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8748 Posts
On September 14 2010 09:01 Kexx wrote:Show nested quote +On September 14 2010 08:55 Phrost wrote: also this is possibly fake but you can muse over it anyway: Eve Remake---
Passive: Remade as Theft of Vitae: 5/7.5/10% of all damage dealt to nearby enemy champions by any source is gained as life.
(Q)Hate Spike: AP ratio dropped from 25/40/55/70/85 (+0.28) to 25/40/55/70/85(+0.25). Second Hit does 100% damage, up from 50%. Second Hit prioritizes nearby low health enemy champions instead of a random target.
(W)Shadow Walk: Duration down to 10/15/20/25/30 from 20/30/40/50/60. Hit effect when in stealth removed entirely. Gives 14/18/22/26/30% bonus movement speed during shadow walk and for 4 seconds after shadow walk. Initial fade time reduced to 1s. Maximum fade time reduced to 4s. (from 1.5s and 5s)
(E)Ravage: Damage reduced to 70/120/170/220/270(+0.7) from 80/135/190/255/320 (+1) Mana cost reduced to 80/90/110/120/130 from 90/105/120/135/150 Ravage now reduces 5/10/15/20/25 armor and magic resistance from the target (down from 10/14/18/22/26). Additionally, she gains twice the stolen armor and magic resistance (10/20/30/40/50) for 5 seconds. (up from 0/0/0/0/0). Ravage range increased to 350 from 250. Ravage incorporates a short dash to the target. (Tentative) Ravage has no backstab requirement. Ravage cooldown decreased to 8 from 9.
(R)Ultimate: Remade as Exuding Embrace. Now applies a damage over time ability to all enemy champions in a small area (Range 600, Size: 250). This effect does 250/400/550 (+1) damage over 5 seconds. Additionally, the effect slows them by 40/50/60% over 5 seconds.
Note that everything is subject to change if this is true, which I highly doubt, that would probably make her some of the best sunfire tanks in the game. I mean you just rush into the enemy with full tank gear, activate R and Q, E their squishy and watch how the enemy team tries to kill you while you getting healed from your team mates damage. It's a lot less healing than she gets with her current R but it's more consistent healing.
With Sunfire build, she'd be doing more damage with these changes than she currently does. And she could stay on people better with W + R (though she stays on people pretty well with her current R). But stuns can be so clutch... especially double stuns.
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On September 14 2010 09:18 Liquid`Tyler wrote:Show nested quote +On September 14 2010 09:01 Kexx wrote:On September 14 2010 08:55 Phrost wrote: also this is possibly fake but you can muse over it anyway: Eve Remake---
Passive: Remade as Theft of Vitae: 5/7.5/10% of all damage dealt to nearby enemy champions by any source is gained as life.
(Q)Hate Spike: AP ratio dropped from 25/40/55/70/85 (+0.28) to 25/40/55/70/85(+0.25). Second Hit does 100% damage, up from 50%. Second Hit prioritizes nearby low health enemy champions instead of a random target.
(W)Shadow Walk: Duration down to 10/15/20/25/30 from 20/30/40/50/60. Hit effect when in stealth removed entirely. Gives 14/18/22/26/30% bonus movement speed during shadow walk and for 4 seconds after shadow walk. Initial fade time reduced to 1s. Maximum fade time reduced to 4s. (from 1.5s and 5s)
(E)Ravage: Damage reduced to 70/120/170/220/270(+0.7) from 80/135/190/255/320 (+1) Mana cost reduced to 80/90/110/120/130 from 90/105/120/135/150 Ravage now reduces 5/10/15/20/25 armor and magic resistance from the target (down from 10/14/18/22/26). Additionally, she gains twice the stolen armor and magic resistance (10/20/30/40/50) for 5 seconds. (up from 0/0/0/0/0). Ravage range increased to 350 from 250. Ravage incorporates a short dash to the target. (Tentative) Ravage has no backstab requirement. Ravage cooldown decreased to 8 from 9.
