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[Patch 1.0.0.130: Volibear] General Discussion - Page 100

Forum Index > LoL General
Post a Reply
Prev 1 98 99 100 101 102 205 Next
Want to rage about your latest loss?
Use the QQ thread.
If you whine in GD, you'll get warned.
Niton
Profile Blog Joined March 2009
United States2395 Posts
December 04 2011 04:03 GMT
#1981
HotshotGG needs to learn to fucking listen to calls. Hell, he needs to learn to listen to his teammates period. He got caught by 5 fucking people with 4 people telling him not to go after he got first blooded by Skarner top, and despite his 2 early deaths the only thing he can think about now is how it's Chauster, Jiji, Doublelift and Saint's fault.

All day he was talking over and obscuring calls, or straight up making his own calls and letting people die for them.The worst was his very suspect Nidalee pick that led to them forcing Kennen out of teamfights.
tree.hugger: Coming off of [(T)fantasy v. (T)Really] into [(T)Barracks v. (T)MVP] is like coming out of Manhattan into New Jersey. You just have to speed up and ignore it.
Ziken
Profile Joined August 2010
Ghana1743 Posts
December 04 2011 04:04 GMT
#1982
So basically they take unnecessary risks. Really dumb decision considering the importance of these qualifiers. Also, in the previous games, they really had a lack of map control and ward vision. They keep saying they get caught, but a huge part of that was their lack of map control.
Every misfortune is a blessing in disguise.
Craton
Profile Blog Joined December 2009
United States17281 Posts
December 04 2011 04:04 GMT
#1983
They just don't listen, especially Hotshot and Doublelift.
twitch.tv/cratonz
tobi9999
Profile Joined April 2009
United States1966 Posts
Last Edited: 2011-12-04 04:17:00
December 04 2011 04:08 GMT
#1984
Chaox laughing at Chauster for thinking ignite < exhaust on trist l0l

also, anyone remember hotshots random ass call for a 16 minute baron when they were 1 down?
"tobi is ur iq 9999? cuz i think it might be u so smart wowowow." -Artosis
BrownBear
Profile Joined March 2010
United States6894 Posts
December 04 2011 04:09 GMT
#1985
ROFL Crs just banned Leona vs. Goose. Learning from Epik's mistakes.
SUNSFANNED
Norada
Profile Joined August 2010
China482 Posts
December 04 2011 04:12 GMT
#1986
On December 04 2011 13:09 BrownBear wrote:
ROFL Crs just banned Leona vs. Goose. Learning from Epik's mistakes.


there a stream of this game?
dnastyx
Profile Blog Joined January 2009
United States2707 Posts
December 04 2011 04:14 GMT
#1987
On December 04 2011 12:58 Dgiese wrote:
Every single game V8 has been in today has been exciting, normally because they make a great play, and then do something to throw it away.


This entire tournament has been "WE CAN THROW HARDER THAN YOU CAN JUST WATCH"
JBright
Profile Joined September 2010
Vancouver14381 Posts
December 04 2011 04:14 GMT
#1988
On December 04 2011 13:08 tobi9999 wrote:
Chaox laughing at Chauster for thinking ignite > exhaust on trist l0l

also, anyone remember hotshots random ass call for a 16 minute baron when they were 1 down?


It's the other way around :D. Chaox goes ignite on Trist himself while Chauster/rest of CLG is going on Doublelift for not going exhaust.
ModeratorThe good and the wise lead quiet lives. Neo's #1 Frenemy and nightmare.
tobi9999
Profile Joined April 2009
United States1966 Posts
December 04 2011 04:16 GMT
#1989
On December 04 2011 13:14 JBright wrote:
Show nested quote +
On December 04 2011 13:08 tobi9999 wrote:
Chaox laughing at Chauster for thinking ignite > exhaust on trist l0l

also, anyone remember hotshots random ass call for a 16 minute baron when they were 1 down?


It's the other way around :D. Chaox goes ignite on Trist himself while Chauster/rest of CLG is going on Doublelift for not going exhaust.


yea i messed up the less than greater sign LOLLLOLOLOL FAIL
"tobi is ur iq 9999? cuz i think it might be u so smart wowowow." -Artosis
Ferrose
Profile Blog Joined September 2010
United States11378 Posts
December 04 2011 04:18 GMT
#1990
http://na.leagueoflegends.com/board/showthread.php?t=1558036

Summoners,

Based on your feedback, we have made some changes to the jungle. See below for the release notes:

Increased total base Health in the jungle a bit, focusing on the larger monsters. This is to help accommodate single-target focused junglers.

