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General Discussion/Off-topic - Page 184

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Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
January 09 2011 06:41 GMT
#3661
since when are caps important on the internet. seriously.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
HazMat
Profile Blog Joined October 2009
United States17077 Posts
January 09 2011 08:36 GMT
#3662
The new cap is kind of op. Too much ap.
www.youtube.com/user/ShakeDrizzle | League and SSBM content creator | Armada's Youtube Editor
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
January 09 2011 08:47 GMT
#3663
If there really was a death cap on this game it would be awesome. Ten deaths and you're done, go sit on the sidelines.
I'm on GOLD CHAIN
BlackPaladin
Profile Joined May 2010
United States9316 Posts
January 09 2011 09:07 GMT
#3664
On January 09 2011 17:47 ZERG_RUSSIAN wrote:
If there really was a death cap on this game it would be awesome. Ten deaths and you're done, go sit on the sidelines.


But then Tapioca would never be able to play past the 10 min mark.
"Your full potential does not matter if you do not use all 100% of it."
Dgiese
Profile Joined July 2010
United States2687 Posts
January 09 2011 10:44 GMT
#3665
On January 09 2011 17:47 ZERG_RUSSIAN wrote:
If there really was a death cap on this game it would be awesome. Ten deaths and you're done, go sit on the sidelines.

This would be an awesome game mode. I daresay it might even make ranked games easier... feeders can only feed 10 times, and you just have to use them as bait to get kills on important enemies.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2011-01-09 10:51:34
January 09 2011 10:50 GMT
#3666
Nope, it would make ranked games harder. After 10 deaths, it doesn't really matter anymore if the feeder keeps feeding (isn't worth a lot of gold, enemies are fed anyways). At least he can soak some damage and deal a little damage. A 4v5 against fed enemies however is just not winnable.

Unless of course the feeders play more carefully because they don't want to be out for half of the game.
If you have a good reason to disagree with the above, please tell me. Thank you.
Dgiese
Profile Joined July 2010
United States2687 Posts
January 09 2011 11:28 GMT
#3667
On January 09 2011 19:50 spinesheath wrote:
Nope, it would make ranked games harder. After 10 deaths, it doesn't really matter anymore if the feeder keeps feeding (isn't worth a lot of gold, enemies are fed anyways). At least he can soak some damage and deal a little damage. A 4v5 against fed enemies however is just not winnable.

Unless of course the feeders play more carefully because they don't want to be out for half of the game.


Not if you can clean up a couple times after they gank the feeders.

Maybe you wouldn't prefer it... but I probably would.
Scamp
Profile Joined October 2008
United States1086 Posts
January 09 2011 12:15 GMT
#3668
I agree. I think that format would be very interesting.

If you're against it because other people are going to suck it up and ruin it....that's really not any different than the regular game.
Cheese is good for you!
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
January 09 2011 12:43 GMT
#3669
Ok fine, so you like it. But 10 deaths? Even the worst feeders I had lately didn't go past 9 deaths in the first 25 minutes, and once someone feeds that much it's pretty much game unless the enemy team feeds as hard of couse. Sure sometimes they added a few more deaths during cleanup, but that hardly matters.
If you have a good reason to disagree with the above, please tell me. Thank you.
Tooplark
Profile Joined October 2008
United States3977 Posts
Last Edited: 2011-01-09 18:29:40
January 09 2011 18:29 GMT
#3670
I don't think this would really add any new strategic depth. It would become "ok let's do everything we can to kill this person a lot."
and late game would suck
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
Brambled
Profile Joined July 2010
United States750 Posts
January 09 2011 18:29 GMT
#3671
They could always allow a death limit in custom games to test out the fun value.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2011-01-09 18:39:32
January 09 2011 18:39 GMT
#3672
I think the biggest issue is that in games where multiple people get to the cap, it just gets silly--even if the game stays "fair", a 2v2 or 3v3 on Summoner's Rift just isn't interesting.
Moderator
Niton
Profile Blog Joined March 2009
United States2395 Posts
January 09 2011 18:40 GMT
#3673
A teamwide death-cap might be interesting, but I don't think a death cap per player really is.
tree.hugger: Coming off of [(T)fantasy v. (T)Really] into [(T)Barracks v. (T)MVP] is like coming out of Manhattan into New Jersey. You just have to speed up and ignore it.
Tooplark
Profile Joined October 2008
United States3977 Posts
January 09 2011 19:02 GMT
#3674
Teamwide death cap is every noob's dream: "You mean... I can DIRECTLY WIN by killing people now?!?"
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
TheYango
Profile Joined September 2008
United States47024 Posts
January 09 2011 19:13 GMT
#3675
On January 10 2011 03:40 Niton wrote:
A teamwide death-cap might be interesting, but I don't think a death cap per player really is.

