|
Same rules apply, per usual. Please use the appropriate threads (QQ, Brag, Champion, etc) whenever appropriate. Keep the resident Banling content.
Thanks. Happy Gaming. |
On March 12 2012 17:20 iCanada wrote: Watching Destiny stream LoL kind of hurts my soul.
-.-
Such a troll.
Best way to deal with that if you don't care for it is to watch someone else duder. Vote with yer viewership. I am not a huge fan of it either.
|
On March 12 2012 17:23 Parnage wrote:Show nested quote +On March 12 2012 17:20 iCanada wrote: Watching Destiny stream LoL kind of hurts my soul.
-.-
Such a troll. Best way to deal with that if you don't care for it is to watch someone else duder. Vote with yer viewership. I am not a huge fan of it either.
It like a car crash, I don't want to see it but I can't not watch.
|
On March 12 2012 17:32 iCanada wrote:Show nested quote +On March 12 2012 17:23 Parnage wrote:On March 12 2012 17:20 iCanada wrote: Watching Destiny stream LoL kind of hurts my soul.
-.-
Such a troll. Best way to deal with that if you don't care for it is to watch someone else duder. Vote with yer viewership. I am not a huge fan of it either. It like a car crash, I don't want to see it but I can't not watch. I like watching Destiny for 5 minutes every month or so. Just to remind myself how good most other LoL streams are and how happy I should be about that.
|
On March 12 2012 16:17 obesechicken13 wrote:Show nested quote +On March 12 2012 13:40 overt wrote:On March 12 2012 13:18 Hidden_MotiveS wrote:On March 12 2012 13:13 skrzmark wrote: hextech gunblade cost too much for its worth which is why I think hybrids are dead at the moment. I remember reading some calculations stating gunblade was the most gold efficient non-stacking item ever before the revolver/wota/gunblade nerfs. It may have been overnerfed because people complain about spell vamp a lot, but It definitely was strong even compared to other spell vamp items when akali was fotm. I was pretty sure that Trinity has been the most gold efficient single damage item in the game for like the past year or more. I could be wrong though but I'm pretty sure Trinity is the most gold efficient. Highly doubt it. Hybrid items are generally cost efficient since they fall off the later a game goes.
trinity is a hybrid item
|
I will admit it's like watching the view of people who act like jerks in games and never get banned. Like a Jerk cam if you will. It's really quite fascinating. A car wreck yeah that works.
On a unrelated note.
On champions with both ap and ad scaling spells, how do you think a hybrid build(rageblade,gunblade,Lichbane etc) for champions like trist/yi and the like work out? It's something I occasionally think on and then forget to actually try. Anyone try it?
blargh late. Brain work no good.
|
Roffles
Pitcairn19291 Posts
On March 12 2012 17:20 iCanada wrote: Watching Destiny stream LoL kind of hurts my soul.
-.-
Such a troll. Iono, makes me feel better bout myself when I see him and his friends play.
|
On March 12 2012 17:53 Roffles wrote:Show nested quote +On March 12 2012 17:20 iCanada wrote: Watching Destiny stream LoL kind of hurts my soul.
-.-
Such a troll. Iono, makes me feel better bout myself when I see him and his friends play.
What gets me is the attitude. Obviously they are losing because they are being streamsniped and not because they are playing poorly.
It makes me wish i was playing because all of these laners make soo many mistakes it ridiculous. I wish I was at 1k ELO... ELO heaven man.
|
Roffles
Pitcairn19291 Posts
On March 12 2012 17:56 iCanada wrote:Show nested quote +On March 12 2012 17:53 Roffles wrote:On March 12 2012 17:20 iCanada wrote: Watching Destiny stream LoL kind of hurts my soul.
-.-
Such a troll. Iono, makes me feel better bout myself when I see him and his friends play. What gets me is the attitude. Obviously they are losing because they are being streamsniped and not because they are playing poorly. It makes me wish i was playing because all of these laners make soo many mistakes it ridiculous. I wish I was at 1k ELO... ELO heaven man. I enjoy the his mentality along with his friends'. It's like delving into the mind of a 1k player. It's a step by step process as to how they carry out what they do in game, from all the dumb dives to stupid engagements. Plus, his friend makes me look like a saint.
|
I feel so gosu compared to these scrubs. Finally a stream I like haha.
|
On March 12 2012 14:33 ManyCookies wrote: Random Ignite/Grevious Wounds suggestion. I feel that the power curve on those effects are wonky; they completely hose a few champions (Mundo, Swain, Roka to an extent, etc.) and don't really do much on others. Following that, they make huge healing effects rather binary; either you Ignite the Mundo/Swain and he's a sitting duck (sorta), or you don't and he doesn't die. What if they instead prevented a flat amount of heal for x seconds, rather than a flat 50% reduction on everything? It'd still be useful against healers, but it wouldn't completely hose them if they got ignited. On the flip-side, it'd also give flexibility for various levels of "anti-sustain" like "Prevent 30 health of regen in the next 10 seconds". Not saying that'd necessarily be a good ability, but it opens up the design space.
