I still have 0 faith in Riot to not ruin the jungle.
General Discussion/Off-topic - Page 1097
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Craton
United States17250 Posts
I still have 0 faith in Riot to not ruin the jungle. | ||
Seiuchi
United States931 Posts
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r33k
Italy3402 Posts
On July 20 2011 11:35 UniversalSnip wrote: I think red is disgustingly powerful personally, every champ that can pick it up early has to be nerfed early so they don't just crush everyone they meet up with (nunu, shaco, ww's worthlessness pre-6, for example) While this is true, there are junglers that absolutely need it or are completely worthless gankers. And I'm talking about the fun ones. (not that nunu isn't fun to play mind you, it just isn't fun to play against) Also I personally like the true damage dot. It's good against people with armor/mr runes that are otherwise immune to harass, and it secures kills instead of letting people run with 100 hp. (HoN reference again) | ||
UniversalSnip
9871 Posts
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TheYango
United States47024 Posts
On July 20 2011 11:28 r33k wrote: Changing spawntimers and stuff is intended to nerf overly passive gameplay. Unless you're playing a jungler that can jungle really quickly (yi, trynd, udyr) you will find more incentives in ganking since one of the first things he mentioned was nerfing the gold granted by jungle creep kills. Again this goddamn "overly passive gameplay". What about overly passive gameplay in the jungle? Is it worth making lanes more "active" if it disincentivizes ganking or counterjungling over afk-clearing your own camps? Jungling is already a pretty supportive role in competitive play--you don't see champs like Olaf capable of carrying out of the jungle anymore. Is it a good idea to decrease the impact that jungling has on the game, by reducing their ability to affect lanes/enemy jungle? | ||
UniversalSnip
9871 Posts
On July 20 2011 11:41 r33k wrote: While this is true, there are junglers that absolutely need it or are completely worthless gankers. And I'm talking about the fun ones. (not that nunu isn't fun to play mind you, it just isn't fun to play against) Well, the reason they absolutely need red to gank is because if they didn't need red, they would be completely broken gankers with it. Change red and you can make them viable gankers without it | ||
BloodNinja
United States2791 Posts
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HazMat
United States17077 Posts
Blitzcrank Orianna Hextech Anivia Nunubot ???? | ||
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IntoTheWow
is awesome32274 Posts
On July 20 2011 05:44 Caller wrote: Due to creative differences, I am officially retiring from LoL. I have had happy memories with many of you, and I'd like to thank you guys for your continued support through both my qqing and my banning. Unfortunately, I can no longer stay here due to a variety of extenuating circumstances. It is sad that I must leave the community that has almost been a home to me for the past year, but the fall of me and my fellow noble kind was never in doubt after the spudtaneous exodus of a few months ago. Rather than fall into the grip of tryharding and raging, or sell out and become a token representation of what I once was before, I choose to end it here, before my legacy is destroyed by a perverted form of myself. I hope to see some of you in other parts of the forums, and barring that, outside of LoL or perhaps in the future. I'd also like to apologize to the EU Liquidpartiers. Just because you are inferior to the US gives me no right to make fun of you endlessly, and so I humbly apologize. Thanks to everybody who was willing to play with me, and to those of you whom were unwilling to but were forced to due to the host being a troll. PM if you want my account info, on my conditions. bye Caller! It was fun playing with you! | ||
57 Corvette
Canada5941 Posts
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Craton
United States17250 Posts
On July 20 2011 11:28 r33k wrote: The current red buff isn't broken at all, tbh I would like to think Guinsoo misphrased the proposed change and that he's considering making it give a speed buff whenever you autoattack/cast a spell to avoid making it a 100% passive buff. Changing spawntimers and stuff is intended to nerf overly passive gameplay. Unless you're playing a jungler that can jungle really quickly (yi, trynd, udyr) you will find more incentives in ganking since one of the first things he mentioned was nerfing the gold granted by jungle creep kills. Except it does the opposite. You're now penalized more heavily for ganking because if you don't get a kill you're going to fall behind in exp. Instead of a successful gank forcing someone to blow summoners or bp, it will only be getting a kill. Even with the current jungle it's hard to clear every camp and gank regularly. Normally you end up just doing half a jungle before ganking, then doing the other half. On the occasions where you do clear the whole jungle, you're forced to go gank because that's all you can do. Since ganking is the opposite of passivity, this change just makes things worse. Further, you're going to see an increase in junglers that clear small camps quickly and have either weak ganks or are better off just afk farming in the jungle because they can keep the pace up. | ||
dnastyx
United States2707 Posts
On July 20 2011 11:56 57 Corvette wrote: Does anyone happen to know where I can watch one of Shushei's games at dreamhack where he plays Gragas? I searched youtube but couldn't find any http://season-one-championship.na.leagueoflegends.com/ cheers | ||
r33k
Italy3402 Posts
