at some point in time, Vigor will be a threat. Doesn't matter what you do. This being more powerful means that Spike Happens earlier and it happens harder.
[00:29:59] Speaker B: Yep.
[00:30:00] Speaker A: I will say I do appreciate this Buff, though. Because of all the stacking champions, I always felt Vigor was kind of the weakest in the. In the current iteration. Just because if I have a Vigor on my team and an Aurelion Sol or a Smolder on the enemy team, I'm more worried about the Aurelion Solar to smolder. Right. Like, I'm not like, yeah, it's great to have a Beaker who scales into the late game, but I feel like Aurelion Sol smolder. They're going to. They're going to scale better into that late game. The.
[00:30:29] Speaker B: The key difference is about two and a half years ago they made this ability have a scaling AP ratio. It used to be a flat 100% at all ranks.
[00:30:38] Speaker A: Yes. And then you would max W first and absolutely destroy.
[00:30:42] Speaker B: You would max it last because it meant you could max your cage second and provide long duration stuns in the mid game.
[00:30:48] Speaker A: Yes. Okay. No, that, that. Okay. I remember that.
[00:30:50] Speaker B: And you can't do that anymore. You lose too much of your damage. So now he provides a lot less in the mid game, which is when Smolder and Aurelion Zol start spiking.
[00:30:59] Speaker A: Yep.
[00:31:00] Speaker C: It also feels like because of Vigor is a very, very one trick. This is what you're doing. You're going at them. His spike is far more linear and it's far later than theirs. Like to be. To be fair, unless you have the A Sol that has the 50%, oh, you're at 50% health. You're dead. W.
It's kind of hard to argue with a 1500 AP vegar throwing a Q and an alt at you.
[00:31:25] Speaker A: True.
[00:31:27] Speaker B: All right, Mike, you got one more mage on your list.
[00:31:31] Speaker C: Yep. And I'm gonna round this out with what a lot of people are really complaining about. And I don't see what the problem is unless some people were doing something very different than what I was doing.
So Orianna is one of those very staple always in meta champions. She is like Lee Sin, the Forever Mage in the mid lane. She's always there. She's always good.
One ability will make or break a game easily. And so she's usually never too great and never too weak. And they've. They've decided that she's doing a bit too safe of a wave clear with the current builds that she's. That some people are building with her. And I don't agree with those builds anyways, but this is more of a pro skew. Thing.
[00:32:23] Speaker B: Yep.
[00:32:24] Speaker C: Rod of Ages into other, more tanky like liandries. These are things that Orianna can do, but I don't see why you want them on Orianna, then. It doesn't feel like you're playing Orianna. The change is she's getting a base damage nerf that doesn't start at level one. It's really like it. It hits at level five. It's a 40 base damage nerf at level five, where it's nothing at level one. But she's getting 10 DP ratio. So.
[00:32:57] Speaker B: And this is her second max. Right.
[00:32:59] Speaker C: This is, from what I know, is her second max, which is why I don't see why it's a problem for my playstyle with Ariana. Because by the time you would max this, you're getting the damage back with tap ratio buff.
[00:33:14] Speaker A: Yeah. According to my math.
[00:33:17] Speaker C: Yeah. By 13, usually at 400.
[00:33:20] Speaker A: Yeah. I'd say by 14, you have 400 ability power.
[00:33:22] Speaker B: I think 300 AP is three items.
[00:33:25] Speaker C: Yeah.
[00:33:25] Speaker B: Are you three items at level 13 consistently? Most people are hitting two in solo queue at that point.
[00:33:31] Speaker A: All right, all right. No, that's a fair point. True.
[00:33:36] Speaker C: Item spikes really happen, probably between 13 and 15. Yeah.
[00:33:41] Speaker B: I was gonna say three items is usually like you're nearing level 16 in a solo lane.
[00:33:46] Speaker C: Yeah. So you're. You're. You're losing a little bit of damage and then you're gaining damage pretty quickly out of this.