I hope this doesn't get buried. This is actually an issue that I noticed which makes the game kind of coin flippy. If their team has a mundo/ww/swain/anyone that heals for a lot and you do not have ignite up, you end up losing the fight and it will not be close. With it up, you end up winning the fight and it will not be close. I wouldn't mind so much if it was a skill that you either had to aim (ahri charm, morgana bind, heimer grenade etc) but this is a single targeted skill generally and is completely determined by whether you have it up or not. Every champion with this effect either just needs to autoattack, or click on their target.
ManyCookies is kind of right in that this mechanic is really quite binary. If this mechanic were a bit more dynamic maybe super sustain champions might not be as much of a balance issue (warwick makes a good example of this).
|
Just launched Destiny for the first time of my life, since you're talking about it.
It took his jungler exactly 56 pings before Destiny reacted to go take his blue at 100hp. Around 40s. To react to pings. How could this guy be close to pro at SC2 with such poor map awareness >.>
PS : on the ignite topic, what if we had a skillshot summoner spell ?
|
On March 12 2012 17:19 TL Blazeraid wrote:Came out of retirement to claim my 1000th loss image linkedI love you guys.
That Fizz had it confused, he tried the Charizard build instead of the Blastoise one.
Other random ignite questions: - What good is ignite against an AD Sion (we won't ask how he got there, let's just say his E + IE/zerkers/zeal is really absurd damage -> lifesteal), can it reduce the amount of health his allies get back or only his own lifesteal? I don't know how his ult work precisely. - Does Galio's bulwark proc off of each Ignite tick?
|
On March 12 2012 18:15 dignity wrote:Show nested quote +On March 12 2012 14:33 ManyCookies wrote: Random Ignite/Grevious Wounds suggestion. I feel that the power curve on those effects are wonky; they completely hose a few champions (Mundo, Swain, Roka to an extent, etc.) and don't really do much on others. Following that, they make huge healing effects rather binary; either you Ignite the Mundo/Swain and he's a sitting duck (sorta), or you don't and he doesn't die. What if they instead prevented a flat amount of heal for x seconds, rather than a flat 50% reduction on everything? It'd still be useful against healers, but it wouldn't completely hose them if they got ignited. On the flip-side, it'd also give flexibility for various levels of "anti-sustain" like "Prevent 30 health of regen in the next 10 seconds". Not saying that'd necessarily be a good ability, but it opens up the design space. I hope this doesn't get buried. This is actually an issue that I noticed which makes the game kind of coin flippy. If their team has a mundo/ww/swain/anyone that heals for a lot and you do not have ignite up, you end up losing the fight and it will not be close. With it up, you end up winning the fight and it will not be close. I wouldn't mind so much if it was a skill that you either had to aim (ahri charm, morgana bind, heimer grenade etc) but this is a single targeted skill generally and is completely determined by whether you have it up or not. Every champion with this effect either just needs to autoattack, or click on their target. ManyCookies is kind of right in that this mechanic is really quite binary. If this mechanic were a bit more dynamic maybe super sustain champions might not be as much of a balance issue (warwick makes a good example of this).
I would strongly disagree with this. Ignite is not a random effect, that procs from time to time but a summoner spell with a fixed cooldown. Whether it is up or not in any given situation is entirely dependent on you. There is nothing coin-flippy about it. This comes down to strategy and resource management. If you have ignite and you need it to shut down a specific enemy hero, then you need to make sure that it is available at the right time. There still might be something "binary" about it, but that is true for any hard counter. Also weakening ignite will do nothing except for buffing those champions. It might be that you don't like hard counters in general, but I think they are an important part of the gameplay.
|
I believe Sion heals his team mates a portion of what he heals himself, so it should reduce overall team healing. Don't quote me on that.
I know galio's bulwark procs off each tick though, so ignite doesn't really kill him.
@Bluespace
Coinflippy isn't really the right term I guess. Saying it is a hard counter would be a more accurate phrase.
The problem I find stems from people that have high sustain on a much lower cooldown than your sustain reduction. Once again people like warwick and vladimir come to mind, where they have high amounts of sustain on an extremely low cool down. The thing is, champions like the ones mentioned can't really be played around. You either can kill him or you can't. It doesn't matter if you are a better player, if you just don't have the capacity to kill him without dying, they end up being immovable in lane. There simply isn't very much interaction between these champions and their opponents.
The problem is slightly alleviated by the ability to counterpick in a draft setting, but that is really more of a band-aid solution. I'm not proposing a nerf to the mechanic, since it would indeed make the champions in question much too strong.
