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Forum Index > LoL General
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Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
June 04 2011 14:17 GMT
#16421
On June 04 2011 22:23 yazu wrote:
Show nested quote +
On June 04 2011 07:58 HazMat wrote:
Westrice streaming Eg vs TSM scrim.
apparently they are planning on scrimming like 7 days every day until dreamhack. Should make CLG and the Europeans run for their money :D


7 days every day? I see. SO THATS THE SECRET! ;P Clg is probably going to be working hard as well... or at least they have to if they don't want a repeat of what happened in the qualifiers.

Anyone know when this starts?
In the woods, there lurks..
gtrsrs
Profile Joined June 2010
United States9109 Posts
June 04 2011 15:11 GMT
#16422
On June 04 2011 17:32 Ryuu314 wrote:
Show nested quote +
On June 04 2011 08:37 Woony wrote:
On June 04 2011 06:47 gtrsrs wrote:
>itemize flash AND/OR make it work like dota's blink dagger
- blink dagger is a beautiful item because it only works offensively. if you've taken damage you can't use it, so you can't be like "OH SHIT 5-MAN GANK COMING I'M GONNA JUST HUG THIS WALL, EAT A ROUND OF CC AND GET TO 1% HEALTH, THEN FLASH OVER LOLOL MY TEAM TAKES BARON AND I GET AWAY RISK FREE."
- in doing this, jungle ganks will be MUCH stronger because there won't be that bullshit flash right at the end of a gank that saves someone. if the laner initiates, the flash won't be able to activate, then the jungler can run in and finish.


Im not the biggest fan of making Flash into an item, it's incredibly hard to balance, I mean it took Icefrog a really long to get the dagger right and it was blatently overpowered for a long time (10 people with dagger lol). The 3-second rule on Flash might work, but not shure on that. I mean, a lot of heroes depend on flash as their only escape so it will propably change the metagame a lot (and might make tankydps overpowered or something)

Same here. I thought about it for a while and thought itemizing Flash would be good, but then I decided it's more harmful than not.

I mean, the CD on blink dagger is what? 15-30 seconds? Can you imagine a roaming Alistar with blink dagger with the ability to roflwtfpwn your face every time his cds are down? That'd be straight up retarded imo.


you're looking at it the wrong way
alistar is a powerful champ who is limited by flash's long cooldown because he is reliant. yes, his skills are useful in combat, but undoubtedly they are 50x MORE useful when his flash is up. he *should* be able to flash every 30 seconds to do his combo OFFENSIVELY. the problem occurs when he can pop his ult, soak up damage for 6 seconds, and then flash to safety. that's 100x more frustrating than a good initiate (which is what alistar is supposed to do anyways).
i play ... hearthstone =\^.^/= Winterfox
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
June 04 2011 16:13 GMT
#16423
I don't know about you guys but my favorite time as a gaming spectator aside from anything bw related was pre blink dagger nerf when Virtus Pro would dominate every major dota tournament with ridiculous gank coordination. I hate watching top level lol in comparison where teams rarely make major mistakes and are forced to play passively until someone fucks up. A two kill disadvantage early is extremely difficult to come back from and ganking basically stops after early game because everyone knows where everyone else is at all times. If anything flash should have a much much lower CD, longer casting distance, and should be a default spell in addition to other summoners. The shit riot does such as lowering ward CD has had no effect on the pace of the game.

LoL in essence rewards passive play when two teams are equal in skill. Because of how the game works people always look for their opponents to fuck up rather than taking initiative. Late game when inhibs are down neither team, especially the winning team has any incentive to fight and too often games are dragged on needlessly due to pussiness which the game heartily encourages. I really would like to see any changes that makes people want to fight for its own sake rather than always having to fight FOR something like drag, baron, etc.
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
June 04 2011 16:14 GMT
#16424
And I'd like to see teams being able to come back through fights and come back because of better coordination, micro, etc, rather than simply having a better comp.
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
June 04 2011 16:26 GMT
#16425
On June 05 2011 01:13 zulu_nation8 wrote:
I don't know about you guys but my favorite time as a gaming spectator aside from anything bw related was pre blink dagger nerf when Virtus Pro would dominate every major dota tournament with ridiculous gank coordination. I hate watching top level lol in comparison where teams rarely make major mistakes and are forced to play passively until someone fucks up. A two kill disadvantage early is extremely difficult to come back from and ganking basically stops after early game because everyone knows where everyone else is at all times. If anything flash should have a much much lower CD, longer casting distance, and should be a default spell in addition to other summoners. The shit riot does such as lowering ward CD has had no effect on the pace of the game.