[00:33:53] Speaker B: I think the key here is prior to level, what, eight? When you put your second point into it. This is actually a buff.
[00:34:00] Speaker C: Yes. And, yeah, I, like. I don't know why this was called out. So I think there is a large contingent of people who are maxing W, and I don't see why you're maxing W, because that doesn't make sense to what she is as a champion. You really want Q max. Because if I'm not mistaken, that gets a lower cooldown.
Significantly, the ability to move the ball matters far more than the burst damage on W, which, to be fair. And W does more damage.
[00:34:34] Speaker B: Yeah. And the base damage difference was 20 per rank, maxing W versus Q. And I think that's why people are doing it now. It's only 10 better, which I think, yeah, makes the Q cooldown reduction just always better instead of usually better. But, yeah, these changes are definitely skewed towards. Stop building Rod of Ages Liandries on fucking Orianna. Build Luden's Shadowflame Deathcap like you're supposed to.
[00:34:58] Speaker C: Like, if you're Facing three or four tanks. Yeah, sure, fine, go ahead.
But that's not when you. Unless you are picking Orianna in the first rotation and then seeing it happen later. I don't, I don't see why you would pick Orion into that situation. So like, with the way most people should be building Orianna, this is actually just an early game and a late game buff and actually like even that second rank, that 10 damage nerf, by the time you're level 9 you have more than 100 AP so it's still a buff.
It's, it's. It's really 10, 11, 12, 13 where you have a slight trough and then the power starts ramping back up again.
[00:35:43] Speaker B: All right, let's answer some listener questions. And I cherry picked one from the discord that I wanted to answer, which is actually my last patch note I wanted to cover. But the listener question happens to touch on the same topic. So I'm going to read this listener question from Reigns, then explain the patch note and why I'm so mad.
What made Tank Echo work so well and the way it was meta way to play him back in season six and seven. And how can I as an amateur off meta builder, find an effective off meta build for me that is both easy to pull off and can win ranked games with agency? Or is the game really not wired for that anymore? So Tank Echo and Tank Fizz, which was also the problem back then, and Nidalee and Tank Nidalee, well, Bruiser Nidalee, she was a little bit different.
What they had in common was high mobility and target access and good enough base damage that making them Tanky meant just people couldn't fight back against them. And Riot has decided that they want some of that back again because they have made a whole bunch of changes to Fizz this patch. They have buffed the shit out of the base damage on his W, both the burst damage and the damage over time effect and the on hit repeated damage on his W and buffed the base damage and nerfed the AP ratio on his Ultimate. They also minorly nerfed the AP ratio on the W, but that one's small enough. I don't care. But the ultimate literally lost 30% AP at max rank and gained 130 base damage, which just to me reads, hey, we want Tank Fizz back because we don't understand how our own game works.
What makes Tank Echo, Tank Fizz and other of this kind of off meta build effective. And the reason they became meta back then is how do you kill a dude with 4000 life who can go untargetable every four seconds and can dash repeatedly as well.
[00:37:48] Speaker C: Fizz is one of the most frustrating mids to play against as an assassin and that when you have the ability to be a tank and do damage, he is disgustingly resilient. Now, as we've talked about multiple times throughout this patch, the way to to deal with certain things, we were talking about it with Graves where it was a good thing. Buff damage ratio or buff based damage lower ratios.
I don't think his buff to his W is enough to push him towards a primarily tank, but you're going to see it now. Like it's not going to be the. The pure meta. This is what people are building on Fizz all the time yet. But you're gonna start seeing it pop up. And the problem is the base damage is high enough that with the rest of his kit he can kill people with that base damage.
[00:38:41] Speaker B: Yeah, I hate this.
I think Assassin Fizz can be frustrating because he has more ability to escape than most assassins do.
But he also dies if you ever manage to actually CC him.
I fucking hate what Tank Fizz does to the game. We played against one in an Aram already and he literally had a heart steal and just beat the shit out of people while also having 4000 life and it was near impossible to kill him.
