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Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
June 03 2011 19:06 GMT
#16361
Actually it is Flash and Clairvoyance that do that, not philos. Rushing philos actually means that your total hp pool is so low that you can be bursted down rather easily.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
-Kato-
Profile Joined June 2010
Spain1146 Posts
Last Edited: 2011-06-03 19:15:34
June 03 2011 19:12 GMT
#16362
No by full AP I meant all AP and Mpen reds sorry.

So you think having armor or manaregen is better than AP on yellows?
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
Last Edited: 2011-06-03 19:21:03
June 03 2011 19:13 GMT
#16363
(...)

Show nested quote +
On June 04 2011 04:00 NeoIllusions wrote:
On June 04 2011 03:57 Seuss wrote:
Doesn't surprise me given that every champion these days stacks Philo.


Expect nerf in another 1-2 patches.
Typical Riot.

The main concern the team has with Philo is that it encourages passive gameplay in the laning phase and reduces the effectiveness of harass. Of course, this applies to heals in general as well.

I disagree, philo stones allow you to harass and trade more because more mana regen = more mana to spam skills, more hp regen = the more ahead you are when trading hits if enemy doesn't have such a high hp regen
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
Last Edited: 2011-06-03 19:15:16
June 03 2011 19:13 GMT
#16364
On June 04 2011 04:06 Shikyo wrote:
Actually it is Flash and Clairvoyance that do that, not philos. Rushing philos actually means that your total hp pool is so low that you can be bursted down rather easily.

There's a lot of contributing factors actually and not a lot of agreement as to how to solve this. I was going to write a long post on it, but I think Statikk summed it up better than I can so I'll just copy his thoughts here.

Statikk wrote:
We have been discussing this internally and have identified similar root problems. The possible solutions however are much more difficult to tease out because there are many systems in play that make the game the way it is in competitive play. Every change has a huge consequence.

For example, nerfing Clairvoyance increases the power of the jungler and increases uncertainty for the laners (due to less map awareness). Would this lead to more kills or would it make the laners play even more passive when they are uncertain of the jungler's position?

In my opinion, the core problems are the junglers and roamers that add uncertainty to the map. If you look at duo lane play in competitive play, they are often very aggressive and if left alone 2v2 have tons of action, back and forth, pushing back to base and killing. Even solo lanes can have a lot of action dependent on the matchup, though it is much less likely for kills to happen compared to a duo lane. The second though any lane senses the presence of the jungler/incoming ganker (especially with the Red Lizard buff), they are forced to disengage and play passively. This sense of constant paranoia plagues high level play and creates a lot of passivity. This is the exact same effect stealthers like Evelynn and global champions like TF have on the map as well.

When you are certain of your local space and can predict and calculate how your actions will play out, you are much more likely to commit to fights/exchanges and do crazy stuff to push your advantage when possible. The second that certainty is gone, you can no longer play aggressively without being punished in high tier play.

I also believe the crazy amounts of regen and sustain that exists in our game trumps all forms of attrition in lane making exchanges not as interesting or punshing/rewarding. This is another key.

TL;DR
Uncertainty (caused primarily by junglers but also by roamers and globals) and sustainability seem to me like root problems of why competitive play is so passive in the early game. We are by no means looking to remove jungling or roaming from the game, but reducing the necessity of the jungler and lowering sustainability could be steps in the right direction.

http://www.leagueoflegends.com/board/showthread.php?p=9566669#post9566669


In a reply to Locust saying uncertainty is not the problem:
Statikk wrote:
Sure, I agree with you, but which ones can we actually solve while not completely shaking up LoL's fundamental gameplay that makes LoL a game we like to play?

You could add denying and better lane control so that it is easier to zone opponents. This is something we would never pursue for many reasons namely that denying is not intuitive and zoning is extremely unfun for the opposing player.

You could make CC stronger and/or lower early game defensive possibilities (items, runes, masteries) so it is easier to outright kill targets with less firepower. These would also fundamentally change how LoL plays and would make it much more akin to DotA and HoN where heroes die in single CCs and early game nuke damage. But is this fun for the average player and specifically for the League of Legends playerbase? I would venture on to say no.

