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[Patch 1.0.0.128: Shyvana] General Discussion - Page 6

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Want to rage about your latest loss?
Use the QQ thread.
If you whine in GD, you'll get warned.

- Neo, 9:49 KST, Nov 9th
Deltablazy
Profile Joined November 2010
Canada580 Posts
November 01 2011 13:09 GMT
#101
Dat cho skin.
Dat MF skin.
The 1st shyvana skin is also good.

Glad to see that they finally started making good skins
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
November 01 2011 13:12 GMT
#102
So let me get this straight. Theres a new champion, that has a skillset, a good passive and an ultimate that makes into another whole different skillset. All things very well synergised and able to use in alot of different situations.

And you are complaining about 'only bad champions come out'

KCCO!
Blyf
Profile Blog Joined December 2007
Denmark408 Posts
November 01 2011 13:14 GMT
#103
On November 01 2011 21:31 Gooey wrote:
Oh good god, I just thought of something.

Any minute now, tALbuk is going to come in here... and see the patch notes...

Wukong buffs. O boy...


Heh, I had the exact same thought when I saw the video preview.... poor guy :D

And sob3k, I really like some of your ideas. For example the circle where if you touch the edge you get teleported to the other side is really awesome. Imagine the intense situations where people could instantly reposition themselves to screw with the opponent. Or make awesome jukes to get away from chasers.

And the slide thing. Imagine a huge AOE spell where the ground beneath everyone turned to ice, causing them to slide in whichever direction they were going at the speed they going. Throw it right after at team fight breaks out and watch everyone get out of position and struggle to solve the situation.

I think these are some brilliant examples of mechanics that would improve the possibilities for creative gameplay.

Those new champs... It's not only that they lack "uniqueness". It's just that many champs in this game are similar and straight forward. Every bruiser has the exact same gameplay: Use your stun/gap closer/whatever to get in their face, pop all your shit and whack them untill one of you goes down. And why does almost every spell have dmg included? Graves cloud could be fun, but why not make it bigger aoe and remove the dmg part?

And don't mind those dimwits picking your suggestions apart with no arguments what so ever.

Phrost
Pickpocket hero that steals gold
"-- this is stupid, why don't you just kill them instead?"
-What? How the hell is that an argument? This doesn't even make sense.

JackDino
"big round Aoe skill whose only safe zone is right near the caster (minimum range) - liek any other aoe ult but with a safe zone"
-Yeah, that's the f***ing point. Put the enemy in a dilemma as for what to do instead of just going "OH SHIT LEMME GTFO".

Seriously, dismissing a suggestion without an argument should be bannable offense. Bullshit responses like these clutter up the thread and discourage development. Use an argument or get the hell outta here.
"ignorance more frequently begets confidence than does knowledge" - Charles Darwin --- wtf? begets isn't a word. quit trying to make up words, fuckface. - Some idiot --- D3 Evelynn main with a side of Ashe/Tristana
Deleted User 45971
Profile Blog Joined April 2009
533 Posts
Last Edited: 2011-11-01 13:24:20
November 01 2011 13:18 GMT
#104
I don't think those suggestions are game mechanics, they are just general ideas. Take gold for walking for example, that's just an idea and says nothing about the mechanic or any potential numbers which is what's needed for it to be a mechanic imo. A mechanic would say exactly how the ability would operate in the game engine.

For example: every 10 seconds you will gain gold for the distance moved in the last 10 seconds, the gold amount will increase for greater distances (where distance is the how far you've moved from the position you were in 10 seconds ago to prevent you from just gaining gold constantly from just sitting on the lane moving normally).

When you take these unspecific ideas and try to translate them into the game engine and take into account the entire champion pool and all the abilities/items and how the game is played and the "meta" you start to realize while there are a lot of potentially really cool ideas being able to actually come up with some new mechanic that would work well and bring something new to the table if you put that into the game is really difficult. The gold for moving for example I don't see any way of bringing anything at all to the game aside from introducing something extremely hard to balance. To introduce something new (increased complexity) you have to justify it in a number of ways like for example by explaining exactly what it will bring to how the game is played today as well as take into account balance problems and how fun it is and so on.
-Zoda-
Profile Blog Joined April 2011
France3578 Posts
November 01 2011 13:18 GMT
#105
Cait is good in lane 'cause her range but her traps are really great for preventing brush harass. Only 25 range less and she would be still strong but a little easier to trade with.
♪ 最初はi つなぐdo それ つまりlife 常に移動 ♪ - IGN: Uhryks
Phrost
Profile Blog Joined May 2010
United States4008 Posts
November 01 2011 13:20 GMT
#106
I'm just going to throw this out there:

IF you give a hero an ability to steal gold here is what will happen (not necessarily all at the same time):

a) they will get super ahead in farm because they can farm and steal farm from the enemy champion
b) all of their other skills will suffer because they have a significant gold advantage without any counter gameplay
c) the hero is more broken than the original TF
d) the cooldown of the spell would be super long and boring because you'll have to sit there and wait forever for it to CD
e) it won't steal enough gold for it to be worth the mana cost
f) it will be an ultimate so your basic skills don't have a seriously long cd. At that point it just feels like a waste because it's not flashy enough to be an ultimate.

Most of the suggestions seem fine by themselves but if you stick them in a place with a bunch of other skills on a champion then they become terrible to balance or make everything else feel washed out.

The other issue is how would it feel to play against said ability. I'm pretty sure I'd stop playing league of legends if there was a champion that could just steal gold from me. There is a reason Riot removed denying and gold loss on death, they're not particularly fun to play against. The same could be said about mana burn, which is a whole other can of worms.


Sorry if my descriptions seemed to be super vague but it's clear that the person making suggestions has no game design experience and I didn't have time to write out pages of why x ability sucks at the time.
iamphrost.tumblr.com // http://howtobebettermagicplayer.tumblr.com // twitter @phrost_
gostunv
Profile Blog Joined October 2010
Japan1178 Posts
November 01 2011 13:22 GMT
#107
On November 01 2011 22:14 Blyf wrote:
Show nested quote +
On November 01 2011 21:31 Gooey wrote:
Oh good god, I just thought of something.

Any minute now, tALbuk is going to come in here... and see the patch notes...

Wukong buffs. O boy...


Heh, I had the exact same thought when I saw the video preview.... poor guy :D

And sob3k, I really like some of your ideas. For example the circle where if you touch the edge you get teleported to the other side is really awesome. Imagine the intense situations where people could instantly reposition themselves to screw with the opponent. Or make awesome jukes to get away from chasers.

And the slide thing. Imagine a huge AOE spell where the ground beneath everyone turned to ice, causing them to slide in whichever direction they were going at the speed they going. Throw it right after at team fight breaks out and watch everyone get out of position and struggle to solve the situation.

I think these are some brilliant examples of mechanics that would improve the possibilities for creative gameplay.

Those new champs... It's not only that they lack "uniqueness". It's just that many champs in this game are similar and straight forward. Every bruiser has the exact same gameplay: Use your stun/gap closer/whatever to get in their face, pop all your shit and whack them untill one of you goes down. And why does almost every spell have dmg included? Graves cloud could be fun, but why not make it bigger aoe and remove the dmg part?

And don't mind those dimwits picking your suggestions apart with no arguments what so ever.

Phrost
Pickpocket hero that steals gold
"-- this is stupid, why don't you just kill them instead?"
-What? How the hell is that an argument? This doesn't even make sense.

JackDino
"big round Aoe skill whose only safe zone is right near the caster (minimum range) - liek any other aoe ult but with a safe zone"
-Yeah, that's the f***ing point. Put the enemy in a dilemma as for what to do instead of just going "OH SHIT LEMME GTFO".

Seriously, dismissing a suggestion without an argument should be bannable offense. Bullshit responses like these clutter up the thread and discourage development. Use an argument or get the hell outta here.


i think its just people lack creativity now days to think/imagine how certain things could work to promote new strategies/tactics.

i bet he would say stuff like "heals!? wtf, thats stupid, why dont you just kill the enemy instead?"
teamblackeye.com ///// http://www.youtube.com/user/gostunv ///// https://twitter.com/forgenjuro
Phrost
Profile Blog Joined May 2010
United States4008 Posts
November 01 2011 13:23 GMT
#108
On November 01 2011 22:18 Potatisodlaren wrote:
I don't think those suggestions are game mechanics, they are just general ideas. Take gold for walking for example, that's just an idea and says nothing about the mechanic or any potential numbers which is what's needed for it to be a mechanic imo. A mechanic would say exactly how the ability would operate in the game engine.