Increased base Damage in the jungle a bit. This is to add some additional counter-jungling danger, as well as making sustain-based junglers, such as Warwick or Fiddlesticks, fill their specific niche again.

Increased Experience rewards of the jungle, both base and scaling. Simply put, this should make sure the jungler stays somewhere between the solo and duo lanes in most cases, as opposed to closer to the duo lane.

Reduced the Health scaling on the small golem camp. This is to adjust the difficulty/reward ratio on these monsters as the game goes on.

Moved around Gold and Experience rewards so that the Blue Wraith, the Giant Wolf, and the Medium Golem give a higher percentage of the reward for defeating their camp. This is a specific change to increase the viability of counter-jungling.

Stealing big monsters will be more impactful.

Monsters now will start to accumulate more reward if they remain idle on the map for a certain amount of time. While we like there to be tradeoffs between ganking and farming, this should somewhat reduce the penalty of failed ganks and reward successful ganks more. Additionally, counter-junglers can steal these monsters and reset their “bank” of additional rewards.

We will continue to monitor the jungle changes, but please give these a try and see if they improve your experience. We’d like to thank everyone for their discussion and feedback on the new jungle. Everyone’s detailed feedback has helped us to continue making changes aimed at meeting our long-term gameplay goals while making your experience better.

Happy ganking!
@113candlemagic Office lady by day, lonely woman at night. | Official lolicon of thread 94273
trollbone
Profile Blog Joined July 2007
France1905 Posts
December 04 2011 04:20 GMT
#1991
V8 played better all around they crushed their lanes and made good call on the mid game,but they need to work on their late game decision
Reginald is lucid, they were subpar today, getting caught ervery time

CeriseCherries
Profile Blog Joined May 2011
6170 Posts
December 04 2011 04:26 GMT
#1992
On December 04 2011 13:18 Ferrose wrote:
http://na.leagueoflegends.com/board/showthread.php?t=1558036

Show nested quote +
Summoners,

Based on your feedback, we have made some changes to the jungle. See below for the release notes:

Increased total base Health in the jungle a bit, focusing on the larger monsters. This is to help accommodate single-target focused junglers.

Increased base Damage in the jungle a bit. This is to add some additional counter-jungling danger, as well as making sustain-based junglers, such as Warwick or Fiddlesticks, fill their specific niche again.

Increased Experience rewards of the jungle, both base and scaling. Simply put, this should make sure the jungler stays somewhere between the solo and duo lanes in most cases, as opposed to closer to the duo lane.

Reduced the Health scaling on the small golem camp. This is to adjust the difficulty/reward ratio on these monsters as the game goes on.

Moved around Gold and Experience rewards so that the Blue Wraith, the Giant Wolf, and the Medium Golem give a higher percentage of the reward for defeating their camp. This is a specific change to increase the viability of counter-jungling.

Stealing big monsters will be more impactful.

Monsters now will start to accumulate more reward if they remain idle on the map for a certain amount of time. While we like there to be tradeoffs between ganking and farming, this should somewhat reduce the penalty of failed ganks and reward successful ganks more. Additionally, counter-junglers can steal these monsters and reset their “bank” of additional rewards.

We will continue to monitor the jungle changes, but please give these a try and see if they improve your experience. We’d like to thank everyone for their discussion and feedback on the new jungle. Everyone’s detailed feedback has helped us to continue making changes aimed at meeting our long-term gameplay goals while making your experience better.

Happy ganking!


Thank goodness... jungling is such an asspain now -.-
Remember, no matter where you go, there you are.
Abenson
Profile Blog Joined December 2009
Canada4122 Posts
December 04 2011 04:29 GMT
#1993
On December 04 2011 13:26 CeriseCherries wrote:
Show nested quote +
On December 04 2011 13:18 Ferrose wrote:
http://na.leagueoflegends.com/board/showthread.php?t=1558036

Summoners,

Based on your feedback, we have made some changes to the jungle. See below for the release notes:

Increased total base Health in the jungle a bit, focusing on the larger monsters. This is to help accommodate single-target focused junglers.

Increased base Damage in the jungle a bit. This is to add some additional counter-jungling danger, as well as making sustain-based junglers, such as Warwick or Fiddlesticks, fill their specific niche again.

Increased Experience rewards of the jungle, both base and scaling. Simply put, this should make sure the jungler stays somewhere between the solo and duo lanes in most cases, as opposed to closer to the duo lane.