We could remove Flash, but that has its own can of worms both in terms of removing potential offensive uses of Flash and in terms of balance concerns for champions who innately have a blink.

We could increase hero kill rewards and lower minion rewards, but does that not return us back to the 5 man roaming meta where no one lanes and people that do get mass ganked? Is that fun?

I would like to hear your thoughts on what other possible solutions we could implement that would solve this problem more cleanly. I'm all open ears.

http://www.leagueoflegends.com/board/showthread.php?p=9567501#post9567501


Basically, the Design Teams wants there to be more action, especially in the laning phases and also less things like people facing off at baron only warding and ward sniping. But they also don't want to negatively impact the rest of the game at the same time.

Do note that Dreamhack will be played on a finalised patch so it doesn't necessarily mean huge meta changes before then. Although there still will be a patch before then.
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
LoCicero
Profile Joined August 2010
1100 Posts
June 03 2011 19:23 GMT
#16365
It seems they want to make this game even more about laning than it already is. With changes to lane sustainability I think we can all say goodbye to champions who are weak laners. I don't see how champs with weak early game laning will ever be competitive if they want to move the game in that direction.
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
June 03 2011 19:43 GMT
#16366
SImple fix to lane paranoia that doesnt involve fucking with champ balance: remove the brush in the river. Maybe increase minion and champ vision.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
r.Evo
Profile Joined August 2006
Germany14081 Posts
June 03 2011 19:44 GMT
#16367
On June 04 2011 03:53 MoonBear wrote:
Show nested quote +
On June 04 2011 03:42 -Kato- wrote:
Hi! With the OPness that Philostone is, what do you guys think about running a full AP runepage and going regrowth>philo on casters like Kassadin?

This can make you go 9 0 21 instead of 0 9 21 and you eventually turn it into the tenacity item.

Just a heads up, but the Design Team is looking into Philo atm. They don't like it very much. So if you do run a full AP rune page, do be aware it may become obsolete in the future once Philo gets nerfed.

Of course, AP runes are still useful for some champions don't get me wrong. But do think twice about spending that IP in case you have buyer's remorse.


Moonbear is just browsing TL for new imba things people post about here first. Then they are up for the next nerfbat. Ninja!
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Yiruru
Profile Blog Joined January 2009
Canada690 Posts
June 03 2011 19:57 GMT
#16368
It's already clear they aren't trying to make the game competitive at all, they worry too much about low-mid Elo players. It's true that denying was unfun, but it at least gave you some control over where your lane is going. With the current state of Hp/Mp regen, you can just spam spells without worry, and tank enemy spells without worry.

Has Riot said anything about adding TP Scrolls, or some sort of brush/vision block near towers? Roaming and Jungling would still be viable, but you have to be more careful diving towers, and the person you are diving can actually try to juke instead of praying for the people diving you to fuck up.
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
Last Edited: 2011-06-03 20:02:33
June 03 2011 20:00 GMT
#16369
Riot always wanted tower dives to happen in this game, they just didn't want the long ones (for example that's why they gave % armor pen to towers, to prevent longass rammus dives).

Also it has been clear that they don't care about this game being competitive since +- last WCG, they just do tourneys because people want tourneys and it makes more people interested in game = more sold skins!


I slowly begin to realise that most TLers consider this game (and the way Riot treats it) waaay more competitive than it really is.
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
June 03 2011 20:06 GMT
#16370
ITs because the game has potential to be competitive if riot just got out of the way
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Chrispy
Profile Blog Joined June 2009
Canada5878 Posts
June 03 2011 20:08 GMT
#16371
O sweet. I made a post suggesting philo stones to be made unique or nerfed but it got downvoted and closed.
Retvrn to Forvms
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
June 03 2011 20:08 GMT
#16372
shitty e-sports division =/= poor balance for competition. I disagree pretty strongly with people saying that LoL competition hasn't been getting better. No single overriding strategy seems overwhelming to me at the moment and it feels like you can approach the game many different ways and be successful. Just because it doesn't play just like DotA doesn't mean it's failing at being competitively balanced.
mogwaismusings.wordpress.com
Slayer91
Profile Joined February 2006
Ireland23335 Posts
June 03 2011 20:09 GMT
#16373
On June 04 2011 04:57 Yiruru wrote:
It's already clear they aren't trying to make the game competitive at all, they worry too much about low-mid Elo players. It's true that denying was unfun, but it at least gave you some control over where your lane is going. With the current state of Hp/Mp regen, you can just spam spells without worry, and tank enemy spells without worry.