[00:39:08] Speaker C: To be fair. It was. I also was on a super tank that was able to kill him. But there are. The reason why this is not going to be the meta on Fizz is because there are other tanks that do real damage and those are like meta power and they can fight him. So he doesn't have the same sort of place he did back in season six and season seven where you can just out bully the tanks while being impenetrable. Nah. You've got K' Sante now who will kill him. You've got Ornn who can out tank him and then kill him because you can't kill the Ornn. So like things that weren't around back when these people were a real threat are going to be what stop them from taking over like they did.
But you will see them when the time is right. When it's a last pick. Topstool hasn't picked anything. There's no Tank on either team. Suddenly there's a Fizz. It's a Tank Fizz in top lane or mid lane because it doesn't matter because Tank Fizz can still kill mages.
[00:40:15] Speaker B: Yep, he can kill mages. He can kill Ad Carries. It's just bruisers and tanks that can actually fight back against him. And I hate it.
[00:40:23] Speaker C: Now, the second part of this, the real like the. The meat of the question portion of this.
Why are they effective and how do you find other things in this off meta sense? Off meta works when it essentially sort of counters something that is meta.
[00:40:42] Speaker B: Yes.
[00:40:42] Speaker C: And so if you find a weird niche thing that is really powerful against a lot of things that you are seeing across the board, that is when off meta suddenly becomes meta. That's why Teemo Jungle suddenly showed up and was so strong for a couple patches. Because what it did was it completely countered the.
Essentially the other junglers that were being played and another role which was ad Carry.
[00:41:14] Speaker B: So it's why I've played weird shit like Mordekaiser and Jax in the mid lane, specifically as counters to Yasuo.
[00:41:21] Speaker C: Yeah.
[00:41:22] Speaker B: So they're not good mid laners. Don't play them mid unless you know the exact reason why you're playing them.
[00:41:27] Speaker C: So realistically.
The first thing, before you even begin to start contemplating going heavy into off meta, you need to have a hard understanding of the items that are in the game and every champion. I'm sad to say this, you need significant experience on a lot of champions to understand when off meta works.
[00:41:51] Speaker B: Yep.
[00:41:52] Speaker C: So most of our advice does not work with this because we to climb realistically, you don't do what Jax and I do, which is play everything.
However, playing everything gives you that agency to learn how to deal with a lot of other things. Of the things you should do. If you're like itching to do off meta, find champions that have multiple build paths and then that's when you can start tailoring meta versus off meta. Hey, I know this situation. I can definitely win with this one, this situation, I can definitely with another, and then very slowly build a champ pool out of that. Ferris is a prime example of that.
[00:42:35] Speaker A: I would say the biggest thing is that a lot of times champions have a standard build. Take Briar's my main so I'll go on her. She usually goes. Her best build is Titanic Black Cleaver. Like that's just the meta best build on her. However, if you're against a team of all squishies, you might want to go off meta and go lethality Briar. Personally, I hate lethality Briar. But there is a big argument for it, especially because you can essentially one shot a squishy in like two seconds, you know, just do a full rotation of your. Your abilities and you'll kill a squishy. And so it's like, hey, if there are no Tanks on the enemy team, being able to just pick someone with her targeted Q, that might be a great strategy.
But her tank bruiser, Titanic Black Cleaver is just all around a better build. In 80% of situations, it's going to be better.
Yep. So that's what you should think about when you're thinking about off meta.
[00:43:33] Speaker B: All right, our next set of questions comes from Labana, who straight up said these questions are here to fill some time. So we're gonna answer a couple of them.
He gives some context that he's trying to transition from an ad carry to something else. He's been experimenting with top lane, specifically tanks, mostly Cho, because he likes Cho. He's not interested in fighters or duelists or a split push 1v1 style. Cause team fighting is his favorite part of League. So here's questions.