A good example would be Irelia. Its possible for you to kill her without a heal reduction effect, but more difficult. A heal reduction will give you some advantage, but it in no way gimps her to the point that she just dies. It is possible to interact with her because her healing is over a much longer period of time, and is on the condition that she is auto attacking.
|
On March 12 2012 18:02 Roffles wrote:Show nested quote +On March 12 2012 17:56 iCanada wrote:On March 12 2012 17:53 Roffles wrote:On March 12 2012 17:20 iCanada wrote: Watching Destiny stream LoL kind of hurts my soul.
-.-
Such a troll. Iono, makes me feel better bout myself when I see him and his friends play. What gets me is the attitude. Obviously they are losing because they are being streamsniped and not because they are playing poorly. It makes me wish i was playing because all of these laners make soo many mistakes it ridiculous. I wish I was at 1k ELO... ELO heaven man. I enjoy the his mentality along with his friends'. It's like delving into the mind of a 1k player. It's a step by step process as to how they carry out what they do in game, from all the dumb dives to stupid engagements. Plus, his friend makes me look like a saint.
Yeah, sometimes I just have to wonder... He has five deaths this game, and I'd categorize them all as herpderp deaths that shouldn't happen.
|
On March 12 2012 18:28 BlueSpace wrote:Show nested quote +On March 12 2012 18:15 dignity wrote:On March 12 2012 14:33 ManyCookies wrote: Random Ignite/Grevious Wounds suggestion. I feel that the power curve on those effects are wonky; they completely hose a few champions (Mundo, Swain, Roka to an extent, etc.) and don't really do much on others. Following that, they make huge healing effects rather binary; either you Ignite the Mundo/Swain and he's a sitting duck (sorta), or you don't and he doesn't die. What if they instead prevented a flat amount of heal for x seconds, rather than a flat 50% reduction on everything? It'd still be useful against healers, but it wouldn't completely hose them if they got ignited. On the flip-side, it'd also give flexibility for various levels of "anti-sustain" like "Prevent 30 health of regen in the next 10 seconds". Not saying that'd necessarily be a good ability, but it opens up the design space. I hope this doesn't get buried. This is actually an issue that I noticed which makes the game kind of coin flippy. If their team has a mundo/ww/swain/anyone that heals for a lot and you do not have ignite up, you end up losing the fight and it will not be close. With it up, you end up winning the fight and it will not be close. I wouldn't mind so much if it was a skill that you either had to aim (ahri charm, morgana bind, heimer grenade etc) but this is a single targeted skill generally and is completely determined by whether you have it up or not. Every champion with this effect either just needs to autoattack, or click on their target. ManyCookies is kind of right in that this mechanic is really quite binary. If this mechanic were a bit more dynamic maybe super sustain champions might not be as much of a balance issue (warwick makes a good example of this). I would strongly disagree with this. Ignite is not a random effect, that procs from time to time but a summoner spell with a fixed cooldown. Whether it is up or not in any given situation is entirely dependent on you. There is nothing coin-flippy about it. This comes down to strategy and resource management. If you have ignite and you need it to shut down a specific enemy hero, then you need to make sure that it is available at the right time. There still might be something "binary" about it, but that is true for any hard counter. Also weakening ignite will do nothing except for buffing those champions. It might be that you don't like hard counters in general, but I think they are an important part of the gameplay.
Why do you presume that changes to ignite would not follow changes to sustain? I love playing Mundo, but I would be fine with riot nerfing his ult in tandem with changes to ignite/heal reduc.
As it stands ignite serves three purposes: extra damage in your nuking combo, killing off fleeing champions and stopping super sustain. Making the heal reduc less extreme might make champions like Mundo, Swain and Vladimir easier to balance.
SCBW, SCII and other strategy games should have tought us that hard counters are generally bad, as they tend to produce coinflip situations that you cannot improve from. Ignite is not quite a hard counter, but its close enough that it should be discussed.
|
On March 12 2012 14:54 pschiu wrote: Random idea: Want a "true" hybrid champ? Give skills that does bonus dmg based on X% AD * Y% AP.
Discipline of Force – Upon obtaining 20 ability power, Akali's autoattacks deal 8% bonus magic damage, increasing by 1% for every 6 ability power gained thereafter. The bonus magic damage doesn't affect towers, but it affects other structures. Akali's autoattacks deal AP * AD * k damage.