(R)Ultimate: Remade as Exuding Embrace. Now applies a damage over time ability to all enemy champions in a small area (Range 600, Size: 250). This effect does 250/400/550 (+1) damage over 5 seconds. Additionally, the effect slows them by 40/50/60% over 5 seconds.
Note that everything is subject to change if this is true, which I highly doubt, that would probably make her some of the best sunfire tanks in the game. I mean you just rush into the enemy with full tank gear, activate R and Q, E their squishy and watch how the enemy team tries to kill you while you getting healed from your team mates damage. It's a lot less healing than she gets with her current R but it's more consistent healing. With Sunfire build, she'd be doing more damage with these changes than she currently does. And she could stay on people better with W + R (though she stays on people pretty well with her current R). But stuns can be so clutch... especially double stuns.
I think you misread the text. It says any damage (implying she doesnt have to deal it)
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On September 14 2010 08:12 Phrost wrote:Show nested quote +On September 14 2010 08:03 Rho_ wrote: So are elixirs basically always a good buy on all heroes, or are they only situationally useful/efficient? Elixirs are pretty cost effective for the time they're active so you either need to get a kill to pay the cost of buying the elixir or have so much money that you can't really buy anything else anyway. Red elixirs are most commonly used because they provide a lot of survival and damage for a very cheap amount of money. Blue elixir is also pretty much needed on non-bluehugging mumu and on dead chogath.
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On September 14 2010 09:21 Phrost wrote:Show nested quote +On September 14 2010 09:18 Liquid`Tyler wrote:On September 14 2010 09:01 Kexx wrote:On September 14 2010 08:55 Phrost wrote: also this is possibly fake but you can muse over it anyway: Eve Remake---
Passive: Remade as Theft of Vitae: 5/7.5/10% of all damage dealt to nearby enemy champions by any source is gained as life.
(Q)Hate Spike: AP ratio dropped from 25/40/55/70/85 (+0.28) to 25/40/55/70/85(+0.25). Second Hit does 100% damage, up from 50%. Second Hit prioritizes nearby low health enemy champions instead of a random target.
(W)Shadow Walk: Duration down to 10/15/20/25/30 from 20/30/40/50/60. Hit effect when in stealth removed entirely. Gives 14/18/22/26/30% bonus movement speed during shadow walk and for 4 seconds after shadow walk. Initial fade time reduced to 1s. Maximum fade time reduced to 4s. (from 1.5s and 5s)
(E)Ravage: Damage reduced to 70/120/170/220/270(+0.7) from 80/135/190/255/320 (+1) Mana cost reduced to 80/90/110/120/130 from 90/105/120/135/150 Ravage now reduces 5/10/15/20/25 armor and magic resistance from the target (down from 10/14/18/22/26). Additionally, she gains twice the stolen armor and magic resistance (10/20/30/40/50) for 5 seconds. (up from 0/0/0/0/0). Ravage range increased to 350 from 250. Ravage incorporates a short dash to the target. (Tentative) Ravage has no backstab requirement. Ravage cooldown decreased to 8 from 9.
(R)Ultimate: Remade as Exuding Embrace. Now applies a damage over time ability to all enemy champions in a small area (Range 600, Size: 250). This effect does 250/400/550 (+1) damage over 5 seconds. Additionally, the effect slows them by 40/50/60% over 5 seconds.
Note that everything is subject to change if this is true, which I highly doubt, that would probably make her some of the best sunfire tanks in the game. I mean you just rush into the enemy with full tank gear, activate R and Q, E their squishy and watch how the enemy team tries to kill you while you getting healed from your team mates damage. It's a lot less healing than she gets with her current R but it's more consistent healing. With Sunfire build, she'd be doing more damage with these changes than she currently does. And she could stay on people better with W + R (though she stays on people pretty well with her current R). But stuns can be so clutch... especially double stuns. I think you misread the text. It says any damage (implying she doesnt have to deal it)
Team 25 Sunfires = 'why won't eve die '
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Yeah, whoever invented those changes for eve just wants to play her with 5 sunfires and run around being unable to be killed. In a team fight with 5 sunfires she would have 500hp/5 (before you count magic resist reducing the damage dealt) and that's ignoring any damage your team does. With that kind of regen you wouldn't need magic resist. So it's definately fake.
