General Discussion/Off-topic - Page 925
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Yttrasil
Sweden651 Posts
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Gorsameth
Netherlands21364 Posts
A team doesn't score points for placings in a tournament but players do. This means that teams can change members as normal and at the end of the season the top 8 teams with the highest combined points are allowed to go. As for the EU server problems it has been shit for so long i actualy changed to the US server and am playing there for the past few months since it is actualy available without having a 2h queue only to find out the server died. | ||
BlueBird.
United States3889 Posts
On June 24 2011 17:16 Gorsameth wrote: Its a bit late but about the lineup changed just before Dreamhack there is actually a really nice way to fix this that has been used in a different game (cant remember which atm). A team doesn't score points for placings in a tournament but players do. This means that teams can change members as normal and at the end of the season the top 8 teams with the highest combined points are allowed to go. As for the EU server problems it has been shit for so long i actualy changed to the US server and am playing there for the past few months since it is actualy available without having a 2h queue only to find out the server died. This actually causes other problems, where you pick up a player just cause they have X amount of points, which barely qualifies you for a tournament. There needs to be deadlines.,, MLG does the point system pretty well imo(You MUST retain 2 people on your team from one event to the next to keep your seed, individual players have points, but teams have the seeds, so if you make a new team, even if your #1 points you still need to go through open bracket cause you made a new team...there are deadlines for rosters well before tournaments, etc), for Halo, not sure of any other team games where players shift between teams often. This is just another case of Marcou setting everything up weird. The reason MLG does this is cause they really really want teams to be constant, and not changing so much, makes it easier to market. | ||
rob.au
1087 Posts
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Nikon
Bulgaria5710 Posts
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BlackPaladin
United States9316 Posts
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R04R
United States1631 Posts
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zulu_nation8
China26351 Posts
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BlackPaladin
United States9316 Posts
On June 24 2011 18:46 zulu_nation8 wrote: die twice in lane then get carried by ashe, i showed him King! We knew you could do it. ![]() On June 24 2011 18:22 R04R wrote: bp how do you build kayle? I have literally not played kayle in....hmm, 6 months? lol I did rageblade/nashors when I was noob. Do not be a noob like me. :D I used to really love rageblade, hextech gunblade, triforce, and IE as my damage items of choice. Generally for defense you only needed something like banshee's b/c of your ulti blocked a large amount of damage and the hextech helping to heal you while you output your damage. There is a LOT more CC than there used to be when I played her, so I'm not sure how that is anymore considering you now have like 20 tanky dps that all can close in on you and make you their bitch. >.> Best to ask someone else. ![]() Or just do it the true way and just build Force of atmogs on every champ. | ||
LoCicero
1100 Posts
+ Show Spoiler + 1) He is a very weak laner. His moves have relatively high mana costs and his passive really doesn't save him in lane because to sustain Q he has to be at low mana and can't cast other spells. He can't trade blows because his W is useless without E in lane, and casting W-E puts you down about 150-200 mana, which just makes you lose your lane even harder. Unlike Annie, Veigar has to level W and E to get the same utility that Annie gets out of her passive and W. This means he simply doesn't have the mana pool or the damage to lane effectively. 2) Long cooldowns. W, E, and R have cooldowns that are way too long. My main issue though is with his E. I understand it's an AoE stun, which can be potent, but unfortunately its cooldown is so long you only get one in a teamfight, and because his W is so dependent on his E you essentially have to wait for his E to come back up if you want to reliably hit someone with darkmatter. 3) Relatively high mana costs (W is 100 @ 1, E is 80, R is 150). I don't mind R having a high mana cost, but W and E are way too high at early levels imo. Although with his new passive (explained below) it might be best just to leave them how they are, or nerf them and reduce his mana gain on his new passive. To be brutally honest Veigar's laning is so bad even with a high amount of mana sustainability he would probably be perfectly fine (he has no abusive health regen like Vlad/Nid/Swain/etc.) 4) Early enemy merc treads. Veigar really has to go R > Q > W > E if he wants to have damage that is comparable to other casters in the game right now (think Annie, Swain, Brand, etc.). However, this means leaving E at lvl 1 for a long time. Merc treads eliminates his ability to reliably land darkmatter because people break out of his stun and simply walk out of his W. Solving these 4 main issues will bring Veigar much closer to contention I think. Here is how Veigar should be fixed imo: 1) Change his passive. I absolutely HATE his passive now. It really feels like a sort of band-aid for his poor design. This is what I think a good passive for him would be: "Veigar receives 8% of a target's health in mana after killing them and 4% for a champion assist." This works in multiple ways to relieve some of his issues. First, it helps him lane much more effectively because it gives him a method to regenerate mana even when he is close to full mana, his passive now takes too long to kick in. Second, it gives him a little bit more lane control because it allows him to more easily spam dark matter on creeps knowing he'll get roughly 36 mana back for melee minions and 23 mana back for ranged creeps (at low levels). It