LoL in essence rewards passive play when two teams are equal in skill. Because of how the game works people always look for their opponents to fuck up rather than taking initiative. Late game when inhibs are down neither team, especially the winning team has any incentive to fight and too often games are dragged on needlessly due to pussiness which the game heartily encourages. I really would like to see any changes that makes people want to fight for its own sake rather than always having to fight FOR something like drag, baron, etc.


there are no games in which you fight for its own sake

in quake you fight for the armor/hp/etc. stuff
in RTSes you fight over resources etc.

even in fighting games you fight for better positioning usually(forcing the opponent in the corner etc.)
And all is illuminated.
Woony
Profile Blog Joined August 2010
Germany6657 Posts
June 04 2011 16:58 GMT
#16426
On June 05 2011 01:13 zulu_nation8 wrote:
I don't know about you guys but my favorite time as a gaming spectator aside from anything bw related was pre blink dagger nerf when Virtus Pro would dominate every major dota tournament with ridiculous gank coordination. I hate watching top level lol in comparison where teams rarely make major mistakes and are forced to play passively until someone fucks up.


It was incredible to watch but got somewhat old with the time I think. Especially all the blinking around. But I still get chills when I watch this movie The Virtus Pro Movie
Crazyspoon
Profile Joined July 2010
United States50 Posts
June 04 2011 18:31 GMT
#16427
On June 05 2011 01:26 freelander wrote:
+ Show Spoiler +
On June 05 2011 01:13 zulu_nation8 wrote:
I don't know about you guys but my favorite time as a gaming spectator aside from anything bw related was pre blink dagger nerf when Virtus Pro would dominate every major dota tournament with ridiculous gank coordination. I hate watching top level lol in comparison where teams rarely make major mistakes and are forced to play passively until someone fucks up. A two kill disadvantage early is extremely difficult to come back from and ganking basically stops after early game because everyone knows where everyone else is at all times. If anything flash should have a much much lower CD, longer casting distance, and should be a default spell in addition to other summoners. The shit riot does such as lowering ward CD has had no effect on the pace of the game.

LoL in essence rewards passive play when two teams are equal in skill. Because of how the game works people always look for their opponents to fuck up rather than taking initiative. Late game when inhibs are down neither team, especially the winning team has any incentive to fight and too often games are dragged on needlessly due to pussiness which the game heartily encourages. I really would like to see any changes that makes people want to fight for its own sake rather than always having to fight FOR something like drag, baron, etc.


there are no games in which you fight for its own sake

in quake you fight for the armor/hp/etc. stuff
in RTSes you fight over resources etc.

even in fighting games you fight for better positioning usually(forcing the opponent in the corner etc.)


I think zulu is trying to say that fighting should be the means by which you gain advantage (which should be more dynamic) in the game. In halo, you fight for objectives and positions, but that fighting involves constant pushes that result in kills. In BW (potentially moreso than SC2), you fight for positioning, resources and many more variables, but that fighting involves engagement.

Assuming I interpret zulu correctly, one of league's problems is that for the large majority of a game, you achieve your objectives through farming. Enemy team farming - better farm so you don't fall behind. Enemy roaming instead of farming - farm to build an advantage. Enemy with a sure early dragon - keep farming to lessen the disadvantage, or take top tower. The problem lies somewhere between the difficulty to gank an aware, competent player without many long cooldowns and that farming can accomplish the same goal. Personally, I agree; the game should be played like as a MOAB, not as a warcraft-pvp-simulation-complete-with-80%-farming.
Frolossus
Profile Joined February 2010
United States4779 Posts
Last Edited: 2011-06-04 19:52:24
June 04 2011 19:52 GMT
#16428
[image loading]
first penta finally
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
June 04 2011 20:20 GMT
#16429
with katarina! YES!
Moderatormy tatsu loops r fuckin nice
Phrost
Profile Blog Joined May 2010
United States4008 Posts
June 04 2011 20:49 GMT
#16430
On June 05 2011 05:20 FakeSteve[TPR] wrote:
with katarina! YES!


Did they interview you yet?
iamphrost.tumblr.com // http://howtobebettermagicplayer.tumblr.com // twitter @phrost_
Woony
Profile Blog Joined August 2010
Germany6657 Posts
June 04 2011 20:51 GMT
#16431
Ive never had a pentakill
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
June 04 2011 20:54 GMT
#16432
On June 05 2011 05:49 Phrost wrote:
Show nested quote +
On June 05 2011 05:20 FakeSteve[TPR] wrote:
with katarina! YES!


