[Patch 1.0.0.128: Shyvana] General Discussion - Page 74
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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 | ||
koreasilver
9109 Posts
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Shikyo
Finland33997 Posts
On November 05 2011 06:14 Craton wrote: It's been proposed many times. The only way it could be balanced is a long cd ultimate. Why does DotA have numerous spells like this and they're not OP there? | ||
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TheYango
United States47024 Posts
On November 05 2011 07:20 Shikyo wrote: Why does DotA have numerous of these spells and they're not OP there? Because DotA's power level is far higher in general. The game is balanced around ally-cast Tryndamere ult being acceptable as a regular skill on a 15 second cooldown. | ||
UniversalSnip
9871 Posts
On November 05 2011 06:11 Craton wrote: There is 0 problem with hp pots. don't really see any benefit to having them be as good as they are, personally I don't see people coming into lane with +1000 hp as a good thing. If you like farming for a week, well, that's what we have now so it's good that you're happy. There is only a problem with lifesteal insofar as its significantly something for nothing with non-mana spell vamp and huge amounts of life steal on right clickers. well...? | ||
red_
United States8474 Posts
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rredtooth
5459 Posts
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UniversalSnip
9871 Posts
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JackDino
Gabon6219 Posts
On November 05 2011 07:32 red_ wrote: So Cleanse is now stronger than it was when Riot deemed it far too powerful and nerfed it in the first place. Always funny how balance in games works like that. I remember Riot stressing how 'bad' it was for cleanse to just negate other summoners and how that's terrible design that they wanted to remove... BOY MUST THEIR FACES BE RED. This would've been the case if the game hadn't changed at all ever since the nerf, but turns out the game has changed quite a lot. Who would've thought that in an everchanging game nerfs get undone. | ||
red_
United States8474 Posts
On November 05 2011 07:36 JackDino wrote: This would've been the case if the game hadn't changed at all ever since the nerf, but turns out the game has changed quite a lot. Who would've thought that in an everchanging game nerfs get undone. Tongue in cheek... although in truth the game hasn't changed at such a basic level that cleanse removing ignite should go from 'no never fuck that' to 'yes, and exhaust too while we're at it.' Exhaust being buffed to the state it has makes that more understandable, but Ignite is worse than it used to be, which should make it being cleansable even more of a 'bad design' to be negated by another summoner with a shorter cooldown. But thanks for the wisdom I had no idea that balance was a dynamic thing, what a concept you have revealed unto me. | ||
phyvo
United States5635 Posts
On November 05 2011 07:33 redtooth wrote: can someone link me the website with patch notes and changes organized by heroes? Wikia also lists hero patch history under the background section beneath all the fluff. | ||
TieN.nS)
United States2131 Posts
I don't even get why everyone taking flash is a problem, but I also don't think flash is detrimental to the gameplay at all. Might as well nerf boots since everyone gets them right? But sure enough, when season 2 starts there will be 10 cleanses in every game until cleanse is nerfed and the next best escape summoner takes its place. | ||
Harrow
United States245 Posts
On November 05 2011 07:42 red_ wrote: Tongue in cheek... although in truth the game hasn't changed at such a basic level that cleanse removing ignite should go from 'no never fuck that' to 'yes, and exhaust too while we're at it.' Exhaust being buffed to the state it has makes that more understandable, but Ignite is worse than it used to be, which should make it being cleansable even more of a 'bad design' to be negated by another summoner with a shorter cooldown. But thanks for the wisdom I had no idea that balance was a dynamic thing, what a concept you have revealed unto me. Game changes, meta changes, and sometimes they just make a mistake. Or some combination of the three. | ||
Kyhron
United States945 Posts
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r.Evo
Germany14079 Posts
On November 05 2011 08:07 Kyhron wrote: Has anyone thought about how this could affect hanks from Junglers? Depending on how much they need Flash's range there could be a much higher success rate of ganks with Junglers that have a short cd gap closer ala shaco/udyr/leesin/nocturne/anyone else I missed. Which in turn could lead to either a more active or passive playstyle then we currently see As someone else already mentioned not too long ago: Stronger junglers (/higher threat of ganks) -> more passive laning. Lower threat of ganks -> more agressive laning. | ||
Craton
United States17233 Posts
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Kyhron
United States945 Posts
On November 05 2011 08:14 r.Evo wrote: As someone else already mentioned not too long ago: Stronger junglers (/higher threat of ganks) -> more passive laning. Lower threat of ganks -> more agressive laning. I just had this image of flash having a tiny range and people not even goin to the mid point of the river split for the fear of strong Junglers. Where it is now yeah its passive but ganks are still possible and have a decent success rate where if they overnerf flash ganks are going to be in that useless/not likely category because people will play even more cautiously then they do now | ||
Craton
United States17233 Posts
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overt
United States9006 Posts
No Flash or nerfed Flash means that jungle ganks get a lot stronger which is going to make play in the lane more passive. Yes, proper warding will allow you to be aggressive but at very early levels you aren't going to have many wards on the map unless your support goes out of their way to ward multiple points at river or if you have a gimped opening by buying a ward with your initial 475 gold. They haven't released how much the range on Flash is getting nerfed but if it's pretty significant then laning phase (especially very early) will be a lot more passive. | ||
Seiuchi
United States931 Posts
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Seuss
United States10536 Posts
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