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[Patch 1.0.0.135: Fiora] General Discussion - Page 164

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Same rules apply, per usual. Please use the appropriate threads (QQ, Brag, Champion, etc) whenever appropriate. Keep the resident Banling content.

Thanks. Happy Gaming.
NeedsmoreCELLTECH
Profile Blog Joined November 2011
Netherlands1242 Posts
March 15 2012 15:58 GMT
#3261
Our Irelia just went 0/9 against a Graves top. Is it really an impossible lane, or is this Irelia just bad? I don't see how, if ad is truely bad, someone could ever take something like Irelia in a competitive scene. Won't they just take an AD and shut you down 100%?
Get huge or die mirin | Diamond on LoL
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
March 15 2012 16:00 GMT
#3262
On March 16 2012 00:52 turdburgler wrote:
Show nested quote +
On March 16 2012 00:37 Seuss wrote:
On March 15 2012 23:50 turdburgler wrote:
On March 15 2012 23:44 Mogwai wrote:
On March 15 2012 23:42 Two_DoWn wrote:
Meh. I just dont think there is a good way to fix it without making the jungling significantly worse (or harder (which Riot definitly doesnt want)). But then again, they did push through the jungle remake, so anything is possible.

But if you dont want to get level 2 ganked, just buy a damn ward when you go top lane. Or get your support to ward for you. Its not like every jungle can level 2 gank effectivly anyway.

opening a ward in top lane is frequently enough to cost you the lane anyway, lol. top lane is the fucking worst, god I hate it so much.


says this, first picks wukong constantly


lololool :D


On March 15 2012 23:35 TheYango wrote:
On March 15 2012 23:25 Two_DoWn wrote:
On March 15 2012 23:08 TheYango wrote:
On March 15 2012 23:07 Two_DoWn wrote:
I doubt very much they would remove leashes. It makes a lot of junglers way worse, and makes it much harder to jungle, especially without full runes (the whole point of the jungle remake in the first place).

They could buff the healing sigils to compensate. The idea would be to make it riskier to gank immediately with your first buff, but that the damage you take on buffs gets evened out once you've done several small camps.

I dont think this would help. You are already talking about quite a few junglers hitting 50% health with a bad pull (ls, for example, gets pretty damn low on red without a large ammount of help). You cant make that worse and still expect a jungle to function.

I mean, the laners can help with the buff still, it's just that you don't get like a free 3-4 seconds where the buff isn't hitting anybody.


they could make the base stats of the buff monsters much higher, but delay their scaling. making it 'impossible' to deal with at level 1. the 'ridiculous' part, imo, about low level ganks is that someone can kill their blue/red buff and be level 2 instantly bot lane wont be level 3 for at least a whole minute, they can afford to camp that lane for a long time without becoming too weak to be likely to kill stuff. if people had to start with smaller camps, maybe burn their first smite on big wraith and be unable to take on blue until next smite, it would stop that ridiculous xp boost the jungler sees in the first 4 minutes of the game, delaying it a bit.

or, they could reduce the xp from big monsters, and redistribute through the jungle.


You can't buff the jungle creeps to that point without making jungling effectively impossible. The problem is that the days when a jungler would start their route alone are long since gone. Today teams help junglers start their camps and buffs even at fairly low Elos. As a result Riot would have to buff the camps to the an extent which would completely undermine the primary goal of the jungle remake (i.e. making jungling easier, less punishing).

Similarly, redistributing exp isn't going to work either because 95% of competitive junglers start Small Camp -> Buff Camp. However you redistribute the exp that combination is always going to get you to level 2. Nothing short of a flat out exp reduction is going to work, and even that has to be extreme.

I honestly don't know what Riot can do that doesn't fundamentally change jungling (again).


theres no reason the xp couldnt be deflated early and scale up after a few minutes to compensate. the jungle actually doesnt have tons of xp, it gets masked by the big camps basically rushing you to level 4. they could make it so the jungler doesnt get a retarded xp boost in the early game then slowly drop off compared to solo lanes.

No, they couldnt. You can only keep up with solo lanes till level 4, and only if you do nothing but afk farm a speed clearer. Anyone else will be behind a level starting at the point solo lanes hit 4.

And where do you pull the exp FROM. You can only get 1 level on either side of the jungle. If you reduce that further, you make it so that you need to clear your entire jungle to hit level 2 and a half. You would need a second full clear to hit level 3. By that time every other lane will be level 4-5. It would be too late at that point, even if exp scaled. You wouldnt be able to catch up.

They already deflated exp once. They cannot do it again.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
red_
Profile Joined May 2010
United States8474 Posts
March 15 2012 16:01 GMT
#3263
On March 16 2012 00:58 NeedsmoreCELLTECH wrote:
Our Irelia just went 0/9 against a Graves top. Is it really an impossible lane, or is this Irelia just bad? I don't see how, if ad is truely bad, someone could ever take something like Irelia in a competitive scene. Won't they just take an AD and shut you down 100%?