Has Riot said anything about adding TP Scrolls, or some sort of brush/vision block near towers? Roaming and Jungling would still be viable, but you have to be more careful diving towers, and the person you are diving can actually try to juke instead of praying for the people diving you to fuck up.


Did you see the european dreamhack qualifier games? Farm all day in lane, then spend 20 minutes baiting and ward clearing around baron and whoever wins that 1 teamfight wins the game.
Blind
Profile Blog Joined December 2002
United States2529 Posts
June 03 2011 20:14 GMT
#16374
Just wanted to confirm something with you guys with jungling amumu. Magic pen reds don't increase amumu's jungling speed because the neutral camps have 0 magic resist. Is that right? Been wasting this whole time using them thinking they made me jungle faster. I believe his passive gets the neutrals to -15 MR, but the runes do nothing to their MR. Can someone confirm this please? If this is right, I will start using armor reds (unless you have a better suggestion). Thanks!
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
June 03 2011 20:17 GMT
#16375
correct, you cannot penetrate lower than 0.
mogwaismusings.wordpress.com
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
June 03 2011 20:18 GMT
#16376
but you should use the mpen anyway because it's really strong for ganks and teamfights and such. i dont think mumu needs armor yellow AND red to jungle
Moderatormy tatsu loops r fuckin nice
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
June 03 2011 20:21 GMT
#16377
On June 04 2011 05:14 Blind wrote:
Just wanted to confirm something with you guys with jungling amumu. Magic pen reds don't increase amumu's jungling speed because the neutral camps have 0 magic resist. Is that right? Been wasting this whole time using them thinking they made me jungle faster. I believe his passive gets the neutrals to -15 MR, but the runes do nothing to their MR. Can someone confirm this please? If this is right, I will start using armor reds (unless you have a better suggestion). Thanks!

Yes, MPen doesn't help Amumu in the jungle.

Don't underestimate Amumu's magic damage in fights though. He has the potential to hit really hard, and MPen marks synergize nicely with his passive.
If you have a good reason to disagree with the above, please tell me. Thank you.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2011-06-03 20:29:46
June 03 2011 20:23 GMT
#16378
On June 04 2011 04:13 MoonBear wrote:
Show nested quote +
On June 04 2011 04:06 Shikyo wrote:
Actually it is Flash and Clairvoyance that do that, not philos. Rushing philos actually means that your total hp pool is so low that you can be bursted down rather easily.

There's a lot of contributing factors actually and not a lot of agreement as to how to solve this. I was going to write a long post on it, but I think Statikk summed it up better than I can so I'll just copy his thoughts here.

Show nested quote +
Statikk wrote:
We have been discussing this internally and have identified similar root problems. The possible solutions however are much more difficult to tease out because there are many systems in play that make the game the way it is in competitive play. Every change has a huge consequence.

For example, nerfing Clairvoyance increases the power of the jungler and increases uncertainty for the laners (due to less map awareness). Would this lead to more kills or would it make the laners play even more passive when they are uncertain of the jungler's position?

In my opinion, the core problems are the junglers and roamers that add uncertainty to the map. If you look at duo lane play in competitive play, they are often very aggressive and if left alone 2v2 have tons of action, back and forth, pushing back to base and killing. Even solo lanes can have a lot of action dependent on the matchup, though it is much less likely for kills to happen compared to a duo lane. The second though any lane senses the presence of the jungler/incoming ganker (especially with the Red Lizard buff), they are forced to disengage and play passively. This sense of constant paranoia plagues high level play and creates a lot of passivity. This is the exact same effect stealthers like Evelynn and global champions like TF have on the map as well.

