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[Patch 1.0.0.131: Viktor] General Discussion - Page 149

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clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
January 10 2012 19:37 GMT
#2961
if it only were that easy to find a champ your really good with
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Hidden_MotiveS
Profile Blog Joined February 2010
Canada2562 Posts
Last Edited: 2012-01-10 19:53:11
January 10 2012 19:38 GMT
#2962
morgs just ungankable and farms really easily. Don't waste time ganking her. There are quite a few champions who scale better into late game than her on equal farm. The ult is very strong though, especially with zhonyas.

Once her binding misses, you have a huge window of opportunity to harass too. AD casters and AD's in general hit through her shield. Characters with silences like even cho or kass can silence her before she uses her shield to harass her. It's hard to zone in mid though, and she can usually heal harass if you let her get off one good tormented soil. If you can clear waves faster than morgana, then her tormented soil will miss. That or the wave will push to tower, causing morgana to at least miss a few cs.


For most matchups, morgana isn't overpowered, just annoying since you can't do anything to her.
For others she will always push you to tower meaning you'll end up with half the cs come late game.
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
January 10 2012 19:39 GMT
#2963
On January 11 2012 04:23 turdburgler wrote:
Show nested quote +
On January 11 2012 04:07 Mogwai wrote:
On January 11 2012 03:40 Treadmill wrote:
On January 11 2012 03:30 Mogwai wrote:
On January 11 2012 03:06 Treadmill wrote:
On January 11 2012 02:59 wei2coolman wrote:
Did anyone notice that after the jungle changes that the frequency of ganks have actually gone up?

I remember a few weeks back, everyone was ridiculing how the new jungle was going to be a farm fest, (I even said this myself). Damn was I wrong.

I'm gonna be impressed how all the "riot are morons who are ruining their own game" crowd are gonna contort themselves to neither admit they were wrong nor give riot any credit.

I'm not going to admit that I was wrong or give riot any credit because the game is so much worse now than it was 3 months ago that it's not even fucking funny. new masteries and new jungle were both huge net changes for the worse. so sure, the jungle changes ended up not playing out how some of us expected them to, but that doesn't mean I enjoy getting camped top lane for the first 5 minutes of the game with essentially no consequence.

Sorry, I don't want to start a fight here but I'm genuinely confused. When all the changes came through I though the main complaint people had was passivity, especially in the early game. And riot acknowledged that and said their changes were aimed at resolving that. And the response of the community was that the changes would just make the game more passive not less (and thes complaints accomanied by much bitching and name-calling directed at riot). Only that turns out to be wrong and the game is less passive.

You seem (to me) to be complaining that you can't just passively free-farm like you could before - but I though that was exactly what the changes were supposed to do. MAYBE you could turn around and say "hey the GOAL of the changes is bad" but isn't that the fault of the community for bitching at riot about a problem that wasn't really a problem?

I'm complaining that I can't play an aggressive laner top because I will just get camped. You know what the net impact on my character selection is due to the new changes? no more pantheon top, no more jarman top. now I only pick assholes who have absurd sustain or can play completely passively in lane and still manage to succeed. I'm not even trying to play 1v1 matchups anymore because you'll get burnt for that more often than not. It's more worthwhile to only make plays with your jungler now because chances are the opposing jungler is camping you too, because seriously, what the fuck else is he going to do?

Look, they saw a passivity problem and they approached it the wrong way. Here are the real passivity problems:
1. High sustain and/or high difficulty gank targets @ top lane who scale well with farm into late game (Yorrick, Nidalee, Trynd, Riven, GP)
2. Blue buff on APs who can clear creep waves quickly (zzzzz, instafarming every wave in the shortest lane, so exciting...)
3. No way to gank bot lane vs. a good support

FFS, the part of the game that needed the least work in terms of active play was the jungle, and it's where they put all their effort. Before the change, golems -> level 2 gank a lane was a viable and popular strategy. Early ganks were all over the place and they were strong, but back then they had an oppurtunity cost in terms of how they set you back compared to someone who was actually farming the jungle and possibly counterjungling your jungle. Fast 6 routes and early dragon threats were legitimate threats from a jungler who chose not to do early gank, it introduced an interesting gameplay decision, but now if you don't gank early and often, you're still lucky to get a level on someone who doesn't even succeed with their jungle ganks and even without kills, the level of lane presence they provide to their lanes while you farm the jungle will typically at worse break even in terms of the free cs they give their team vs. the cs you get from jungling.


so you suggest what to punish people more for failing ganks? more jungle xp in general? less of it on the buff mobs? less xp but even easier / faster packs?

since its not going to go back to how it was before so even if you hate the current version asking for the old version is just wasting your own time :D


On January 11 2012 04:31 clickrush wrote:
your team deserves to lose when you dont get help while enemy jungler camps lane constantly. things like this make the game much more interesting to watch and to play imo. the more active the junglers the better.


sorry but you guys just don't get it and I'm not going to waste my time with a real response. if you think the game is better off now than it was before, we have nowhere to go. I think what I'm asking for is pretty damn clear, if you haven't figured it out yet, IT'S AN ACTUAL GAMEPLAY DECISION INSTEAD OF CAMP LANE vs. LOSE THE GAME.
mogwaismusings.wordpress.com
bmn
Profile Joined August 2010
886 Posts
January 10 2012 19:41 GMT
#2964
On January 11 2012 04:18 Ryuu314 wrote:
Show nested quote +
On January 11 2012 04:12 bmn wrote:
Hey guys,

Apologies in advance for long post.

Got to level 30 yesterday and I'm wondering which characters I should try to focus on for ranked play.

I have no intentions to become a pro, but I enjoy playing with a good team and good opponents, and I enjoy pushing myself and improving (as much as I have time for). I greatly prefer draft over blind, and I'd like to start playing ranked.

My problem is: I enjoy trying a variety of champs, and I haven't stuck to any for very long, so far. (If I have any most-played ones, it'd be Lee Sin and Karma.)

Can you guys give me any tips on whether the following are decent choices to stick to when starting to play ranked games?
The two questions I need help with:
- Are these champs decent enough (at low skill level) to make them viable picks?
- Is this selection of champs well-rounded enough for draft games, or am I missing any important role?

