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[Patch 1.0.0.125: Riven] General Discussion - Page 123

Forum Index > LoL General
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Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
September 25 2011 01:08 GMT
#2441
On September 25 2011 09:59 LoCicero wrote:
I should stop playing this game.

Its k loci, we believe in you!
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Ruken
Profile Blog Joined April 2009
United States858 Posts
Last Edited: 2011-09-25 01:25:52
September 25 2011 01:24 GMT
#2442
Tried out the new Xin skin today. It's pretty sick looking. No new audio tracks though unless riot adds those on monday.
[image loading]

On September 25 2011 08:43 HazMat wrote:
Show nested quote +
On September 25 2011 08:33 zulu_nation8 wrote:
i'm on front page for 5s, check out my match history to see the level of opponents i played.

I'm doing the same, just need 2 more wins. Ranked 5s is a very serious and competitive ladder. Congratz SG on making it that far.

Actually it's exactly the opposite and was very easy! So you could say I don't really look at it as much of an accomplishment, just kind of a funny thing to be on the front page rofl. Thanks tho bud
MIK Terran
SnK-Arcbound
Profile Joined March 2005
United States4423 Posts
September 25 2011 01:37 GMT
#2443
On September 25 2011 09:59 LoCicero wrote:
I should stop playing this game.

Similar to me except your top is like 700 elo higher than mine. I've seen some of the shittest LoL play in my last few days than I've seen in months. I've won a few games we should have lost because of poor play, and won games where I've crushed people like I was playing against someone who only had basic knowledge of the game.

elo boost is supposed to work two ways, wins give you lots, losses lose you little until you are near what your ending/real elo is. Instead I gain 18 for a hard won win, and lose 18 because I get retards, and everyone individually gains/loses 40+ or whatever based on how many they've played. Hotshot and other 2500's should be gaining 100+ to get them out of the elo pool, and the people who have never played ranked before should be getting the normal 12, not 40 putting them up with hotshot. Teams shouldn't be going 25-1 (my last game) and being anywhere near the same elo.
dnastyx
Profile Blog Joined January 2009
United States2707 Posts
September 25 2011 01:39 GMT
#2444
Actually it's exactly the opposite and was very easy! So you could say I don't really look at it as much of an accomplishment, just kind of a funny thing to be on the front page rofl. Thanks tho bud


sarcasm'd
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
September 25 2011 01:51 GMT
#2445
i believe ruken is aware
TieN.nS)
Profile Joined August 2003
United States2131 Posts
September 25 2011 01:55 GMT
#2446
On September 25 2011 10:37 SnK-Arcbound wrote:

elo boost is supposed to work two ways, wins give you lots, losses lose you little until you are near what your ending/real elo is. Instead I gain 18 for a hard won win, and lose 18 because I get retards, and everyone individually gains/loses 40+ or whatever based on how many they've played.


lol? Accelerated elo isn't supposed to just give everyone a gazillion elo so they can have big numbers to brag about, it's to get you to where your "true" elo is faster. If you're a rank 1 caliber player it's kind of hard to lose games at start of a season, so you'll get a ton of points obviously. If you're a really bad player it only makes sense that you should lose points very quickly so that you can get in games with people of a similar skill level. How does giving everybody a ton of points for wins and deducting nothing for losses make for good matchmaking?
SnK-Arcbound
Profile Joined March 2005
United States4423 Posts
Last Edited: 2011-09-25 02:17:18
September 25 2011 02:05 GMT
#2447
On September 25 2011 10:55 TieN.nS) wrote:
Show nested quote +
On September 25 2011 10:37 SnK-Arcbound wrote:

elo boost is supposed to work two ways, wins give you lots, losses lose you little until you are near what your ending/real elo is. Instead I gain 18 for a hard won win, and lose 18 because I get retards, and everyone individually gains/loses 40+ or whatever based on how many they've played.


lol? Accelerated elo isn't supposed to just give everyone a gazillion elo so they can have big numbers to brag about, it's to get you to where your "true" elo is faster. If you're a rank 1 caliber player it's kind of hard to lose games at start of a season, so you'll get a ton of points obviously. If you're a really bad player it only makes sense that you should lose points very quickly so that you can get in games with people of a similar skill level. How does giving everybody a ton of points for wins and deducting nothing for losses make for good matchmaking?