I mean... no matchup is 0/9 bad unless you make it that bad by forcing the issue when you know you're at a disadvantage. I don't see why it would be such an awful matchup though.
How did the experience of working at Mr Burns' Nuclear Plant influence Homer's composition of the Iliad and Odyssey?
overt
Profile Blog Joined June 2010
United States9006 Posts
Last Edited: 2012-03-15 16:04:16
March 15 2012 16:03 GMT
#3264
On March 16 2012 00:58 NeedsmoreCELLTECH wrote:
Our Irelia just went 0/9 against a Graves top. Is it really an impossible lane, or is this Irelia just bad? I don't see how, if ad is truely bad, someone could ever take something like Irelia in a competitive scene. Won't they just take an AD and shut you down 100%?


You should never die nine times in lane. No matter how hard something "counters" you. I don't play much Irelia but I know that lots of AD carries, including Graves, can solo top or mid just fine. People don't run those counter lanes because of a lot of reasons. They'd rather keep their AD carry safe bottom and get the guaranteed CS that comes with a support, top lane is real scary especially if the enemy jungler camps the lane. And AD carries are pretty damn squishy. You also want your AD carry bottom for dragon fights and for helping the team push lanes down, while your solo top is usually some bigfuck bruiser who can split push npnp.

There are straight up counters to AD carry/support bottom too but no one ever runs them. It's probably because people haven't played around with team comps enough to find one that's better than what we currently have and while you could just straight up run counter lanes you'd still need a team that can build into late game especially when you consider that the enemy team can just lane swap if the lanes are super unfavorable.

edit:
I'm not saying Graves is Irelia counter btw. I don't play Irelia, so I really don't know. I just know that lots of AD carries can beat a lot (but not all) bruisers in solo lanes.
wei2coolman
Profile Joined November 2010
United States60033 Posts
March 15 2012 16:08 GMT
#3265
Completely unrelated, but have just figured out throuhg facebook, that I'm a friends friend of Ryan "Morello" Scott. It didn't really hit me, until he posted on my friend's status (riot nyandalee, RL friends with her). lol. Man small world.
liftlift > tsm
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
March 15 2012 16:08 GMT
#3266
On March 16 2012 00:58 NeedsmoreCELLTECH wrote:
Our Irelia just went 0/9 against a Graves top. Is it really an impossible lane, or is this Irelia just bad? I don't see how, if ad is truely bad, someone could ever take something like Irelia in a competitive scene. Won't they just take an AD and shut you down 100%?

Huh? You just open something like boots 5 and stay away until you can lasthit at tower and heal up etc. after tabi and wriggles the graves is screwed, irelia's one of the best champions to have vs ranged because she has a great gapcloser
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
WaveofShadow
Profile Blog Joined April 2010
Canada31494 Posts
March 15 2012 16:14 GMT
#3267
On March 16 2012 01:08 wei2coolman wrote:
Completely unrelated, but have just figured out throuhg facebook, that I'm a friends friend of Ryan "Morello" Scott. It didn't really hit me, until he posted on my friend's status (riot nyandalee, RL friends with her). lol. Man small world.

How is it a small world? They both work at Riot, therefore you being a friend with a Rioter automatically means that you are a 'friend's friend' of all of them...?
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
Abenson
Profile Blog Joined December 2009
Canada4122 Posts
March 15 2012 16:15 GMT
#3268
On March 16 2012 01:08 Shikyo wrote:
Show nested quote +
On March 16 2012 00:58 NeedsmoreCELLTECH wrote:
Our Irelia just went 0/9 against a Graves top. Is it really an impossible lane, or is this Irelia just bad? I don't see how, if ad is truely bad, someone could ever take something like Irelia in a competitive scene. Won't they just take an AD and shut you down 100%?

Huh? You just open something like boots 5 and stay away until you can lasthit at tower and heal up etc. after tabi and wriggles the graves is screwed, irelia's one of the best champions to have vs ranged because she has a great gapcloser


I don't think going the utility masteries for the extra potions is worth it on an ad carry though.
overt
Profile Blog Joined June 2010
United States9006 Posts
March 15 2012 16:22 GMT
#3269
On March 16 2012 01:15 Abenson wrote:
Show nested quote +
On March 16 2012 01:08 Shikyo wrote:
On March 16 2012 00:58 NeedsmoreCELLTECH wrote:
Our Irelia just went 0/9 against a Graves top. Is it really an impossible lane, or is this Irelia just bad? I don't see how, if ad is truely bad, someone could ever take something like Irelia in a competitive scene. Won't they just take an AD and shut you down 100%?

