[Patch 1.0.0.131: Viktor] General Discussion - Page 155
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zer0das
United States8519 Posts
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UniversalSnip
9871 Posts
- Highest half or so of defense tree blows - Poor readability on utility tree, I have no idea what the value of the majority of these masteries are. We're talking about marginal advantages per point and since the benefits are basically invisible in game there's no opacity to point selection here. I suspect I would actually be using this on some non-supports if I had any idea what I was getting in game. Since 21 defense kind of evidently sucks (at least to me, I'm not sure if anyone else agrees with this) it ends up making offense look crazy op. - Still some 'trap' masteries like the 0.5% damage. There's more than enough customization options that distinguish new players from experienced ones in the items, why in the masteries too...? When you pick a shitty item in game somebody will educate you and you learn, when you pick a shitty mastery you will probably have it indefinitely. - Summoner masteries, I don't understand the purpose of these. I'm really confused about this, why not just have the upgraded versions by default? Nothing more annoying than going back and having to reset everything for one mastery point switch, I don't see how I as a player am getting more fun out of putting one point in these things or not. It's not even a meaningful choice because the alternative is almost always worthless. Things I do like: - Pretty much everything else, the new trees are just more usable than the old ones, there's less garbage and i like having the offense tree be a viable caster option. I still don't understand the new jungle. I really feel there needs to be more math on this. I suspect there actually is a paucity of gold in the jungle simply because gp10 is so attractive at the moment - this would point to gold being a giffen good out of the jungle. On the other hand it could simply be a result of less protracted combat coming out of the jungle and the creeps not really being a threat, which is the kind of thing that tends to make laners build gp10... or it could be something else. I don't know. A lot of the top junglers seem to feel the jungle is very farmy and valuable, smash seems to feel it's constant ganking without the predictable cycles the old jungle used to have, so it's even more obnoxious... I don't know. I think smash is incorrect in saying there's no longer an opportunity cost to ganking. I think the cost is just more distributed between attempts, and perhaps lower overall. It used to be that you could clear your jungle and then gank with literally zero opp cost, now you give up pretty much the same opp cost no matter the timing. | ||
Treadmill
Canada2833 Posts
On January 11 2012 09:16 UniversalSnip wrote: Things I don't like about the new masteries: - Highest half or so of defense tree blows - Poor readability on utility tree, I have no idea what the value of the majority of these masteries are. We're talking about marginal advantages per point and since the benefits are basically invisible in game there's no opacity to point selection here. I suspect I would actually be using this on some non-supports if I had any idea what I was getting in game. Since 21 defense kind of evidently sucks this ends up making offense look crazy op. - Still some 'trap' masteries like the 0.5% damage. There's more than enough customization options that distinguish new players from experienced ones in the items, why in the masteries too...? When you pick a shitty item in game somebody will educate you and you learn, when you pick a shitty mastery you will probably have it indefinitely. - Summoner masteries, I don't understand the purpose of these. I'm really confused about this, why not just have the upgraded versions by default? Nothing more annoying than going back and having to reset everything for one mastery point switch, I don't see how I as a player am getting more fun out of putting one point in these things or not. It's not even a meaningful choice because the alternative is almost always worthless. Things I do like: - Pretty much everything else, the new trees are just more usable than the old ones, there's less garbage and i like having the offense tree be a viable caster option. How is the defence tree bad exactly? Sure mercenary/honorguard are bad but initiator/enlightenment seem okay, and Juggernaut looks a lot stronger than the top offense mastery. Plus the lower tier masteries are good enough that you can easily get to 21 off them - 6 armour/mr, veterans scars, 3 hp5, then initiator/enlightenment/juggernaut. How is that bad? | ||
Mufaa
219 Posts
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Alaric
France45622 Posts
Skarner's ult makes for a guaranteed kill if you can bring the target under the tower I guess, especially with his perma-slow. | ||
Attakijing
United States693 Posts
what I want to know is what is actually different about the games, not little details. in LoL the meta is still very strict, and the people that stay in lanes basically ignore the rest of the map, focus intently on last hitting and using their spells to implicitly deny last hits and zone, and then the jungler has a giant responsibility w/r/t macro. each lane is essentially expected to stay aware of the map just so that they don't die, but most people don't do this even at high level play and it is almost impossible to kill someone under their tower without dying until at least level 6-8. (edit: i forgot to mention, after laning phase the game becomes this really boring warding/teamfight baiting game that i can never watch even if my two favorite teams are fighting each other) From what I can tell about dota, it is a lot harder in general--maybe if you are facing 1 or 2 specific heroes they can just teleport in from off screen and kill you. So in general laning seems a lot more technical and skill/practice-based in dota while in LoL it is much more interesting, whereas the macro is dramatically more interesting than the macro of LoL. This makes dota a way better spectator sport but LoL is more immediate fun. This came from the post earlier where a guy said that dota is not changing (which i also thought was true) and someone told him that in fact dota is changing faster than LoL. That completely changes my idea of what dota is...i thought LoL was the one where the meta changes every week because of huge buffs/nerfs and new champions like xerath or riven that go beyond what any champion was capable of before them. If you guys have something to say it would be nice, but i also want to hear from people that like dota/dota 2 more than LoL...i'm just not sure if this would make a good thread or not. it would basically just be a copypaste of this post. | ||