Characters I was thinking of sticking to for now:

AP: Cassiopeia, Fiddlesticks, maybe also Ezrael (yes, AP, not AD)
AD, off-tank: Dr. Mundo, Lee Sin
Jungler: Lee Sin, Nocturne
Support: Karma

I have a bunch of other characters unlocked, so I can swap choices.

I was also thinking of trying Urgot/Talon/Akali because they look like I'd enjoy playing them; Urgot also because I don't have a lot of strong late-game carries. (I have Vayne and usually do well, just find her boring to play.)


Any comments appreciated!

Also, what should the first pick in draft pick usually be? The carry? Does it matter?
Does strategic counter-picking matter at low ELOs and in placement, or should I just try to pick whatever I am best at and what works well with our team?

Cassiopeia is a solid AP. Fiddlesticks as an AP solo is pretty iffy; he has terrible laning until he gets a good amount of levels at which point he becomes a monster 1v1. Getting to that point against good players will be extremely hard, but at lower levels it works just fine. AP Ezrael is a waste. Mundo is bad. Lee sin is good in lane; he's still okay in jungle but because of changes you gotta get lots of good ganks off or you will fall behind very hard. Nocturne is a great jungler. Karma is not a support; if you want to play Karma play her AP mid. She has terrible base values and supports need somewhat high base values. A good support to pick up would be from the following: Soraka, Sona, Janna, Leona, Nunu, Alistar, Taric.

Talon/Akali are fun, but have a decently high skill cap. If you want a strong late-game carry, Urgot's not the best choice. He's a lane dominator that's also really strong mid-game. Urgot falls off late game compared to other AD carries. The strongest late-game AD carries are probably Vayne, Tristana, Kog'maw (but he fell out of favor).


Thank you, you reply is very helpful!

I noticed the same thing with Lee Sin, I often fall behind quickly when jungling if my first ganks don't work out. When laning, he's really best as an off-tank DPS, not really that viable as pure DPS (carry) late-game, right? Doesn't that usually mean that he'll be kinda duplicating the role that the jungler often has late-game?

Thanks, I guess I'll mostly stick to Cass/Fiddle for AP then. Kassadin seems good too, but I didn't enjoy him as much.

Why does everybody hate on Mundo :[ He seems fun, and I enjoy playing relatively obscure characters -- but if he really is that bad, I'll stop (seemed to work out fine the first few games).

Do any of the supports you mentioned have a more "active"/flexible role than e.g. Soraka? I like Karma because of that (even if her buffs are weaker); I really don't think I'd enjoy playing Soraka/Sona, but I don't know what playing Janna/Leona is like in comparison.

How does Talon compare to Urgot for usefulness in late-game team fights? Would AD Ezrael be a good choice to give me a strong late-game carry option?

(Akali seems a lot more situational and more gank/chase oriented; she seems to be much less useful when the other team has detection/oracle in team fights.)

Thanks again for all the info.
Sandster
Profile Joined November 2006
United States4054 Posts
Last Edited: 2012-01-10 19:47:01
January 10 2012 19:44 GMT
#2965
On January 11 2012 04:12 bmn wrote:
Can you guys give me any tips on whether the following are decent choices to stick to when starting to play ranked games?
The two questions I need help with:
- Are these champs decent enough (at low skill level) to make them viable picks?
- Is this selection of champs well-rounded enough for draft games, or am I missing any important role?

Characters I was thinking of sticking to for now:

AP: Cassiopeia, Fiddlesticks, maybe also Ezrael (yes, AP, not AD)
AD, off-tank: Dr. Mundo, Lee Sin
Jungler: Lee Sin, Nocturne
Support: Karma

Also, what should the first pick in draft pick usually be? The carry? Does it matter?
Does strategic counter-picking matter at low ELOs and in placement, or should I just try to pick whatever I am best at and what works well with our team?


It's really important to learn every role early on (except maybe support early in ranked). You get a better sense of the game this way.

1) Learn to not lose your lane
2) Learn to carry the game

You should learn to play the standard or "broken" champions in each role because they offer you the most control in the game. In other words, at least learn to play Morgana/Ryze (and Cassio), some combination of Trist/Graves/Vayne/Corki/Cait, and in addition to Lee/Nocturne possibly Rammus/Udyr/Skarner/Maokai. Top lanes are a lot more diverse, although Mundo is fairly weak; you have tons of options like Rumble, Kennen, Trynd, Riven, Irelia, Renek, GP, etc etc. Just pick a few you like.

After a few games with each, you'll have a much better idea of of how to properly handle each lane. You'll be a better player overall, with better understanding of game flow and lane matchups. After that, you can start playing more niche champions because you'll know the strengths/weaknesses of the "broken" champions that you'll likely lane against.

Realize that's a lot of champions, and you're going to need to play a *lot* of games to get comfortable with them. This is why most people advise against starting ranked until you've played a number of games at level 30. Then as you improve, you'll have to relearn the game because you realized the games you played had trash players, and how you abused lesser players no longer work. This game takes a long time to improve, and there aren't shortcuts. Good luck!

EDIT: "AD" refers to an ranged AD carry, usually in bot lane. Lee is usually a bruiser, i.e. someone who builds tanky with a few damage items. For the most part, if built pure AD he can't do his job properly because he dies too quickly.
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
January 10 2012 19:44 GMT
#2966
On January 11 2012 04:39 Mogwai wrote:
Show nested quote +
On January 11 2012 04:23 turdburgler wrote:
On January 11 2012 04:07 Mogwai wrote:
On January 11 2012 03:40 Treadmill wrote:
On January 11 2012 03:30 Mogwai wrote:
On January 11 2012 03:06 Treadmill wrote:
On January 11 2012 02:59 wei2coolman wrote:
Did anyone notice that after the jungle changes that the frequency of ganks have actually gone up?

I remember a few weeks back, everyone was ridiculing how the new jungle was going to be a farm fest, (I even said this myself). Damn was I wrong.

I'm gonna be impressed how all the "riot are morons who are ruining their own game" crowd are gonna contort themselves to neither admit they were wrong nor give riot any credit.