That would make solo queue even more irritating--you can't even try to carry baddies, if they feed hard enough, your team just automatically loses.
Moderator
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
January 09 2011 19:20 GMT
#3676
So I've been watching Regi play 2 games (EU is down, has been crappy for weeks now...), first as Shaco, second as Kassadin. Both games he got ridiculous scores, like 10-20 kills and 1-3 deaths, don't really remember. Nevertheless he only barely won the first game, and lost the second pretty hard.
Halfway through the second game I figured that this can't just be his team's fault. Instead I think he's actively making those games hard for himself:
By grabbing almost every single kill and building almost straight offense, he made sure that he got even more kills, while being unable to actually set up those kills himself. He couldn't really engage until the fight was going. But because he took almost all the kills, his team naturally ended up comparatively underfarmed. Since the enemy team also got kills and split those more evenly, they were able to deal with those underfarmed allies of Reginald.

So basically I think it's a bad idea to stack all the kills on a single champ unless that champ can engage, stay in the fight, come out victorious and still is able to push towers after a fight.
If you have a good reason to disagree with the above, please tell me. Thank you.
Caller
Profile Blog Joined September 2007
Poland8075 Posts
January 09 2011 19:31 GMT
#3677
[image loading]
fucking finally
it took a game where i was at 10 fps the entire time.
es best huehuehue
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
HazMat
Profile Blog Joined October 2009
United States17077 Posts
Last Edited: 2011-01-09 19:46:46
January 09 2011 19:46 GMT
#3678
I still haven't gotten a penta, not even on my smurf
2 quadras on Nidalee kinda pro though.
www.youtube.com/user/ShakeDrizzle | League and SSBM content creator | Armada's Youtube Editor
ofcourse
Profile Joined May 2010
Poland67 Posts
January 09 2011 19:49 GMT
#3679
bought udyr ages ago but never played him ... HES SO FREAKING STRONG
imo one of the most underrated champs, espacially lategame. his ganks are strong @ lvl4 with double (or just red) buff(s) and his ability to tank lategame are better then those of some so called tanks

btw, are there any EU high elo streamers out there ?

i guess not cause the european servers are DOWN ALL THE EFING TIME. im so pissed, there hasnt been a day in the last 10 days where u could actually play without any problems ...
Navi
Profile Joined November 2009
5286 Posts
January 09 2011 19:53 GMT
#3680
On January 10 2011 04:20 spinesheath wrote:
So I've been watching Regi play 2 games (EU is down, has been crappy for weeks now...), first as Shaco, second as Kassadin. Both games he got ridiculous scores, like 10-20 kills and 1-3 deaths, don't really remember. Nevertheless he only barely won the first game, and lost the second pretty hard.
Halfway through the second game I figured that this can't just be his team's fault. Instead I think he's actively making those games hard for himself:
By grabbing almost every single kill and building almost straight offense, he made sure that he got even more kills, while being unable to actually set up those kills himself. He couldn't really engage until the fight was going. But because he took almost all the kills, his team naturally ended up comparatively underfarmed. Since the enemy team also got kills and split those more evenly, they were able to deal with those underfarmed allies of Reginald.

So basically I think it's a bad idea to stack all the kills on a single champ unless that champ can engage, stay in the fight, come out victorious and still is able to push towers after a fight.


yes LoL is less like HoN in that every character type (casters, tanks, etc.) all have a lot to gain from the first 2000-3000 gold in items (the passives on mercs, sunfire, HoG, w/e as well as the stats actively gained from these items, health def mres etc. make tanks even tankier), and while they don't mind getting additional gold after that, the gold is better spent on their carry. In fact, a lot of these tanks / casters NEED this initial gold to be of any use against a well organized team. Whereas in HoN you might see an enemy support champion with the equivalent of boots1, a amp tome, and wards + 3 red and blue pots, even into the midgame if they are playing support really hard, because having gold go to the carry gives exponential benefits (every big item they complete multiplies their efficiency and damage output).
While certain items (like old IE and LW combo) do this in LoL, a really good amumu ult + fortune ult + lux ult from a team with a decent gold distribution spread will probably output more overall dps than the same team with a pathetically underfarmed lux and a slightly more fed fortune (if lux in scenario 1 had a deathcap + boots, and the lux in scenario 2 had a blasting rod + boots + wards, and the fortune in scenario 1 had an 3 dorans and boots and pickaxe, and the fortune in scenario 2 had 3 dorans, boots, and BF and pickaxe, the relatively underfed lux loses more damage than the fortune probably gained from that extra BF). The relative power of AoE in LoL as well as emphasis upon team synergy makes it so that the "stack kills on one champ" strat is less viable, especially on some heroes like shaco who don't have a way of 1v5ing a team that sticks together.
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