[Patch 1.0.0.124: Talon] General Discussion - Page 201
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Requizen
United States33802 Posts
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-Zoda-
France3578 Posts
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Ryuu314
United States12679 Posts
On September 12 2011 05:10 Requizen wrote: So, is it just terribly newbish to bring Heal on damage characters? I feel that having extra sustainability is just something that could come in handy, especially since Heal scales later in the game. I'd never take it over, say, Flash, but I think people are so quick to discount it. It's newbish because past laning, it's a completely worthless spell. Not to mention that the cooldown on it is insanely high, so you really don't get any sustainability from it in all honesty. Furthermore, you could just take teleport, which has more utility and also gives you sustain by allowing you to recall to base and get back in lane without missing out on creep. ^that argument also works against clarity | ||
JackDino
Gabon6219 Posts
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MoonBear
Straight outta Johto18973 Posts
On September 12 2011 04:45 LaNague wrote: i dont mean range, i mean angle. the dislpay is on the ground of the lane-level at all times, missiles fly above the ground obviously and hit targets who stand on the linedisplay, so aiming for the feet is what you want to do if you want to be accurate. this is messed with with the fixed linedisplay. Because at different altitudes it doesnt sync with where the champions stand in the 2D world I just think that the angle thing are fired below or above the normal altitude is a bit off. The line indicator is slightly off for the spells of certain characters. Skins can also have an effect. I believe just after release, Urfrider Corki had an issue with the missile display being slightly skewed to the right due to the way the model interacted with targeting. However, for the most part the difference when this occurs is minor. It's perhaps the size of half a caster minion-ish? Not sure. There are several reasons why this might occur. Firstly is that attack particles are not necessarily fired from the same base that line indicator is based from. Secondly, not all models follow the profile of their hit-box. For example, I think there's part of Koggy's tail on the model that doesn't align with his hit-box. (It might be someone else. Can't remember.) Thirdly, the perspective view from Blue/Purple could be throwing you off a bit since the game uses isometric projection. For the purpose of smart-casting and turning off line display, the skill shot particle will travel to where the cursor is. I found that after I turned off line display, I was hitting skillshots more often because I was focusing more on the target location instead of the line display. That might also be why since the line display can be rather large and obscure the exact travel path of any projectiles. On September 12 2011 05:10 Requizen wrote: So, is it just terribly newbish to bring Heal on damage characters? I feel that having extra sustainability is just something that could come in handy, especially since Heal scales later in the game. I'd never take it over, say, Flash, but I think people are so quick to discount it. In this game, the distance from fountain to the outer turrets isn't that long. For the most part, once you get boots the distance is incredibly close. So you can always go to fountain and heal. You see a lot of good players pushing the lane fast and then going to heal and getting back in time for the next wave without missing much. Also, Health Pots are so cheap that there's no excuse to not buy them. At higher levels, Heal won't help you. At lower levels, a good HPot will have an almost similar effect. There's also the issue that you can't buy the effect of other Summoner Spells. You can't buy Flash, or Ignite or Teleport. Exhaust is also so powerful and scales well. Mana Pots can give you mana. You should never need to suddenly need 500 mana. And you can always pick up blue buff. I think that covers most of it... At sub-level 12 (no Flash makes this game so hard) I normally take Ghost+Teleport and play Nasus or something. Exhaust is also great. Always viable. Click on someone and neuter their damage output instantly. | ||
zulu_nation8
China26351 Posts
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LaNague
Germany9118 Posts
![]() is this not correct? the only part where i can be wrong is my assupmtion about the 2D line display being fixed to normal level ground. I have this idea because cursor and linedisplay go unsync and funky whenever th altitude is changed and the assumption seems the most logical one for this observation... | ||
JackDino
Gabon6219 Posts
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Two_DoWn
United States13684 Posts
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Abenson
Canada4122 Posts
On September 12 2011 05:21 JackDino wrote: Moonbear, some games I miss literally every skillshot, even on stationary creep, please tell me why ): Cuz you're bad. | ||
-Zoda-
France3578 Posts
On September 12 2011 05:21 JackDino wrote: Moonbear, some games I miss literally every skillshot, even on stationary creep, please tell me why ): Check your mouse or use a breathalyzer. | ||
LaNague
Germany9118 Posts
On September 12 2011 05:26 Two_DoWn wrote: I have never noticed a difference in skillshots on different parts of the map. Are there even elevations on SR? As far as I can remember everything is flat. well, cursor and linedisplay go unsync when you use the stairs to base or go from the middle lane a few steps to the river, so i just assumed it wuld be altitude without thinking much about that part. | ||
Kaniol
Poland5551 Posts
On September 12 2011 05:10 Requizen wrote: So, is it just terribly newbish to bring Heal on damage characters? I feel that having extra sustainability is just something that could come in handy, especially since Heal scales later in the game. I'd never take it over, say, Flash, but I think people are so quick to discount it. Well yeah, heal isn't that bad in lane but like many people already said - it's not too good lategame. your 400 hp heal could be traded for a spell that decrease's enemy's/enemy dps' AA damage output by 70% for 3 seconds. Since most carries have ~200-300 ad (plus crit, plus attack more than once a second) at some point of the game it turns out that exhaust prevents more damage and additionally it has more utility (chasing for example) and isn't countered by heal redux effects | ||
Phrost
United States4008 Posts
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BlackMagister
United States5834 Posts
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-Zoda-
France3578 Posts
On September 12 2011 05:35 Phrost wrote: I'm pretty sure almost every spell in LoL doesn't check for collision on the Y axis* Yeaaah ! I'm Tristana and I can rocket jump to escape mah enem......... | ||
OreoBoi
Canada1639 Posts
On September 12 2011 05:39 BlackMagister wrote: I don't use the Quicksilver Sash at all but reading about what it does counter on the wiki it seems incredibly useful so I'm wondering why more people don't get it. It counters ultimates that use suppression like Urgot, Malz, WW, removes exhaust, dots and a whole bunch of other stuff. It might not be needed against every hero or when playing a certain hero and as for me I forget to use item actives, but still seems like a really great item. If you're a ad champion and there's a morde in the game, always get qss. | ||
LaNague
Germany9118 Posts
if you dont believe me, you can start a game with kennen, in your base before the steps you can aim the Q and see that the middle of that display is not where the cursor is and that when kennen faces south and you aim west, the middle line will be about where his finger is. you go down the steps, display and cursor align now and the middle of the display is more north. ofc spells dont check for 3D collision, but this is isometric view (kinda), so this actually affects your spells 2D position. well thanks anyways, all this double checking my assumption for you made me 99% sure that this is how things work, so i guess i answered my question :D | ||
JackDino
Gabon6219 Posts
On September 12 2011 05:43 OreoBoi wrote: If you're a ad champion and there's a morde in the game, always get qss. QSS is actually pretty useless if morde times his ult properly, which isn't too hard if he's full AP. | ||
daemir
Finland8662 Posts
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