I'm not going to admit that I was wrong or give riot any credit because the game is so much worse now than it was 3 months ago that it's not even fucking funny. new masteries and new jungle were both huge net changes for the worse. so sure, the jungle changes ended up not playing out how some of us expected them to, but that doesn't mean I enjoy getting camped top lane for the first 5 minutes of the game with essentially no consequence.

Sorry, I don't want to start a fight here but I'm genuinely confused. When all the changes came through I though the main complaint people had was passivity, especially in the early game. And riot acknowledged that and said their changes were aimed at resolving that. And the response of the community was that the changes would just make the game more passive not less (and thes complaints accomanied by much bitching and name-calling directed at riot). Only that turns out to be wrong and the game is less passive.

You seem (to me) to be complaining that you can't just passively free-farm like you could before - but I though that was exactly what the changes were supposed to do. MAYBE you could turn around and say "hey the GOAL of the changes is bad" but isn't that the fault of the community for bitching at riot about a problem that wasn't really a problem?

I'm complaining that I can't play an aggressive laner top because I will just get camped. You know what the net impact on my character selection is due to the new changes? no more pantheon top, no more jarman top. now I only pick assholes who have absurd sustain or can play completely passively in lane and still manage to succeed. I'm not even trying to play 1v1 matchups anymore because you'll get burnt for that more often than not. It's more worthwhile to only make plays with your jungler now because chances are the opposing jungler is camping you too, because seriously, what the fuck else is he going to do?

Look, they saw a passivity problem and they approached it the wrong way. Here are the real passivity problems:
1. High sustain and/or high difficulty gank targets @ top lane who scale well with farm into late game (Yorrick, Nidalee, Trynd, Riven, GP)
2. Blue buff on APs who can clear creep waves quickly (zzzzz, instafarming every wave in the shortest lane, so exciting...)
3. No way to gank bot lane vs. a good support

FFS, the part of the game that needed the least work in terms of active play was the jungle, and it's where they put all their effort. Before the change, golems -> level 2 gank a lane was a viable and popular strategy. Early ganks were all over the place and they were strong, but back then they had an oppurtunity cost in terms of how they set you back compared to someone who was actually farming the jungle and possibly counterjungling your jungle. Fast 6 routes and early dragon threats were legitimate threats from a jungler who chose not to do early gank, it introduced an interesting gameplay decision, but now if you don't gank early and often, you're still lucky to get a level on someone who doesn't even succeed with their jungle ganks and even without kills, the level of lane presence they provide to their lanes while you farm the jungle will typically at worse break even in terms of the free cs they give their team vs. the cs you get from jungling.


so you suggest what to punish people more for failing ganks? more jungle xp in general? less of it on the buff mobs? less xp but even easier / faster packs?

since its not going to go back to how it was before so even if you hate the current version asking for the old version is just wasting your own time :D


Show nested quote +
On January 11 2012 04:31 clickrush wrote:
your team deserves to lose when you dont get help while enemy jungler camps lane constantly. things like this make the game much more interesting to watch and to play imo. the more active the junglers the better.


sorry but you guys just don't get it and I'm not going to waste my time with a real response. if you think the game is better off now than it was before, we have nowhere to go. I think what I'm asking for is pretty damn clear, if you haven't figured it out yet, IT'S AN ACTUAL GAMEPLAY DECISION INSTEAD OF CAMP LANE vs. LOSE THE GAME.


I think your raging about how the game is right now, despite knowing that it evolves constantly and that there are probably alot of things that will change just because players figure out the new ways of playing. I just expect alot more problem solving oriented thinking (sry don't know the right english term for this) from a player like you.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-01-10 19:47:29
January 10 2012 19:46 GMT
#2967
On January 11 2012 04:44 clickrush wrote:
I think your raging about how the game is right now, despite knowing that it evolves constantly and that there are probably alot of things that will change just because players figure out the new ways of playing. I just expect alot more problem solving oriented thinking (sry don't know the right english term for this) from a player like you.

I said this before, but my quip with it isn't how the game evolves, but how Riot WANTS the game to evolve. They've made their stance pretty clear on a lot of these issues, and I honestly don't agree with the direction they want to take the game in a lot of ways. Even if the game develops certain ways on it's own, Riot's always been extremely active (in my opinion overly so) in stifling gameplay developments they dislike.
Moderator
bmn
Profile Joined August 2010
886 Posts
Last Edited: 2012-01-10 19:52:58
January 10 2012 19:48 GMT
#2968
On January 11 2012 04:34 Terranasaur wrote:
Show nested quote +
On January 11 2012 04:12 bmn wrote:
Hey guys,

Apologies in advance for long post.

Got to level 30 yesterday and I'm wondering which characters I should try to focus on for ranked play.

I have no intentions to become a pro, but I enjoy playing with a good team and good opponents, and I enjoy pushing myself and improving (as much as I have time for). I greatly prefer draft over blind, and I'd like to start playing ranked.

My problem is: I enjoy trying a variety of champs, and I haven't stuck to any for very long, so far. (If I have any most-played ones, it'd be Lee Sin and Karma.)

Can you guys give me any tips on whether the following are decent choices to stick to when starting to play ranked games?
The two questions I need help with:
- Are these champs decent enough (at low skill level) to make them viable picks?
- Is this selection of champs well-rounded enough for draft games, or am I missing any important role?

Characters I was thinking of sticking to for now:

AP: Cassiopeia, Fiddlesticks, maybe also Ezrael (yes, AP, not AD)
AD, off-tank: Dr. Mundo, Lee Sin
Jungler: Lee Sin, Nocturne
Support: Karma

I have a bunch of other characters unlocked, so I can swap choices.

I was also thinking of trying Urgot/Talon/Akali because they look like I'd enjoy playing them; Urgot also because I don't have a lot of strong late-game carries. (I have Vayne and usually do well, just find her boring to play.)


Any comments appreciated!

Also, what should the first pick in draft pick usually be? The carry? Does it matter?
Does strategic counter-picking matter at low ELOs and in placement, or should I just try to pick whatever I am best at and what works well with our team?


Congratulations! Also, no need to apologize for a long post. Makes it easier to offer advice.

