def going to check out mad max at some point.
That riven was rough and I was quite awful, but there was only one game that was super annoying last night. Got a lux support that absolutely refused to purchase wards (maybe got 1-2 at most). Guy was a bit of a twat having even requested to play support. Bit of a bummer.
So, I've done a few things recently that might be of interest to folks. 1st - I mapped a new button to use attack move click (AMC). So, what's AMC do? Well, it moves your champ to wherever you clicked and attacks the closest target. If you use AMC and you click around or near a specific target, then the attack will go there instead of just targeting the closest thing. Anyway, if you haven't used AMC before and you just want to try it out to get a feel for it, just hold down shift and then click on a target or near a target. That's the normal shortcut. I used to use that and just started using a mouse button for it yesterday. Takes some getting used to, but I find it helpful for targeting and its also useful for canceling the back portion of your auto attack animation.
Speaking of cancel auto attack animations, I'm really focused on this since I put all that time in on riven - and, imo, that being a big part of the difference between a good riven and a shite one. Anyway, forgetting about riven for a moment, let me talk about auto attack animation canceling on ranged champs by issuing a move command.
So, every auto attack in the game has a wind up animation, the actual attack taking place (eg the moment the ranged attack is sent (think the bullet leaves the gun) or the melee attack connects), and the wind down animation. To use a clear, but exaggerated example, lets say the full animation length of caitlyn's auto attack takes 4 seconds. The wind up takes 2 seconds, the autoattack or bullet is sent at exactly the 2 second mark, and then the rest of the animation takes place for those remaining 2 seconds. Now, ranged champs are automatically stationary during that entire duration. So in this example, you are literally standing still, by game design, for 4 seconds. Now, you can actually cancel this 4 second animation at any time by issuing a move command (eg right click on something that is out of range or is the ground). The catch is that if you issue that move command before the shot is fired (again, less than 2 seconds in this example), no auto attack dmg takes place. BUT - if you issue that move command any time after the shot is released, then you can actually move - and if your attack speed is fast enough, you can issue another attack command.
To completely beat this into the ground. Let's use my bs caitlyn example. Full AA animation takes 4 seconds, 2 sec wind up, shot immediately at 2 sec, 2 sec wind down. Let's say she has an attack speed of 1. So, cait clicks to auto attack. 2 seconds pass, the bullet leaves, you IMMEDIATELY issue a move command to cancel the wind down animation. Now, you can queue up another auto attack. You are limited by attack speed as to how quickly you can queue up another attack.
Anyway, compare a cait that cancels their animation to a cait that does not. 1 is stationary and lands 1 shot every 4 seconds. The other has potential to land 1 shot every 2 seconds or so. Obviously, the person canceling the AA animation has high damage potential, not to mention a huge positioning advantage.