On July 20 2011 11:41 TheYango wrote: Again this goddamn "overly passive gameplay". What about overly passive gameplay in the jungle? Is it worth making lanes more "active" if it disincentivizes ganking or counterjungling over afk-clearing your own camps? Jungling is already a pretty supportive role in competitive play--you don't see champs like Olaf capable of carrying out of the jungle anymore. Is it a good idea to decrease the impact that jungling has on the game, by reducing their ability to affect lanes/enemy jungle? Again, it depends on how much gold the creeps will give. They could just make freefarming in the jungle completely unviable by tweaking that. Or even tweak the exp/gold values on jungle creeps and kills. On July 20 2011 11:42 UniversalSnip wrote: Well, the reason they absolutely need red to gank is because if they didn't need red, they would be completely broken gankers with it. Change red and you can make them viable gankers without it Please define what you mean by "don't need red". Right now only the gankers that can chase, survive trading blows and tower dive don't need red. I don't believe that simply giving an inbuilt slow to squishy junglers would make them safe gankers. | ||
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TheYango
United States47024 Posts
On July 20 2011 12:01 r33k wrote: Again, it depends on how much gold the creeps will give. They could just make freefarming in the jungle completely unviable by tweaking that. Or even tweak the exp/gold values on jungle creeps and kills. You can't balance jungling being dependent on gank gold at all levels. Ganks turn into kills way more often in low-level play than they do in high-level play--where you get summoners/bluepills way more often. | ||
UniversalSnip
9871 Posts
On July 20 2011 12:01 r33k wrote: Please define what you mean by "don't need red". Right now only the gankers that can chase, survive trading blows and tower dive don't need red. I don't believe that simply giving an inbuilt slow to squishy junglers would make them safe gankers. I have no idea what you're saying, can you please rephrase this? I think you might have misread my post because I seriously don't understand where you're coming from. | ||
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NeoIllusions
United States37500 Posts
On July 20 2011 11:53 HazMat wrote: Robot themed team: Blitzcrank Orianna Hextech Anivia Nunubot ???? Blade Morgana | ||
HazMat
United States17077 Posts
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broz0rs
United States2294 Posts
On July 20 2011 11:43 BloodNinja wrote: Phreak discussing Tyrnd changes upcoming. Going to use fury (like renek). Attacks will build fury. His Q and Passive changed. So now as your hp goes down you do more dmg and crit chance will now scales with your fury level (high fury = high crit chance). Can chug your fury stacks for hp with Q. Reduced (removed?) hp costs from mocking shout and spinning slash, these skills otherwise unchanged. wouldn't it be cool if it this concept was based on raw hp amount instead of a percentage? gogo tanky Trynd! | ||
r33k
Italy3402 Posts
On July 20 2011 12:14 TheYango wrote: You can't balance jungling being dependent on gank gold at all levels. Ganks turn into kills way more often in low-level play than they do in high-level play--where you get summoners/bluepills way more often. You can balance exp tho, making rich junglers who are squishy by nature overly squishy or vice versa. On July 20 2011 12:16 UniversalSnip wrote: I have no idea what you're saying, can you please rephrase this? I think you might have misread my post because I seriously don't understand where you're coming from. What champions were you referring to. | ||
WaveofShadow
Canada31494 Posts
The main problem with the slow on Lizard is that it means if you get caught by it overextended, you die. A haste will make it so that that man can kill you, not that man's team can kill you (if you get caught). This is an integral cog in increasing early game activity (knowing you're not GUARANTEED to die if you get caught out of position means you can be more aggressive), making the jungle more accessible to low level summoners, making the jungle less sensitive to counter jungling (right now it's too big of a swing if you get counter jungled, although I will concede this is the weakest point in the system that needs to be solved), allowing more champions to jungle, making Smite less necessary, allowing non-jungle champions to jungle more (in other words allow role flexibility WITHIN a game not just between games), and probably at least half a dozen major goals as well, and for actually increasing skill differentiation within the jungle. One of my major problems with the jungle right now is that due to the long respawn timers, there actually is little choice for the player - you have a set route and you gank (generally) when your jungle is clear. There are times when you vary this, but for the most part this is what you do. We'd like to make it so that at all given points, junglers have more interesting choices for what they want to do - should I level up, gank, invade, etc? Ideally they'd all be more valuable for actually doing, but have a higher opportunity cost for doing so - in other words they're all good options but you have to pick what would be most advantageous for your team. I agree that some champions are hit harder by the loss of slow on Lizard than others (Master Yi for example) but in general those champions are the ones that are going to benefit most from the other side of this coin - reducing monster spawns and making so that if you just sit and farm your jungle, you will earn more resources. In general it will work out, and we can tune the cases that don't. Also, the jungle is hard enough right now such that we have to make champions basically OP to succeed in the jungle - see Warwick, Udyr. | ||
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