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8748 Posts
On September 14 2010 09:21 Phrost wrote:Show nested quote +On September 14 2010 09:18 Liquid`Tyler wrote:On September 14 2010 09:01 Kexx wrote:On September 14 2010 08:55 Phrost wrote: also this is possibly fake but you can muse over it anyway: Eve Remake---
Passive: Remade as Theft of Vitae: 5/7.5/10% of all damage dealt to nearby enemy champions by any source is gained as life.
(Q)Hate Spike: AP ratio dropped from 25/40/55/70/85 (+0.28) to 25/40/55/70/85(+0.25). Second Hit does 100% damage, up from 50%. Second Hit prioritizes nearby low health enemy champions instead of a random target.
(W)Shadow Walk: Duration down to 10/15/20/25/30 from 20/30/40/50/60. Hit effect when in stealth removed entirely. Gives 14/18/22/26/30% bonus movement speed during shadow walk and for 4 seconds after shadow walk. Initial fade time reduced to 1s. Maximum fade time reduced to 4s. (from 1.5s and 5s)
(E)Ravage: Damage reduced to 70/120/170/220/270(+0.7) from 80/135/190/255/320 (+1) Mana cost reduced to 80/90/110/120/130 from 90/105/120/135/150 Ravage now reduces 5/10/15/20/25 armor and magic resistance from the target (down from 10/14/18/22/26). Additionally, she gains twice the stolen armor and magic resistance (10/20/30/40/50) for 5 seconds. (up from 0/0/0/0/0). Ravage range increased to 350 from 250. Ravage incorporates a short dash to the target. (Tentative) Ravage has no backstab requirement. Ravage cooldown decreased to 8 from 9.
(R)Ultimate: Remade as Exuding Embrace. Now applies a damage over time ability to all enemy champions in a small area (Range 600, Size: 250). This effect does 250/400/550 (+1) damage over 5 seconds. Additionally, the effect slows them by 40/50/60% over 5 seconds.
Note that everything is subject to change if this is true, which I highly doubt, that would probably make her some of the best sunfire tanks in the game. I mean you just rush into the enemy with full tank gear, activate R and Q, E their squishy and watch how the enemy team tries to kill you while you getting healed from your team mates damage. It's a lot less healing than she gets with her current R but it's more consistent healing. With Sunfire build, she'd be doing more damage with these changes than she currently does. And she could stay on people better with W + R (though she stays on people pretty well with her current R). But stuns can be so clutch... especially double stuns. I think you misread the text. It says any damage (implying she doesnt have to deal it) No I read it right but... unless the enemy champion that her team is dealing damage to is getting a ton of heals, at the time when that enemy champion dies, Eve will have received (at most) 10% of their max health in healing. With her current R, she gets 25% of their max health.
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On September 14 2010 09:37 Liquid`Tyler wrote:Show nested quote +On September 14 2010 09:21 Phrost wrote:On September 14 2010 09:18 Liquid`Tyler wrote:On September 14 2010 09:01 Kexx wrote:On September 14 2010 08:55 Phrost wrote: also this is possibly fake but you can muse over it anyway: Eve Remake---
Passive: Remade as Theft of Vitae: 5/7.5/10% of all damage dealt to nearby enemy champions by any source is gained as life.
(Q)Hate Spike: AP ratio dropped from 25/40/55/70/85 (+0.28) to 25/40/55/70/85(+0.25). Second Hit does 100% damage, up from 50%. Second Hit prioritizes nearby low health enemy champions instead of a random target.