does not necessarily relieve his weak laning, but I don't really think it's possible to do that unless you want to completely change Veigar around. I don't mind him having a weak low level laning phase as long as he can actually itemize defensively and keep his mana up (because right now you simply can't buy anything that isn't mana regen or flat mana at the start because if you go into lane without any health pots you're asking to get completely destroyed). This also allows people to use a more diverse rune page and mastery setup knowing that he won't be as dependent on mana during the laning phase. During teamfights this means that Veigar can get away without having to buy flat mana (this passive kind of acts like Veigar's old ultimate that gave him mana return). As long as he is getting kills/assists he is getting his mana pool replenished which means he essentially gets a temporary mana pool buff while fighting. This allows the player, again, to somewhat forgo getting flat mana. Right now I have noticed that if I rush DFG I have absolutely no sustainability. I use my ult and poof, no more mana pool, and I just kind of run around (to be fair his run animation is OP so it's ok). 2) Give darkmatter a mini-stun before it lanes. The idea here is that as soon darkmatter is cast a small black hole type animation appears with the same size as darkmatter's AoE. If an enemy champion walks into it (or if W is cast right on them) before darkmatter falls they are mini-stunned for 0.2-0.4 seconds depending on its level. This does a couple things. First, it allows Veigar to more easily get his stun off and adds some difficulty to his play, meaning that if you cast W - E you need to re-apply the stun with E before they break out of the black hole stun. This should require some fast fingers and would be pretty fun imo. Second, it removes some (not all) of darkmatter's reliability on E. I want this move to be set up in a way such that you cannot hit an enemy with W if you simply place it on them (even if they don't have merc treads). However, if an enemy walks into W after it has been cast they should have a higher chance of getting hit (again mercs would help with this). So this means the possibility of reducing W's mini stun, or making it have a little bit longer fall time depending on how it plays out in game. 3) Reduce his cooldowns on W and E by 2 seconds and his ult by 10 seconds at all levels. His cooldowns are simply too long right now. These 3 changes would do a ton to give Veigar a place on a competitive team or even in ranked games. It might be best to just start out with a few of these changes and see where it takes Veigar, because all of these at once could possibly be overboard. | ||
freelander
Hungary4707 Posts
because that's swain's passive, only he gets a flat amount | ||
Shikyo
Finland33997 Posts
Concentrate on that Jarvan (3:42+) while he talks about his masteries. Seems legit. | ||
patochaos
Argentina160 Posts
Legit | ||
BlackPaladin
United States9316 Posts
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Iplaythings
Denmark9110 Posts
suits his voice so well oO Not kidding. | ||
Abenson
Canada4122 Posts
Also, Yorick seems really, really UP. He does almost no damage with trinity and a bunch of other items | ||
HyperionDreamer
Canada1528 Posts
1) Change his passive. I absolutely HATE his passive now. It really feels like a sort of band-aid for his poor design. This is what I think a good passive for him would be: "Veigar receives 8% of a target's health in mana after killing them and 4% for a champion assist." This works in multiple ways to relieve some of his issues. First, it helps him lane much more effectively because it gives him a method to regenerate mana even when he is close to full mana, his passive now takes too long to kick in. Second, it gives him a little bit more lane control because it allows him to more easily spam dark matter on creeps knowing he'll get roughly 36 mana back for melee minions and 23 mana back for ranged creeps (at low levels). It does not necessarily relieve his weak laning........ That would easily make his laning phase incredibly overpowered. I agree that at really low ELO's then that might fix him a bit for newer players, but at the top level that would just be broken. As heck. Top players routinely have 100 cs by 12 minutes into the game, and good ranged AD+support lanes can hit even more since the players can be very aggressive due to the support heal factor. The passive you've suggested is essentially a blue buff for Veigar. Perpetually. I could see top level Veigars never dropping below 200 mana in lane, because all they have to do is last hit a melee minion for 36 mana. Siege minions routinely top 700 health in 20-25 min games, so last hitting one of those would give him 56 mana, essentially half his most expensive spell in early phase (iirc E is 100 mana) and 1/3 of his ultimate (iirc 150 mana at level 1). His laning phase is pretty strong as it is, since you have to be pretty scared of his E+W combo all the time, since it allows him to do chipping damage to your health, setting him up for a kill at level 6 if he's good. I struggle against him in mid a lot, since if I make the smallest positioning mistake, I get stunned and hit for 200 damage. If you give him that much mana restoration off cs'ing creeps that would break him 100%. Maybe 3% of minions as well as champions, and it might have to be even less than that due to how good the pros are at cs'ing in lane. I love how they always keep you just out of reach from the skins with their RP point givaways except during sale. Now I'll have 900 points, missing 75 for it being awesome, before 75 from the 425 ones etc. Good marketing is good? This also bothers me. I have 487 RP in my account right now, and it seems like whenever they put something on sale it's for like 510 RP, just to mock me. t.t | ||
Mogwai
United States13274 Posts
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HyperionDreamer
Canada1528 Posts
![]() They haven't put any skins on sale that I want right now, anyway. Holding out for nunu bot, but the legendaries never go on sale, yes? | ||
Sae
United Kingdom74 Posts
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