If your main goal is to win games and increase ELO (which might not be a bad strategy for your placement matches) you'll want to learn some champs considered to be Pubstompers. Tryn, Shaco, Sion, Xin, ect... and take them whenever you can. A good rule of thumb would be, whenever you see a champ that is always banned, not get banned, you want that champ on your team.

As for your specific roles:

Cass is a great AP. Fiddle can be really strong. I'd suggest you also learn Ryze. His Sustained damage is similar to Cass. You'll also want to learn a strong burst caster. I'd suggest Brand or Xerath. Knowing those champs will give you more flexibility with your picks.

AD Off Tank- Lee can be good here, but is better in jungle. While I think Mundo is viable, its just really rare to see a good Mundo so people tend to think of this as a troll pick. Try to pick up GP. He's very strong in this roll. Irelia and Nasus are great as well. And Jax. Jax is a sentimental pick for me. One of my first and favorite champs.

Jungler: No reason to not own Rammus. If you get him in a draft game, (rare, but it happens) you can completely wreck enemy teams. Udyr would be another great champ to learn. He can also be played as a strong top laner. Very viable. Lee and Nocturne are good picks as well. Both have great gank potential.

Support: Karma is not the most traditional, but is a good pick. If you like non traditional, try Blitz. However, I think this role is one where the common picks are the best. Soraka/Sona God Tier. Alistar is also very strong and a lot of fun. Headbutting fools with a huge Minotaur is very satisfying.

For ranged AD: Learn Urgot over Vayne. There are already plenty of Vaynes around. I'd also suggest Twitch. He's a lot of fun... and simply wrecks people that are unprepared.

As for counterpicking, I would say do what you are strongest at first, or what you are trying to learn. The advantage you gain by a solid counterpick probably won't outweigh the disadvantage of playing a champ you are less familiar with. When this changes, you know it is time to counterpick.


Yay, another great reply -- hadn't seen it at first. Thanks a lot!

It seems that Cass is generally considered solid, and I tend to do well with her too, so I'll definitely keep her. I'll stick to Fiddle as an alternative (only played him a half-dozen times), but I appreciate the Ryze suggestion. I do have Xerath, and I should play him more -- he's such a pain to lane against.

I'll consider Rammus as my next jungler, he's always been banned so I'd like to see why.
And I guess picking up a traditional support is something I should just do for the sake of the team.

Ranged AD -- I do have twitch, but forgot that he'd be a viable choice there, thanks. Glad to hear Urgot doesn't have a reputation as bad as Mundo.

Appreciate the tips!


Edit: And another reply.

Sandster, thanks for the clarification. I thought AD just meant any character relying on auto-attacks for damage, but it's true that Lee Sin isn't really a good fit for that definition.

I guess I should bite the bullet and not avoid conventional choices (Vayne for AD, Sona/Soraka for support) just out of personal dislike of overly conventional play; at least it'll get me a better understanding. And yeah, perhaps I should avoid the ranked placement games until I have a better idea of how to play which roles/champs effectively
Craton
Profile Blog Joined December 2009
United States17235 Posts
Last Edited: 2012-01-10 19:58:04
January 10 2012 19:51 GMT
#2969
On January 11 2012 04:07 Brees wrote:
Show nested quote +
On January 11 2012 03:56 Craton wrote:
Morg is hugely overrated.


nah man if your good with her she wins games really easily. flash ulti with hourglass 5 man stun is broken whether you want to admit it or not

Not sure if sarcastic. You're going to hit ult on ~3 people in a typical fight and get a stun on maybe one.

ook, they saw a passivity problem and they approached it the wrong way. Here are the real passivity problems:
1. High sustain and/or high difficulty gank targets @ top lane who scale well with farm into late game (Yorrick, Nidalee, Trynd, Riven, GP)
2. Blue buff on APs who can clear creep waves quickly (zzzzz, instafarming every wave in the shortest lane, so exciting...)
3. No way to gank bot lane vs. a good support

High difficulty gank targets is definitely a problem, but it comes in more forms than just over-scaling top laners. It's stupid how many champs have low CD blinks that render them literally impossible to gank in 99% of scenarios.

Dual AoE clearing mids isn't a huge deal and not hugely common. When it does happen it's usually just one side who can push hard, but you can use it to your advantage by freezing the wave and pressuring with jungler or the five million assassins that can 100-0 if you come too close.

Bot is also not ungankable, you just need to be aware of where the wards are so you don't waste time. It's very uncommon to have all three routes warded at all times.
twitch.tv/cratonz
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2012-01-10 19:55:46
January 10 2012 19:53 GMT
#2970
On January 11 2012 04:41 bmn wrote:
Show nested quote +
On January 11 2012 04:18 Ryuu314 wrote:
On January 11 2012 04:12 bmn wrote:
Hey guys,

Apologies in advance for long post.

Got to level 30 yesterday and I'm wondering which characters I should try to focus on for ranked play.

I have no intentions to become a pro, but I enjoy playing with a good team and good opponents, and I enjoy pushing myself and improving (as much as I have time for). I greatly prefer draft over blind, and I'd like to start playing ranked.

My problem is: I enjoy trying a variety of champs, and I haven't stuck to any for very long, so far. (If I have any most-played ones, it'd be Lee Sin and Karma.)

Can you guys give me any tips on whether the following are decent choices to stick to when starting to play ranked games?
The two questions I need help with:
- Are these champs decent enough (at low skill level) to make them viable picks?
- Is this selection of champs well-rounded enough for draft games, or am I missing any important role?

Characters I was thinking of sticking to for now:

AP: Cassiopeia, Fiddlesticks, maybe also Ezrael (yes, AP, not AD)
AD, off-tank: Dr. Mundo, Lee Sin
Jungler: Lee Sin, Nocturne
Support: Karma

I have a bunch of other characters unlocked, so I can swap choices.

I was also thinking of trying Urgot/Talon/Akali because they look like I'd enjoy playing them; Urgot also because I don't have a lot of strong late-game carries. (I have Vayne and usually do well, just find her boring to play.)


Any comments appreciated!

Also, what should the first pick in draft pick usually be? The carry? Does it matter?
Does strategic counter-picking matter at low ELOs and in placement, or should I just try to pick whatever I am best at and what works well with our team?