(W)Shadow Walk: Duration down to 10/15/20/25/30 from 20/30/40/50/60. Hit effect when in stealth removed entirely. Gives 14/18/22/26/30% bonus movement speed during shadow walk and for 4 seconds after shadow walk. Initial fade time reduced to 1s. Maximum fade time reduced to 4s. (from 1.5s and 5s)
(E)Ravage: Damage reduced to 70/120/170/220/270(+0.7) from 80/135/190/255/320 (+1) Mana cost reduced to 80/90/110/120/130 from 90/105/120/135/150 Ravage now reduces 5/10/15/20/25 armor and magic resistance from the target (down from 10/14/18/22/26). Additionally, she gains twice the stolen armor and magic resistance (10/20/30/40/50) for 5 seconds. (up from 0/0/0/0/0). Ravage range increased to 350 from 250. Ravage incorporates a short dash to the target. (Tentative) Ravage has no backstab requirement. Ravage cooldown decreased to 8 from 9.
(R)Ultimate: Remade as Exuding Embrace. Now applies a damage over time ability to all enemy champions in a small area (Range 600, Size: 250). This effect does 250/400/550 (+1) damage over 5 seconds. Additionally, the effect slows them by 40/50/60% over 5 seconds.
Note that everything is subject to change if this is true, which I highly doubt, that would probably make her some of the best sunfire tanks in the game. I mean you just rush into the enemy with full tank gear, activate R and Q, E their squishy and watch how the enemy team tries to kill you while you getting healed from your team mates damage. It's a lot less healing than she gets with her current R but it's more consistent healing. With Sunfire build, she'd be doing more damage with these changes than she currently does. And she could stay on people better with W + R (though she stays on people pretty well with her current R). But stuns can be so clutch... especially double stuns. I think you misread the text. It says any damage (implying she doesnt have to deal it) No I read it right but... unless the enemy champion that her team is dealing damage to is getting a ton of heals, at the time when that enemy champion dies, Eve will have received (at most) 10% of their max health in healing. With her current R, she gets 25% of their max health.
10% of 1 champion, but its a teamfight then it is a maximum of 10% of 5 champions hp which is probably more than 25% of her hp
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So, having played my first 12 or so games of LoL a couple of things get to me:
- Farming isn't anywhere near as powerful as it is in DotA - You rely way more on your team than in DotA: Say you have a team of the following skill levels based on numbers: Team A) 100+25+25+25+25 versus Team B) 40+40+40+40+40. In DotA team A would have a realistic shot at winning if the "100" skill guy picked a decent carry hero and wasn't awfully counter-picked. In LoL it seems you can't do shit nomatter how much you farm because items don't matter that much and you can't counter-push as much. - If you're behind, and somehow manage to snipe one of their creep structures through counter-pushing you're still not really back in the game because they can just defend until it respawns.
Right? Wrong? Help me out here? Been trying to carry with Sivir using teleport for counterpush, I'm nto sure what items to get though, tried doing recommended items, then following a guide (which had jack all worth of damage items, imo)
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Carries in LoL are often farm heroes that have extreme ganking power. Sitting in one lane and ricing all game is doable only if the rest of your team is even or close to it. That's probably the biggest adjustment for players coming to LoL and expecting they can just play passive all game and own.
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8748 Posts
On September 14 2010 09:51 Phrost wrote:Show nested quote +On September 14 2010 09:37 Liquid`Tyler wrote:On September 14 2010 09:21 Phrost wrote:On September 14 2010 09:18 Liquid`Tyler wrote:On September 14 2010 09:01 Kexx wrote:On September 14 2010 08:55 Phrost wrote: also this is possibly fake but you can muse over it anyway: Eve Remake---
Passive: Remade as Theft of Vitae: 5/7.5/10% of all damage dealt to nearby enemy champions by any source is gained as life.
(Q)Hate Spike: AP ratio dropped from 25/40/55/70/85 (+0.28) to 25/40/55/70/85(+0.25). Second Hit does 100% damage, up from 50%. Second Hit prioritizes nearby low health enemy champions instead of a random target.
