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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?
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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).
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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.
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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.
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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.)
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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
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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.
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![[image loading]](http://i.imgur.com/tbtdO.jpg) first penta finally
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Valhalla18444 Posts
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On June 05 2011 05:20 FakeSteve[TPR] wrote: with katarina! YES!
Did they interview you yet?
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Ive never had a pentakill
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Valhalla18444 Posts
On June 05 2011 05:49 Phrost wrote:Did they interview you yet?
no, didn't even get a reply from my application
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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.
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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 )
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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.
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Valhalla18444 Posts
ShakeDrizzle: what do white trees do Rugeater the Lemurtastic: same as regular Rugeater the Lemurtastic: they're birch
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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.
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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.
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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.
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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)
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