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[Patch 1.0.0.130: Volibear] General Discussion - Page 54

Forum Index > LoL General
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Want to rage about your latest loss?
Use the QQ thread.
If you whine in GD, you'll get warned.
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
December 01 2011 20:14 GMT
#1061
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.
mogwaismusings.wordpress.com
JackDino
Profile Joined July 2010
Gabon6219 Posts
December 01 2011 20:16 GMT
#1062
On December 02 2011 05:06 Blitzkrieg0 wrote:
Show nested quote +
On December 02 2011 04:56 JackDino wrote:
On December 02 2011 04:55 Blitzkrieg0 wrote:
On December 02 2011 04:49 Terranasaur wrote:
The other thing we haven't talked about is the HUGE buffs to TF's and Zilean's passives. I mean, come on, the TF passive now buffs your gold from small monsters by 50%!!


So if you get 250 cs you get en extra doran item. Sounds great.

it's like getting 1 additional creep each wave over your opponent.


Except creep wave gold scales and TF passive doesn't.

It's still a free ward every ~3minutes.
This isnt Broodwar so I dont owe anyone respect for beating me. -arb
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
December 01 2011 20:17 GMT
#1063
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.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Southlight
Profile Blog Joined August 2007
United States11768 Posts
December 01 2011 20:21 GMT
#1064
Me on a support tends to lead to that too :> Bottom lane so exciting.
oraoraoraoraoraoraoraora
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
December 01 2011 20:23 GMT
#1065
On December 02 2011 05:16 JackDino wrote:
Show nested quote +
On December 02 2011 05:06 Blitzkrieg0 wrote:
On December 02 2011 04:56 JackDino wrote:
On December 02 2011 04:55 Blitzkrieg0 wrote:
On December 02 2011 04:49 Terranasaur wrote:
The other thing we haven't talked about is the HUGE buffs to TF's and Zilean's passives. I mean, come on, the TF passive now buffs your gold from small monsters by 50%!!


So if you get 250 cs you get en extra doran item. Sounds great.

it's like getting 1 additional creep each wave over your opponent.


Except creep wave gold scales and TF passive doesn't.

It's still a free ward every ~3minutes.


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.
I'll always be your shadow and veil your eyes from states of ain soph aur.
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
December 01 2011 20:25 GMT
#1066
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.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
NotSorry
Profile Blog Joined October 2002
United States6722 Posts
December 01 2011 20:25 GMT
#1067
What are your guys thoughts on weakening tower damage to promote more lane aggression in the earlier stages of the game?
We have now sunk to a depth at which restatement of the obvious is the first duty of intelligent men. - Orwell
Southlight
Profile Blog Joined August 2007
United States11768 Posts
December 01 2011 20:27 GMT
#1068
On December 02 2011 05:25 Two_DoWn wrote:
Show nested quote +
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.


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!
oraoraoraoraoraoraoraora
Noocta
Profile Joined June 2010
France12578 Posts
December 01 2011 20:33 GMT
#1069
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.
" I'm not gonna fight you. I'm gonna kick your ass ! "
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
December 01 2011 20:34 GMT
#1070
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.
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
December 01 2011 20:34 GMT
#1071
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.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
SnK-Arcbound
Profile Joined March 2005
United States4423 Posts
December 01 2011 20:37 GMT
#1072
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
Profile Joined September 2008
United States47024 Posts
December 01 2011 20:38 GMT
#1073
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?
Moderator
koreasilver
Profile Blog Joined June 2008
9109 Posts
December 01 2011 20:43 GMT
#1074
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
Profile Joined June 2010
United States9109 Posts
December 01 2011 20:45 GMT
#1075
i basically agree with yango (on everything)

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
i play ... hearthstone =\^.^/= Winterfox
TheYango
Profile Joined September 2008
United States47024 Posts
December 01 2011 20:49 GMT
#1076
I mean, they thing that irks me the most is that they're completely gutting something that they chose to do completely different from DotA and GOT RIGHT, just because they don't want to backpedal on other things.
Moderator
Craton
Profile Blog Joined December 2009
United States17301 Posts
December 01 2011 20:49 GMT
#1077
this is like bw vs sc2 whining all over again
twitch.tv/cratonz
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
Last Edited: 2011-12-01 20:51:09
December 01 2011 20:50 GMT
#1078
On December 02 2011 05:38 TheYango wrote:
Show nested quote +
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?


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.
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
Craton
Profile Blog Joined December 2009
United States17301 Posts
December 01 2011 20:52 GMT
#1079
It's almost like people have improved since the beginning of the tournament scene. . .
twitch.tv/cratonz
mr_tolkien
Profile Blog Joined June 2010
France8631 Posts
December 01 2011 20:54 GMT
#1080
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.
The legend of Darien lives on
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