(W)Shadow Walk: Duration down to 10/15/20/25/30 from 20/30/40/50/60. Hit effect when in stealth removed entirely. Gives 14/18/22/26/30% bonus movement speed during shadow walk and for 4 seconds after shadow walk. Initial fade time reduced to 1s. Maximum fade time reduced to 4s. (from 1.5s and 5s)
(E)Ravage: Damage reduced to 70/120/170/220/270(+0.7) from 80/135/190/255/320 (+1) Mana cost reduced to 80/90/110/120/130 from 90/105/120/135/150 Ravage now reduces 5/10/15/20/25 armor and magic resistance from the target (down from 10/14/18/22/26). Additionally, she gains twice the stolen armor and magic resistance (10/20/30/40/50) for 5 seconds. (up from 0/0/0/0/0). Ravage range increased to 350 from 250. Ravage incorporates a short dash to the target. (Tentative) Ravage has no backstab requirement. Ravage cooldown decreased to 8 from 9.
(R)Ultimate: Remade as Exuding Embrace. Now applies a damage over time ability to all enemy champions in a small area (Range 600, Size: 250). This effect does 250/400/550 (+1) damage over 5 seconds. Additionally, the effect slows them by 40/50/60% over 5 seconds.
Note that everything is subject to change if this is true, which I highly doubt, that would probably make her some of the best sunfire tanks in the game. I mean you just rush into the enemy with full tank gear, activate R and Q, E their squishy and watch how the enemy team tries to kill you while you getting healed from your team mates damage. It's a lot less healing than she gets with her current R but it's more consistent healing. With Sunfire build, she'd be doing more damage with these changes than she currently does. And she could stay on people better with W + R (though she stays on people pretty well with her current R). But stuns can be so clutch... especially double stuns. I think you misread the text. It says any damage (implying she doesnt have to deal it) No I read it right but... unless the enemy champion that her team is dealing damage to is getting a ton of heals, at the time when that enemy champion dies, Eve will have received (at most) 10% of their max health in healing. With her current R, she gets 25% of their max health. 10% of 1 champion, but its a teamfight then it is a maximum of 10% of 5 champions hp which is probably more than 25% of her hp With her current R in a teamfight, it's a maximum of 25% of 5 champions hp :o
25% of her HP never comes into it. Currently she gets 25% of the max health of the person who dies. So either way it's based on the max hp of the enemy champion who is being targeted. But currently she gets 25% of the max of their hp when they die. The change would give her 5/7.5/10% of their max hp by the time they die (but would give it gradually as the person is dying rather than the whole 10% at the end)
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Generally I find the jungler to be the lynch pin in most of LoL games. A successful jungler that dominates lanes and the creep buffs can usually carry the game.
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On September 14 2010 10:08 Liquid`Tyler wrote:Show nested quote +On September 14 2010 09:51 Phrost wrote:On September 14 2010 09:37 Liquid`Tyler wrote:On September 14 2010 09:21 Phrost wrote:On September 14 2010 09:18 Liquid`Tyler wrote:On September 14 2010 09:01 Kexx wrote:On September 14 2010 08:55 Phrost wrote: also this is possibly fake but you can muse over it anyway: Eve Remake---
Passive: Remade as Theft of Vitae: 5/7.5/10% of all damage dealt to nearby enemy champions by any source is gained as life.
(Q)Hate Spike: AP ratio dropped from 25/40/55/70/85 (+0.28) to 25/40/55/70/85(+0.25). Second Hit does 100% damage, up from 50%. Second Hit prioritizes nearby low health enemy champions instead of a random target.
(W)Shadow Walk: Duration down to 10/15/20/25/30 from 20/30/40/50/60. Hit effect when in stealth removed entirely. Gives 14/18/22/26/30% bonus movement speed during shadow walk and for 4 seconds after shadow walk. Initial fade time reduced to 1s. Maximum fade time reduced to 4s. (from 1.5s and 5s)
(E)Ravage: Damage reduced to 70/120/170/220/270(+0.7) from 80/135/190/255/320 (+1) Mana cost reduced to 80/90/110/120/130 from 90/105/120/135/150 Ravage now reduces 5/10/15/20/25 armor and magic resistance from the target (down from 10/14/18/22/26). Additionally, she gains twice the stolen armor and magic resistance (10/20/30/40/50) for 5 seconds. (up from 0/0/0/0/0). Ravage range increased to 350 from 250. Ravage incorporates a short dash to the target. (Tentative) Ravage has no backstab requirement. Ravage cooldown decreased to 8 from 9.
