Quote (Giveuptheghost @ Apr 4 2011 03:17pm)
yes, the bolded part is the idea for pirate's survival. he has a raw damage shield, but he's just such a fast little fucker that it's like trying to catch a super teemo; which i'm pretty sure we can all agree is difficult as fuck (difficult enough to warrant being #3 on elementz's solo queue tier list, for what it's worth).
and exhaust/flash isn't necessarily equal. pirate can dictate if he gets disabled because he holds all the cards in when to go in; it's very difficult to initiate onto an ashe, but i'd wager that it's even harder to get in on a pirate. he can just hang back and make you guys initiate in a really subpar manner, then double fuck you up with an ulti. not to mention that if it was a traded exhaust, he can get rid of yours.
and with that point, blitz grabs, stuns, etc. are all equally detrimental to all characters. i find that it's difficult to say to kogmaw, trist, etc. to, "bulk up on more survivability because you'll get chain stunned to death." it's like, yeah, but who isn't?
none of those characters traditionally bulk up; you can, but it's generally more useful to just turn into a snowplow. also, would like to point out that i do mention potentially getting survival late.
You make it sound like you're playing a team who doesn't actually know what pirate is already capable of. Yes this information is valid if its a surprise every time you do it. You get slowed, you eat, you get exhausted, you toss exhaust its still a 2v1 and you're exhausted, you flash I valk, I am unexhausted in front of you and its still a 2v1 and you have eaten, flashed, exhausted, and ran. You're theory crafting that you will always have the upper hand, and that just isn't the case. Any good team in ranked will focus you down or make it so you do as little as possible during a team fight. If we force you to stay at a distance in a team fight you're going to get off maybe 2 parley's, and an ult if its up, and that's also to say that the other team didn't engage because they know your ult is down. This is why I had a problem with the build in the first place, and I still have a problem with it. Yes it works, but in any case against a half organized team would pirate be allowed to live longer than 2 seconds in a team fight. Excluding his ult if you can hit us we can hit you kind of aspect, and with my ranked teams depending on team comp we get 2 exhausts, or 2 ignites, etc to counter these type of carries.
I feel that this build is great for noob stomping, but its a one trick pony. You do the same thing over and over, and the only reason you'd win with it is not because its good, but because your opponents are bad. Also in that video its like a 4v4 with a yi vs pirate?? o.O???? Should have been a ranged carry top to last hit farm the creeps that you can't deny next to your turret, and to push your turret hard so you miss as many last hits by turret damage as possible while harassing if you try to melee hit. Yes your deny will allow you to hit 6 when they are 5, but if they are at all competant it should not matter. I've only lost to this type of pirate build once, and it was a overall team failure and not just me laned against him.
Pirate is a great 1v1'r when he's over farmed and allowed to just sit at his outer turret and Parley farm for 20 minutes, but any real team will ignore him, push mid, force him to leave top, push top, tower dive, double exhaust, etc.. The entire video I watched from start to finish there wasn't a single team fight where they did any serious focusing on you or tower pushes. Just noob stomping at its finest. :/
This post was edited by Chubby on Apr 4 2011 04:28pm