Because it gets them to their true elo faster. That's the point. Otherwise you have hotshot owning the shit out of noobs for 20 games for him to get out of the same player pool, instead of playing a few games and leaving. If I want to get to 2000, I should need only a few games to get to my real, and then games until I get there. Hotshot should be past 2000 in only a couple games. If he's gaining and losing the same amount of points, he still needs to win more than he loses, which means he would get higher anyways, which isn't the purpose of the boost. The purpose of the boost is to get you up to your real elo, regardless of how you play, not to force you to win more than you lose (which in reality should be boosting his real elo also) to get there.

edit: This is the basis for loci's and all the other high elo's problem with the reset, if you bothered to understand the purpose of the elo boost and the elo system.

Let me edit in even more.
Loci 39-31, 1601
Scarra 14-1, 1906
Salce 15-3, 1851
a Lilac, 37-10, 1822
Phantoml0rd 17-4, 1813
Redflubber, 48-20, 1811
Theoddone 29-11, 1811
Sixtail, 11-3, 1803

Look at the huge disparity between wins to loses and the current elo of these players vs loci. Loci had one of the highest top elos of all the players, and there are some no names up there with them, yet for some reason he's over 200 elo lower. People with the same number of wins, or less, and who had much lower elo, have higher elo than loci, that's the problem.
Craton
Profile Blog Joined December 2009
United States17251 Posts
Last Edited: 2011-09-25 02:21:59
September 25 2011 02:09 GMT
#2448
On September 25 2011 06:22 LoCicero wrote:
On a sick loss streak. I am so pissed right now.

So riot fucks up Season 2 by not having an elo boost at the beginning. Then they take down servers and forget to give people an elo boost who had already played games. So my first day I play against jiji/ hotshot and lose games (ofc, 4 retards + me vs. 3 retards and hs/jiji). So my rating isn't that great. Then I never get an elo boost. Fuck riot for being incompetent. Now I have to wade through the masses of idiots and sloooowly make my way up the ladder because I didn't get a fucking elo boost.

The solution is obviously to duo with jiji.

Accelerated ratings (aka the K value) only work effectively when there is very little unknown in the system. If the seasons several months old and people have migrated to their appropriate rating, then someone new to ranked comes along, it's easy to tell how much of an effect that person has on the game because everything else is relatively constant. However, when you have an essentially random chance of one team being 5 2000+ people and the other 4 1000 people and one 2000+ person, you can't tell heads of tails about the ability of that person. Accelerated gains simply aren't appropriate for a reset like this.

Basically, if you have someone consistently winning when in a group of people established at a certain rating, then it's obvious to kick them up the ladder quickly. When you have so much randomness in skill level in a given game, its very difficult for someone to streak in the right direction. Duoing reduces the randomness on your team and helps you climb to a reasonable rating quickly, provided both players are actually good players.

If someone who is naturally 1200 elo gets partnered with a jiji/saintvicious duo queue, they're probably going to get carried. Get a couple games like this in a row and you've got someone way above the rating they should be. Conversely, if you're solo queuing and partnered with 4 people who are naturally 800 elo, it's going to be exceptionally difficult to carry the game and they'll instead streak in the wrong direction. The system (because of accelerated elo) then reads these streaks as an indicator that the person really belongs much higher or much lower than their actual skill level.
twitch.tv/cratonz
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
September 25 2011 02:19 GMT
#2449
snk are you saying the system should pre-emptively detect your skill and make your placement matches worth more if you are highly skilled, and worth less if you aren't? That's not an argument i've heard before
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
HazMat
Profile Blog Joined October 2009
United States17077 Posts
September 25 2011 02:20 GMT
#2450
Supposedly Loci is going to play for voyboy for Dignitas in the IGN thing :O
I heard about it yesterday and Jiji just confirmed it on his stream.
www.youtube.com/user/ShakeDrizzle | League and SSBM content creator | Armada's Youtube Editor
Craton
Profile Blog Joined December 2009
United States17251 Posts
Last Edited: 2011-09-25 02:24:09
September 25 2011 02:23 GMT
#2451
Well that makes sense. They do both play a bunch of top laners and ap mids.

On September 25 2011 11:19 UniversalSnip wrote:
snk are you saying the system should pre-emptively detect your skill and make your placement matches worth more if you are highly skilled, and worth less if you aren't? That's not an argument i've heard before

He's trying to argue that accelerated elo is good because you reduce the number of pubstomp games, but it doesn't really hold up.
twitch.tv/cratonz
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
September 25 2011 02:23 GMT
#2452
On September 25 2011 10:24 Ruken wrote:
Tried out the new Xin skin today. It's pretty sick looking. No new audio tracks though unless riot adds those on monday.
[image loading]