Cassiopeia is a solid AP. Fiddlesticks as an AP solo is pretty iffy; he has terrible laning until he gets a good amount of levels at which point he becomes a monster 1v1. Getting to that point against good players will be extremely hard, but at lower levels it works just fine. AP Ezrael is a waste. Mundo is bad. Lee sin is good in lane; he's still okay in jungle but because of changes you gotta get lots of good ganks off or you will fall behind very hard. Nocturne is a great jungler. Karma is not a support; if you want to play Karma play her AP mid. She has terrible base values and supports need somewhat high base values. A good support to pick up would be from the following: Soraka, Sona, Janna, Leona, Nunu, Alistar, Taric.

Talon/Akali are fun, but have a decently high skill cap. If you want a strong late-game carry, Urgot's not the best choice. He's a lane dominator that's also really strong mid-game. Urgot falls off late game compared to other AD carries. The strongest late-game AD carries are probably Vayne, Tristana, Kog'maw (but he fell out of favor).


Thank you, you reply is very helpful!

I noticed the same thing with Lee Sin, I often fall behind quickly when jungling if my first ganks don't work out. When laning, he's really best as an off-tank DPS, not really that viable as pure DPS (carry) late-game, right? Doesn't that usually mean that he'll be kinda duplicating the role that the jungler often has late-game?

Thanks, I guess I'll mostly stick to Cass/Fiddle for AP then. Kassadin seems good too, but I didn't enjoy him as much.

Why does everybody hate on Mundo :[ He seems fun, and I enjoy playing relatively obscure characters -- but if he really is that bad, I'll stop (seemed to work out fine the first few games).

Do any of the supports you mentioned have a more "active"/flexible role than e.g. Soraka? I like Karma because of that (even if her buffs are weaker); I really don't think I'd enjoy playing Soraka/Sona, but I don't know what playing Janna/Leona is like in comparison.

How does Talon compare to Urgot for usefulness in late-game team fights? Would AD Ezrael be a good choice to give me a strong late-game carry option?

(Akali seems a lot more situational and more gank/chase oriented; she seems to be much less useful when the other team has detection/oracle in team fights.)

Thanks again for all the info.

Laning Lee sin can afford to go for more expensive itemization than jungle Lee sin. Lee sin has some really great scaling so while Warmogs+Atmas is pretty core, if you're ahead you build your lead quite well with some damage items like Last whisper or bloodthirster. But Lee sin is mostly a tanky dps/bruiser champ and should be played as such.

Mundo simply isn't a very good champion. He does okay to a certain skill level, but his kit just isn't very strong. If he's working for you that's fine, but don't expect to get very high level with mundo. There's this one guy, kmax9, who has over 2k ranked games played with Mundo over the course of season 1 and 2 and he has yet to break 1500 elo. Granted, he could just be really bad (which I think he is), but 2k games of experience with one champ is nothing to scoff at.

If you want a more flexible/active support, I'd go for Alistar, Blitzcrank, and Leona. Janna and Nunu can be pretty aggressive too depending on the matchup. Sona can actually be really really aggressive since she has insane early game burst with her Q and passive.

Talon and Urgot are different roles. Talon is an assassin that tries to insta-gib the enemy squishies, whereas Urgot is an AD carry that focuses on putting out sustained damage on anyone he can reach. Akali is pretty situational, but all assassins are rather situational. This includes Talon and Katarina. They're also very high skill cap; in the hands of a good player, they can wreck absolute havoc, but in lesser skilled hands they have a tendency to dive in and blow up instantly, doing no damage. AD Ez can be a good carry, but his late-game is a bit weaker compared to say Vayne/Trist/Kog because he relies on landing his skillshots to do most of the damage.

EDIT: Non-conventional champions/play works, but it's always a risk. Things are conventional/part of the meta because they work and are proven to work well. That being said, non-conventional strategies and picks are part of what causes the metagame to shift, so they're not all bad. If you understand what you're doing and do your role well, anything can work to a certain extent.
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
January 10 2012 19:59 GMT
#2971
On January 11 2012 04:38 Hidden_MotiveS wrote:
morgs just ungankable and farms really easily. Don't waste time ganking her. There are quite a few champions who scale better into late game than her on equal farm. The ult is very strong though, especially with zhonyas.

Once her binding misses, you have a huge window of opportunity to harass too. AD casters and AD's in general hit through her shield. Characters with silences like even cho or kass can silence her before she uses her shield to harass her. It's hard to zone in mid though, and she can usually heal harass if you let her get off one good tormented soil. If you can clear waves faster than morgana, then her tormented soil will miss. That or the wave will push to tower, causing morgana to at least miss a few cs.


For most matchups, morgana isn't overpowered, just annoying since you can't do anything to her.
For others she will always push you to tower meaning you'll end up with half the cs come late game.

morgana is not ungankable, it depends on the lane matchup. Any hero that can pop her shield can assist a gank enough to kill her, it just takes proper sequencing to make sure the cc goes through.
"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."
Sandster
Profile Joined November 2006
United States4054 Posts
January 10 2012 20:01 GMT
#2972
There's nothing wrong with picking champions you like, Mundo and Urgot included. The reason to first learn standard champions is to understand the role first.

For example, the reason many people learn AD with Caitlyn is because she's a safe farmer with long range + escape, has a strong early game (even if they can't fully utilize it), and has solid game potential. She's not always the best pick, but you learn the AD role well (farm in lane without overextending, and proper positioning and targets in team fights). But if you only play her you won't play Vayne very well because it's a completely different playstyle. Similarly if you only play Urgot you learn how to have a strong early game, but fall off later on.
Chiharu Harukaze
Profile Joined September 2011
12112 Posts
January 10 2012 20:04 GMT
#2973
On January 11 2012 05:01 Sandster wrote:
There's nothing wrong with picking champions you like, Mundo and Urgot included. The reason to first learn standard champions is to understand the role first.