What other Tanks are worth investing time in and when are good times to pick them over Cho'? Gath?
[00:44:08] Speaker C: I've mentioned two of them, actually, both K' Sante and Ornn. Less K', Sante, more Ornn.
[00:44:17] Speaker B: I don't think K' Sante would appeal to Labana based on him specifically saying he's not interested in fighters, duelists. And K' Sante is a Tank that plays like a fighter and duelist.
[00:44:27] Speaker C: That's. That is true.
[00:44:28] Speaker A: He.
[00:44:28] Speaker C: He is. The reason I've been thinking about him is because he's very good at team fighting, but because he's good at a specific type of team fighting and you can sort of ignore his ult for the most part and play him as a normal Tank, but he's gonna be less fun to play than I think Ornn will be. Ornn is maybe the best team fighting tank there is.
[00:44:48] Speaker A: I will say in a normal game of League, I tend to see Tanks more in jungle and support than I see them top lane. I'm not saying there aren't any top lane tanks. I'm just saying it's. It's more rare to see a Tank top.
Generally speaking, you're much more likely to see a Tank in support or jungle. So if your idea is to find a Tank you like or to play tanks, then you might want to look into doing either support or jungle.
[00:45:15] Speaker C: Now the reason.
The other reason why I gave those two is because they are 99% played in top lane and they are good into most other top laners, including the heavy bruisers and. And fighters that go up against people up there.
So like they are the staple top lane tanks that will be there who are continuously there.
[00:45:38] Speaker B: The other one I would add to that is Sion. Sion is a fantastic, he is a tank tank.
You do not need to build any damage on Sion. You can just build full fucking tank and be fully effective. His wave clear is solid, he's an immovable object and his team fighting is incredible because of his ult.
[00:45:59] Speaker C: Uh huh.
[00:46:00] Speaker B: So question two, how do I play teamfights? As a tank, I'm very used to being the coward at the back waiting for cooldowns to be blown. What do I need to do to begin doing to get those cooldowns used on me so that my carries can carry if they want to.
[00:46:13] Speaker A: I like to take this one.
[00:46:14] Speaker C: This is very difficult one to answer, but yeah, you can go for it.
[00:46:17] Speaker A: I think your primary goal as a tank is to.
First of all, it depends on what type of tank you are. But there's CC tanks and then there's like bruisers harassing tanks.
[00:46:32] Speaker B: I think for the purposes of lists, let's assume he's playing tanks that bring CC to the table because it sounds like that's more what he's interested in. Interested in?
[00:46:39] Speaker A: Yep. Okay, so if you're playing a CC tank, the biggest things you're looking for is someone who steps up too far. Now you have to keep in mind it's not the distance to you you need to be aware of, it is the distance to your damage dealers.
[00:46:54] Speaker C: Yes.
[00:46:55] Speaker A: If you're too far forward and you're Leona or Malphite and you, if in the case of Leona you use your E to get on someone, or if you're Malphite you use your R to jump on someone and all of a sudden you're on the enemy team, but your team is a screen away, you're probably going to die before your team can get there. Or you know, if they do have really good reactions and jump into the team fight right away, you're still going to be half health by the time they get there. Your job is to get someone, catch them off guard so that your team can immediately jump on them. And basically if they can't be applying damage within a second of you applying CC to that person, that's not a good time to go in. The other thing you need to be doing is you need to be catching critical cooldowns of your enemies.
So there are specific cooldowns that are big game changers. So this is things like Amumu Q Ahri, her charm you know, so if you see someone blow a really long cooldown that's very important to their kit, that may be a signal that says, hey, this is a good time to go in. Right? Because they've blown that really important cooldown and so they're not going to have it for however long. So that means if you initiate a team fight now, they're probably not going to have it for the fight. So just keep that in mind. And I know it can be difficult, especially in those big 5v5s, where there's a bunch of different important cooldowns you got to be keeping track of or people's ultimates and all that stuff. It can be difficult, but just try to keep that in mind. It's like, oh, I've seen a couple really big abilities go on cooldown, and hey, maybe now's the time to initiate, you know, and then eventually, as you play more and more, you will just kind of get the hang of it, of being like, oh, I'm too far from my team. I can't go in right now. Even though they blew a bunch of really important cooldowns, I can't go in right now. I think it'll be something you've done.
