this is only gonna make it be impossible to win games for early level players that already get destroyed by yi's building 3 PD's D: more rage quitting early level people means less people getting to level 30 and the ones getting to level 30 are doing it solely on the master yi 3 PD path v_v i know at higher levels and elos and such master yi isnt a problem but when i was level 10 master yi's were things i NEVER wanted to see on the other team

Thanks to TheNamelessBard for the signature
DillButt64 wrote:
this is only gonna make it be impossible to win games for early level players that already get destroyed by yi's building 3 PD's D: more rage quitting early level people means less people getting to level 30 and the ones getting to level 30 are doing it solely on the master yi 3 PD path v_v i know at higher levels and elos and such master yi isnt a problem but when i was level 10 master yi's were things i NEVER wanted to see on the other team
^this until i bought

also, xin is ok with his rework? dunno if he was fine building tanky before, but you'd see loads of them going full glass cannon with 3 different items.
DillButt64 wrote:
this is only gonna make it be impossible to win games for early level players that already get destroyed by yi's building 3 PD's D: more rage quitting early level people means less people getting to level 30 and the ones getting to level 30 are doing it solely on the master yi 3 PD path v_v i know at higher levels and elos and such master yi isnt a problem but when i was level 10 master yi's were things i NEVER wanted to see on the other team
I carry mah smurf games with Ryze :C
Pheyniex wrote:
also, xin is ok with his rework? dunno if he was fine building tanky before, but you'd see loads of them going full glass cannon with 3 different items.
I do. It's annoying as **** if your team doesn't get the idea of "cc and kill them before they penta pl0x". Same with talon.
If they do this, they gotta pay attention to:
a) How they interact with full AD Damage items vs enemy team;
b) How they interact with items like

Full AD still becomes kinda silly late game, I know there's a ****ton of ways to go around it, but it can be annoying losing as something like a well build AP carry because the rest of your team has no idea how to pin a glass cannon down for 1 second.

DillButt64 wrote:
this is only gonna make it be impossible to win games for early level players that already get destroyed by yi's building 3 PD's D: more rage quitting early level people means less people getting to level 30 and the ones getting to level 30 are doing it solely on the master yi 3 PD path v_v i know at higher levels and elos and such master yi isnt a problem but when i was level 10 master yi's were things i NEVER wanted to see on the other team
Simply put, adapt or die. They seriously need to make this clear to all new players *****ing about Trynd and Yi being OP. The death recap stuff should probably be mandatory to summoners pre-level 15 so they can learn from their mistakes and build some freaking armor.
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"So this is a very... complicated problem, melee DPS have generally had a rough experience in LoL since the very beginning. This problem is not exclusive to just Master Yi it's a problem with his archetype.
Some problems I've noticed with melee DPS:
- The prevalence of disengages + flash + walls in the game makes windows of engagement for melee champions incredibly small, and often too small for a melee dps to do an effective amount of damage to someone. If they do an effective amount of damage in such a short window they are just assassins, not melee DPS . This works better for fighters because they are much tankier so their window of engagement is a lot longer because they can afford to push forward and stay in fight. In addition to this towers are relatively close together so in areas like the bot lane it does not take much to get under the safety of a tower where melee DPS cannot attack, while ranged DPS can keep poking until they are under the tower.
- Exhaust shuts down melee DPS entirely, once a melee dps hard engages and gets hit by an exhaust they are sitting ducks.
- Melee DPS and Ranged DPS don't really have much of a difference as far as most statistics go, and late game they do relatively the same amount of damage.
- Melee DPS need effective tools that essentially "buy them time" to get out the damage they need to do to be useful in a team fight, a great example of this is Tryndamere.
There's some solutions we have thought about on how to fix the problem, but it's a VERY difficult issue. I think it will require a combination of changes that will slowly inch them closer to having a much better place in the game. The key here is finding ways to increase their engagement windows, and finding a way to differentiate them from Ranged DPS. Right now they are nearly identical except one is ranged, and one is melee meaning one has a very large advantage here :P."
Also:
Can't be thrown:
http://nooooooooooooooo.com/