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League of Legends - Page 236

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HazMat
Profile Blog Joined October 2009
United States17077 Posts
May 26 2010 01:22 GMT
#4701
what does flat mean? As in flat cooldown glypsh, flat hp quints?
www.youtube.com/user/ShakeDrizzle | League and SSBM content creator | Armada's Youtube Editor
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
May 26 2010 01:34 GMT
#4702
On May 26 2010 10:22 HazMat wrote:
what does flat mean? As in flat cooldown glypsh, flat hp quints?

For the glyphs, flat CD = .65% reduced CDs, as opposed to .05% reduced CD / level; for the quints, 32 HP, as opposed to (however much) HP / level.

They're flat bonuses because they're always the same, they don't scale with your champion level.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
HeavOnEarth
Profile Blog Joined March 2008
United States7087 Posts
May 26 2010 01:36 GMT
#4703
i wish they would buff the flat mp/5 runes =(
"come korea next time... FXO house... 10 korean, 10 korean"
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
May 26 2010 02:18 GMT
#4704
ugh i havent played LoL since very early beta, like march of last year.. but I tried it today since im bored of SC2..

WHYY is the minimap on the right hand side of the screen?? Stupidest thing ever, after 10+ years of minimaps on left hand side, why change it up.

Also dont like how theres no denying creeps.. and how buildings respawn after a set amount of time omg, it makes pushing so damn hard, easy to defend for them because buildings come back up so fast.

I wish they combined certain aspects of this with HoN, mainly how LoL 3v3 works; shorter games and more action.
Canada Gaming ~~ The-Feared
HazMat
Profile Blog Joined October 2009
United States17077 Posts
May 26 2010 02:39 GMT
#4705
uhhhh, you say you hate how inhibitors respawn but you want more action? Inhibs respawning creates more action...
www.youtube.com/user/ShakeDrizzle | League and SSBM content creator | Armada's Youtube Editor
Southlight
Profile Blog Joined August 2007
United States11768 Posts
May 26 2010 02:53 GMT
#4706
I don't even remember where the minimap is. It's pretty natural to me, and I've been playing SC/SC2/WC3 etc. all the time too.

1) Oh boo, lane control heroes aren't top tier and everyone else isn't crap, like DotA and its 10 viable heroes
2) Oh boo, I don't like how my fluke battle win won't carry me to a win against a superior team

If tower respawned that'd be annoying but how does an inhibitor respawning make "pushing hard."
oraoraoraoraoraoraoraora
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
May 26 2010 02:53 GMT
#4707
how so? it just makes things counter-productive.. when you kill a tower, it should be down for good.. Besides backdooring, it makes the game have much more strategy.. ie you do a full-team push to kill a tower then back, it actually means something.. if your towers respawn, then theres no point to do that unless you are positive you can end the game with that push.

Canada Gaming ~~ The-Feared
Southlight
Profile Blog Joined August 2007
United States11768 Posts
Last Edited: 2010-05-26 03:01:38
May 26 2010 03:00 GMT
#4708
Are you kidding me?

First of all towers are gone, these are inhibitors (ie. barracks, from DotA).
Second of all, the super creep are pretty nasty, and these inhibitors are down for like 3 minutes. That's ages in a game like this. If you do a full-team push to kill a tower, you have MORE than enough time to do a full-team push on another tower... while they have to defend the lane being pressed down by the inhibitor. This causes a lot of tiny timing windows, especially if you're a markedly superior team (ie. via items/levels). If they don't go back to hold it, or you cause them to fight for so long that the supercreep lane pushes, all the creep get clogged up at their nexus and your push gets even stronger, cuz the creep that should be coming for them are fighting the supercreep at nexus. That means the defending team has to constantly split 1-4 (or even worse, if they don't have a hero that can kill supercreep "fast"), and not to mention you can walk in through the busted entrance and pick them off if you have heroes like that etc. or you can even split 3-1-1 to push the cross tower, the tower/inhib your team wants down, and to harass them at the supercreep tower to spread them more thin, etc. Lots of options.

If you push down an inhib... and they manage to respawn it (ie. your team dicked around for like 3 minutes) and you can't push it back down it means your team never "deserved" the inhibitor kill, so the other team isn't fucked by one momentary mistake. But they're punished such that if they do screw up and get Aced again or close to it, your team can walk straight down and even push down the two/towers nexus if they have the time to.

Not to mention if you have one inhib down you can have a stand-off at baron, where eventually they'll have to send someone back to defend (lest they let the minions push every tower) which either creates a 5v4 situation for you (advantageous) or forces them to give up on stopping you from baroning (also advantageous).

Losing an inhibitor is BRUTAL.

Edit:
I'll also add that if you push down an inhibitor and have a protracted teamfight at a second tower, then if the inhib respawned in that time frame the supercreep is likely to push that inhibitor right back down unless they send someone to cover for it. And it's pretty tough to peel the supercreep off the inhibitor when you want to.
oraoraoraoraoraoraoraora
crate
Profile Blog Joined May 2009
United States2474 Posts
May 26 2010 03:01 GMT
#4709
On May 26 2010 11:53 Skyze wrote:
how so? it just makes things counter-productive.. when you kill a tower, it should be down for good.. Besides backdooring, it makes the game have much more strategy.. ie you do a full-team push to kill a tower then back, it actually means something.. if your towers respawn, then theres no point to do that unless you are positive you can end the game with that push.