Reduced the Health scaling on the small golem camp. This is to adjust the difficulty/reward ratio on these monsters as the game goes on.

Moved around Gold and Experience rewards so that the Blue Wraith, the Giant Wolf, and the Medium Golem give a higher percentage of the reward for defeating their camp. This is a specific change to increase the viability of counter-jungling.

Stealing big monsters will be more impactful.

Monsters now will start to accumulate more reward if they remain idle on the map for a certain amount of time. While we like there to be tradeoffs between ganking and farming, this should somewhat reduce the penalty of failed ganks and reward successful ganks more. Additionally, counter-junglers can steal these monsters and reset their “bank” of additional rewards.

We will continue to monitor the jungle changes, but please give these a try and see if they improve your experience. We’d like to thank everyone for their discussion and feedback on the new jungle. Everyone’s detailed feedback has helped us to continue making changes aimed at meeting our long-term gameplay goals while making your experience better.

Happy ganking!


Thank goodness... jungling is such an asspain now -.-


So it's kind of like Dota/HoN where not the creeps build up and stuff?
(To tell the truth I have no idea how jungling in those games work, but I know that you won't miss out on stuff even if you don't kill a camp for a long time as they somehow stack up)
Craton
Profile Blog Joined December 2009
United States17281 Posts
December 04 2011 04:34 GMT
#1994
The numbers for the mechanic seem trivial and don't appear like they'll actually give the jungle the buff it needs. People with nonetheless think it's better because the original jungle 0.2 is just that bad, so Riot's psychological ploy of releasing something completely garbage and then replacing it with something slightly better to make people more receptive will have worked.
twitch.tv/cratonz
TieN.nS)
Profile Joined August 2003
United States2131 Posts
December 04 2011 04:40 GMT
#1995
On December 04 2011 13:29 Abenson wrote:
Show nested quote +
On December 04 2011 13:26 CeriseCherries wrote:
On December 04 2011 13:18 Ferrose wrote:
http://na.leagueoflegends.com/board/showthread.php?t=1558036

Summoners,

Based on your feedback, we have made some changes to the jungle. See below for the release notes:

Increased total base Health in the jungle a bit, focusing on the larger monsters. This is to help accommodate single-target focused junglers.

Increased base Damage in the jungle a bit. This is to add some additional counter-jungling danger, as well as making sustain-based junglers, such as Warwick or Fiddlesticks, fill their specific niche again.

Increased Experience rewards of the jungle, both base and scaling. Simply put, this should make sure the jungler stays somewhere between the solo and duo lanes in most cases, as opposed to closer to the duo lane.

Reduced the Health scaling on the small golem camp. This is to adjust the difficulty/reward ratio on these monsters as the game goes on.

Moved around Gold and Experience rewards so that the Blue Wraith, the Giant Wolf, and the Medium Golem give a higher percentage of the reward for defeating their camp. This is a specific change to increase the viability of counter-jungling.

Stealing big monsters will be more impactful.

Monsters now will start to accumulate more reward if they remain idle on the map for a certain amount of time. While we like there to be tradeoffs between ganking and farming, this should somewhat reduce the penalty of failed ganks and reward successful ganks more. Additionally, counter-junglers can steal these monsters and reset their “bank” of additional rewards.

We will continue to monitor the jungle changes, but please give these a try and see if they improve your experience. We’d like to thank everyone for their discussion and feedback on the new jungle. Everyone’s detailed feedback has helped us to continue making changes aimed at meeting our long-term gameplay goals while making your experience better.

Happy ganking!


Thank goodness... jungling is such an asspain now -.-


So it's kind of like Dota/HoN where not the creeps build up and stuff?
(To tell the truth I have no idea how jungling in those games work, but I know that you won't miss out on stuff even if you don't kill a camp for a long time as they somehow stack up)


Not really, as in DotA you manually creep pull and get 2 or 3 full camps (basically, game spawns jungle mobs every minute if there's nothing at the spawn, so at ~:53 you aggro and leash the camp so that the game thinks there's nothing there). Here, you get a miniscule gold/xp bonus without having to do anything.
infinitestory
Profile Blog Joined April 2010
United States4053 Posts
December 04 2011 04:41 GMT
#1996
On December 04 2011 13:34 Craton wrote:
The numbers for the mechanic seem trivial and don't appear like they'll actually give the jungle the buff it needs. People with nonetheless think it's better because the original jungle 0.2 is just that bad, so Riot's psychological ploy of releasing something completely garbage and then replacing it with something slightly better to make people more receptive will have worked.