[00:48:40] Speaker C: You've done a great job of illustrating the primary points. I think you're missing two other really important factors of tanking.
[00:48:46] Speaker A: Yeah, lame on me.
[00:48:48] Speaker C: Screening. You are a health sponge. Your job is to get in front of, like, intersperse yourself between your team and their team and take every cooldown they can throw at you. Deny the team anything they can throw at the end that the rest of your team, you're there to make sure the rest of your team survives, and you should have enough survivability that they can blow two or three big cooldowns and not even come close to killing you.
[00:49:19] Speaker A: The second thing, great point.
[00:49:20] Speaker C: And this is, this is mostly because of what we've talked about, what kind of tanks you like. You are usually the primary engage as one of these CC tanks. Your job is to say, we're going. And so this is the most difficult part of being a tank, is knowing when to engage.
ORN is the safest one to possibly do this on, which is one of the reasons why I suggest him. Because his heavy engage has no commitment whatsoever for you or the team. You are throwing out a skill shot that is massive and has a very long range. It's like half the river in width.
[00:50:01] Speaker A: Yeah, easily.
[00:50:02] Speaker C: And so then your job is to immediately start following up and going in and cc now, how to play a team fight mechanically becomes very confusing very quickly.
Sometimes your job is actually not to engage, it is to counter engage. Sometimes you need to be the person who is sitting on top of your carries, making sure nothing happens to them. Sometimes you need to be going into the backline and ccing their carries. That is a judgment, and that happens teamfight by teamfight, game by game. So as a tank, you have a lot of decisions to play, and it's a significantly more challenging role, I would say, than an ad carry. Because an ad carry's job is just do damage when you can do damage. And a tank has a lot more mechanical decision making moment by moment.
[00:50:50] Speaker B: Absolutely.
[00:50:51] Speaker C: But the first, for the first, very first thing you need to do is don't be in the back. You are the front line.
[00:50:55] Speaker B: So we're gonna save the rest of the questions from Lebana for next week because I think they tie together.
Let's jump down to a question question from Yeet the dab.
How do you feel about bans during draft? Do you use them or find them a crutch? Is there a type a kind of champion you like banning?
I just delete Irelia from my league of legends. I haven't had an Irelia in my games for the last 200 something games. Fuck that champion. She's incredibly snowbally and people in my elo. A, there's a lot of people who can pilot her and B, there's a lot of people who do not understand how to play against her. So fuck that champion. She does not exist in my league of legends.
[00:51:41] Speaker C: I think everyone should be using bans, period. Don't, don't hover dead things. Bans are there for a specific reason. They're not a crutch.
[00:51:50] Speaker A: No. Yes.
I personally, I use bans to eliminate my weakest matchup.
I don't think this is a crutch. I don't think this is hurting my gameplay right now. My biggest ban is Lilia in the jungle. And it's just because Lilia, nine times out of 10, will beat a briar because you just. She will get one ability on you and she will out speed you and she will kite you for the entire day and you will not touch her and she will just play with you until you die. So it's like, well, there's not a lot of counter play for me in this matchup. So yeah, I'm gonna ban it. Like, I'm gonna eliminate the worst case scenario for me in my. In my matchup. And I think that's what you should be thinking about is, hey, what's my worst matchup here? And sometimes that's a specific champion because you just don't know how to counter them yet. And that's okay. And other times it's, hey, these two champions interact like rock, paper, scissors, and I picked rock. And if I let this champion go, that's paper, and I'm just gonna lose, so I'm just gonna eliminate paper from the game.
[00:52:51] Speaker B: Yep.
