General Discussion/Off-topic - Page 589
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mrgerry
United States1508 Posts
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Mogwai
United States13274 Posts
http://www.leagueoflegends.com/board/showthread.php?t=640498 | ||
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Juicyfruit
Canada5484 Posts
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HazMat
United States17077 Posts
=( | ||
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Shikyo
Finland33997 Posts
On April 09 2011 00:37 dnastyx wrote: It's funny because that was CM's name get it ha ha ha ha okay done with bad dota jokes now It's named after the dota character yeah | ||
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Mogwai
United States13274 Posts
On April 09 2011 03:13 HazMat wrote: you....you cheated on the wheels. =( I apologized for that when I posted it. drawing wheels is very time consuming so I had to cheat, sry. | ||
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Stealthpenguin
Finland393 Posts
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LancerJ
United States160 Posts
On April 09 2011 00:27 Juicyfruit wrote: With skin comes nerf Red post detailing upcoming Teemo nerfs. Also saw a meta discussion on balancing with some long replies by Morello. In some sense the argument here is that on the spectrum of balancing philosophies Riot is at a very different point from Blizzard (at least regarding SC2). Whereas SC2 has had extremely few mechanics changes (Phoenix move and shoot, massive units crushing Force Fields) and attributes changes separated by many weeks (Siege Tank damage type, Battlecruiser move speed), LoL has had a larger number of sweeping changes in a shorter amount of time (Ranged AD move speed nerf, AoE Ult nerf, Shields nerf, Locket removal, Elixir nerf, Ward nerf) which cause a roller coaster ride of unintended consequences. There is also an argument to be made that longer periods of time between balance changes would allow the players to innovate with new team comps and strategies instead of jumping between patch-notes-dictated flavors of the month. However, this argument is somewhat contentious even when applied to SC2 (see Liquid`Tyler's analogy on IdrA and Day[9]'s viewpoints on balance). EDIT: The overall context, of course, is the discussion of the upcoming changes on AD scaling of abilities. | ||
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HazMat
United States17077 Posts
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TheYango
United States47024 Posts
On April 09 2011 04:04 LancerJ wrote: Also saw a meta discussion on balancing with some long replies by Morello. In some sense the argument here is that on the spectrum of balancing philosophies Riot is at a very different point from Blizzard (at least regarding SC2). Whereas SC2 has had extremely few mechanics changes (Phoenix move and shoot, massive units crushing Force Fields) and attributes changes separated by many weeks (Siege Tank damage type, Battlecruiser move speed), LoL has had a larger number of sweeping changes in a shorter amount of time (Ranged AD move speed nerf, AoE Ult nerf, Shields nerf, Locket removal, Elixir nerf, Ward nerf) which cause a roller coaster ride of unintended consequences. I think a lot of this comes from the fact that Riot keeps finding mechanics/designs that they consider "un-fun" for their users or "bad gameplay" (e.g. the ward nerf, dragon changes, and minion buff were all driven by their insistence that there was something wrong with their gameplay formula), whereas Blizzard usually seems to have the confidence that they got their gameplay formula correct in terms of designing a fun game (or if there are major issues, they save them for the expansion/expansions). | ||
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Kaniol
Poland5551 Posts
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Two_DoWn
United States13684 Posts
And ladder reset will not be fun. I can carry 4 1200 level players against 5 1200 level players. Not sure I can carry 4 500 level players against a 2k. | ||
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UniversalSnip
9871 Posts
On April 09 2011 04:14 TheYango wrote: I think a lot of this comes from the fact that Riot keeps finding mechanics/designs that they consider "un-fun" for their users or "bad gameplay" (e.g. the ward nerf, dragon changes, and minion buff were all driven by their insistence that there was something wrong with their gameplay formula), whereas Blizzard usually seems to have the confidence that they got their gameplay formula correct in terms of designing a fun game (or if there are major issues, they save them for the expansion/expansions). Blizzard probably just has much better processes set up for making games. Prototype Identify and fix the fail Prototype and repeat this ad infinitum They get to do this for years and years and years, I can't even imagine how many iterations sc2 must have gone through. By the time the game came out they knew the mechanics where good. Whereas lol is kind of a rush job by comparison, they have to figure it out as they go along. | ||
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overt
United States9006 Posts
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Kaniol
Poland5551 Posts
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Phunkapotamus
United States496 Posts
I think a lot of this comes from the fact that Riot keeps finding mechanics/designs that they consider "un-fun" for their users or "bad gameplay" (e.g. the ward nerf, dragon changes, and minion buff were all driven by their insistence that there was something wrong with their gameplay formula), whereas Blizzard usually seems to have the confidence that they got their gameplay formula correct in terms of designing a fun game (or if there are major issues, they save them for the expansion/expansions). While I don't have faith in humanity or religion, I do have faith in Riot's (read: Zileas) ability to balance League of Legends. I'm not concerned that they keep shifting focus every few weeks. A lot of these changes keep the game fresh and keep people interested. To us, it may seem like a lot of their changes are heavy-handed, random, or stupid. However, we are not privy to the vision that Riot wishes LoL to be. I'm confident that Riot will bring LoL to the point that they want- and at that point it will be balanced. Now, when the game is balanced, whether or not the game is in a place we agree with is a whole different story. The development of Warcraft 3 is a good example of this. I loved the game upon release, but hated all the balance changes and felt that Blizzard (read: Zileas) was stupid. It wasn't that I didn't agree with the specific changes, it was that I didn't like the direction they were taking the game. As for now, I hate where the game currently stands, but I give them extreme credit for making the end result robust. They accomplished what they sought to accomplish, and that's what I believe Riot is capable of. If nothing else because they've got Zileas on their side. Whether or not LoL is even capable of reaching its final destination is another thing to consider as well. The fact that new characters keep getting released creates a bunch of detours, so perhaps the game will never be where they want it. I'm ok with this. I like perpetual change, and I can deal with something being over or underpowered for a short time- just as long as I get to abuse the FotM while it's OP :D | ||
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Lanzoma
Mexico813 Posts
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HazMat
United States17077 Posts
On April 09 2011 04:35 Two_DoWn wrote: They should either remove most of the damage from shrooms and keep the slow or remove the slow. And ladder reset will not be fun. I can carry 4 1200 level players against 5 1200 level players. Not sure I can carry 4 500 level players against a 2k. You're assuming you'll get the 500 elo players while the other team has the bigfatjiji always. | ||
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spinesheath
Germany8679 Posts
On April 09 2011 05:13 Lanzoma wrote: LoL will never be a balanced game because of constant content releasing. Which is what Riot wants it to be. Or at least I sure hope they do for their own sake. The pick/ban concept makes it so that the biggest imbalances can be sorted out by the players, and as long as the patches come every few weeks we should be safe from a stale situation of extreme imbalance. That being said, an increase to 3+3 bans might be due. | ||
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alphafuzard
United States1610 Posts
On April 09 2011 05:13 Lanzoma wrote: LoL will never be a balanced game because of constant content releasing. they wont be releasing champs forever, they already said they have a set # they want to cap out at | ||
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