For example: every 10 seconds you will gain gold for the distance moved in the last 10 seconds, the gold amount will increase for greater distances (where distance is the how far you've moved from the position you were in 10 seconds ago to prevent you from just gaining gold constantly from just sitting on the lane moving normally).

When you take these unspecific ideas and try to translate them into the game engine and take into account the entire champion pool and all the abilities/items and how the game is played and the "meta" you start to realize while there are a lot of potentially really cool ideas but being able to actually come up with some new mechanic that would work well and bring something new to the table if you put that into the game is really difficult. The gold for moving for example I don't see any way of bringing anything at all to the game aside from introducing something extremely hard to balance. To introduce something new (increased complexity) you have to justify it in a number of ways like for example by explaining exactly what it will bring to how the game is played today as well as take into account balance problems and how fun it is and so on.


I agree with most of this. Trying to figure out how to make the wording on a tooltip for that is silly too. What happens if someone teleports or blue pills? Do they gain a rediculous amount of gold? If not, is there existing tech to account for this? What are the performance hits for taking this into account?

Many of you may not remember but Teemo's original passive was removed because there was just too much server overhead in most cases to make it worthwhile to keep it in the game.
iamphrost.tumblr.com // http://howtobebettermagicplayer.tumblr.com // twitter @phrost_
Deleted User 45971
Profile Blog Joined April 2009
533 Posts
November 01 2011 13:29 GMT
#109
On November 01 2011 22:23 Phrost wrote:
I agree with most of this. Trying to figure out how to make the wording on a tooltip for that is silly too. What happens if someone teleports or blue pills? Do they gain a rediculous amount of gold? If not, is there existing tech to account for this? What are the performance hits for taking this into account?

Many of you may not remember but Teemo's original passive was removed because there was just too much server overhead in most cases to make it worthwhile to keep it in the game.


Yeah I thought about using Teleport/recall but decided against including anything specific on it since you will lose time doing things if you do use it (huge opportunity cost of using that to gain gold) so it might be fine, if it would prove OP then just say if you have used Teleport or recall in the last 10 seconds you won't gain any gold. But yeah you would have to have an unspecific and unhelpful tooltip to prevent it from being too silly/technical.
ItsFunToLose
Profile Joined December 2010
United States776 Posts
Last Edited: 2011-11-01 13:33:37
November 01 2011 13:31 GMT
#110
His suggestions were rhetorical. Why are you still discussing them?

"lol gold for moving could work if ...."


"no i think it should work like this"


meanwhile...

"cait needs -25 range..."


"i think dragons are dumb badurrhurr AoE spells are unoriginal"
"skillshots are inherently out of your control whether they hit or not" -PrinceXizor
phyvo
Profile Blog Joined April 2009
United States5635 Posts
November 01 2011 13:32 GMT
#111
On November 01 2011 22:12 ihasaKAROT wrote:
So let me get this straight. Theres a new champion, that has a skillset, a good passive and an ultimate that makes into another whole different skillset. All things very well synergised and able to use in alot of different situations.

And you are complaining about 'only bad champions come out'



Why are you talking about Nidalee? (tongue in cheek)
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Deleted User 45971
Profile Blog Joined April 2009
533 Posts
November 01 2011 13:36 GMT
#112
On November 01 2011 22:31 ItsFunToLose wrote:
His suggestions were rhetorical. Why are you still discussing them?


My reply were also. My point is that rhetoric is meaningless when it comes to specific game design, you have to be very specific and justify everything. Coming up with cool stuff isn't hard but thinking it through is. Personally I love most of the new champions but dislike much of the older ones. I find many of the new ones refreshing and new while many of the older ones feel stale. I started playing when Irelia was new so I guess I have a different perspective on the game than many old school players.
Craton
Profile Blog Joined December 2009
United States17245 Posts
Last Edited: 2011-11-01 13:39:06
November 01 2011 13:36 GMT
#113
On November 01 2011 22:08 ItsFunToLose wrote:
Anything but a broken amount of AD on her Q would make her all but bottom tier with a range nerf. Its ignorant to assume she'd be competitive with a stronger Q poke or traps that actually did damage if she had 550 range or an unblockable ultimate. I don't think her kit actually has a sweet spot where if you brought her range down, her ratios could be fiddled with.