Chiharu Harukaze
12112 Posts
On January 11 2012 09:24 Mufaa wrote: Are there any jungle champs who can punish an overextended lanes with almost guaranteed results in solo q? I know rammus and Shaco but they're perm bans at my ELO and I usually jungle GP but before ulti his ganks are really lackluster and while I have no problems just jungling if ganks aren't going to accomplish anything, I run into a lot of "omfg noob GP can't gank, gg" which often results in whoever is raging throwing the game. Most of the time it feels like if I had gotten a positive early gank instead of turning a lane into a farmfest the game would be different (based off of the few games I can go Shaco or rammus). I've tried amumu but his seem to require too much team assistance when 9/10 times no lane is organized and I can't rely on them for anything but AA and using abilities if it'll net them the kb. Skarner and Udyr come to mind, especially if they have red buff. Probably Lee Sin or Noc could do it too but might be a bit harder. And if your name is SaintVicious, you can play Annie and Rumble too lol. Jax remake preview is out btw! | ||
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NeoIllusions
United States37500 Posts
On January 11 2012 09:33 Attakijing wrote: Do you guys think I could just post a thread on the TL dota 2 forum and ask them what it's like for someone who has played a lot of LoL? I understand a lot of the basics, like the map is bigger, denying, moves are larger in scale do more damage and cost more mana, long lane short lane, carries carry harder, no ap, couriers... what I want to know is what is actually different about the games, not little details. in LoL the meta is still very strict, and the people that stay in lanes basically ignore the rest of the map, focus intently on last hitting and using their spells to implicitly deny last hits and zone, and then the jungler has a giant responsibility w/r/t macro. each lane is essentially expected to stay aware of the map just so that they don't die, but most people don't do this even at high level play and it is almost impossible to kill someone under their tower without dying until at least level 6-8. (edit: i forgot to mention, after laning phase the game becomes this really boring warding/teamfight baiting game that i can never watch even if my two favorite teams are fighting each other) From what I can tell about dota, it is a lot harder in general--maybe if you are facing 1 or 2 specific heroes they can just teleport in from off screen and kill you. So in general laning seems a lot more technical and skill/practice-based in dota while in LoL it is much more interesting, whereas the macro is dramatically more interesting than the macro of LoL. This makes dota a way better spectator sport but LoL is more immediate fun. This came from the post earlier where a guy said that dota is not changing (which i also thought was true) and someone told him that in fact dota is changing faster than LoL. That completely changes my idea of what dota is...i thought LoL was the one where the meta changes every week because of huge buffs/nerfs and new champions like xerath or riven that go beyond what any champion was capable of before them. If you guys have something to say it would be nice, but i also want to hear from people that like dota/dota 2 more than LoL...i'm just not sure if this would make a good thread or not. it would basically just be a copypaste of this post. Search function is your friend. | ||
Attakijing
United States693 Posts
fuck i searched for "dota lol" in post content and couldnt find anything. | ||
Ryalnos
United States1946 Posts
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Alzadar
Canada5009 Posts
On January 11 2012 09:16 UniversalSnip wrote: Things I don't like about the new masteries: - Highest half or so of defense tree blows - Poor readability on utility tree, I have no idea what the value of the majority of these masteries are. We're talking about marginal advantages per point and since the benefits are basically invisible in game there's no opacity to point selection here. I suspect I would actually be using this on some non-supports if I had any idea what I was getting in game. Since 21 defense kind of evidently sucks (at least to me, I'm not sure if anyone else agrees with this) it ends up making offense look crazy op. - Still some 'trap' masteries like the 0.5% damage. There's more than enough customization options that distinguish new players from experienced ones in the items, why in the masteries too...? When you pick a shitty item in game somebody will educate you and you learn, when you pick a shitty mastery you will probably have it indefinitely. - Summoner masteries, I don't understand the purpose of these. I'm really confused about this, why not just have the upgraded versions by default? Nothing more annoying than going back and having to reset everything for one mastery point switch, I don't see how I as a player am getting more fun out of putting one point in these things or not. It's not even a meaningful choice because the alternative is almost always worthless. Things I do like: - Pretty much