Huh? You just open something like boots 5 and stay away until you can lasthit at tower and heal up etc. after tabi and wriggles the graves is screwed, irelia's one of the best champions to have vs ranged because she has a great gapcloser


I don't think going the utility masteries for the extra potions is worth it on an ad carry though.


I think he meant cloth + 5.
Lylat
Profile Joined August 2009
France8575 Posts
March 15 2012 16:22 GMT
#3270
On March 16 2012 01:15 Abenson wrote:
Show nested quote +
On March 16 2012 01:08 Shikyo wrote:
On March 16 2012 00:58 NeedsmoreCELLTECH wrote:
Our Irelia just went 0/9 against a Graves top. Is it really an impossible lane, or is this Irelia just bad? I don't see how, if ad is truely bad, someone could ever take something like Irelia in a competitive scene. Won't they just take an AD and shut you down 100%?

Huh? You just open something like boots 5 and stay away until you can lasthit at tower and heal up etc. after tabi and wriggles the graves is screwed, irelia's one of the best champions to have vs ranged because she has a great gapcloser


I don't think going the utility masteries for the extra potions is worth it on an ad carry though.

He probably meant cloth+5
Alaric
Profile Joined November 2009
France45622 Posts
March 15 2012 16:26 GMT
#3271
Plus if Graves ever uses Buckshot he'll probably push the lane, and a pushed Irelia doesn't really care.
Cant take LMS hipsters serious.
Slusher
Profile Blog Joined December 2010
United States19143 Posts
March 15 2012 16:31 GMT
#3272
here is hoping the new caster item in the next patch is something more selfish to build my hextech into, tired of building wota on teamcomps that make no sense of it.
Carrilord has arrived.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
March 15 2012 16:36 GMT
#3273
On March 16 2012 01:00 Two_DoWn wrote:
Show nested quote +
On March 16 2012 00:52 turdburgler wrote:
On March 16 2012 00:37 Seuss wrote:
On March 15 2012 23:50 turdburgler wrote:
On March 15 2012 23:44 Mogwai wrote:
On March 15 2012 23:42 Two_DoWn wrote:
Meh. I just dont think there is a good way to fix it without making the jungling significantly worse (or harder (which Riot definitly doesnt want)). But then again, they did push through the jungle remake, so anything is possible.

But if you dont want to get level 2 ganked, just buy a damn ward when you go top lane. Or get your support to ward for you. Its not like every jungle can level 2 gank effectivly anyway.

opening a ward in top lane is frequently enough to cost you the lane anyway, lol. top lane is the fucking worst, god I hate it so much.


says this, first picks wukong constantly


lololool :D


On March 15 2012 23:35 TheYango wrote:
On March 15 2012 23:25 Two_DoWn wrote:
On March 15 2012 23:08 TheYango wrote:
On March 15 2012 23:07 Two_DoWn wrote:
I doubt very much they would remove leashes. It makes a lot of junglers way worse, and makes it much harder to jungle, especially without full runes (the whole point of the jungle remake in the first place).

They could buff the healing sigils to compensate. The idea would be to make it riskier to gank immediately with your first buff, but that the damage you take on buffs gets evened out once you've done several small camps.

I dont think this would help. You are already talking about quite a few junglers hitting 50% health with a bad pull (ls, for example, gets pretty damn low on red without a large ammount of help). You cant make that worse and still expect a jungle to function.

I mean, the laners can help with the buff still, it's just that you don't get like a free 3-4 seconds where the buff isn't hitting anybody.


they could make the base stats of the buff monsters much higher, but delay their scaling. making it 'impossible' to deal with at level 1. the 'ridiculous' part, imo, about low level ganks is that someone can kill their blue/red buff and be level 2 instantly bot lane wont be level 3 for at least a whole minute, they can afford to camp that lane for a long time without becoming too weak to be likely to kill stuff. if people had to start with smaller camps, maybe burn their first smite on big wraith and be unable to take on blue until next smite, it would stop that ridiculous xp boost the jungler sees in the first 4 minutes of the game, delaying it a bit.

or, they could reduce the xp from big monsters, and redistribute through the jungle.


You can't buff the jungle creeps to that point without making jungling effectively impossible. The problem is that the days when a jungler would start their route alone are long since gone. Today teams help junglers start their camps and buffs even at fairly low Elos. As a result Riot would have to buff the camps to the an extent which would completely undermine the primary goal of the jungle remake (i.e. making jungling easier, less punishing).

Similarly, redistributing exp isn't going to work either because 95% of competitive junglers start Small Camp -> Buff Camp. However you redistribute the exp that combination is always going to get you to level 2. Nothing short of a flat out exp reduction is going to work, and even that has to be extreme.

