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On November 27 2010 13:04 Brees wrote: if they were reworking jungling to not be required then why would they nerf warwick as well lol
hes only good because of jungling....incoming warwick back to useless status lol riot doesn't know wtf they're doing.
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Udyr. Then again he'll be useless too ^_^
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Marshall Islands3404 Posts
not to mention the only viable melee DPS are basically the ones that can jungle haha
why do they love ranged carries so much?
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Who knows. I know a person though who insists that since Shurelia joined the team, the games gone downhill. =/
They srsly need to balance ranged carries & melee DPS a bit though.
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On November 27 2010 13:19 Daxunyrr wrote: Who knows. I know a person though who insists that since Shurelia joined the team, the games gone downhill. =/
They srsly need to balance ranged carries & melee DPS a bit though.
Shurelia has been part of the team forever.... Since very early beta
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Why are Riot trying to ruin their own game? -_-'
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How could you balance a melee DPS though? At current your ranged carry stands in the back and everybody on the team's mission is to protect that carry so it can shoot the crap out of the enemies. There's really no way you can protect a melee DPS from getting squished when it has to be next to the enemies.
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So trying to find someone to duo with and I"m being accused of being a fake in LiquidParty bastards
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On November 27 2010 13:05 Daxunyrr wrote: Im sure he'll get a rework so he's more viable in lane... Least he better. Im working on my full ASpd rune page for him and I will be pissed if he becomes useless.
Srsly, who else needs a full aspd rune page.
UDYRRRRRRRRR
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On November 27 2010 14:17 Blitzkrieg0 wrote: How could you balance a melee DPS though? At current your ranged carry stands in the back and everybody on the team's mission is to protect that carry so it can shoot the crap out of the enemies. There's really no way you can protect a melee DPS from getting squished when it has to be next to the enemies.
You just have to adjust the risk/reward dynamic a bit. Make the ranged carries squishier and make the melee carries do more damage.
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On November 27 2010 15:11 xDaunt wrote:Show nested quote +On November 27 2010 14:17 Blitzkrieg0 wrote: How could you balance a melee DPS though? At current your ranged carry stands in the back and everybody on the team's mission is to protect that carry so it can shoot the crap out of the enemies. There's really no way you can protect a melee DPS from getting squished when it has to be next to the enemies. You just have to adjust the risk/reward dynamic a bit. Make the ranged carries squishier and make the melee carries do more damage.
No, you need to have melee's be able to get into range faster and be a little more durable so they dont die instantly when they get kited. This is already in place, almost every melee hero has a ton more hp than ranged ones without items.
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melee carries are extremely hard to balance because if they get fed they'll rape your entire team, if they aren't fed then they'll crumble. all good melee dps are either junglers or solo laners because if they get a boost early then it carries on with them throughout the game.
right now i think it is actually pretty decent, yi and xin zhao pantheon are all viable at any level and tryndamere is actually pretty good. if they buff melee anymore then it'll become brutally overpowered, they just need to nerf some ranged dps a bit. tone down corki/kog and maybe some utility from ashe. trist is really the epitome of a well built ranged carry. not overly strong at any point except late, and doesn't have any overpowered gimmicks
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STUPID QUESTION TIME.
How hard is it to learn the various roles, from hardest to easiest? << Remember someone on LiquidParty saying ranged carries are the hardest to learn or something, got curious >>
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idk, I don't play at a high level but it seems to me ranged carries are more durable and deal more damage than melee, and melee has way less health than tanks do but only deal a little more damage... so... where can you possibly fit them into that?
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If teamfights split up into small fights all over the place melee carries might be viable. When it is all aoe-slinging groupies it is kinda hard.
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Roles from easiest to hardest, in general: Support, caster, ranged DPS, tank, melee DPS in general. Tank might be harder than DPS because tanks have to be able to stay with the team and if they're initiating then they have to have a good idea of the current power and positioning of every hero in play. Casters generally just have to QWER and click on squishy people. Casters are sufficiently diverse, though, that lots of variation is possible. The role itself depends significantly on the caster. Most support heroes are "cast spell on carry, hope carry is competent." Ranged DPS have to right click on people but they're the most important on the team and have to watch positioning and such. Melee DPS is highest because you can't afford positioning mistakes. It's such a high cost getting into fights that you have to *know* when you can beat the other person down. Melee DPS is another fairly diverse role - some initiate too, some tank harder than others, some are basically ranged DPS without the range (Yi). They also tend to be the strongest late-game.
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How serious is riot about this jungling reworking? There's champ reworks that have been 'coming' for months. Wonder if I should even bother with my flat armor page now.
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k so who else saw me and shiro get completely fucking stomped by reginald on twitch on stream lolol
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You cannot make a list of roles and just say one is easier than the next.
roles are as easy as the champion. playing lux well as support is a ton harder than sona as support. Playing amumu well is a ton harder than morde.
Your lineup matters a ton too. Playing kog with 4 tanks with cc is alot easier than playing kog with 2 tanks with cc. Or playing a tank/support with trist (jump escapes) as your dps vs kog.
And many champions can be played many different ways, all ranging in difficulty. Tank kennen vs. ap kennen. Jungle fiddle vs lane fiddle.
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Played 4 games. First, bot fed and both left, so loss from 3v5. 2nd game, a blitz fed and left, so lost 4v5. 3rd game I saw, what must have been the worst jungle rammus I've seen since I was lvl 20 months ago....he died to blue lvl 1 and did a fail gank. Would taunt akali or vlad while yi was just running around freely raping out team. 4th game my friend said fuck it, got drunk, and just screwed around using vlad with clarity. The sad part was he was better than our phantom dancer shaco. And our kog was building a LW until I told him he was an idiot, so he changed it to madreds instead. He didn't land a single r either, and they all got away with like 50 health while he was running from them at 3/4 health. Would have been a penta if he had a thing called balls.
After the server fail earlier it's like Riot decided "lets allow the people with the worst records on first." -_-
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