everything else, the new trees are just more usable than the old ones, there's less garbage and i like having the offense tree be a viable caster option. I still don't understand the new jungle. I really feel there needs to be more math on this. I suspect there actually is a paucity of gold in the jungle simply because gp10 is so attractive at the moment - this would point to gold being a giffen good out of the jungle. On the other hand it could simply be a result of less protracted combat coming out of the jungle and the creeps not really being a threat, which is the kind of thing that tends to make laners build gp10... or it could be something else. I don't know. What's wrong with the top of the defence tree? Initiator and Enlightenment are both really good, Juggernaut is really good too. Mercenary and Honor Guard pretty crappy, just don't take them. I have no clue what you're saying about the Utility tree, what do you mean by poor readability? I think it's overall true that Offense is the best in-game gold value per point, but that doesn't make the other trees bad. Just a note on GP5 in the jungle, personally if I do jungle it's as Malphite, and Randuin's and Reverie are both core items on him, he's a bit mana thirsty and he benefits a ton from HP, so Philo and HoG just make the most sense of any items to get first. | ||
arb
Noobville17920 Posts
On January 11 2012 08:44 Kenpachi wrote: I forgot Xin Zhao existed he still sucks so did i till you mentioned it, havent seen a xin zhao in forever | ||
turdburgler
England6749 Posts
On January 11 2012 09:50 Attakijing wrote: fuck i searched for "dota lol" in post content and couldnt find anything. dont worry, the search function on TL isnt quite google ;p | ||
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TheYango
United States47024 Posts
There's also quite a few TLers who post in both forums. | ||
Ryuu314
United States12679 Posts
On January 11 2012 09:33 Attakijing wrote: Do you guys think I could just post a thread on the TL dota 2 forum and ask them what it's like for someone who has played a lot of LoL? I understand a lot of the basics, like the map is bigger, denying, moves are larger in scale do more damage and cost more mana, long lane short lane, carries carry harder, no ap, couriers... what I want to know is what is actually different about the games, not little details. in LoL the meta is still very strict, and the people that stay in lanes basically ignore the rest of the map, focus intently on last hitting and using their spells to implicitly deny last hits and zone, and then the jungler has a giant responsibility w/r/t macro. each lane is essentially expected to stay aware of the map just so that they don't die, but most people don't do this even at high level play and it is almost impossible to kill someone under their tower without dying until at least level 6-8. (edit: i forgot to mention, after laning phase the game becomes this really boring warding/teamfight baiting game that i can never watch even if my two favorite teams are fighting each other) From what I can tell about dota, it is a lot harder in general--maybe if you are facing 1 or 2 specific heroes they can just teleport in from off screen and kill you. So in general laning seems a lot more technical and skill/practice-based in dota while in LoL it is much more interesting, whereas the macro is dramatically more interesting than the macro of LoL. This makes dota a way better spectator sport but LoL is more immediate fun. This came from the post earlier where a guy said that dota is not changing (which i also thought was true) and someone told him that in fact dota is changing faster than LoL. That completely changes my idea of what dota is...i thought LoL was the one where the meta changes every week because of huge buffs/nerfs and new champions like xerath or riven that go beyond what any champion was capable of before them. If you guys have something to say it would be nice, but i also want to hear from people that like dota/dota 2 more than LoL...i'm just not sure if this would make a good thread or not. it would basically just be a copypaste of this post. i wouldn't say dota is changing faster than LoL. DotA is getting a big change in its recent patch, but Icefrog only makes large content/balance patches every few months or so. Usually, it's just minor tweaks to adjust power levels, but even those are very few and far between. I can't comment on which game has a faster rate of change, but I can say that a lot of LoL's change is forced by Riot's balancing and its 2-week patch cycle, which, imo is fckign stupid. | ||
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NeoIllusions
United States37500 Posts
On January 11 2012 09:56 TheYango wrote: There's also quite a few TLers who post in both forums. Real. Way to toot your own horn, Yango... j/k. <3 Yango is actually a great poster in both subforums. His reasoning is typically superb. | ||
CeriseCherries
6170 Posts
does it block abillities or only auto? | ||
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yamato77
11589 Posts
On January 11 2012 09:39 Chiharu Harukaze wrote: Skarner and Udyr come to mind, especially if they have red buff. Probably Lee Sin or Noc could do it too but might be a bit harder. And if your name is SaintVicious, you can play Annie and Rumble too lol. Jax remake preview is out btw! Jax gonna be a boss jungler. I can't wait to play him remastered. | ||
Skithiryx
Australia648 Posts
On January 11 2012 09:54 arb wrote: so did i till you mentioned it, havent seen a xin zhao in forever I get a true feeling of terror everytime I see Xin picked, if it's my team he always goes 0/13 if the enemy picks him up he gets 3 double kills in a row on top+jungler, I hate the mentality people get that a hero is bad so therefore you can play bad against them, he still does damage and has a knockup, you still need to play cautiously QQ | ||
Chairman Ray
United States11903 Posts
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