Don’t Mind Us is currently recruiting!
Sup guys, Olarron here.
We’re only looking for one spot, however. We need a dedicated, solid AP mid with knowledge of lane counters, and of course knowledge of the game as well. In terms of solo queue, most of our members are around the 1500-1600 ELO bracket, due mostly in part to the fact we dislike solo queue ranked in the first place. We’re capable of so much more.
We usually play later in the night, around 10:00 Central, sometimes later.
If you’re interested, either message the blog, and talk with me in game. One or all of us will get a game or two in with you, and just give you a review, or let you know what we think.
Thanks guys, don’t be shy! Olarron out.
Not sure if I’m being trolled or he really meant to invite me. How did he get my summoner name though?
What do you think is the hardest role in League?
Hello! Aishin here with a question to all of our followers. Olarron and I are debating on which role is the hardest one in League of Legends. What do you think it is and why?
Averion here, contributing my lame answer, or at least that’s what Olarron calls it, I’m just gonna have to go with that they’re all equally challenging in their own right. Except the jungler because that’s what Olarron plays.
Olarron here. Fuck you. But I agree with the Jungle being the toughest role. We’re the first to get fingers pointed at. And we’re supposed to keep timers on all four buffs (along with Baron/Dargon), recognize ALL lane match-ups, and even jungle match ups, influence every lane, and know when to invade and how to call the shots.
Olarron here. No idea how many people will still be interested in what we have to say,
Considering we hardly even post anything, and when we do, it seems to be full of empty promises of our upcoming activity, however, I would like to type something out. It’s simply called the importance of teamwork.
You’ve heard it before. The argument between a team-mate and somebody on the other team: “Couldn’t 1v1 me?” and then the following: “It’s a team game.”
Well, they’re right. That’s exactly what it is. A 5v5 team game. Try throwing five random players, and a coordinated team together on summoner’s rift. It’s a slaughter 9 out of 10 times.
One thing you see in competitive play that you don’t normally see in solo queue is when a skirmish breaks out anywhere on the map, people will leave lanes simply for the power of presence. Presence, in League of Legends, is so much more powerful than people realize. In a 4v5, the team with an extra person has no worries. There’s strength in numbers, so they can five. But the moment the other team’s fifth shows up, it takes a little bit more thought. And while they think, the team that was previously at a disadvantage now has a chance of getting back into the fight.
Tell your team who the focus. Let them know when you’re engaging. Warn them of enemy ults and flashes and their availability. Let them know. Talk to them. They’re not playing your character, so you need to let them know.
Another thing I’d like to discuss is how, for some reason, low and middle ELO players feel as if they should stay in lane forever. They have the constant fear of their tower taking damage, so they don’t go back, and wait for their busy jungler to hold the lane.
Don’t do this. Seriously. If you have the gold for important components to an item, go and get them. They’ll help you win your lane. They’ll help you keep enemies and creeps off your tower. Your tower isn’t in danger until a hard push comes, or it’s at dangerously low health. People refuse to go back, and shouldn’t. I hate hearing “I have 3k gold.” “Why?” “I haven’t gone back yet.”
Now, I believe my ELO doesn’t represent my skill. I’m only in the 1500. I’m not claiming I’m the best player, but I think that if I were to go competitive in this game, I would hold my own. Especially in the jungle.
Anyways, Olarron out.
I don’t really mind solo queue in League of Legends.
But perhaps the only thing that gets to me is the fact that if a game start off bad, or goes bad, they immediately point the finger at the jungler. For those of you watching my last game, it bugs the hell out of me that I was called a terrible player, simply for the fact that I didn’t “gank enough”. Part of ganking is putting pressure on the lane. Failed ganks buy time and put pressure on lanes. Sure, I was countered early and I didn’t play a phenomenal game, but it was by no means my fault only. It’s hard to have a successful jungle when your mid lane Ahri is losing to a Talon, and your top lane needs constant babysitting.
Maybe I’m complaining, but I can’t stand being blamed for the loss of a game.
http://www.own3d.tv/live/106597/Olarron_LoL
Streaming duo queue with AVerion. Keep this link! I stream often.
Keep your head up
Hello everyone!
Sorry there hasn’t been a lot of posts lately. Everyone has been quite busy, especially now because of finals!
My name is Aishin and I was recently added to the tumblr page. This may be hypocritical for me to say this after losing my cool, but keep your head up. Solo Rank games are pretty frustrating, I know. If you won your lane, but your teammates didn’t and you are in the brink of losing because of them, just rush the team fighting and see if you could carry them. If not, FF and move on when the game clearly is not in your favor. I lost my cool when I was at 1517 and was one game away from Gold. Riot decided to make my next six games (They queue’d me against/with the same people; one summoner for two games and another for three games) a living hell, so I dropped to 1440. Through my experience, I want to remind all of you to just stay level headed and move on to the next game. Don’t rage like I did, it’ll just make you play worse and lose even more.
You may add me in game, but I don’t duo queue rank unless it’s someone on my team.
-Aishin
Summoner Spell reworks.
http://na.leagueoflegends.com/news/inside-design-summoner-spells-and-season-two
I only posted the link so your whole page wouldn’t be eaten up.
Summary: Clairvoyance and Flash are getting longer cooldowns
Cleanse will now remove exhaust and ignite, Heal will heal a whole lot more.