She's only good because she had 650 range.

Why is this a bad thing?

Her range allows her to freely dominate every lane. This by itself is a problem, as there's no way to "dodge" her range. It's the same reason targeted spells are always short to medium range, while skillshots are medium to long range. Similarly, this is a primary reason that Kog gets so absurd in the late-game. AD are supposed to be glass cannons who trade the risk of being close enough to take damage with the reward of huge damage. Getting the best of both worlds is just overpowered.

Moreover, scaling goes beyond just AD ratios. You could make her Q more usable in teamfights by lowering its cast time from 2 seconds to 1.5. You could invent new tech for her W that lets her use w ontop of an existing trap and explode it at a medium range, dealing damage while killing off the trap (so no snare). You could increase her base stats. You could change Q into something more akin to an Ezreal Q than a long CD, wind-me-up-and-hope-you-hit for TONS OF DAMAGE spell.

It's just wrong to say that the only way you can compensate nerfing Caitlyn's range is by buffing her AD ratio on Q.
twitch.tv/cratonz
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2011-11-01 13:41:18
November 01 2011 13:38 GMT
#114
On November 01 2011 22:20 Phrost wrote:
I'm just going to throw this out there:

IF you give a hero an ability to steal gold here is what will happen (not necessarily all at the same time):
a) they will get super ahead in farm because they can farm and steal farm from the enemy champion
b) all of their other skills will suffer because they have a significant gold advantage without any counter gameplay
c) the hero is more broken than the original TF
d) the cooldown of the spell would be super long and boring because you'll have to sit there and wait forever for it to CD
e) it won't steal enough gold for it to be worth the mana cost
f) it will be an ultimate so your basic skills don't have a seriously long cd. At that point it just feels like a waste because it's not flashy enough to be an ultimate.


Most of the suggestions seem fine by themselves but if you stick them in a place with a bunch of other skills on a champion then they become terrible to balance or make everything else feel washed out.

The other issue is how would it feel to play against said ability. I'm pretty sure I'd stop playing league of legends if there was a champion that could just steal gold from me. There is a reason Riot removed denying and gold loss on death, they're not particularly fun to play against. The same could be said about mana burn, which is a whole other can of worms.


Sorry if my descriptions seemed to be super vague but it's clear that the person making suggestions has no game design experience and I didn't have time to write out pages of why x ability sucks at the time.


See I though pickpocket was a nuts unbalancable mechanic too, but I changed my mind after thinking about it for a bit. If you think about it stealing gold is already in the game 100% of the time, every time you zone out an enemy in lane, force them to CS under a tower, or especially kill them, you are getting disproportionate amount of gold to them. It doesn't matter if you are actively taking it out of their inventory, or just using a gank to leverage and bully them back to shop, the net effect is that they have less gold and you have more. The amounts in question have been balanced for all the mechanics already implemented, and I don't see why the same couldn't be attempted with pickpocket.

You give this outcome chart:

a) they will get super ahead in farm because they can farm and steal farm from the enemy champion
b) all of their other skills will suffer because they have a significant gold advantage without any counter gameplay
c) the hero is more broken than the original TF
d) the cooldown of the spell would be super long and boring because you'll have to sit there and wait forever for it to CD
e) it won't steal enough gold for it to be worth the mana cost
f) it will be an ultimate so your basic skills don't have a seriously long cd. At that point it just feels like a waste because it's not flashy enough to be an ultimate.

This is the part that I think the whole thing hinges on, why can't their be any counter gameplay? There is counter play to all skills, you can even give the stealing spell all sorts of interesting conditions like you have to be behind the enemy, or they have to be low health, or just give it a low range on a hero who doesn't really want to get up close, or make it some sort of skillshot. This gives all sorts of opportunities for a good player to rob another one blind, or to be shut down hard, or to just pick enough to keep gold parity in the lane.

If you think about it its really not any different balancewise as a matchup between someone with great pushing capacity (morgana), and someone with poor (Malph early), every time morg spams pool and pushes malph under turret she is essentially "stealing" his gold (the only thing that matters is the differential between the players).