When you are certain of your local space and can predict and calculate how your actions will play out, you are much more likely to commit to fights/exchanges and do crazy stuff to push your advantage when possible. The second that certainty is gone, you can no longer play aggressively without being punished in high tier play.

I also believe the crazy amounts of regen and sustain that exists in our game trumps all forms of attrition in lane making exchanges not as interesting or punshing/rewarding. This is another key.

TL;DR
Uncertainty (caused primarily by junglers but also by roamers and globals) and sustainability seem to me like root problems of why competitive play is so passive in the early game. We are by no means looking to remove jungling or roaming from the game, but reducing the necessity of the jungler and lowering sustainability could be steps in the right direction.

http://www.leagueoflegends.com/board/showthread.php?p=9566669#post9566669


In a reply to Locust saying uncertainty is not the problem:
Show nested quote +
Statikk wrote:
Sure, I agree with you, but which ones can we actually solve while not completely shaking up LoL's fundamental gameplay that makes LoL a game we like to play?

You could add denying and better lane control so that it is easier to zone opponents. This is something we would never pursue for many reasons namely that denying is not intuitive and zoning is extremely unfun for the opposing player.

You could make CC stronger and/or lower early game defensive possibilities (items, runes, masteries) so it is easier to outright kill targets with less firepower. These would also fundamentally change how LoL plays and would make it much more akin to DotA and HoN where heroes die in single CCs and early game nuke damage. But is this fun for the average player and specifically for the League of Legends playerbase? I would venture on to say no.

We could remove Flash, but that has its own can of worms both in terms of removing potential offensive uses of Flash and in terms of balance concerns for champions who innately have a blink.

We could increase hero kill rewards and lower minion rewards, but does that not return us back to the 5 man roaming meta where no one lanes and people that do get mass ganked? Is that fun?

I would like to hear your thoughts on what other possible solutions we could implement that would solve this problem more cleanly. I'm all open ears.

http://www.leagueoflegends.com/board/showthread.php?p=9567501#post9567501


Basically, the Design Teams wants there to be more action, especially in the laning phases and also less things like people facing off at baron only warding and ward sniping. But they also don't want to negatively impact the rest of the game at the same time.

Do note that Dreamhack will be played on a finalised patch so it doesn't necessarily mean huge meta changes before then. Although there still will be a patch before then.

I've said this before, but IMO "passive laning phase" is just a buzzword that Riot uses to make people think they're doing something. The term itself is ambiguous, because "the laning phase is too passive" could mean one of two things:

1) There aren't enough ganks/fights over map objectives in the early phases of the game.

2) There's not enough action in lane--poking, trades, etc. and laning is too much of a farm-fest.

The problem is that these are two disparate things with sometimes opposing aims. Strong junglers and roamers increase teams' ability to contest buffs and neutral objectives (Dragon) in the early phases of the game, but also make lanes more dangerous, due to the gank threat. By contrast, strong escape skills, map vision tools, and summoner skills like Flash increase safety in lane, and thereby also allow people to play more aggressive and fight, rather than playing safe and passive. They also make it harder for junglers and roamers to approach early objectives due to easy access to vision over those areas.

Riot has used both of these aims as reasoning behind patch changes before. Either they don't realize that they're opposing aims, or they know it and are just using it to delude people into thinking that they're making meaningful changes to the game when in reality they're making changes across patches with opposing goals (and hence not accomplishing anything).
Moderator
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
June 03 2011 20:26 GMT
#16379
Smash's 2 cents: CV needs a longer CD.
mogwaismusings.wordpress.com
Yiruru
Profile Blog Joined January 2009
Canada690 Posts
June 03 2011 20:28 GMT
#16380
Yiruru's 2 cents: Whoever has CV automatically has full vision of whoever has Smite on the other team for the whole game

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