New skin is 975 RP and is not legendary. Has no new sounds or particle effects.
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
TieN.nS)
Profile Joined August 2003
United States2131 Posts
Last Edited: 2011-09-25 02:30:50
September 25 2011 02:25 GMT
#2453
On September 25 2011 11:05 SnK-Arcbound wrote:
Show nested quote +
On September 25 2011 10:55 TieN.nS) wrote:
On September 25 2011 10:37 SnK-Arcbound wrote:

elo boost is supposed to work two ways, wins give you lots, losses lose you little until you are near what your ending/real elo is. Instead I gain 18 for a hard won win, and lose 18 because I get retards, and everyone individually gains/loses 40+ or whatever based on how many they've played.


lol? Accelerated elo isn't supposed to just give everyone a gazillion elo so they can have big numbers to brag about, it's to get you to where your "true" elo is faster. If you're a rank 1 caliber player it's kind of hard to lose games at start of a season, so you'll get a ton of points obviously. If you're a really bad player it only makes sense that you should lose points very quickly so that you can get in games with people of a similar skill level. How does giving everybody a ton of points for wins and deducting nothing for losses make for good matchmaking?

Because it gets them to their true elo faster. That's the point. Otherwise you have hotshot owning the shit out of noobs for 20 games for him to get out of the same player pool, instead of playing a few games and leaving. If I want to get to 2000, I should need only a few games to get to my real, and then games until I get there. Hotshot should be past 2000 in only a couple games. If he's gaining and losing the same amount of points, he still needs to win more than he loses, which means he would get higher anyways, which isn't the purpose of the boost. The purpose of the boost is to get you up to your real elo, regardless of how you play, not to force you to win more than you lose (which in reality should be boosting his real elo also) to get there.

edit: This is the basis for loci's and all the other high elo's problem with the reset, if you bothered to understand the purpose of the elo boost and the elo system.


Wrong. Loci's problem with the reset is that he didn't get a boost at all. Same with everyone else who played games before they cleared season 1 stats. If you're just going to make it so people win a lot and lose almost nothing and your goal is not only to speed their progress back to their true elo, but also to make it so it'd be very hard not to go back to their "true" elo (which you seem to think would just be their season 1 elo)... why reset it at all? And beyond that, what are you going to do for the people whose elo increased with a reset? Basically, if things went the way you'd like, Voyboy could lose 5 games in a row and then win 2 and be 2500 again right? Sounds great!

I'd say there were a lot of people that got carried above their true elo in season 1. You'd just have them get right back there with no effort. If you are much higher than your elo you will stomp, and deserve to get higher elo quickly, so +40. If you are not, -40 is perfectly reasonable as you still have plenty of +30 and +20 elo accelerated gains to get to your "true" elo, which may not be as high as you think it is. And if you just lose all your games with accelerated elo, I guess you're just one of those people that believes in elo hell.

edit: And since you edited, Loci just wanted accelerated elo like everybody else in your list of names got. You are asking for free elo, he was not.
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
September 25 2011 02:28 GMT
#2454
So there are a lot of problems with Vlad and Design wants to do something about it. I wanted to make a post on Vlad in the official forums, but I figured I'd run my thoughts through TL first.

Warning: this is REALLY long. Like, REALLY long. But I'd appreciate feedback.

+ Show Spoiler +
Basically, there are 2 main problems with Vlad right now.

1) His free gold passive
His passive gives a lot of free stats. Most problematically, when he builds offensively with AP he gains HP and vice versa. This means that the effectiveness of farm is much greater for him so his power curve is much steeper with respect to farm. This also means that even if Vlad is behind on farm, it is still possible for him to still be equal in power level due to the multiplicative nature of his passive.

2) The broken nature of his spell costing and gating
His spell usage mechanic is supposed to be like a sink. You pour hp in with Regen and Q, you lose it from using your other spells. This in-out mechanism is supposed to prevent him from just mindlessly spamming skills and having that 100% do-lots-of-damage-uptime with enough CDR. The problem though is that thanks to things like Spellvamp (and to a lesser extent, hp regen and FoN) this sink relationship doesn't work properly. When you heal for almost as much as it costs to cast a spell, then there's no thinking involved and you just hit buttons for free damage. If your Q is off cooldown, there's almost no reason to ever not use it on something. Increasing costs of casting his spells just hurts him even more earlygame before he itemises. Changing spellvamp has repercussions for other champions that rely on it. Reducing his damage too much risks making him subpar compared to other AP Carries even if he can cast spells 24/7.