[00:52:52] Speaker C: And there are. There are times when, explicitly when you've had those games where you're getting consistently dodge after dodge, midway through champion slot, going over and over again, you know what the enemy is going to be picking. Now. You now have a tactical advantage and you can go, that's a little. I'm going to switch my van up. I know that's going to happen. It happens more often than I would like, but it happens enough that it's a real viable strategy. Or sometimes it's like I just. I've. I've had the bad luck streak of all bad luck streaks. I'm not doing well against this champion. This There was a very long time I did that to Aatrox, and right now it's Akali, because I find Akali inevitable.
[00:53:33] Speaker B: We've talked before about Akali's base damage. We hate it. All right, I'm going to paraphrase Yeet the dab's other question, because I think what he's trying to ask isn't exactly how he worded it.
Yeet mentions coming from a Dota background where the client is frankly a lot better and you can get a lot more information. And those two are separate aspects. I am praising the Dota client. It is a much better client than the League of Legends client. Just period it way better architected. It has way less technical problems.
But Dota has a lot of information symmetry. You can click on a champion and see how much damage their ability does. You can click on a champion and see cooldowns on ability, that kind of stuff. Whereas League has a lot of information asymmetry. You can see how much AP someone has. You can see how much ability or attack damage someone has. You can see their attack speed. You can see their items. You can see their health and mana, and that's about it. You have no idea whether their spells are on or off cooldown unless you're tracking it yourself. They, on the other hand, get all of that information. They know exactly what the damage number on every ability is in the tooltip. So Ye is asking, how do we feel about that, to him, it feels like a crutch from the devs to make the game feel hard to master without actually adding depth or complexity.
[00:54:59] Speaker C: So I fundamentally disagree.
It's not, not at all what I would call artificial complexity, which is the statement you've been using there. What that sort of is to me would be putting in a system that doesn't really have a major purpose in there. So the reason why cooldowns are hidden from one side versus the other is information Gap is a really high skill ceiling that allows the game to have a higher skill ceiling without terribly harming the skill floor.
[00:55:34] Speaker B: Yes.
[00:55:35] Speaker A: I will say a big thing I did, especially when I was playing a champion I didn't know is I would just pull up their wiki and have it sitting on the the second screen, you know, and then it's like, hey, I would say, what's their most important ability that has a super long cooldown? And I would just track that. I'd be like, okay, it's a 10 second, 15 second cooldown. All right. Then I, you know, I watch them use it and I know, hey, next 10 seconds I'm free to go. And they don't have that ability. Right. And so like, yes, I think that not having it in the client does make it feel a little less intuitive. But there's plenty of tools outside the game itself that are very easily accessible that can help you with those things.
And especially if you're a newer player or you're not as skilled, I think being more focused on what your champion can do is the most important first step is just saying, hey, what are my champions limits? What, what is the absolute edge of like, hey, I'm going to instantly kill this person and this nice engage versus like, oh, they're going to live with 10 health. Right. That's the most important thing you can do early on.
[00:56:38] Speaker B: That's. To me, the most important part is where it transitions from artificial complexity of, oh, we're making you jump through hoops and do math instead of just giving you the number at the end, which is how it can feel. Sometimes the information asymmetry in League of Legends is more like the fog of war. If someone uses an ability in the jungle and you don't have a word on them, you don't know that ability has been used. If someone uses an ability in lane and they have a bunch of ability haste, they know exactly what that cooldown is, but you don't because you would have to do the math. That asymmetry matters more and more. The Higher skill. You go at master's level way above any of us.
They're mentally calculating, okay, he has this item. So I have five seconds before this ability is off cooldown again. Whereas if he didn't have that item, it might be six. Like, if they're doing that, they may not even realize they're doing that. But it's all inherent because they are that good at League of Legends at that point. Whereas for us in mid tier ELOs, we know we're not doing that, but our opponents also aren't tracking our cooldowns that well. And that's why the asymmetry is valuable.