(R)Ultimate: Remade as Exuding Embrace. Now applies a damage over time ability to all enemy champions in a small area (Range 600, Size: 250). This effect does 250/400/550 (+1) damage over 5 seconds. Additionally, the effect slows them by 40/50/60% over 5 seconds.
Note that everything is subject to change if this is true, which I highly doubt, that would probably make her some of the best sunfire tanks in the game. I mean you just rush into the enemy with full tank gear, activate R and Q, E their squishy and watch how the enemy team tries to kill you while you getting healed from your team mates damage. It's a lot less healing than she gets with her current R but it's more consistent healing. With Sunfire build, she'd be doing more damage with these changes than she currently does. And she could stay on people better with W + R (though she stays on people pretty well with her current R). But stuns can be so clutch... especially double stuns. I think you misread the text. It says any damage (implying she doesnt have to deal it) No I read it right but... unless the enemy champion that her team is dealing damage to is getting a ton of heals, at the time when that enemy champion dies, Eve will have received (at most) 10% of their max health in healing. With her current R, she gets 25% of their max health. 10% of 1 champion, but its a teamfight then it is a maximum of 10% of 5 champions hp which is probably more than 25% of her hp With her current R in a teamfight, it's a maximum of 25% of 5 champions hp :o
Thats assuming you actually kill anyone. Her new passive makes it so even if you dont gib a squishy you'll still get decent regen. With the 25% of her hp you can often times just flat out die because you failed to gib someone before they brought you down.
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8748 Posts
On September 14 2010 10:11 Phrost wrote:Show nested quote +On September 14 2010 10:08 Liquid`Tyler wrote:On September 14 2010 09:51 Phrost wrote:On September 14 2010 09:37 Liquid`Tyler wrote:On September 14 2010 09:21 Phrost wrote:On September 14 2010 09:18 Liquid`Tyler wrote:On September 14 2010 09:01 Kexx wrote:On September 14 2010 08:55 Phrost wrote: also this is possibly fake but you can muse over it anyway: Eve Remake---
Passive: Remade as Theft of Vitae: 5/7.5/10% of all damage dealt to nearby enemy champions by any source is gained as life.
(Q)Hate Spike: AP ratio dropped from 25/40/55/70/85 (+0.28) to 25/40/55/70/85(+0.25). Second Hit does 100% damage, up from 50%. Second Hit prioritizes nearby low health enemy champions instead of a random target.
(W)Shadow Walk: Duration down to 10/15/20/25/30 from 20/30/40/50/60. Hit effect when in stealth removed entirely. Gives 14/18/22/26/30% bonus movement speed during shadow walk and for 4 seconds after shadow walk. Initial fade time reduced to 1s. Maximum fade time reduced to 4s. (from 1.5s and 5s)
(E)Ravage: Damage reduced to 70/120/170/220/270(+0.7) from 80/135/190/255/320 (+1) Mana cost reduced to 80/90/110/120/130 from 90/105/120/135/150 Ravage now reduces 5/10/15/20/25 armor and magic resistance from the target (down from 10/14/18/22/26). Additionally, she gains twice the stolen armor and magic resistance (10/20/30/40/50) for 5 seconds. (up from 0/0/0/0/0). Ravage range increased to 350 from 250. Ravage incorporates a short dash to the target. (Tentative) Ravage has no backstab requirement. Ravage cooldown decreased to 8 from 9.
(R)Ultimate: Remade as Exuding Embrace. Now applies a damage over time ability to all enemy champions in a small area (Range 600, Size: 250). This effect does 250/400/550 (+1) damage over 5 seconds. Additionally, the effect slows them by 40/50/60% over 5 seconds.
