Q.
Autoattack
ricochet
autoattack
Q comes backs.
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wei2coolman
United States60033 Posts
Q. Autoattack ricochet autoattack Q comes backs. | ||
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MoonBear
Straight outta Johto18973 Posts
In particular the path of Wolves, Blue, Wraiths, Wolves, Red/Mini Golems, Wraiths, Mini Golems/Red gives level 4. This also suggests respawn timers of around 30-45 seconds. Also suggests the opportunity cost of ganking is much much higher now. Gold value of creeps about 1/2 to 1/3 of original. | ||
Craton
United States17233 Posts
On November 26 2011 07:37 Hibzy wrote: What is it with riot and changing things the moment I try them out, I have only been jungling 1 week and already i'm gonna have to learn everything AGAIN. Plus what they're saying in the patch preview makes zero sense. It's the same shit they pulled with e.g. Kayle remake. They get the idea in their head that something is a problem and they can fix it with XYZ and when they're proven wrong the ignore the proof and change it anyway. On November 26 2011 07:39 MoonBear wrote: The YouTube video Craton refers to It was linked on the last page | ||
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infinitestory
United States4053 Posts
On November 26 2011 07:38 wei2coolman wrote: New sivir actually looks a lot better 1v1. TONS of burst damage, think about it this way. Q. Autoattack ricochet autoattack Q comes backs. Judging from the patch preview, the mana costs look pretty high, so I don't think the combined burst will be an issue. | ||
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MoonBear
Straight outta Johto18973 Posts
On November 26 2011 07:40 Craton wrote: It was linked on the last page Oh, my bad. Embed wasn't working and I didn't recognise the link. | ||
Craton
United States17233 Posts
Stonewall: "Will I be making videos? Of course, 'cause this is how it's going to stay. Hopefully if they realize that it's a MISTAKE, they'll revert it back and not just keep it because not a lot of people are happy." | ||
overt
United States9006 Posts
On November 26 2011 07:30 UniversalSnip wrote: Show nested quote + On November 26 2011 07:16 overt wrote: On November 26 2011 07:13 Mogwai wrote: ricochet change was intended as a nerf as far as I could tell, but it's necessary with the quality of life changes described in that vid. even with the garbage range, Sivir could just kill the shit out of an entire team late game with ricochet, so if you're goin gto even out her early game, you have to nerf that aspect. I'm just worried she'll go from the niche role of an amazing split pusher who wins lanes against people who can't push back Yeah I don't see how that's a good thing... lol. Much rather have her be strong as a pretty standard ranged carry than that. I'd rather her have that niche role than never be played is all. If the numbers aren't buffed up much she'll probably just be a trash champion that won't even have that specialized role. I think she'll end up being better if the numbers buff is enough but I'll miss playing Sivir in a solo lane with old ricochet. Also with her new passive plus ult she'll probably be the best AD carry for chasing in the game. | ||
Shiv.
3534 Posts
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TheYango
United States47024 Posts
On November 26 2011 08:10 Shiv. wrote: Sounds like jungle GP might be pretty good too, just because of the fact his Q gold will be exceptional considering creeps spawn faster now. His clear speed is too behind the curve. It doesn't matter that you get a few gold extra here and there when farm-y junglers get 2-3+ camps ahead of you over 1-2 clears. | ||
Brees
Marshall Islands3404 Posts
clear camps always never die | ||
epoc
Finland1190 Posts
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Woony
Germany6657 Posts
On November 26 2011 08:18 epoc wrote: Some champions have really weird ap ratio skills. Like Irelia's e 0.5. Afaik they nerfed it from 1.0. Would 30 damage from triforce be gamebreakingly op? Same with wukong's decoy. Is it 0.8? They didn't want AP Irelia (it was pretty stupid actually, but Triforce Irelia was even more OP so w/e) so they nerfed the ratio. But yeah, a lot of AP ratios on ad champs are pretty weird. | ||
overt
United States9006 Posts
Also, that would help fix a lot of the passivity problems that Riot has with the current state of LoL. | ||
Craton
United States17233 Posts
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TheYango
United States47024 Posts