Towers don't respawn in LoL. Only inhibs respawn.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
May 26 2010 03:01 GMT
#4710
If the inhibitors didn't respawn, then a team can just kill off an inhibitor or two and turtle/rice farm for an hour with complete map dominance without any pressure to keep pushing.
G0dly
Profile Blog Joined October 2008
United States450 Posts
May 26 2010 03:07 GMT
#4711
after seeing hotshotgg's AP yi, I'm tempted to try it...

never thought I'd see the day when I'd play yi
The Emperor - The Genius - The Cheater - The Maestro
EZjijy
Profile Blog Joined February 2010
United States1039 Posts
May 26 2010 03:23 GMT
#4712
I still find yi to be pretty worthless after the buff.
rredtooth
Profile Blog Joined December 2008
5461 Posts
May 26 2010 04:02 GMT
#4713
On May 26 2010 10:11 Mogwai wrote:
Show nested quote +
On May 26 2010 07:39 HazMat wrote:
I've found a jungle shen build that works for me with 21 masteries and some runes. I get redpot + 5 hp pots (yes,5) and I start off at liz then kill wolf/golem creep then wraiths. After that I go to the golem/wolf by ancient golem and then golem.

I've never jungled before so I need some help. Do I keep going small creeps once I kill golem or do I go straight to their jungle and kill their golem/liz. Also, when do I start ganking?

21 all in defense. (extras go to offensive to get to archaic knowledge when you have them)
dodge seals
flat CD glyphs
flat HP quints
some type of marks (armor pen, magic pen, attack speed, doesn't really matter)

doran's shield + health pot to start
q, w, q, e, q, r, w then r > e > w > q
lizard side wolf/golem camp to start. if you get golem, smite to start, then vorpal it, kill the first, then move onto the second with vorpal all the way. if wolves, save your smite and just kill with vorpals, starting on the big one. Next take your wraiths. If you have your smite, open with it on the large one and vorpal the little ones as necessary, otherwise start with vorpal on the big one, kill the big one, level up, and then use feint to absorb some of the damage from the little guys. from there, you take your golem side wolf/golem camp, then you either circle back to your lizard side and clean it out including the buff, or you do it to their side if they don't have a jungler. From there it's pretty easy. Gank when you can, take dragon any time after level 5, preferably with help, otherwise you need lizard, full health, and smite to take it down.
don't believe me 100% but i remember Brees saying he goes 0/9/21 with ww/shen. wait for his ban to be up and ask him but i can understand why going 21 utility would be useful even on shen. the runes+xp bonuses are too good to pass up for a pure jungler.
[formerly sponsored by the artist formerly known as Gene]
Chrispy
Profile Blog Joined June 2009
Canada5878 Posts
May 26 2010 04:17 GMT
#4714
Really 21 in utility for shen? That doesn't make sense to me because of how much utility is centered around mana, and Shen obviously has energy. Unless it converts to energy, which would be amazing but I don't think it does.

I can't see having 21 in utility worth it at all on Shen. The only way getting around not wasting at least 3 mastery points on mana is putting them in the one that reduces time spent dead, which is a pretty bad mastery imo. 0/21/9 makes sense though.
Retvrn to Forvms
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
May 26 2010 04:21 GMT
#4715
the exp buff is good cause it levels you off golem spawns but I still like my sunfire capes and ki strikes to have the 15% magic pen
mogwaismusings.wordpress.com
Chrispy
Profile Blog Joined June 2009
Canada5878 Posts
May 26 2010 04:23 GMT
#4716
Well you can get the exp buff without putting a full 21 in utility.

I too prefer the 15% magic pen.
Retvrn to Forvms
rredtooth
Profile Blog Joined December 2008
5461 Posts
May 26 2010 04:35 GMT
#4717
15% mpen is a joke. usually its a lot less then you think.

for example: tristana/ashe/ezreal/twitch/etc (most of the squishy dangerous people you should be targeting) have base MR of 30 at lvl 18. without any other MR item (common since they build other shit) they have i think 22% magic dmg reduc. so that 1 point in 15% mpen reduces the dmg reduc from 22% to 19%. do you really want to go out of your way for 3% increase damage to ki strike and sunfire?

also i boast that i'm high elo and shit. but i just figured out 5 minutes ago that flash goes to where your cursor is, not where your hero is facing. GEE GEE.
[formerly sponsored by the artist formerly known as Gene]
hasuprotoss
Profile Blog Joined March 2004
United States4612 Posts
May 26 2010 04:43 GMT
#4718
On May 26 2010 13:17 Chrispy wrote:
Really 21 in utility for shen? That doesn't make sense to me because of how much utility is centered around mana, and Shen obviously has energy. Unless it converts to energy, which would be amazing but I don't think it does.

I can't see having 21 in utility worth it at all on Shen. The only way getting around not wasting at least 3 mastery points on mana is putting them in the one that reduces time spent dead, which is a pretty bad mastery imo. 0/21/9 makes sense though.


I take 10% less time spent dead then 6% more regen... am I a baddie? :O
http://www.teamliquid.net/forum/index.php?viewdays=0&show_part=5 <--- Articles Section on TL
bellweather
Profile Blog Joined April 2009
United States404 Posts
Last Edited: 2010-05-26 04:45:27
May 26 2010 04:44 GMT
#4719
On May 26 2010 13:35 redtooth wrote:
also i boast that i'm high elo and shit. but i just figured out 5 minutes ago that flash goes to where your cursor is, not where your hero is facing. GEE GEE.


LOL do you usually take ghost over flash or did you just immediately flash after turning your hero around?
A mathematician is a blind man in a dark room looking for a black cat which isnt' there. -Charles Darwin
GGTeMpLaR
Profile Blog Joined June 2009
United States7226 Posts
May 26 2010 04:48 GMT
#4720
have they integrated left-hand support for the game yet that recognizes switched primary/secondary buttons on the mouse?
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