On March 12 2012 18:43 Zaphod Beeblebrox wrote:Show nested quote +On March 12 2012 18:28 BlueSpace wrote:On March 12 2012 18:15 dignity wrote:On March 12 2012 14:33 ManyCookies wrote: Random Ignite/Grevious Wounds suggestion. I feel that the power curve on those effects are wonky; they completely hose a few champions (Mundo, Swain, Roka to an extent, etc.) and don't really do much on others. Following that, they make huge healing effects rather binary; either you Ignite the Mundo/Swain and he's a sitting duck (sorta), or you don't and he doesn't die. What if they instead prevented a flat amount of heal for x seconds, rather than a flat 50% reduction on everything? It'd still be useful against healers, but it wouldn't completely hose them if they got ignited. On the flip-side, it'd also give flexibility for various levels of "anti-sustain" like "Prevent 30 health of regen in the next 10 seconds". Not saying that'd necessarily be a good ability, but it opens up the design space. I hope this doesn't get buried. This is actually an issue that I noticed which makes the game kind of coin flippy. If their team has a mundo/ww/swain/anyone that heals for a lot and you do not have ignite up, you end up losing the fight and it will not be close. With it up, you end up winning the fight and it will not be close. I wouldn't mind so much if it was a skill that you either had to aim (ahri charm, morgana bind, heimer grenade etc) but this is a single targeted skill generally and is completely determined by whether you have it up or not. Every champion with this effect either just needs to autoattack, or click on their target. ManyCookies is kind of right in that this mechanic is really quite binary. If this mechanic were a bit more dynamic maybe super sustain champions might not be as much of a balance issue (warwick makes a good example of this). I would strongly disagree with this. Ignite is not a random effect, that procs from time to time but a summoner spell with a fixed cooldown. Whether it is up or not in any given situation is entirely dependent on you. There is nothing coin-flippy about it. This comes down to strategy and resource management. If you have ignite and you need it to shut down a specific enemy hero, then you need to make sure that it is available at the right time. There still might be something "binary" about it, but that is true for any hard counter. Also weakening ignite will do nothing except for buffing those champions. It might be that you don't like hard counters in general, but I think they are an important part of the gameplay. Why do you presume that changes to ignite would not follow changes to sustain? I love playing Mundo, but I would be fine with riot nerfing his ult in tandem with changes to ignite/heal reduc. As it stands ignite serves three purposes: extra damage in your nuking combo, killing off fleeing champions and stopping super sustain. Making the heal reduc less extreme might make champions like Mundo, Swain and Vladimir easier to balance. SCBW, SCII and other strategy games should have tought us that hard counters are generally bad, as they tend to produce coinflip situations that you cannot improve from. Ignite is not quite a hard counter, but its close enough that it should be discussed. Ignite is as binary as any strong, high cooldown ultimate. Same with all the high cooldown summoner spells. The fact that Ignite counters healing while the rest of the pack doesn't makes no difference. After all we want unique stuff.
|
T_D I need your guidance. Show the how to bear for real men.
|
On March 12 2012 18:15 dignity wrote:Show nested quote +On March 12 2012 14:33 ManyCookies wrote: Random Ignite/Grevious Wounds suggestion. I feel that the power curve on those effects are wonky; they completely hose a few champions (Mundo, Swain, Roka to an extent, etc.) and don't really do much on others. Following that, they make huge healing effects rather binary; either you Ignite the Mundo/Swain and he's a sitting duck (sorta), or you don't and he doesn't die. What if they instead prevented a flat amount of heal for x seconds, rather than a flat 50% reduction on everything? It'd still be useful against healers, but it wouldn't completely hose them if they got ignited. On the flip-side, it'd also give flexibility for various levels of "anti-sustain" like "Prevent 30 health of regen in the next 10 seconds". Not saying that'd necessarily be a good ability, but it opens up the design space. I hope this doesn't get buried. This is actually an issue that I noticed which makes the game kind of coin flippy. If their team has a mundo/ww/swain/anyone that heals for a lot and you do not have ignite up, you end up losing the fight and it will not be close. With it up, you end up winning the fight and it will not be close. I wouldn't mind so much if it was a skill that you either had to aim (ahri charm, morgana bind, heimer grenade etc) but this is a single targeted skill generally and is completely determined by whether you have it up or not. Every champion with this effect either just needs to autoattack, or click on their target. ManyCookies is kind of right in that this mechanic is really quite binary. If this mechanic were a bit more dynamic maybe super sustain champions might not be as much of a balance issue (warwick makes a good example of this).
I think its not so much a problem with ignite and more to do with the way those champions are build.By building tanky and trusting in your regen to be higher then the enemy dps you actualy force such a binary situation. If regen is higher then incoming damage you will never die and if its lower your dead in a second. There is very little room for a middle ground due to the nature of regen tanking as opposed to the normal route of building both resists and health.
Its a problem with the way the champions are designed/played instead of healing reduction mechanics. It reduced the point in which you go from undying to dead but isnt the cause of it.
|
Yes and no, damage will allways scale harder lategame then any regen you might have. You cant have equal insane amounts of everything.
|
|
|
|