On November 26 2011 07:34 wei2coolman wrote: Show nested quote + On November 26 2011 07:28 CeriseCherries wrote: On November 26 2011 07:22 Unentschieden wrote: On November 26 2011 06:53 TheKefka wrote: Wow.This jungle change is so fucking stupid I don't even know what to say....... Like what the hell kind of logic is that:"We dislike passive gameplay where junglers only stay in the jungle and farm mostly so we are going to make the jungle more farmable lol?!?!?"I don't even........ Currently Junglers DON`T just run around in the jungle. They gank the instant anyone passes over their half of the lane. They can do that since the long respawntimers on camps gives them "free time". Even if they fail a gank it´s still better than just waiting for camps to respawn. If there is a chance that a jungler won´t jump on you the instant you get aggressive in lane means you might actually push WITHOUT your whole team yelling at you. And hence exactly why its a shitty change. 1. Junglers don't have to gank to be effective, being able to farm, thus lowering the skillcap of junglers. 2. Lane peeps don't have to make sure the lane isn't pushed, lowering the skillcap of laning. I don't see what dynamic this adds into the game. I don't see how it raises the skillcap. I don't see how it creates interesting gameplay. I think what happened was bushes were always warded, so ganks in super high ELO play, rarely worked out all that well, so what ended up happening, is junglr would finish their route, or do part1 of their route, try and gank, and nothing would happen, and they would end up walking to each lane, doing absolutely nothing, then waiting another minute or for shit to respawn. So now, by having faster respawn on small camp, junglr's can choose to come out of the jungle at any time, rather than the typical 4min clear time, timing. Or, in practice, because they know they're gank probably won't accomplish anything, they'll just never come out of the jungle at all. | ||
overt
United States9006 Posts
On November 26 2011 08:26 Craton wrote: There are as many people, if not more, who want the opposite. I can understand people who like jungling. Or people who just plain like the way the game is now. I just don't think the requirement of a jungle is fun for the game. Although I will enjoy getting to play champions that could never jungle before. | ||
unichan
United States4223 Posts
On November 26 2011 07:37 infinitestory wrote: I speculate new ricochet won't proc lifesteal on all the hits anymore. D: Although I do notice that level 1 ricochet appears to be hitting all 6! minions. the hell i swear it didn't do this before ~.~ | ||
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TheYango
United States47024 Posts
On November 26 2011 08:23 overt wrote: You know, the jungle change would've been cooler if they made it so that jungling wasn't essential. It's probably too late in LoL's life cycle to do that but I'd kind of prefer it if running a jungler wasn't required. Also, that would help fix a lot of the passivity problems that Riot has with the current state of LoL. What passivity problem? At this point I've stopped believing there's a passivity problem. You know why? Because half the people argue that lanes play too safe, and half the people argue that ganks don't happen, and these 2 issues are 100% antithetical to each other. If you have lanes where people can go aggressive, that's only possible when you reduce the gank threat. If you want ganks to happen, it has to come by making lanes more dangerous and gankable. When you've got people on both sides saying passivity is a problem, that probably means passivity isn't a problem. At this point, it's just a buzzword that Riot uses to get people onboard the bandwagon. On November 26 2011 08:30 overt wrote: Show nested quote + On November 26 2011 08:26 Craton wrote: There are as many people, if not more, who want the opposite. I can understand people who like jungling. Or people who just plain like the way the game is now. I just don't think the requirement of a jungle is fun for the game. Although I will enjoy getting to play champions that could never jungle before. If you want to make it not a requirement to have a jungler, then you have to incentivize non-jungling teams. Even if you have a roaming support or something, the benefit has to outweigh the fact that they're choosing not to farm in the jungle. Putting more farm IN the jungle has the opposite effect. | ||
mr_tolkien
France8631 Posts
On November 26 2011 06:50 Chairman Ray wrote: Show nested quote + On November 26 2011 06:45 Fruscainte wrote: Sorry for the rather, eh, noncontributing post but I got a question. I "quit" a few months ago. Well, as I hear Dominion is out, and I was stupid as hell and spent well over $60 to buy shit for this game when I was still in that "AMGTHISGAMEISTHEGREATEST" phase, I might as well start playing again. So I has some questions :D * Dominion. How is it? Let me reword that. Where are the players who do the most for their team, and want to WIN rather than be spiteful as was so common beforehand, Dominion/Classic? Is Dominion even balanced? * Back in the day I was a major jungler / tankyDPS-esque type of guy. There any major new names I should know about to potentially try out? That's all I really got, but meh. Just wanting to be filled in on what I missed the past few months ![]() Dominion is more of a fun minigame compared to Classic. Although there are imbalances, the standard gameplay and strategies are so underdeveloped that personal mechanics usually rules over imbalance. Additionally, people usually aren't total tryhards in dominion so you can have fun using any champion. Ultimate Bravery is a more fun minigame compared to classic. Although there are imbalances, the standard gameplay applies BUT YOU'RE GOING TO BE TRYHARD TO WIN THIS. ( http://www.ultimate-bravery.com , quite fun when you're bored) | ||
kepael
United States177 Posts
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