[Patch 1.0.0.130: Volibear] General Discussion - Page 54
Forum Index > LoL General |
Mogwai
United States13274 Posts
| ||
JackDino
Gabon6219 Posts
On December 02 2011 05:06 Blitzkrieg0 wrote: Except creep wave gold scales and TF passive doesn't. It's still a free ward every ~3minutes. | ||
Two_DoWn
United States13684 Posts
On December 02 2011 05:14 Mogwai wrote: If Riot wants to eliminate being a passive little bitch during the laning phase, all the need to do is make sure SmashGizmo is in every single game. Games with smash= guaranteed to be exciting. This gets the T_D stamp of approval. | ||
Southlight
United States11766 Posts
| ||
Blitzkrieg0
United States13132 Posts
Free anything is good, but saying it's an additional creep each wave is misleading. Especially considering it isn't even a full creep on the first wave and it only becomes less since creep gold scales and TF doesn't. | ||
Two_DoWn
United States13684 Posts
On December 02 2011 05:21 Southlight wrote: Me on a support tends to lead to that too :> Bottom lane so exciting. When I jungle and I gank your lane, you either get a kill or I feed your lane opponent doublebuff. I do not tolerate failure. That tends to make things interesting. | ||
NotSorry
United States6722 Posts
| ||
Southlight
United States11766 Posts
On December 02 2011 05:25 Two_DoWn wrote: When I jungle and I gank your lane, you either get a kill or I feed your lane opponent doublebuff. I do not tolerate failure. That tends to make things interesting. lol when Eyedrinker and I or Turkey and I are botlane as combo it is exciting. I should upload a game from last night, was hysterical. ALWAYS TOWER DIVE GO! | ||
Noocta
France12578 Posts
On December 02 2011 05:25 NotSorry wrote: What are your guys thoughts on weakening tower damage to promote more lane aggression in the earlier stages of the game? I wish towers would do less damage yep. But that would make game snowball pretty hard when someone start dominating the lane. | ||
UniversalSnip
9871 Posts
On December 02 2011 05:12 TheYango wrote: There are two ways I can see to hit the "aggression" problem, but unfortunately, both probably go against Riot's established design principles: 1) Broaden the spectrum of champions in terms of power curve. More early game dominators and more late-game carries, and make sure that you don't have champs like Riven and Tryndamere that are BOTH early game dominators AND late-game carries. This creates laning situations where the weaker scaling champion has to go aggressive and try to stop the other person's farm, because of how they get outscaled. At the moment, everyone scales too closely, so it's not punishing enough to one side for a matchup to turn into a farmfest. 2) Somehow significantly increase the technical skill requirements in fighting out 1v1s. Make it harder to judge who can win 1v1 situations, simply because of how widely the result can vary based on skill. Lots of 1v1s have very easy-to-predict results because people just right-click each other and press their skills on cooldown, and if it's easy to predict the result, then the guy who knows he's going to lose is obviously going to pussy out. If the results of a given situation can vary more widely, you're more likely to get those scenarios where people fight it out because they think they can win, because the result isn't as clear. Don't agree, you can make it so that at lower levels the more aggressive player will kill the other one and at higher levels the more aggressive player will constantly send the other one back, THEN start killing him once he's been badly weakened. Either way you get kills, just at a higher level it would take longer because you'd have to cripple your opponent with repeated bluepills. Same result though. | ||
Two_DoWn
United States13684 Posts
On December 02 2011 05:25 NotSorry wrote: What are your guys thoughts on weakening tower damage to promote more lane aggression in the earlier stages of the game? It wouldnt hurt, but it probably wouldnt help all that much. You cant 1v1 towerdive unless you have a full health bar, or your lane opponent is horrendously underleveled, and if they made tower diving possible 90% of the community would qq up a storm if they kept getting dove 1v2 by a jungler and laner. Plus, it STILL doenst help the fact that the risk isnt worth it. Farm ALL the minions>trying for kills. | ||
SnK-Arcbound
United States4423 Posts
On December 02 2011 03:13 JackDino wrote: She's not nerfed because she's almost all skillshot, champions with skillshots are usually stronger than nonskillshot champs. Unless you're orianna then you're just a retarded spam champion who does lots of damage if you get lucky. AoE poke isn't the same as a directed projectile. | ||
![]()
TheYango
United States47024 Posts
On December 02 2011 05:34 UniversalSnip wrote: Don't agree, you can make it so that at lower levels the more aggressive player will kill the other one and at higher levels the more aggressive player will constantly send the other one back, THEN start killing him once he's been badly weakened. Either way you get kills, just at a higher level it would take longer because you'd have to cripple your opponent with repeated bluepills. Same result though. And how do you propose doing that without just straight-up increasing the early game damage output that champs can do to each other--which is probably even MORE out of the question from Riot? | ||
koreasilver
9109 Posts
On December 02 2011 04:22 seppolevne wrote: Jungle changes are awesome, can gank whenever and never feel pressured to kill creeps or run around in the most optimal pattern. Spend less time killing small camps, more time to run around and do things. This doesn't make any bloody sense because the camps are going to be up more often, so each gank actually has a higher opportunity cost than before. | ||
gtrsrs
United States9109 Posts
unfortunately he described a game that is pretty much DOTA. high damage early on, broader range of champ scale types (i have been saying since the first game i played of LoL that AP scaling is retarded), champs that are NOT full-game dominators, higher technical skill... and these are the reasons dota is so popular and competitive. long lanes make it so you can't just pussy behind your tower, denying makes it so if you back off the enemy can pull the lane toward them even harder, weaker towers make it so you can go for kills aggressively even early, lose gold on death gives incentive to do all that risky shit, etc in their eagerness to make LoL a different game from DOTA, riot took away a lot of the "depth" of the genre in favor of more "fun." is it bad? fuck no, LoL is super fun and can still be competitive. is it "deep"? not really... not DOTA deep. again, not a bad thing, they're different games, but in order to make a more competitive deeper game, riot would have to pick up some of the key points they intentionally dropped IMO | ||
![]()
TheYango
United States47024 Posts
| ||
Craton
United States17243 Posts
| ||
UniversalSnip
9871 Posts
On December 02 2011 05:38 TheYango wrote: And how do you propose doing that without just straight-up increasing the early game damage output that champs can do to each other--which is probably even MORE out of the question from Riot? Same way they've been doing it, reduce the penalties and increase the rewards for hitting people. That's the idea of the creep damage nerf, healing nerfs, potion nerfs, etc. it's still not there but when I started playing a year ago the game was noticeably more passive, especially if you go back and watch tournament games, holy shit they're so boring. | ||
Craton
United States17243 Posts
| ||
mr_tolkien
France8631 Posts
On December 02 2011 05:25 NotSorry wrote: What are your guys thoughts on weakening tower damage to promote more lane aggression in the earlier stages of the game? Some champs (Lee Sin, nukers, Fizz, ...) would just dive 24/7 then. And don't forget you have a free blink in this game with Flash. Towers are quite good atm. Maybe they should hit creeps a little harder though to make it harder to creep under tower, this way being overpushed would FINALLY be a pain. | ||
| ||