Just to second this point. If you pick an unconventional champion, you're telling me you're super good at them and you know 100% you're going to crush your lane with it. Excuses not tolerated. Certain champions are unconventional for a reason, whether it be their lack of laning presence, scaling issues, inability to synergise with their team, or there being superior options. If you knowingly pick something that isn't standard, you better have a very good reason for it. But that's just how I see it.
It's like, "Is the Federation's Mobile Suit some kind of monster?"
Treadmill
Profile Joined July 2010
Canada2833 Posts
Last Edited: 2012-01-10 20:11:56
January 10 2012 20:11 GMT
#2974
On January 11 2012 04:07 Mogwai wrote:
Show nested quote +
On January 11 2012 03:40 Treadmill wrote:
On January 11 2012 03:30 Mogwai wrote:
On January 11 2012 03:06 Treadmill wrote:
On January 11 2012 02:59 wei2coolman wrote:
Did anyone notice that after the jungle changes that the frequency of ganks have actually gone up?

I remember a few weeks back, everyone was ridiculing how the new jungle was going to be a farm fest, (I even said this myself). Damn was I wrong.

I'm gonna be impressed how all the "riot are morons who are ruining their own game" crowd are gonna contort themselves to neither admit they were wrong nor give riot any credit.

I'm not going to admit that I was wrong or give riot any credit because the game is so much worse now than it was 3 months ago that it's not even fucking funny. new masteries and new jungle were both huge net changes for the worse. so sure, the jungle changes ended up not playing out how some of us expected them to, but that doesn't mean I enjoy getting camped top lane for the first 5 minutes of the game with essentially no consequence.

Sorry, I don't want to start a fight here but I'm genuinely confused. When all the changes came through I though the main complaint people had was passivity, especially in the early game. And riot acknowledged that and said their changes were aimed at resolving that. And the response of the community was that the changes would just make the game more passive not less (and thes complaints accomanied by much bitching and name-calling directed at riot). Only that turns out to be wrong and the game is less passive.

You seem (to me) to be complaining that you can't just passively free-farm like you could before - but I though that was exactly what the changes were supposed to do. MAYBE you could turn around and say "hey the GOAL of the changes is bad" but isn't that the fault of the community for bitching at riot about a problem that wasn't really a problem?

I'm complaining that I can't play an aggressive laner top because I will just get camped. You know what the net impact on my character selection is due to the new changes? no more pantheon top, no more jarman top. now I only pick assholes who have absurd sustain or can play completely passively in lane and still manage to succeed. I'm not even trying to play 1v1 matchups anymore because you'll get burnt for that more often than not. It's more worthwhile to only make plays with your jungler now because chances are the opposing jungler is camping you too, because seriously, what the fuck else is he going to do?

Look, they saw a passivity problem and they approached it the wrong way. Here are the real passivity problems:
1. High sustain and/or high difficulty gank targets @ top lane who scale well with farm into late game (Yorrick, Nidalee, Trynd, Riven, GP)
2. Blue buff on APs who can clear creep waves quickly (zzzzz, instafarming every wave in the shortest lane, so exciting...)
3. No way to gank bot lane vs. a good support

FFS, the part of the game that needed the least work in terms of active play was the jungle, and it's where they put all their effort. Before the change, golems -> level 2 gank a lane was a viable and popular strategy. Early ganks were all over the place and they were strong, but back then they had an oppurtunity cost in terms of how they set you back compared to someone who was actually farming the jungle and possibly counterjungling your jungle. Fast 6 routes and early dragon threats were legitimate threats from a jungler who chose not to do early gank, it introduced an interesting gameplay decision, but now if you don't gank early and often, you're still lucky to get a level on someone who doesn't even succeed with their jungle ganks and even without kills, the level of lane presence they provide to their lanes while you farm the jungle will typically at worse break even in terms of the free cs they give their team vs. the cs you get from jungling.

Okay. Well, thanks. I do see what you mean now. I have to think more before I have an opinion then.
Parnage
Profile Blog Joined February 2010
United States7414 Posts
January 10 2012 20:12 GMT
#2975
I am kind of with Mog on this, I enjoyed the choice to power to six(you know that thing that made WW/Yi/Shaco's other option really good?) and be a dragon threat or I could gank early or even just come in and do some damage to lane and blow some summoners.

Now if it's any non current top jungler I either gank or farm, if I am feeling particularly impish I can go into the other guys jungle and take his big wraith which would slow him down except his entire jungle will be back up sooner or later so it's more a slap to the face then an actual setback for them.

If I gank and do not net a kill or at least take xp/gold from the lane I fall behind. Moving on to that problem we have the entire I have to pretty much pick tower dive capable junglers or run exhaust smite on them because every lane just abouts like to push the guy to his tower and then scream for ganks and god forbid you try to explain to them why it wouldn't work.

I miss the old jungle's freedom of choice on gameplay but hated the CV's because you knew where I was going to be. I love the randomness of the new jungle paths but hate it forcing me to try and kill or sit in it till I am bored.

I dunno, I don't despise the new jungle but it makes it quite more difficult to carry from it at times.
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
bmn
Profile Joined August 2010
886 Posts
January 10 2012 20:13 GMT
#2976
On January 11 2012 04:53 Ryuu314 wrote:
Laning Lee sin can afford to go for more expensive itemization than jungle Lee sin. Lee sin has some really great scaling so while Warmogs+Atmas is pretty core, if you're ahead you build your lead quite well with some damage items like Last whisper or bloodthirster. But Lee sin is mostly a tanky dps/bruiser champ and should be played as such.

Mundo simply isn't a very good champion. He does okay to a certain skill level, but his kit just isn't very strong. If he's working for you that's fine, but don't expect to get very high level with mundo. There's this one guy, kmax9, who has over 2k ranked games played with Mundo over the course of season 1 and 2 and he has yet to break 1500 elo. Granted, he could just be really bad (which I think he is), but 2k games of experience with one champ is nothing to scoff at.

If you want a more flexible/active support, I'd go for Alistar, Blitzcrank, and Leona. Janna and Nunu can be pretty aggressive too depending on the matchup. Sona can actually be really really aggressive since she has insane early game burst with her Q and passive.