How many times have you had a situation come up where, oh, they don't have Smite, but then someone's ultimate or a Veigar Comet steals the objective anyway, and your team rages at the jungler. Why didn't you smite? But the objective was taken from outside Smite's threshold because your team wasn't tracking cooldowns well. Those gaps in information create skill expression. That is skill expression is why we play this game. If we were all the best players in the world and the game was perfectly solved, a the esports scene would be boring as fuck. We've had metas that were like that before and the esports scene became stale and boring as fuck. Forcing big meta shifts to happen in the patch notes to keep the game from stagnating and dying.
When there's more information asymmetry, when there's more volatility in the game, they don't have to make those same kinds of sweeping changes to keep the game interesting because it stays interesting naturally on its own. I think hiding a lot of information like that to where the user knows it, but someone against it really only knows the base amount. Like if you've played the champion, you'll know roughly the range of their abilities and ballpark on the cooldowns of their abilities, but not the exact amount. Same for damage creates those moments where someone miscalculates, thinks they can go for a trade and actually they die because they fucked it up or thinks they can get the the secure and it gets stolen.
And that's. Those are the hype moments we live for when we play League of Legends. Those are the high moments.
[00:59:30] Speaker A: Yeah. There's also times when it can't be incredibly frustrating. Like we just played an Aram and I was playing Jin and there was an enemy Amumu and there were two or three times where I was literally caught on just the very, very edge of the Amumu and I was like, I thought I was out, out of it. I didn't think I was gonna get caught by that. And then of course, I die, because the amumu alt is a very long stun and the enemy team just jumped on me. But in the same game, A Malphite Ulta B. And I just sidestepped it. And then that felt really good because when you have those moments where you're like, oh, I knew this was coming, and I played it perfectly so that I was just outside of the range of the ability, honestly, that's the biggest dopamine hit in league. Like, that's like the big brain. Oh, I just did it. Like, I. I won league, you know, So I, I do like that there is a little bit of the.
It's not quite unknown, but in the moment, it's unknown, right? Because if you. If you could pause the game, right, you could do the math. You could solve the problem and say, oh, I'm too close, or, oh, if I add up all of the damages of their abilities, yes, I die. But in the moment, you might not know that. And so I think that's where the skill expression really can flourish. So I, I do like the way that league is currently built with that in mind.
[01:00:47] Speaker C: Now, we've. We've also been talking about how this is a pro, like, ceiling thing. There are also a couple of pros who have quite literally never seen certain champions get played. And so when they come out, they're completely clueless to them. I have seen in the world stage someone not know what Nunu did, and so they tried to teleport away and they got rooted. So, like, these. These sort of things create really cool moments, but also they're not shaping the ability that you have. Knowing literally every ounce of information about the game isn't necessary to be the single best player in the world. Admittedly, Faker already knows literally everything. He times things like bone plating, but it's insane when you listen to him and see what he does. This is no. No one is getting that. No one else is getting there. But that's the sort of level you can aspire to tracking down minimized things up to the bone plating of your opponent, which is a rude.
[01:01:52] Speaker B: Yep. Of course, the easy answer is just play Lucian in the top lane. You don't have to track shit. You just shoot people with your light guns and win the game.
All right, guys, this has been episode 502 of the Four Words podcast. I've been Jack Soman for Mike and many names. And thank you again for guesting and filling in when we're short on People Rule.
[01:02:14] Speaker A: We greatly appreciate it. Yeah, of course. Thanks for having me again. It's been a lot of fun and.
[01:02:19] Speaker B: We'Ll see you guys next time.
[01:02:21] Speaker C: Good night, everybody.
[01:02:22] Speaker A: Good night.
[01:02:24] Speaker B: Thanks for listening to the four Wards Podcast. If you want to support the show directly, consider checking out our
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And of course, send your questions to the Fourwards podcastmail.com so we can answer them live on the show. That's the Four Wards podcastmail.com.