Any changes or remake to Vlad need to take into account the following issues:

1) Create thoughtful gameplay
QWER faceroll champs don't encourage a high skill ceiling, and lack style. Take the changes to Sona for example. Now to have to think about what every 3rd spell you cast is. Do you really need to heal right now, or is it better to use your E so when your jungler comes in 10sec to bot lane you have a slow-charged autoattack ready? Alternatively, with Rumble (another CD-only based champion) you want to think about how you pace your spells so you don't accidentally silence yourself when you don't want to. Part of this links to the risk-reward function. If there's too much reward for little to no risk then there is less incentive to pace yourself or think hard. Given that lowered skill ceiling is a common complaint (see: lack of wall jumping from Riven or Vayne) this is a chance to address that issue.

2) Take into account his lore and feel
Despite sounding mundane, champions need to have a feel to them in order to be fun to use. What makes champions fun is their feel. When it comes down to it, most AP carries are just people who press buttons and hurt you, while AD carries right click you and hurt you. But people still have preferences for champions because of their feel. When you play Ezrael, you feel cool hitting all your skillshots and blinking around being annoying. Annie is a little girl that plays with fire and throws her monster teddy bear at you who mashes your face in. You can sing the Mulan soundtrack when playing Xin and not feel silly. Losing this isn't worth balancing a champion if it just makes them some generic clone of something else.

In Vladimir's case, his vampire feel is important to him. Despite the gating issue with his spells, it would not be inaccurate to compare it to an AP with bluebuff, a large manapool and spelvamp. In order to address balancing issues, that suggests it's necessary to...

3) Remove his broken passive
Since I've talked about this above, I won't go into it again. Suffice to say, having one very strong mechanic on a champion isn't a problem. Many fun and rounded champions have their own unique characteristics. Having many of them is an issue though. Since lore and feel is important, this seems like the candidate to drop.

So what are some things that can be done about it? This something I've thought of that tries to fulfil the above criteria. It's a suggestion and has no numbers and is just theorycrafting.

Vlad as a design
The passive for many champions governs how their playstyle works and how they function. For Vlad, what could be done is having his power change depending on his health. For example, at full hp he does regular levels of damage. But, as his hp decreases, he gains bonus AP/damage on spells/some other benefit. This encourages more thoughtful use of his spells. Do you want to constantly spam spells for damage and heal, or do you want to allow yourself to get low and enter a "danger zone" so to speak of and put yourself at risk for more reward (damage)? This works maintinas his vampire theme of someone who thirst harder for blood as he gets lower on hp (i.e. getting hungrier for life sustenance) and so becomes more frenzied and do more damage.

His spells could then work around the feel of his passive. Q would be his main low CD nuke and main source of damage. As he gets lower in health, his Q would do more damage. But you would want to balance its usage with his health level for maximum effect. E could be a low CD "mini-nuke" that costs %hp instead of flat HP. This would be a quick method for Vlad to "lose" hp when he wants to put himself at rick for more damage. W and R would be similar to their current form. The idea would be to quickly lose hp when you feel the need for more damage by using E inside some enemies. Perhaps E could even apply a debuff on enemies. Then you unleash Q as a primary nuke on people for damage. If you allow yourself to fight with lower hp, you put yourself at risk of being killed faster. However, you do more damage in return. When things get hairy, W is still the troll escape tool it's always been. R is another way to lose hp and open a fight and its damage amplification complements the way his passive works too.

Does his passive mean that it's counter-intuitive to get hp regen and spellvamp since even if you want to be low hp, your spells still heal you?
To a degree, yes. However by making E %hp based it can act as a rapid method to lower your hp when necessary without killing yourself accidentally but still put yourself into the danger zone. Another possibility is that its CD could increase for every stack you gain, or its hp cost could change.

It's also rather counter-intuitive for low health to be considered good. However, given his vampire nature, it is a method to try and encourage smarter gameplay by making people think a bit more rather than QWER faceroll and getting only positive results.

Don't champions such as Morgana with her inherent sustain do a similar thing?
To an extent, yes. However, most AP champions are gated by their mana. A Morgana without bluebuff or mana regen that tries to non-stop spam spells will run out of mana and peter out. The same goes for other AP champions, such as energy based champions. Akali has spellvamp and sustain, but her limited energy pool means that she can run out quite quickly if you max CDR on her in an attempt to get 100% damage uptime on her spells. The same does not apply to Vlad as his spells either have no cost (e.g. his Q) or can be offset or compensated for and therefore have no practical cost. Since everything all runs off hp and spellvamp can compensate for it, it can reach a stage where it's almost always a positive thing to hit spells with no cost to using them at all.

How does Vlad's powercurve change as a result? Is this an attempt to "homogenise" power levels?
I personally believe that champions shouldn't all have the same power level. It's okay for some champions to be weaker lanes that feel like they need to fight tooth and nail for their farm, but once they get to a certain stage they can go all terror on the enemy. For Vlad, losing his passive means that his late-game is less terrifying. What can be done is to make the levelling of his spells non-linear.

