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Want to rage about your latest loss? Use the QQ thread. If you whine in GD, you'll get warned. |
On November 26 2011 06:06 Frolossus wrote: so if im understanding this correctly then i feel like the jungle changes = less incentive to counter jungle/gank and more incentive to just farm creeps so the new farm lane was moved from top to the jungle?
The goal of the jungle changes is to allow junglers to farm up on jungle creeps easily when you've fallen way behind and encourage more ganking in every other case because you have to gank to keep up with laners (rather than farm jungle so fast you hit 5 or 6 before solo laners). At least that's what they said months ago.
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Jungle Annie here I come!
Tibbers ganks are going to be ridiculous :D
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On November 26 2011 05:55 TheYango wrote:Show nested quote +On November 26 2011 05:53 Woony wrote:On November 26 2011 05:51 gtrsrs wrote:On November 26 2011 05:47 TheYango wrote:
I'm ready to afk-farm jungle for 20 mins and never gank after this patch! lol my thoughts exactly here i come mass amumu games farm farm farm win teamfight win game ganks not required It's Riot they will probably rape the numbers so hard that you farm for 20 mins and end up with 1/3 of farm of solo lanes lol. Then I'll go steal lane farm when my laners die to ganks and not gank for them in return. Oh wait, I do that already. 
A stated goal of the junglerework was that laners can now turn the tables and steal junglecamps. There are cases already where botlane takes doublegolem since they will be up by the time a jungler that starts at blue gets there. Thats also how the mastery changes make more sense, they buff dedicated junglers as well as laners that want to take junglecamps. Also they get to nerf a lot of the heaviest sustain in the game since it´s in to enable jungle. The key example were hp-pots. IT´s also something that allows teams NOT to run a jungler - right now the jungle goes to waste/the enemy team if you don´t have a jungler since laners can´t take junglecamps.
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On November 25 2011 22:22 anmolsinghmzn2009 wrote:Show nested quote +On November 25 2011 19:13 Therealdevil wrote: Don't know why ppl don't play Skarner more, hes such a beast. Skarner so OP. Had a jungle Skarner on my team. Pings baron, tells team - 'go baron with warwick (me), I'll distract them.' Turret dived 3 people - get triple kill and escapes with like 200 health. doesn't retreat - just hangs around in front of that tower. Enemy xin zhao gets baited by the prospect of free kill - dies to 200 health skarner. Skarner then walks off to take their red - lifesteals back up to 50%. Turret dives 2 more ppl. That actually sounds about right >.> He's so gooooood.
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United States47024 Posts
On November 26 2011 06:00 Woony wrote:Show nested quote +On November 26 2011 05:54 phyvo wrote: On a different note, after playing the Fizz patch I've now gotten to the point where I *definitely* feel that there are simply too many champions in this game. There's like 94 I think right now? DotA has like 110 at this point doesn't it? I think at 100 it starts to become critical. The thing is, in DotA, there are a lot of old "chaff" heroes that really would never have made it past the design phase in LoL. So while there's numerically a lot of heroes, there's still plenty of unexplored design space, and most of the new heroes that come out are quite interesting.
In LoL, Riot scraped out all the chaff in the original 40 (compare Sion to Sven or SkelK). The problem now is that the rate at which patches are coming out seems to be outpacing the rate at which they can design new content and make it polished. I don't think there are necessarily too many heroes in LoL right now, but they've definitely needed to slow down their release cycle for a long time now.
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I'm already thinking about characters this will affect disproportionately:
Fiddlesticks - will be worse, since you still have to drain down (almost) every minion individually. (On the other hand maybe his absurd ability to stay out and never recall might be more useful given faster respawns). Nasus - nerfed minion damage and other disincentives to passivity makes him just a hell of a lot weaker.
Any others people can toss out off the top of their heads?
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I dont really get the nerf on minion damage. Especially early game you should think twice before commiting to harrassing the other champ because if you do kill him early that usually means he has a huge disadvantage that he often can not get back anytime soon.
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On November 25 2011 23:54 anmolsinghmzn2009 wrote:Show nested quote +On November 25 2011 22:35 Woony wrote:On November 25 2011 22:26 Alaric wrote:We need a new AP mid FOTM. When will I see you again, Morgana?  I have no idea why you would ever ban morg over some bs like Kass and Sion in soloqueue. I mean she's a very solid and good pick but there are champs that are so much more dumb. I was thinking of buying kassadin next so I went over to read the Kassadin tread. Mostly what I gathered from the discussion was that Kassadin's early game is horrible and its tough to get to a point vs a good opponent (cs wise) to make him work. Has that changed? How good is kassadin atm? Same thing, but he's mostly a counter pick imo. the meta game has evolved into AP mid, so he's usually a viable pick to deal with AP mid, and AP solo-top.