Talon and Urgot are different roles. Talon is an assassin that tries to insta-gib the enemy squishies, whereas Urgot is an AD carry that focuses on putting out sustained damage on anyone he can reach. Akali is pretty situational, but all assassins are rather situational. This includes Talon and Katarina. They're also very high skill cap; in the hands of a good player, they can wreck absolute havoc, but in lesser skilled hands they have a tendency to dive in and blow up instantly, doing no damage. AD Ez can be a good carry, but his late-game is a bit weaker compared to say Vayne/Trist/Kog because he relies on landing his skillshots to do most of the damage.

EDIT: Non-conventional champions/play works, but it's always a risk. Things are conventional/part of the meta because they work and are proven to work well. That being said, non-conventional strategies and picks are part of what causes the metagame to shift, so they're not all bad. If you understand what you're doing and do your role well, anything can work to a certain extent.


I see, thanks for elaborating. Yeah, I can understand that Mundo doesn't have a great skill kit, I didn't actually quite understand *why* I did well either. (And I wasn't exactly wrecking their team either.)

While I enjoy unconventional characters, it's not so much for the sake of doing odd things, but rather doing viable (if slightly less powerful) things that don't feel entirely explored.

I enjoy Lee Sin because of his very diverse skill set (and high skill cap), even though he's a very common pick. I enjoyed Fiddlesticks because his high cooldowns and useless auto-attack (haven't tried crittlesticks yet) mean that you need to be very careful about when to use your skills. Cass because her lack of good escapes means you need to exercise a lot of judgement (as does use of her ultimate).

I didn't enjoy Vayne that much because she felt a lot more straight-forward (not necessarily /easy/, you still need to be careful about positioning, etc., but she didn't feel as "deep" as a character, and I didn't feel as engaged while playing her).

But I think I have all the answers I looked for, this was just to clarify my character choices
Thanks a lot guys!
turdburgler
Profile Blog Joined January 2011
England6749 Posts
January 10 2012 20:18 GMT
#2977
On January 11 2012 04:39 Mogwai wrote:
Show nested quote +
On January 11 2012 04:23 turdburgler wrote:
On January 11 2012 04:07 Mogwai wrote:
On January 11 2012 03:40 Treadmill wrote:
On January 11 2012 03:30 Mogwai wrote:
On January 11 2012 03:06 Treadmill wrote:
On January 11 2012 02:59 wei2coolman wrote:
Did anyone notice that after the jungle changes that the frequency of ganks have actually gone up?

I remember a few weeks back, everyone was ridiculing how the new jungle was going to be a farm fest, (I even said this myself). Damn was I wrong.

I'm gonna be impressed how all the "riot are morons who are ruining their own game" crowd are gonna contort themselves to neither admit they were wrong nor give riot any credit.

I'm not going to admit that I was wrong or give riot any credit because the game is so much worse now than it was 3 months ago that it's not even fucking funny. new masteries and new jungle were both huge net changes for the worse. so sure, the jungle changes ended up not playing out how some of us expected them to, but that doesn't mean I enjoy getting camped top lane for the first 5 minutes of the game with essentially no consequence.

Sorry, I don't want to start a fight here but I'm genuinely confused. When all the changes came through I though the main complaint people had was passivity, especially in the early game. And riot acknowledged that and said their changes were aimed at resolving that. And the response of the community was that the changes would just make the game more passive not less (and thes complaints accomanied by much bitching and name-calling directed at riot). Only that turns out to be wrong and the game is less passive.

You seem (to me) to be complaining that you can't just passively free-farm like you could before - but I though that was exactly what the changes were supposed to do. MAYBE you could turn around and say "hey the GOAL of the changes is bad" but isn't that the fault of the community for bitching at riot about a problem that wasn't really a problem?

I'm complaining that I can't play an aggressive laner top because I will just get camped. You know what the net impact on my character selection is due to the new changes? no more pantheon top, no more jarman top. now I only pick assholes who have absurd sustain or can play completely passively in lane and still manage to succeed. I'm not even trying to play 1v1 matchups anymore because you'll get burnt for that more often than not. It's more worthwhile to only make plays with your jungler now because chances are the opposing jungler is camping you too, because seriously, what the fuck else is he going to do?

Look, they saw a passivity problem and they approached it the wrong way. Here are the real passivity problems:
1. High sustain and/or high difficulty gank targets @ top lane who scale well with farm into late game (Yorrick, Nidalee, Trynd, Riven, GP)
2. Blue buff on APs who can clear creep waves quickly (zzzzz, instafarming every wave in the shortest lane, so exciting...)
3. No way to gank bot lane vs. a good support

FFS, the part of the game that needed the least work in terms of active play was the jungle, and it's where they put all their effort. Before the change, golems -> level 2 gank a lane was a viable and popular strategy. Early ganks were all over the place and they were strong, but back then they had an oppurtunity cost in terms of how they set you back compared to someone who was actually farming the jungle and possibly counterjungling your jungle. Fast 6 routes and early dragon threats were legitimate threats from a jungler who chose not to do early gank, it introduced an interesting gameplay decision, but now if you don't gank early and often, you're still lucky to get a level on someone who doesn't even succeed with their jungle ganks and even without kills, the level of lane presence they provide to their lanes while you farm the jungle will typically at worse break even in terms of the free cs they give their team vs. the cs you get from jungling.


so you suggest what to punish people more for failing ganks? more jungle xp in general? less of it on the buff mobs? less xp but even easier / faster packs?

since its not going to go back to how it was before so even if you hate the current version asking for the old version is just wasting your own time :D


Show nested quote +
On January 11 2012 04:31 clickrush wrote:
your team deserves to lose when you dont get help while enemy jungler camps lane constantly. things like this make the game much more interesting to watch and to play imo. the more active the junglers the better.


sorry but you guys just don't get it and I'm not going to waste my time with a real response. if you think the game is better off now than it was before, we have nowhere to go. I think what I'm asking for is pretty damn clear, if you haven't figured it out yet, IT'S AN ACTUAL GAMEPLAY DECISION INSTEAD OF CAMP LANE vs. LOSE THE GAME.


i do get it. why are you so angry? your spending 90% of your post saying this is shit this is shit this is shit then going with the vague, they dont have to make any choices. how can we discuss how to do it differently if you arent outlining how the choices arent big enough and then how to change them etc?

if camping lanes is just so effective then how about talking about adjusting lane width, or the sight around the river and the bushes that exist there. maybe increase starting gold to allow for a dorans + ward opening etc etc. the fact is i dont think anyone sees riot just flat out reverting the changes so you need to be pragmatic.
SHr3DD3r
Profile Joined March 2009
Pakistan2137 Posts
January 10 2012 20:24 GMT
#2978
Riot increased the prices of Doran items so that everyone did not start Doran+pot. So why would they increase the starting money?>??