Sure it would have to be balanced, in exactly the same way characters are balanced now, Sivir is gonna get more farm than Akali, Akali's strat to keep up is to kill Sivir. The pickpocket character would have to be balanced like you said with either weaker farming skills and/or skillshots/PvP weakness or whatever. Thats how all characters are balanced, and its actually pretty comparitively simple to do in this case because most of what you are changing is simple gold amounts and maybe a CD.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Craton
Profile Blog Joined December 2009
United States17245 Posts
November 01 2011 13:39 GMT
#115
Why even argue about this? Gold stealing will never be added. Riot has already gone on record about it.
twitch.tv/cratonz
ItsFunToLose
Profile Joined December 2010
United States776 Posts
Last Edited: 2011-11-01 13:44:42
November 01 2011 13:43 GMT
#116
On November 01 2011 22:36 Craton wrote:
Show nested quote +
On November 01 2011 22:08 ItsFunToLose wrote:
Anything but a broken amount of AD on her Q would make her all but bottom tier with a range nerf. Its ignorant to assume she'd be competitive with a stronger Q poke or traps that actually did damage if she had 550 range or an unblockable ultimate. I don't think her kit actually has a sweet spot where if you brought her range down, her ratios could be fiddled with.

She's only good because she had 650 range.

Why is this a bad thing?

Her range allows her to freely dominate every lane. This by itself is a problem, as there's no way to "dodge" her range. It's the same reason targeted spells are always short to medium range, while skillshots are medium to long range. Similarly, this is a primary reason that Kog gets so absurd in the late-game. AD are supposed to be glass cannons who trade the risk of being close enough to take damage with the reward of huge damage. Getting the best of both worlds is just overpowered.

Moreover, scaling goes beyond just AD ratios. You could make her Q more usable in teamfights by lowering its cast time from 2 seconds to 1.5. You could invent new tech for her W that lets her use w ontop of an existing trap and explode it at a medium range, dealing damage while killing off the trap (so no snare). You could increase her base stats. You could change Q into something more akin to an Ezreal Q than a long CD, wind-me-up-and-hope-you-hit for TONS OF DAMAGE spell.

It's just wrong to say that the only way you can compensate nerfing Caitlyn's range is by buffing her AD ratio on Q.



I really agree with a lot of these tinkering ideas, but I'm still hurt that i'm ignorant for not inferring all of these complete reworks. I agree that nerfing her range would require some drastic changes to keep her viable.




On November 01 2011 22:39 Craton wrote:
Why even argue about this? Gold stealing will never be added. Riot has already gone on record about it.



No! it will! we just have to work out the tooltips! and recalling! guys?
"skillshots are inherently out of your control whether they hit or not" -PrinceXizor
Phrost
Profile Blog Joined May 2010
United States4008 Posts
Last Edited: 2011-11-01 13:52:45
November 01 2011 13:51 GMT
#117
On November 01 2011 21:59 Ota Solgryn wrote:
Show nested quote +
On November 01 2011 21:03 Phrost wrote:

Pickpocket hero that steals gold
-- this is stupid, why don't you just kill them instead? Because it is hard to kill other hero, this is a different kind of herass instead of the same ol' cone spell etc. Imagine this used as a counter pick to a hero that is really farm depended. Use your imagination a little?

I already explained this, it would counterpick every hero in the game, or the hero with the skill would suck a lot.

Support hero who lays down neutral buffs on the ground (stand in it to get effect) (maybe can blow them up as ult/trap)
--Mobility is king, soraka already has very little and look how easy she is to kill? ... this example is a support that lay down buffs ala rally. So your team have to decide if it's good to stand on it. Also the other team can try and steal the buff by getting themselves into a better position. And at last you can bait with a buff on the ground. Sounds fun to me.

There is nothing good about it, you sit in it, they know you're there, you dont sit in it, what's the point? It also forces your team into a small area that makes them more susceptible to aoe, none of which you want to do anyway.

Hero who can disguise as a creep
--Why not just make it stealth and call it a day? It would be even more obvious than stealth to detect. Yeah, this is kind of stealth but why only have one, think out of the box ffs. It could also be that it exhange itself with a creep so the creep looks like the hero and the hero looks like the creep. And you can of course control both. It's a fun decoy.

What are the advantages of this over stealth? It's harder to control and easier to read. It sucks to be person playing with that skill.

Hero who can reflect/rebound skills
--how shitty does it feel if you play against characters that you cant reflect their spells? This is incredibly niche ( sivir's spell shield is very similar but it wouldn't make sense for some of the stuff it absorbs to be reflected ) I don't even udnerstand how you can compare to sivir spell shield. This mechanic would be so much fun, and imagine a pro game where a skillshot is reflected back to another low hp enemy (like angle in = angle out) and kills him. Potential for so really fun/cool moments.