What happens with most spells is that increasing each each rank of a spell increases its power by a similar amount. For instance, increasing Vlad's E currently increases its damage by 30 for each rank you take it. To create a more late-game feel, this could be changed to increase exponentially. So, each rank of his spells could do increasing more damage. This would make levelling his spells feel stronger. Combined with his passive it would mean his spells do proportionally more damage as you level them so he still has more power as time goes on. Of course, there is a limit to how much power he can gain, but that is still the case with his current passive once you get 6 items+elixers. His passive in its current form simply raises the speed at which he reaches each power level and raises the maximum power level.
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
Ruken
Profile Blog Joined April 2009
United States858 Posts
September 25 2011 02:29 GMT
#2455
Thx moonbear
MIK Terran
zodde
Profile Joined October 2010
Sweden1908 Posts
September 25 2011 02:43 GMT
#2456
Do you seriously want to nerf vlad? Come on man, it's not like he's overplayed or anything...
Inschato
Profile Blog Joined November 2009
Canada1349 Posts
September 25 2011 02:44 GMT
#2457
Since you mentioned Rumble, what about adding something similar to heat to Vladimir, like "Thirst" or whatnot?
3.
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
September 25 2011 02:45 GMT
#2458
On September 25 2011 11:43 zodde wrote:
Do you seriously want to nerf vlad? Come on man, it's not like he's overplayed or anything...

hes just seriously bad champion design lol
Nada's body is South Korea's greatest weapon.
gtrsrs
Profile Joined June 2010
United States9109 Posts
September 25 2011 02:49 GMT
#2459
moonbear i don't think that really addresses the problem with vlad the right way

granted, you are right that "free money" passives are a problem but i feel like the last nerf to that passive put vlad in a good place. his early game is ass when you have no items, his lategame is a bit better than other champs when he does have items. but vlad suffers from a different lategame problem in that he has no burst to speak of unless he is very far ahead. lots of times casters blow their load and then die - if they take out 1 enemy and do significant damage to another, they've done their job. if they live past their burst they are less effective because of cooldowns. vlad, on the other hand, gets stronger past the first wave of spells because his CDs are low and his sustain is high

unfortunately, flat HP isn't that great for survivability so vlad tends to die just as fast as other casters, but he has no burst to blow before he dies. if vlad survives he tends to be a real terror as he becomes stronger and stronger. but he's just as likely to die

so to rectify that, he's got sanguine pool for survivability. a few seconds of waiting for the burst, then he enters battle ready to go

ok but the problem with that is that it's OP in the laning phase for escaping ganks.


so how to rectify?
>increasing duration on sanguine pool, starting with lower duration at low levels

ok but now his laning is even worse
>lower the CD on Q again

ok but now isn't he OP in lane again?
hopefully not? his passive is so toned down that he's sooooo bad early. bads just don't know to beat him early.
>make him immobile in sanguine pool, keep the duration? makes it less of an escape in lane

pretty much he only needs a few tweaks. i wouldn't touch his passive. i especially wouldn't give him a low HP -> higher AP thing. that is awful on karma and i think it would be on vlad too. early game it could be strong, but lategame low HP = death on any non-bruiser/tank.

if i were to change vlad's passive i would make it something like vorpal blade. every enemy he uses a spell on gets "marked" by a vampirical something-or-other. now any allied champs that attack/use spells on a marked champ get like 1% health back or something.

so the changes i would make to balance vlad right now
>lower Q CD slightly
>change sanguine pool to make it low duration early, high duration late; OR make him immobile during it's use
>no change to E
>slight slight %damage amp increase on his ult
>possible passive alteration


just some thoughts i had on vlad. good luck moonbear!
i play ... hearthstone =\^.^/= Winterfox
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
Last Edited: 2011-09-25 03:08:10
September 25 2011 02:50 GMT
#2460
1) i don't think health costs work as a mechanism at all in this game and i would be very surprised if any champions except maybe olaf still had them in a year. (mundo's ult and vlad pool are way less offensive than most health cost spells but even then... there has to be a better way.) 2) free ranged nukes generally are very problematic. The only reason spellvamp is considered tolerable is because it lets you convert mana into health and eventually you run out of mana. Champs like vlad and kennen just convert nothing into health, it's another form of double scaling as they get defensive stats in lane from offensive ones. Additionally these spells are repetitive to play against as they neccesarily have low cooldowns. 3) dat passive.
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
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