The jungle changes were worthless. And nonsensical in almost every sense. And the other choices you mentioned are even bigger changes that Riot will not do for sure.

So herp de derp in this burp
Hit them hard! Hit them low! - Forever a Bisu Fan!~!
Craton
Profile Blog Joined December 2009
United States17235 Posts
Last Edited: 2012-01-10 20:33:27
January 10 2012 20:33 GMT
#2979
On January 11 2012 05:18 turdburgler wrote:
Show nested quote +
On January 11 2012 04:39 Mogwai wrote:
On January 11 2012 04:23 turdburgler wrote:
On January 11 2012 04:07 Mogwai wrote:
On January 11 2012 03:40 Treadmill wrote:
On January 11 2012 03:30 Mogwai wrote:
On January 11 2012 03:06 Treadmill wrote:
On January 11 2012 02:59 wei2coolman wrote:
Did anyone notice that after the jungle changes that the frequency of ganks have actually gone up?

I remember a few weeks back, everyone was ridiculing how the new jungle was going to be a farm fest, (I even said this myself). Damn was I wrong.

I'm gonna be impressed how all the "riot are morons who are ruining their own game" crowd are gonna contort themselves to neither admit they were wrong nor give riot any credit.

I'm not going to admit that I was wrong or give riot any credit because the game is so much worse now than it was 3 months ago that it's not even fucking funny. new masteries and new jungle were both huge net changes for the worse. so sure, the jungle changes ended up not playing out how some of us expected them to, but that doesn't mean I enjoy getting camped top lane for the first 5 minutes of the game with essentially no consequence.

Sorry, I don't want to start a fight here but I'm genuinely confused. When all the changes came through I though the main complaint people had was passivity, especially in the early game. And riot acknowledged that and said their changes were aimed at resolving that. And the response of the community was that the changes would just make the game more passive not less (and thes complaints accomanied by much bitching and name-calling directed at riot). Only that turns out to be wrong and the game is less passive.

You seem (to me) to be complaining that you can't just passively free-farm like you could before - but I though that was exactly what the changes were supposed to do. MAYBE you could turn around and say "hey the GOAL of the changes is bad" but isn't that the fault of the community for bitching at riot about a problem that wasn't really a problem?

I'm complaining that I can't play an aggressive laner top because I will just get camped. You know what the net impact on my character selection is due to the new changes? no more pantheon top, no more jarman top. now I only pick assholes who have absurd sustain or can play completely passively in lane and still manage to succeed. I'm not even trying to play 1v1 matchups anymore because you'll get burnt for that more often than not. It's more worthwhile to only make plays with your jungler now because chances are the opposing jungler is camping you too, because seriously, what the fuck else is he going to do?

Look, they saw a passivity problem and they approached it the wrong way. Here are the real passivity problems:
1. High sustain and/or high difficulty gank targets @ top lane who scale well with farm into late game (Yorrick, Nidalee, Trynd, Riven, GP)
2. Blue buff on APs who can clear creep waves quickly (zzzzz, instafarming every wave in the shortest lane, so exciting...)
3. No way to gank bot lane vs. a good support

FFS, the part of the game that needed the least work in terms of active play was the jungle, and it's where they put all their effort. Before the change, golems -> level 2 gank a lane was a viable and popular strategy. Early ganks were all over the place and they were strong, but back then they had an oppurtunity cost in terms of how they set you back compared to someone who was actually farming the jungle and possibly counterjungling your jungle. Fast 6 routes and early dragon threats were legitimate threats from a jungler who chose not to do early gank, it introduced an interesting gameplay decision, but now if you don't gank early and often, you're still lucky to get a level on someone who doesn't even succeed with their jungle ganks and even without kills, the level of lane presence they provide to their lanes while you farm the jungle will typically at worse break even in terms of the free cs they give their team vs. the cs you get from jungling.


so you suggest what to punish people more for failing ganks? more jungle xp in general? less of it on the buff mobs? less xp but even easier / faster packs?

since its not going to go back to how it was before so even if you hate the current version asking for the old version is just wasting your own time :D


On January 11 2012 04:31 clickrush wrote:
your team deserves to lose when you dont get help while enemy jungler camps lane constantly. things like this make the game much more interesting to watch and to play imo. the more active the junglers the better.


sorry but you guys just don't get it and I'm not going to waste my time with a real response. if you think the game is better off now than it was before, we have nowhere to go. I think what I'm asking for is pretty damn clear, if you haven't figured it out yet, IT'S AN ACTUAL GAMEPLAY DECISION INSTEAD OF CAMP LANE vs. LOSE THE GAME.


i do get it. why are you so angry? your spending 90% of your post saying this is shit this is shit this is shit then going with the vague, they dont have to make any choices. how can we discuss how to do it differently if you arent outlining how the choices arent big enough and then how to change them etc?

if camping lanes is just so effective then how about talking about adjusting lane width, or the sight around the river and the bushes that exist there. maybe increase starting gold to allow for a dorans + ward opening etc etc. the fact is i dont think anyone sees riot just flat out reverting the changes so you need to be pragmatic.

Altering the map has been discussed to death. Junglers don't need to "camp" top to decide the matchup, they just need to come there ~2 times early and do even a little bit of damage or effective zoning. Top lanes are hugely binary, much like any lane with an assassin. The asymmetry of the map really hurts certain matchups a lot.
twitch.tv/cratonz
dooraven
Profile Joined December 2010
Australia2820 Posts
Last Edited: 2012-01-10 20:43:24
January 10 2012 20:43 GMT
#2980
TSM v CLG EU scrim starting now:
http://www.reddit.com/r/leagueoflegends/comments/ob9qt/tsm_vs_clg_eu_scrim_now/

CLG Eu won v mTl.tt: 2-1
Go go Alliance.
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