Yeah but how do you account for single target spells? I don't know if league of legends has vectors for targeted spells so bouncing them back may not be initially possible. Also how do you balance a champion around reflecting a widely varying unknown amount of damage? Either all of their other skills will suffer or they will be useless. You can make it reflect % of the damage, but that also makes the tooltip long and clunky.

Trap skill that fires in a direction
-- what does this mean? Do things not usually fire in a direction? Really that is your reply? This of course means a turret ala herimerdinger that only shoot in front of it for example but deals more dmg. So you can dogde it but then it have the benefit of more dmg. Many possibilites here.

How do you aim this? Have you thought maybe existing controls don't lead to good situations where you'd be able to aim where you want? The wall targeting scheme is already pretty meh, I don't think I'd like a turret that only shoots away from me.

Skill that slows down all time in a bubble
--You want an aoe slow instead of stun? Again, you completely misunderstand. In this bubble also projectiles etc slows down. Easy dogde of all non instant spells. Fun mechanic imo

Do you know if there is existing tech in the game to allow this to be possible? Who does it effect? How do you deal with that amount of power on one ability? Is the range super small then it seems useless a lot of the time, enemies will just avoid it. IF its big, then the hero that has it will have their other abilities suffer.

Hero that buffs and sacs creeps
--We learned from gangplank that this is a fucking terrible idea. Finally I agree. Denying does not fit in LoL when you cannot attack deny.


Skill that reduces other heroes skill range
--Graves and nocturne already do this. Ehh? He is writing skill range not sight range. Wow.

You can't hit what you can't see. This is a much easier way of representing this to a newer player.


Skill that turns a damaging enemy spell into a heal
--We learned from essence flux, this is a shitty idea. LOL, no we did not. What he means is an ENEMY spell dmg turned into dmg. This is like sivirs spell shield just with health instead of mana. Obviously it should not block CC just dmg.

Nothing is obvious about the description. Obviously you're making assumptions, and we all know what that does. I don't have a particularly large opposition to a health spellshield, it sounds fine to me. It's basically a more difficult to use version of remove scurvy.


Skill that makes temporary brush (kind of opposite of graves)
--That would be a pain in the ass to code and I don't see any particular benefit. You will know someone is inside and just not facecheck. Why talk about coding? Your other argument I can relate to.

Because if it's not already in the game then you need an engineer to write new code to support the skill. The designers use LUA scripts to make most of the abilities. If you pull engineering time away to implement one skill then it takes that much longer for other features you want (replays, obs mode, new maps, etc)

Hero who doesn't lane and gets money from walking
--So junglers and roaming support, already in the game. Roaming is in the game yes, but it is too weak atm to be used in almost all levels of play. Could be fun if there actually were some natural roaming heros to add to the list of Carry/bruiser/jungle/ap carry etc. If balanced would give more variaty in the games.


All it would do is make supports obsolete or the champions would be banned in competitive play until there was atleast 5 that had a similar role.

Hero who fucks with the minimap
--Does nocturne's ult already do that? I think it does. Agree

skills which deal damage based on distance target traveled over X time
--Nidalee's Spear. You didn't really think these out did you? Unless you want it to be a dot, then what's the point? No Nid spear does NOT do that... Nids spear deals dmg based on the distance traveled of the spear, not the target. It is a fun mechanic because the target has to decide between moving to safety and maybe die or stay and maybe get caught.

Yeah bloodseeker's ult is dumb. Morgana's ult does a similar risk/reward without having mechanics that are difficult to show and difficult for new players to understand. The barrier of entry must be low for players that are unfamiliar with every hero. IF you can't think of a very VERY descriptive spell effect for a complex ability then it probably won't get into the game.

Low CD skill which greatly speeds and then greatly slows target hero (can be used on enemies and allies)
--Time Warp has like 2-3 second cooldown for a 55% slow/speed increase with sufficient levels of rewind. Agree

Skill which fires pattern of small projectiles that you have to dodge raiden style
--I dont know what this means. Could be a fun mechanic but would be hard to design to be really fun

I think he's talking about something to TF's card throwing (someone else posted this). It's not new

big round Aoe skill whose only safe zone is right near the caster (minimum range)
--So all cone based aoes / skill shots? When you're really close they're really hard to aim because you came move very slightly and avoid everything. No? Its like Panths jump just opposite. Run near to the center (and get out of position) or to the enemy hero casting it to avoid dmg. Decision making spells are always fun.