Note that everything is subject to change if this is true, which I highly doubt, that would probably make her some of the best sunfire tanks in the game. I mean you just rush into the enemy with full tank gear, activate R and Q, E their squishy and watch how the enemy team tries to kill you while you getting healed from your team mates damage. It's a lot less healing than she gets with her current R but it's more consistent healing. With Sunfire build, she'd be doing more damage with these changes than she currently does. And she could stay on people better with W + R (though she stays on people pretty well with her current R). But stuns can be so clutch... especially double stuns. I think you misread the text. It says any damage (implying she doesnt have to deal it) No I read it right but... unless the enemy champion that her team is dealing damage to is getting a ton of heals, at the time when that enemy champion dies, Eve will have received (at most) 10% of their max health in healing. With her current R, she gets 25% of their max health. 10% of 1 champion, but its a teamfight then it is a maximum of 10% of 5 champions hp which is probably more than 25% of her hp With her current R in a teamfight, it's a maximum of 25% of 5 champions hp :o Thats assuming you actually kill anyone. Her new passive makes it so even if you dont gib a squishy you'll still get decent regen. With the 25% of her hp you can often times just flat out die because you failed to gib someone before they brought you down.
On September 14 2010 09:18 Liquid`Tyler wrote: It's a lot less healing than she gets with her current R but it's more consistent healing. Yeah so we agree =]
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On September 14 2010 10:05 Southlight wrote: Carries in LoL are often farm heroes that have extreme ganking power. Sitting in one lane and ricing all game is doable only if the rest of your team is even or close to it. That's probably the biggest adjustment for players coming to LoL and expecting they can just play passive all game and own.
Yeah, it's the same in DotA if you don't help your team at all. But when you do help your team for defense and the occasional gank your chances are a lot better in DotA. It doesn't really seem to make much of a difference here.
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Riot wants the game to be more aggressive. Therefore, most turtle style play (like farming until you can stop world hunger) is relatively ineffective. To boost this aggressive play, they encourage teamfights (hence more team-oriented play).
There is also an anti-backdooring mechanic where you do half damage to enemy structures if there are no allied (to you) minions around.
Killing an inhibitor (creep structure as you put it) gives you a great advantage. If you can rely on their team to be playing defensively until it respawns then you have the opportunity to push down the outer towers in the other lanes should they still remain (allowing you to get a faster victory if you ace them in the next teamfight, since you will be able to kill all their inhibitors quicker). Additonally, if they are in their base, then they are not stopping you from getting baron and/or dragon. Getting these after an inhibitor helps to cement your team's advantage.
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8748 Posts
I think the thing is though when she stacks sunfires, she's probably not gonna be the first person to die anyway. If your team can't kill 1 person, then you've lost anyway. Eve getting maybe 10-15% of her health healed during the opening of the fight isn't going to help get that first kill in the team fight.
So with her current R, assuming a few people die on each side of the fight, she has gained her advantage, cuz she's very likely at 100% health after that little exchange (and she has definitely has her active R up) while the opponents are definitely not at full health (they've probably been taking sunfire damage and other random damage).
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On September 14 2010 10:14 Corr wrote:Show nested quote +On September 14 2010 10:05 Southlight wrote: Carries in LoL are often farm heroes that have extreme ganking power. Sitting in one lane and ricing all game is doable only if the rest of your team is even or close to it. That's probably the biggest adjustment for players coming to LoL and expecting they can just play passive all game and own. Yeah, it's the same in DotA if you don't help your team at all. But when you do help your team for defense and the occasional gank your chances are a lot better in DotA. It doesn't really seem to make much of a difference here.
Without being able to see, sounds more like you aren't doing as much as you think you are. No, you can't be a one-man show, but two-three is sufficient to break open many games, until you start playing people that are noticeably as good as you etc.
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On September 14 2010 09:59 Corr wrote: So, having played my first 12 or so games of LoL a couple of things get to me:
- Farming isn't anywhere near as powerful as it is in DotA - You rely way more on your team than in DotA: Say you have a team of the following skill levels based on numbers: Team A) 100+25+25+25+25 versus Team B) 40+40+40+40+40. In DotA team A would have a realistic shot at winning if the "100" skill guy picked a decent carry hero and wasn't awfully counter-picked. In LoL it seems you can't do shit nomatter how much you farm because items don't matter that much and you can't counter-push as much. - If you're behind, and somehow manage to snipe one of their creep structures through counter-pushing you're still not really back in the game because they can just defend until it respawns.
