League of Legends - Page 236
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HazMat
United States17077 Posts
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Zato-1
Chile4253 Posts
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. | ||
HeavOnEarth
United States7087 Posts
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Skyze
Canada2324 Posts
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. | ||
HazMat
United States17077 Posts
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Southlight
United States11766 Posts
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." | ||
Skyze
Canada2324 Posts
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Southlight
United States11766 Posts
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. | ||
crate
United States2474 Posts
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. | ||
Juicyfruit
Canada5484 Posts
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G0dly
United States450 Posts
never thought I'd see the day when I'd play yi | ||
EZjijy
United States1039 Posts
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rredtooth
5459 Posts
On May 26 2010 10:11 Mogwai wrote: 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.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. | ||
Chrispy
Canada5878 Posts
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. | ||
Mogwai
United States13274 Posts
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Chrispy
Canada5878 Posts
I too prefer the 15% magic pen. | ||
rredtooth
5459 Posts
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. | ||
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hasuprotoss
United States4612 Posts
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 | ||
bellweather
United States404 Posts
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? | ||
GGTeMpLaR
United States7226 Posts
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