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Depending on exactly how fast the camp respawns are, Nasus jungle might be a lot more viable.
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On November 26 2011 06:15 TheYango wrote:Show nested quote +On November 26 2011 06:00 Woony wrote:On November 26 2011 05:54 phyvo wrote: On a different note, after playing the Fizz patch I've now gotten to the point where I *definitely* feel that there are simply too many champions in this game. There's like 94 I think right now? DotA has like 110 at this point doesn't it? I think at 100 it starts to become critical. The thing is, in DotA, there are a lot of old "chaff" heroes that really would never have made it past the design phase in LoL. So while there's numerically a lot of heroes, there's still plenty of unexplored design space, and most of the new heroes that come out are quite interesting. In LoL, Riot scraped out all the chaff in the original 40 (compare Sion to Sven or SkelK). The problem now is that the rate at which patches are coming out seems to be outpacing the rate at which they can design new content and make it polished. I don't think there are necessarily too many heroes in LoL right now, but they've definitely needed to slow down their release cycle for a long time now.
The problem is Riot is extremely bad for designing champ that are "basically" the same as another hero with just small differences. They release champs so fast that alot of them end up being extremely unoriginal. This is what has been driving me away from the game, I wish they would worry less about releasing champs and more about balance.
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United States47024 Posts
On November 26 2011 06:17 Inschato wrote: Depending on exactly how fast the camp respawns are, Nasus jungle might be a lot more viable. Everyone jungle is going to be more "viable". The fact that there's going to be less gold in the jungle is going to make it less GOOD for a champ that needs lots of gold income to scale well lategame.
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On November 26 2011 06:23 TheYango wrote:Show nested quote +On November 26 2011 06:17 Inschato wrote: Depending on exactly how fast the camp respawns are, Nasus jungle might be a lot more viable. Everyone jungle is going to be more "viable". The fact that there's going to be less gold in the jungle is going to make it less GOOD for a champ that needs lots of gold income to scale well lategame. Will there be less gold though? If the minion camps are worth less but spawn more often then whether theres more or less gold will depend purely on the numbers.
edit: nvm, you mean less gold in the jungle than in the lane. Though Nasus is a special one in that he doesn't really need items so much as he needs to q-farm.
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On November 26 2011 06:15 TheYango wrote:Show nested quote +On November 26 2011 06:00 Woony wrote:On November 26 2011 05:54 phyvo wrote: On a different note, after playing the Fizz patch I've now gotten to the point where I *definitely* feel that there are simply too many champions in this game. There's like 94 I think right now? DotA has like 110 at this point doesn't it? I think at 100 it starts to become critical. The thing is, in DotA, there are a lot of old "chaff" heroes that really would never have made it past the design phase in LoL. So while there's numerically a lot of heroes, there's still plenty of unexplored design space, and most of the new heroes that come out are quite interesting. In LoL, Riot scraped out all the chaff in the original 40 (compare Sion to Sven or SkelK). The problem now is that the rate at which patches are coming out seems to be outpacing the rate at which they can design new content and make it polished. I don't think there are necessarily too many heroes in LoL right now, but they've definitely needed to slow down their release cycle for a long time now.
They develop multiple champs at the same time, so even if the release cycle is 2 weeks champs still take multiple months to develop/design. But yeah I agree, I mean the fact is that they are going to have to stop within the next 10-15 champs (Well they said the will stop when there are enough - I hope it's 100 but it's prolly going to be like 110). No idea why they are still running on a 2 week cycle tbh - it seems sort of stupid, even from a business standpoint.
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United States47024 Posts
On November 26 2011 06:28 Treadmill wrote:Show nested quote +On November 26 2011 06:23 TheYango wrote:On November 26 2011 06:17 Inschato wrote: Depending on exactly how fast the camp respawns are, Nasus jungle might be a lot more viable. Everyone jungle is going to be more "viable". The fact that there's going to be less gold in the jungle is going to make it less GOOD for a champ that needs lots of gold income to scale well lategame. Will there be less gold though? If the minion camps are worth less but spawn more often then whether theres more or less gold will depend purely on the numbers. edit: nvm, you mean less gold in the jungle than in the lane. Though Nasus is a special one in that he doesn't really need items so much as he needs to q-farm. But there are also more creeps in lane.
Think how many waves of lane creeps it takes you to get to level 4. Consider that a level 4 full clear is 15 creeps, which is less than 3 waves of lane creeps.
