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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 27 2011 01:31 Unentschieden wrote: The problem with different laning and jungling requirements is the collision when you take one to the other. Wriggles is intended as jungling item but plenty laners use it for infinite sustain. And in turn without in depht research your first try to jungle will most likely result in you dying to creeps - that is quite a bit different than a suboptimal runepage when laning. BREAKING NEWS: Noobs are bad! Who cares. Never make your decision based on what an inexperienced player will do their first time trying something. There are plenty more people who do full retard things in lane in early levels than there are junglers dying to minions. There's a reason there's a gradual leveling system so that people can learn how to play against equally bad opponents. Moreover, the new masteries make jungling much less reliant on rune pages.
Wriggles offers very little over just a plain vampiric sceptor for sustain, by the way.
Pot nerfs are even dumber than the jungler nerfs. What do people do when they get low hp? Hug towers or back. What do people do when they have high hp? Skirmish and poke. Pot nerf is yet another change that goes explicitly against their stated goal of decreasing passivity.
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isnt the value of wriggles in lane the free ward? meaning the item pays for itself over time. not that the item itself is something thats actually that good?
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On November 27 2011 02:14 turdburgler wrote: isnt the value of wriggles in lane the free ward? meaning the item pays for itself over time. not that the item itself is something thats actually that good?
In top and bot lane in particular, many of the AD champions will try to pick up wriggles because it's cheap lifesteal and the proc is pretty damn good for farming. Not to mention the dragon control it creates in situations where 3 of them are beating on the dragon or baron, and the wards from them all.
It's the Swiss Army Knife of League, and until wriggles loses the ward ability. Will always be too good. Either that or limit it to 1 per team.
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On November 27 2011 02:18 Cixah wrote:Show nested quote +On November 27 2011 02:14 turdburgler wrote: isnt the value of wriggles in lane the free ward? meaning the item pays for itself over time. not that the item itself is something thats actually that good? In top and bot lane in particular, many of the AD champions will try to pick up wriggles because it's cheap lifesteal and the proc is pretty damn good for farming. Not to mention the dragon control it creates in situations where 3 of them are beating on the dragon or baron, and the wards from them all. It's the Swiss Army Knife of League, and until wriggles loses the ward ability. Will always be too good. Either that or limit it to 1 per team. that would be funny, lol, your ap carry gets mad at your jungle for not ganking and then buys a wriggles with his superior farm so he can't get one
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United States47024 Posts
On November 27 2011 02:14 turdburgler wrote: isnt the value of wriggles in lane the free ward? meaning the item pays for itself over time. not that the item itself is something thats actually that good? The ward (and the fact that you never have to go back to keep 100% uptime) is pretty much what makes or breaks Wriggle's as an item. Without it, Wriggle's is not in any way out of line, particularly when you're comparing it to 2-3 DBlade.
I'm curious why Riot never decided to hit the ward when they were trying to deal with the "Wriggle's in lane" issue--seeing as that's the 1 component of Wriggle's that's way more useful for laners than for junglers (since junglers get to bluepill more often to buy wards when they need them). Keep the ward ability, sure, but at least hit the cooldown. Letting someone have 100% uptime on their river ward without ever having to go back to get more wards is a bit silly.
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On November 27 2011 02:18 Cixah wrote: It's the Swiss Army Knife of League, and until wriggles loses the ward ability. Will always be too good. Either that or limit it to 1 per team.
Then how could we possibly play follow the leader if someone builds wriggles??!!
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Anything that limits a certain item to X amount per team is bad design. It actively encourages griefers to abuse it.
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Doublelift has 15k viewers at this very moment. What the fuck.
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On November 27 2011 02:53 Craton wrote: Anything that limits a certain item to X amount per team is bad design. It actively encourages griefers to abuse it. worked fine in dota, people trolled at first got banned and then it went to the right hero.
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On November 27 2011 03:12 Shiv. wrote: Doublelift has 15k viewers at this very moment. What the fuck. that is what happens when you join clg from 300 to 15k
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Straight outta Johto18973 Posts
On November 27 2011 03:12 Shiv. wrote: Doublelift has 15k viewers at this very moment. What the fuck. To be fair, that Blitzcrank game was real sexy.
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As a full time jungler for my team, I have to say I'm both saddened, and scared shitless about the direction riot is taking the game.
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On November 27 2011 03:12 Shiv. wrote: Doublelift has 15k viewers at this very moment. What the fuck.
He's a good player playing @like 1600 ELO which makes him look like a fucking god, so its very entertaining to watch.
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I'm full time jungler too.. But I'm not going to comment on those changes until I play with them.
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United States47024 Posts
On November 27 2011 03:38 DrKlingmann wrote: I'm full time jungler too.. But I'm not going to comment on those changes unless I play with them. My problem with the changes at this stage isn't necessarily the effect, but their ostensible rationale behind them as outlined by Morello and Guinsoo. I don't like what they want to do with the jungle--and whether or not these changes accomplish them, the fact that they're explicit design goals make me worried about future changes.
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On November 27 2011 03:37 sob3k wrote:Show nested quote +On November 27 2011 03:12 Shiv. wrote: Doublelift has 15k viewers at this very moment. What the fuck. He's a good player playing @like 1600 ELO which makes him look like a fucking god, so its very entertaining to watch. Pretty sure he switched to a low level smurf at some point. I turned it off after half a game because the level of play was so low it wasn't worth watching.
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On November 27 2011 03:37 sob3k wrote:Show nested quote +On November 27 2011 03:12 Shiv. wrote: Doublelift has 15k viewers at this very moment. What the fuck. He's a good player playing @like 1600 ELO which makes him look like a fucking god, so its very entertaining to watch. 1600? Pentalift is 1250
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On November 27 2011 02:06 Craton wrote:Show nested quote +On November 27 2011 01:31 Unentschieden wrote: The problem with different laning and jungling requirements is the collision when you take one to the other. Wriggles is intended as jungling item but plenty laners use it for infinite sustain. And in turn without in depht research your first try to jungle will most likely result in you dying to creeps - that is quite a bit different than a suboptimal runepage when laning. BREAKING NEWS: Noobs are bad! Who cares. Never make your decision based on what an inexperienced player will do their first time trying something. There are plenty more people who do full retard things in lane in early levels than there are junglers dying to minions. There's a reason there's a gradual leveling system so that people can learn how to play against equally bad opponents. Moreover, the new masteries make jungling much less reliant on rune pages. Wriggles offers very little over just a plain vampiric sceptor for sustain, by the way. Pot nerfs are even dumber than the jungler nerfs. What do people do when they get low hp? Hug towers or back. What do people do when they have high hp? Skirmish and poke. Pot nerf is yet another change that goes explicitly against their stated goal of decreasing passivity. So people get to low hp, they tower hug. Free lane for the other team to farm all day. Or they back - free tower. Or maybe they stay around because shit, we need to defend this -> other team gets aggressive -> jungler ganks them. Or maybe the aggressive lanes trades 2 for 1. Or maybe everyone b's every 3 minutes because....? Less health means more deaths - backing isn't instant and not always an option.
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