no, it's just that riot has already experienced the dangers of making large buffs/nerfs
Translator:3
Koenig99
Profile Joined July 2011
Canada904 Posts
December 04 2011 04:41 GMT
#1997
So is the hotfix live? Didn't have to download anything when i just logged in....
dnastyx
Profile Blog Joined January 2009
United States2707 Posts
December 04 2011 04:45 GMT
#1998
On December 04 2011 13:18 Ferrose wrote:
http://na.leagueoflegends.com/board/showthread.php?t=1558036

Show nested quote +
Summoners,

Based on your feedback, we have made some changes to the jungle. See below for the release notes:

Increased total base Health in the jungle a bit, focusing on the larger monsters. This is to help accommodate single-target focused junglers.

Increased base Damage in the jungle a bit. This is to add some additional counter-jungling danger, as well as making sustain-based junglers, such as Warwick or Fiddlesticks, fill their specific niche again.

Increased Experience rewards of the jungle, both base and scaling. Simply put, this should make sure the jungler stays somewhere between the solo and duo lanes in most cases, as opposed to closer to the duo lane.

Reduced the Health scaling on the small golem camp. This is to adjust the difficulty/reward ratio on these monsters as the game goes on.

Moved around Gold and Experience rewards so that the Blue Wraith, the Giant Wolf, and the Medium Golem give a higher percentage of the reward for defeating their camp. This is a specific change to increase the viability of counter-jungling.

Stealing big monsters will be more impactful.

Monsters now will start to accumulate more reward if they remain idle on the map for a certain amount of time. While we like there to be tradeoffs between ganking and farming, this should somewhat reduce the penalty of failed ganks and reward successful ganks more. Additionally, counter-junglers can steal these monsters and reset their “bank” of additional rewards.

We will continue to monitor the jungle changes, but please give these a try and see if they improve your experience. We’d like to thank everyone for their discussion and feedback on the new jungle. Everyone’s detailed feedback has helped us to continue making changes aimed at meeting our long-term gameplay goals while making your experience better.

Happy ganking!


"Hey guys, instead of taking two dumps in your eyes, we're only taking 1.9 dumps in your eyes!"
BlackPaladin
Profile Joined May 2010
United States9316 Posts
December 04 2011 04:51 GMT
#1999
On December 04 2011 13:45 dnastyx wrote:
Show nested quote +
On December 04 2011 13:18 Ferrose wrote:
http://na.leagueoflegends.com/board/showthread.php?t=1558036

Summoners,

Based on your feedback, we have made some changes to the jungle. See below for the release notes:

Increased total base Health in the jungle a bit, focusing on the larger monsters. This is to help accommodate single-target focused junglers.

Increased base Damage in the jungle a bit. This is to add some additional counter-jungling danger, as well as making sustain-based junglers, such as Warwick or Fiddlesticks, fill their specific niche again.

Increased Experience rewards of the jungle, both base and scaling. Simply put, this should make sure the jungler stays somewhere between the solo and duo lanes in most cases, as opposed to closer to the duo lane.

Reduced the Health scaling on the small golem camp. This is to adjust the difficulty/reward ratio on these monsters as the game goes on.

Moved around Gold and Experience rewards so that the Blue Wraith, the Giant Wolf, and the Medium Golem give a higher percentage of the reward for defeating their camp. This is a specific change to increase the viability of counter-jungling.

Stealing big monsters will be more impactful.

Monsters now will start to accumulate more reward if they remain idle on the map for a certain amount of time. While we like there to be tradeoffs between ganking and farming, this should somewhat reduce the penalty of failed ganks and reward successful ganks more. Additionally, counter-junglers can steal these monsters and reset their “bank” of additional rewards.

We will continue to monitor the jungle changes, but please give these a try and see if they improve your experience. We’d like to thank everyone for their discussion and feedback on the new jungle. Everyone’s detailed feedback has helped us to continue making changes aimed at meeting our long-term gameplay goals while making your experience better.

Happy ganking!


"Hey guys, instead of taking two dumps in your eyes, we're only taking 1.9 dumps in your eyes!"


At least one of my irises are safe!
"Your full potential does not matter if you do not use all 100% of it."
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
December 04 2011 04:53 GMT
#2000
On December 04 2011 13:41 Koenig99 wrote:
So is the hotfix live? Didn't have to download anything when i just logged in....

It's live. Riot now has the tech to develop small patches without requiring a download. Still trying to find a way to release major patches without any server downtime but that's still in the distant future...
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
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