On November 26 2011 06:29 Woony wrote:Show nested quote +On November 26 2011 06:15 TheYango wrote:On November 26 2011 06:00 Woony wrote:On November 26 2011 05:54 phyvo wrote: On a different note, after playing the Fizz patch I've now gotten to the point where I *definitely* feel that there are simply too many champions in this game. There's like 94 I think right now? DotA has like 110 at this point doesn't it? I think at 100 it starts to become critical. The thing is, in DotA, there are a lot of old "chaff" heroes that really would never have made it past the design phase in LoL. So while there's numerically a lot of heroes, there's still plenty of unexplored design space, and most of the new heroes that come out are quite interesting. In LoL, Riot scraped out all the chaff in the original 40 (compare Sion to Sven or SkelK). The problem now is that the rate at which patches are coming out seems to be outpacing the rate at which they can design new content and make it polished. I don't think there are necessarily too many heroes in LoL right now, but they've definitely needed to slow down their release cycle for a long time now. They develop multiple champs at the same time, so even if the release cycle is 2 weeks champs still take multiple months to develop/design. But yeah I agree, I mean the fact is that they are going to have to stop within the next 10-15 champs (Well they said the will stop when there are enough - I hope it's 100 but it's prolly going to be like 110). No idea why they are still running on a 2 week cycle tbh - it seems sort of stupid, even from a business standpoint. It seems unreal for me that they've been keeping the 2 week release cycle going for this long--the only way I feel this is possible is if they're effectively feeding us patches that SHOULD be in-house test builds. Even if the changes we see are stuff they've worked on for months in advance, the fact that they've kept the 2-week release cycle for this long means that they had to have cut corners somewhere.
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Marshall Islands3404 Posts
im surprised no one has discussed the minion changes in lane yet. Im curious to see how much they nerfed the damage because now with the take less damage from minion things in masteries you can basically take 1 damage from all creeps and just zone out people with early game laners like leblanc, brand, etc. I will be interested to see if early passive laners will be screwed now like nasus/kassadin/irelia/etc
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Is anyone having problems logging into LoL?
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I think they should have changed to 3 week cycles a long time ago. Like when lee came
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On November 26 2011 06:31 TheYango wrote:Show nested quote +On November 26 2011 06:28 Treadmill wrote:On November 26 2011 06:23 TheYango wrote:On November 26 2011 06:17 Inschato wrote: Depending on exactly how fast the camp respawns are, Nasus jungle might be a lot more viable. Everyone jungle is going to be more "viable". The fact that there's going to be less gold in the jungle is going to make it less GOOD for a champ that needs lots of gold income to scale well lategame. Will there be less gold though? If the minion camps are worth less but spawn more often then whether theres more or less gold will depend purely on the numbers. edit: nvm, you mean less gold in the jungle than in the lane. Though Nasus is a special one in that he doesn't really need items so much as he needs to q-farm. But there are also more creeps in lane. Think how many waves of lane creeps it takes you to get to level 4. Consider that a level 4 full clear is 15 creeps, which is less than 3 waves of lane creeps. However, in the jungle you can definately Q kill all creeps with no problem. In lane, you have to worry about enemy champions attacking you and manage your own creeps killing the enemy ones. Nasus in jungle is pretty much guaranteed to get a Q kill on every enemy with 0 problem unless there's a heavy counter-jungle enemy.
Not saying it's better, just my possible thoughts on the matter.
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United States47024 Posts
On November 26 2011 06:34 Requizen wrote: However, in the jungle you can definately Q kill all creeps with no problem. In lane, you have to worry about enemy champions attacking you and manage your own creeps killing the enemy ones. Nasus in jungle is pretty much guaranteed to get a Q kill on every enemy with 0 problem unless there's a heavy counter-jungle enemy.
Not saying it's better, just my possible thoughts on the matter. At the cost of clearing speed. Particularly on early clears when Q is still long-CD, waiting like 3 seconds for Q to come off CD on every small wraith hurts your clear speed significantly.
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On November 26 2011 06:37 TheYango wrote:Show nested quote +On November 26 2011 06:34 Requizen wrote: However, in the jungle you can definately Q kill all creeps with no problem. In lane, you have to worry about enemy champions attacking you and manage your own creeps killing the enemy ones. Nasus in jungle is pretty much guaranteed to get a Q kill on every enemy with 0 problem unless there's a heavy counter-jungle enemy.
Not saying it's better, just my possible thoughts on the matter. At the cost of clearing speed. Particularly on early clears when Q is still long-CD, waiting like 3 seconds for Q to come off CD on every small wraith hurts your clear speed significantly. Hm, yeah, hadn't thought of it, don't play him a lot. Maybe running CDR runes or something like that? It'll probably still be sub-par, though.
Dunno, just thought it might be interesting to try something else.
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