Decisions that are the choice between shitsville and a rock are not really fun. The risk of getting close is that the aoe will be more likely to hit, the reward is that if you time your dodge timing then it will miss.

circle skill which if you cross the edge moves you to the opposite edge like going off the screen in asteroids
--Why not just stun you instead and call it a day? This seems like a very confusing implementation for Veigar's stun. Anivias wall begs to differ so does oriannas ult. Displacement spells are always fun and I think there could be more in LoL.

Anivia's wall doesn't do anything like that. Orianna's just tosses you to the opposite side. Most of the time this ability will just allow people to escape easily because you can't lead with it. I also can't think of a particularly descriptive graphic or way to set up this skill that doesn't seem clunky.

Hero who consumes and stores buffs and debuffs from other heroes for later use (maybe only debuffs to prevent trolling)
--What is considered a buff and debuff? Can you steal steroids? Dispelling is not a really big deal in LoL like it was in dota. This could be really really overpowered without much work if its the only champion with the ability. I agree, this would be very hard to balance. But if balanced could be fun.

Balancing it would require atleast 4 other heros with the same functionality. The problem with new powerful concepts is if they are necessary for a team then they will get banned in ranked until everyone can have one.

Hero who passively powers up by standing still
--This promotes passivity, Xerath's and Kogmaw's long range is the best example of limited mobility for increased rewards
Agree but still should be in the game. Variaty ftw.

Variety? It's just annoying, nobody wants to sit still and do nothing. It feels like forever to me when I sit still long enough to channel gragas' drink. I don't think it will make the game more fun if you do less.

Hero who targets all their skills to areas and then releases ("run program") them with another skill (have to predict enemies)
--This sounds incredibly confusing and the risk/reward would have to be rediculously high to make it anywhere near worth while for anyone to play. This brings a lot of power creep with it unnecessarily.

Hero who can turn invisible to all heroes except one (I SWEAR HE'S RIGHT HERE, AOE TO MY LEFT!)
--Lux's shield used to do this, it felt crappy to play against.

Skill which tags enemies with parasitic vision like queen in BW
--Nidalee and Caitlin's traps already do this.

Skill which makes enemies lose control of movement and "slide" in the direction they were going at increased speed
--Why not just knockback or stun? There are much simpler ways to get the same effect, this is purely visual. Does not have to "stun" the hero while it slides, just displacement. Also it can get enemies out of position (imagine the tank just sliding way past the fight (I would find that funny)). It could also be used to save allies due to the increased speed. Could also force dives. Alot of possibilites, I like it.

Alistar's headbutt already does this. The difference is that his spell does this very quickly with a very minor stun as opposed to a longer more frustrating loss of control. Nobody feels good when they get feared, I can't find anyone feeling good when they go sliding off in some random direction for an extended period of time.

Hero who gets buffs in River
--This isnt dota, and not every map will have a river (see dominion). Again, could be a roam hero mechanic. But would be hard to balance due to dragon baron in water.

What do you do on a map with no rivers? they just have a useless skill? Veigar's ultimate was far less niche and still felt terrible when you shot someone that didnt have a lot of AP.

Support hero who carries Items to other heroes
--No couriers, you dont lose gold for dying. Go to base and buy it. Supports already have enough of a bitch role.

Heroes with non-expiring controllable minion
--You want a syllabear? It's going to suck if you can't aim where it's attacking. Also heimer's turrets are essentially the same except they dont move.

Hero who places portals, go ontop of one---> tele to the other, can stealth them to trick enemies into them.
--This would be either really bad or really broken, it depends on the cast range of the portal.

Hero who burns mana (still not in LOL)
--And never will be. There are too many heros without mana

Hero who can switch their mana and health
--Why? Blitz already has a mana shield and that's obnoxious to play against.

Hero who can force other heroes to use skills (spell taunt)
--How do you make this intelligent AI? What do you do with skill shots?. Yeah this would be hard to make meaningful but still sounds like fun.