Did they interview you yet?


no, didn't even get a reply from my application
Moderatormy tatsu loops r fuckin nice
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
June 04 2011 21:15 GMT
#16433
I'm not sure if I agree that LoL needs more fighting, but if it helps the game getting viewers (they have more than the TSL already, geez)... There's nothing wrong with both more or less fighting from a competitive player's perspective, but I guess most viewers want to see fights since it's easier to see good play in fights than it is to recognize awesome laning skills.

So how do you encourage fights?

1v1 fights: Forget it. Good players know whether they can win a 1v1 or not.
jungle/roamer ganks: I don't think you should change too much there.
Dragon: A nice way to force fights. Increase in value if you feel there aren't enough fights over it. Should take long to solo, but not hit too hard so you can do it early with help. That Dragon debuff already does this pretty decently, maybe he hits a bit too hard currently.
Buffs: Give them a team wide bonus, be it exp, gold, or a team wide buff. This should lead to teams intruding the enemy jungle, which in turn leads to more fights. Balance between junglers would need to be adjusted unless you want Nunu permabanned and only 2-3 viable junglers.



If you have a good reason to disagree with the above, please tell me. Thank you.
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
June 04 2011 21:31 GMT
#16434
well the most dynamic patch i remember is when junglers were OP and baron / dragon was weak as hell.
People NEEDED to help out and it was so fun (and it was the patch where my winstreak was in, i miss being able to hard carry as jungler )
In the woods, there lurks..
Tooplark
Profile Joined October 2008
United States3977 Posts
June 04 2011 21:49 GMT
#16435
And I liked being able to count creepscore. It told you enough that you could play safe, but not enough that they couldn't do weird tricky things.
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
June 04 2011 22:01 GMT
#16436
ShakeDrizzle: what do white trees do
Rugeater the Lemurtastic: same as regular
Rugeater the Lemurtastic: they're birch
Moderatormy tatsu loops r fuckin nice
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
June 04 2011 22:47 GMT
#16437
On June 05 2011 06:15 spinesheath wrote:
I'm not sure if I agree that LoL needs more fighting, but if it helps the game getting viewers (they have more than the TSL already, geez)... There's nothing wrong with both more or less fighting from a competitive player's perspective, but I guess most viewers want to see fights since it's easier to see good play in fights than it is to recognize awesome laning skills.

So how do you encourage fights?

1v1 fights: Forget it. Good players know whether they can win a 1v1 or not.
jungle/roamer ganks: I don't think you should change too much there.
Dragon: A nice way to force fights. Increase in value if you feel there aren't enough fights over it. Should take long to solo, but not hit too hard so you can do it early with help. That Dragon debuff already does this pretty decently, maybe he hits a bit too hard currently.
Buffs: Give them a team wide bonus, be it exp, gold, or a team wide buff. This should lead to teams intruding the enemy jungle, which in turn leads to more fights. Balance between junglers would need to be adjusted unless you want Nunu permabanned and only 2-3 viable junglers.




I actually agree. Laning will never be more aggressive than it is now because certain champs just win, good players know that, and they play safe.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Tooplark
Profile Joined October 2008
United States3977 Posts
June 04 2011 23:12 GMT
#16438
Only way to get more aggressive lanes is have closer matchups, reward risks more, and punish failures less. How to do that is anyone's guess.
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
June 04 2011 23:24 GMT
#16439
On June 05 2011 08:12 Tooplark wrote:
Only way to get more aggressive lanes is have closer matchups, reward risks more, and punish failures less. How to do that is anyone's guess.

Increase health, lower turret damage, make bushes further away from the lane itself, increase global speed so that you can get back to lane faster if you die, lower death timers and rewards for kills.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
gtrsrs
Profile Joined June 2010
United States9109 Posts
June 04 2011 23:35 GMT
#16440
On June 05 2011 08:24 Two_DoWn wrote:
Show nested quote +
On June 05 2011 08:12 Tooplark wrote:
Only way to get more aggressive lanes is have closer matchups, reward risks more, and punish failures less. How to do that is anyone's guess.

Increase health, lower turret damage, make bushes further away from the lane itself, increase global speed so that you can get back to lane faster if you die, lower death timers and rewards for kills.


increase health no, only maybe like ~50 each champ
lower turret damage yes
bushes further away from lane itself fuck yes tha'ts a real good idea
increase global speed i disagree, just implement TPs instead
lower death timers they are low enough early game
rewards for kills yes also punishments for deaths (- gold)
i play ... hearthstone =\^.^/= Winterfox
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