Fortify and Rally are being removed.
Promote is going to be added in (but can only be used on cannon minions)
Surge is going to be added (Damage aura buff for you and your allies)
-Andriver
Patch Notes: Shyvanna
New Skins:
- Ironscale Shyvana
- Boneclaw Shyvana
- Mafia Miss Fortune
- Jurassic Cho’Gath
PVP.net v1.47
- You will now receive a message if your stats are going to be delayed
- Custom Games will now sort properly
League of Legends v1.0.0.128
Shyvana, the Half-Dragon
- Twin Bite
- Shyvana strikes twice on her next attack. Both attacks trigger On-Hit effects and Fury of the Dragonborn effects.
- Dragon Form: Twin Bite cleaves all units in front of Shyvana.
- Burnout
- Shyvana deals magic damage per second to nearby enemies and her Movement Speed is greatly increased for 3 seconds. Shyvana’s Movement Speed bonus is reduced over time.
- Dragon Form: Burnout scorches the earth, continuing to damage enemies that stand on it.
- Flame Breath
- Shyvana unleashes a fireball that deals magic damage and melts the target’s Armor for 4 seconds.
- Dragon Form: Flame Breath engulfs all units in a cone in front of Shyvana.
- Dragon’s Descent (Ultimate)
- Active: Shyvana transforms into a dragon and takes flight to a target location. Enemies along her path take magic damage and are knocked toward her target location.
- Passive: Shyvana reinforces her scales, increasing her Armor and Magic Resist. Defensive bonuses are doubled in Dragon Form.
- Fury of the Dragonborn (Passive)
- Shyvana’s melee attacks enhance her abilities.
- Twin Bite - Reduces the cooldown by 0.5 seconds.
- Burnout - Extends the duration by 1 second to a maximum of 6 seconds.
- Flame Breath - Deals 20% of the ability’s damage to debuffed targets.
- Dragon’s Descent - Attacks generate 2 Fury and Shyvana passively gains Fury over time while in human form.
Amumu
- Attack range increased to 125 from 100
Caitlyn
- Piltover Peacemaker base damage reduced to 20/60/100/140/180 from 20/65/110/155/200
- Yordle Snap Trap activation radius reduced to 135 from 150
Graves
- True Grit
- Buff duration reduced to 3 seconds from 4
- Armor and magic resistance per stack reduced to 3 from 4 at max level
- Buckshot damage per additional missile reduced to 30% from 35%
Olaf
- Undertow missile speed increased to 1600 from 1500
- Ragnarok
- Now breaks crowd control effects upon activation
- Duration adjusted to 6 seconds at all ranks from 5/6.5/8
Riven
- Fixed a bug that caused Riven to stop moving after certain commands.
- Fixed a bug that caused Ki Shout and Broken Wings to temporarily leave dead unpathable minions behind.
- Fixed a bug that caused Riven’s collision radius to be improperly calculated.
Shaco
- Rewrote his Deceive, Hallucinate, and Champion tips for more clarity
- Deceive will now still critically strike even if you break stealth (ie: to cast Jack in the Box)
- Jack in the Box
- Base damage reduced to 35/50/65/80/95 from 35/55/75/95/115
- Ability power ratio reduced to 0.2 from 0.25
- Activation range reduced to 300 from 350
- Cast range increased to 425 from 400
- Hallucinate
- Fixed a bug where Shaco’s clone wouldn’t trigger Two-Shiv Poison’s passive
Talon
- Rake mana cost increased to 60/65/70/75/80 from 45/50/55/60/65
- Shadow Assault cooldown increased to 75/65/55 seconds from 60/50/40
Wukong
- Crushing Blow
- Total attack damage ratio increased to 1.1 from 1.0
- Fixed a bug where Crushing Blow did not display critical strikes or benefit from life steal
- Decoy
- Casting Decoy no longer instantly shows a reduction in Wukong’s mana bar to enemies
- Fixed a bug where Wukong’s stealth state did not ignore unit collision
- Improved general Decoy behavior and placement - the Decoy should now more accurately mimic Wukong’s previous position and behavior
- Wukong is now pushed forward slightly when using Decoy, rather than the Decoy being pushed back from Wukong’s position
- Nimbus Strike
- Attack speed bonus increased to 30/35/40/45/50% from 20/25/30/35/40%
- Attack speed duration increased to 4 seconds from 3
Dominion
- Respawn time adjustments are now +2/-2 seconds regardless of the size in score difference
- Crystal Scar’s Aura armor penetration reduced to 12% from 15%
- Personal Score reward for assisting in capturing or neutralizing a point increased to 25 from 10
- Garrison has been changed to be an untargeted spell, similar to Promote. It will only become castable when in range of an eligible Capture Point.
- Fixed the channel time display for capturing the central runes to match the actual capture time. The actual time to capture is unchanged.
- Fixed a bug where capture points could be moved off of their platforms
- Fixed a crash when audio was disabled
Items
- Hextech Sweeper
- Updated tooltip to be more clear that its Passive ability grants vision of stealthed units
- Updated the targeting cursor, particle, and vision debuff
Olarron here again.
Any characters you guys want me to play and record myself and my team playing? Lemme know your suggestions.