Thats just some cool shit off the top of my head....I wanna see this kind of stuff instead of "herp, durp, imma dragon now my skills do AOE"

Those are some bad suggestions, as I commented.


Sob3k, I completely agree. We need more interesting hero design. I mean, it is like it is a monkey or computer that is designing heros for the last year.

Wow that post is so unintelligent, Phrost. He says it is just examples on top of his head. Yeah, a few of them are already in the game but you completely misunderstand most of them/don't understand the differences from current mechanics.




I added more comments

I think hero design is fine. If you find all of the choices of range dps boring then you should probably not play ranged AD.
iamphrost.tumblr.com // http://howtobebettermagicplayer.tumblr.com // twitter @phrost_
sob3k
Profile Blog Joined August 2009
United States7572 Posts
November 01 2011 13:53 GMT
#118
On other topics, I posted a ways back that I got 600rp randomly without paying for it, does anyone know where it could have come from? They have some kind of giveout?
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Deleted User 45971
Profile Blog Joined April 2009
533 Posts
Last Edited: 2011-11-01 13:54:19
November 01 2011 13:53 GMT
#119
What's the point of discussing gameplay if we don't discuss the specifics? Should we just say we want this and that cool idea and ridicule those who wants specifics like you (ItsFunToLose) and flame riot for not implementing ideas that are poorly thought out?
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
Last Edited: 2011-11-01 14:13:10
November 01 2011 13:54 GMT
#120
On November 01 2011 21:39 Requizen wrote:
Show nested quote +
On November 01 2011 21:14 -Zoda- wrote:
On November 01 2011 21:01 Neos wrote:
On November 01 2011 20:58 -Zoda- wrote:
Tho I like the idea of having a controllable minion. Yet we have Tibbers, Malz's spiders and Yorick's gouls, but they all disappear. Having a character with a pet which would react with the champs skills (like jump on the ennemy, push a target (could be used as an escape)) would be some fun imo.

Orianna says hi

Forgot about this one yeah. But the ball can't autoattack.

Also some ideas given are already in the geme like :
Skill that makes temporary brush (kind of opposite of graves) = Akali's shroud
Skill which fires pattern of small projectiles that you have to dodge raiden style = TF's Q
skills which deal damage based on distance target traveled over X time = old Taric stun.

Xypherous already said a pet would be absurd to balance and any type of pet champ would end up being worthless or broken. I agree, actually, look how good zoning is already, you add a pet into that equation and they'd never lose the lane.

Unless it was like a melee champ with no abilities and just autos, and all abilities came from the pet, it would be too good, sad to say.


that xypherous comment is just BS. zoneing is not even that significant in LoL since you cannot deny your creeps which means your opponent only loses a part of the CS and an even smaller part of the EXP. I believe the real reason behind this is that players with strong mechanics will play such a champ 10 times more effectively than mechanically weak players, which would make this champ too pubstompy if balanced around top play and almost worthless at lower levels.

I think there are alot of basic ingame mechanics you could add to balance such a champion. For example make minions aggro on your champ when your pet attacks, or have the two share a bond that spreads out part of the damage they take etc.

on a completely unrelated note: I dont like the new champion's kit. looks like everything just promotes you to smash buttons and rightklick. She has no real "wow"-effect besides her ult which is really only a gapcloser with a steroid.

Some of the champion designers are too lost in designing tricky steroid-mechanics as it seems which only makes the itemization/builds interesting to figure out but that's it.

A champion doesn't need tricky steroid-mechanics to be usefull. I'ts cool to have a couple of those, which i would call hardcarries (in the sense of dota) but look at some of the older champs for example: ashe's ult, zil's ult, fiddle's ult, janna's ult-> those kinds of abilities can be completely gamechanging, some of them are simpler than other ones but still create those huge gaps between using them wrong, right or ingeniously.

looking at talon's patch history makes me a little sad too. The guy definitely does not need nerfs at all. The base damage and utility on his abilities are low enough to create a need of offensive items for him to be effective, while his laneing phase is highly dependand on his opponent's champion (which in my book makes a champ balanced by default because he can be counterpicked). Again riot manages to balance around pub-stomp-level of play.

Instead of doing this kind of balancing they should make learning videos/texts/guides in collaboration with some of the very good players to give the community a better look at things. This way ppl would accept that its not the champions fault but their own, and give them room and tips to improve on.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
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