Right? Wrong? Help me out here? Been trying to carry with Sivir using teleport for counterpush, I'm nto sure what items to get though, tried doing recommended items, then following a guide (which had jack all worth of damage items, imo)
- Farming isn't anywhere near as powerful as it is in DotA
True, farming isn't as powerful as it is in dota. But it is still highly relevant. If you've managed to get 90%+ minion kills in lane, (Skills we're talking about here) then you can come out mid game with item advantage over others. If you're a carry, you take the lizard buff with that dps item to further increase your advantage by adding a slow to your game. Also, ganks in this game have been changed that ganks are now high risk factors. If you farm your lane, and somebody from mid comes to gank you but fails, they risked heavy gold+exp vs their counterpart mid. The thing is, if you farm smartly, and avoid dying, and taking low risk kills, you can come out ahead in the mid game even if your team was heavily behind.
- You rely way more on your team than in DotA: Say you have a team of the following skill levels based on numbers: Team A) 100+25+25+25+25 versus Team B) 40+40+40+40+40. In DotA team A would have a realistic shot at winning if the "100" skill guy picked a decent carry hero and wasn't awfully counter-picked. In LoL it seems you can't do shit nomatter how much you farm because items don't matter that much and you can't counter-push as much.
False. Items in LOL matter a shit ton. If you go a carry, and rush a tier 3 item like infinity's edge, you will be doing heavy dmg. False you rely on your team not that much. (We're talking about carries here). Let's say the 100 player was a 100 player, and he was really good. With that rushed tier 3 item, the carry will use his teammates as cannon fodder and proceed to rape the enemy team before they can get any defense items with positioning, and kiting, getting him vast numbers of kills and propelling the early-mid game advantage even further.
- If you're behind, and somehow manage to snipe one of their creep structures through counter-pushing you're still not really back in the game because they can just defend until it respawns.
True
Right? Wrong? Help me out here? Been trying to carry with Sivir using teleport for counterpush, I'm nto sure what items to get though, tried doing recommended items, then following a guide (which had jack all worth of damage items, imo)
The problem here is you're using the wrong carry. Sivir was not meant to be a true carry, she was meant to be a semi carry/pusher. She has low range and cannot stay at the edges of a fight and run.
Some tips I can give you is use a true carry. Carries that are meant to carry games like tristana, kog maw, corki, ashe. Also, last hit well enough that you can kill 90%+ minions in lane. Get lizard buff to give your carry the ability to kite with a slow.
The Overall point I want to make is that LOL is a game where skill shines through. Give the game some more time. Once you feel comfortable with the game, and know how the game works, then your skills will take you to where you should be in ranking.
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Just play singed and get 600 ap and run in circles.
Honestly if you troll that hard you cant lose and you dont really deserve to anyway
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On September 14 2010 09:59 Corr wrote: So, having played my first 12 or so games of LoL a couple of things get to me:
- Farming isn't anywhere near as powerful as it is in DotA - You rely way more on your team than in DotA: Say you have a team of the following skill levels based on numbers: Team A) 100+25+25+25+25 versus Team B) 40+40+40+40+40. In DotA team A would have a realistic shot at winning if the "100" skill guy picked a decent carry hero and wasn't awfully counter-picked. In LoL it seems you can't do shit nomatter how much you farm because items don't matter that much and you can't counter-push as much. - If you're behind, and somehow manage to snipe one of their creep structures through counter-pushing you're still not really back in the game because they can just defend until it respawns.
Right? Wrong? Help me out here? Been trying to carry with Sivir using teleport for counterpush, I'm nto sure what items to get though, tried doing recommended items, then following a guide (which had jack all worth of damage items, imo)
You probably haven't played a game where it's 100+25x4 vs 40x5 because of the automatic match-making. The skill differential matters a lot, only you probably haven't been in a game where the gap is that big yet.
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