I honestly don't know what Riot can do that doesn't fundamentally change jungling (again).


theres no reason the xp couldnt be deflated early and scale up after a few minutes to compensate. the jungle actually doesnt have tons of xp, it gets masked by the big camps basically rushing you to level 4. they could make it so the jungler doesnt get a retarded xp boost in the early game then slowly drop off compared to solo lanes.

No, they couldnt. You can only keep up with solo lanes till level 4, and only if you do nothing but afk farm a speed clearer. Anyone else will be behind a level starting at the point solo lanes hit 4.

And where do you pull the exp FROM. You can only get 1 level on either side of the jungle. If you reduce that further, you make it so that you need to clear your entire jungle to hit level 2 and a half. You would need a second full clear to hit level 3. By that time every other lane will be level 4-5. It would be too late at that point, even if exp scaled. You wouldnt be able to catch up.

They already deflated exp once. They cannot do it again.


If they did scale exp enough that you'd get the same total at, say, 7 minutes you'd end up drastically empowering farming junglers because thereafter the jungle would grant at least 75% more exp than it does currently. I don't think "fixing" level 2 ganking is worth the consequences of nearly doubling the exp value of the jungle past 8 minutes.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
koreasilver
Profile Blog Joined June 2008
9109 Posts
March 15 2012 16:37 GMT
#3274
hoping the new caster item builds from brutalizer
Sandster
Profile Joined November 2006
United States4054 Posts
Last Edited: 2012-03-15 16:40:16
March 15 2012 16:39 GMT
#3275
Honestly they need to just change when jungle camp spawn. Somewhere between 1:50 and 2:00 for small camp, and 2:00+ for buffs. Make it so that, while you can still leash, you will be at a disadvantage in lane/levels if you leash, offset by the faster/safer jungle. Right now there's no penalty for leashing.

Solves bot lane taking camps too.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2012-03-15 16:45:34
March 15 2012 16:42 GMT
#3276
On March 16 2012 01:15 Abenson wrote:
Show nested quote +
On March 16 2012 01:08 Shikyo wrote:
On March 16 2012 00:58 NeedsmoreCELLTECH wrote:
Our Irelia just went 0/9 against a Graves top. Is it really an impossible lane, or is this Irelia just bad? I don't see how, if ad is truely bad, someone could ever take something like Irelia in a competitive scene. Won't they just take an AD and shut you down 100%?

Huh? You just open something like boots 5 and stay away until you can lasthit at tower and heal up etc. after tabi and wriggles the graves is screwed, irelia's one of the best champions to have vs ranged because she has a great gapcloser


I don't think going the utility masteries for the extra potions is worth it on an ad carry though.

Boots 4 ***********

And utility is ok on irelia

On March 16 2012 01:39 Sandster wrote:
Honestly they need to just change when jungle camp spawn. Somewhere between 1:50 and 2:00 for small camp, and 2:00+ for buffs. Make it so that, while you can still leash, you will be at a disadvantage in lane/levels if you leash, offset by the faster/safer jungle. Right now there's no penalty for leashing.

Solves bot lane taking camps too.

This along with the first three small camps giving slightly more exp could be quite good actually
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-03-15 16:50:57
March 15 2012 16:46 GMT
#3277
On March 16 2012 00:58 NeedsmoreCELLTECH wrote:
Our Irelia just went 0/9 against a Graves top. Is it really an impossible lane, or is this Irelia just bad? I don't see how, if ad is truely bad, someone could ever take something like Irelia in a competitive scene. Won't they just take an AD and shut you down 100%?

Bad matchups are never an excuse for dying.

Bad matchups means you lose farm, and have to bluepill. If you stay and die, it's because you misplayed.

On March 16 2012 01:36 Seuss wrote:
If they did scale exp enough that you'd get the same total at, say, 7 minutes you'd end up drastically empowering farming junglers because thereafter the jungle would grant at least 75% more exp than it does currently. I don't think "fixing" level 2 ganking is worth the consequences of nearly doubling the exp value of the jungle past 8 minutes.

Except junglers don't clear at the same rate. How do you adjust the XP scaling in such away that it affects all junglers in a uniform manner?

On March 16 2012 01:39 Sandster wrote:
Honestly they need to just change when jungle camp spawn. Somewhere between 1:50 and 2:00 for small camp, and 2:00+ for buffs. Make it so that, while you can still leash, you will be at a disadvantage in lane/levels if you leash, offset by the faster/safer jungle. Right now there's no penalty for leashing.

That just fucks over junglers in solo queue. No laner will ever make a sacrifice like that for their jungler if it means they start off worse in lane even if it's the "right" thing to do.

That said, pushing up small camps to spawn at the same time as buff camps (so that you can't finish both with help) might work.
Moderator
turdburgler
Profile Blog Joined January 2011
England6749 Posts
March 15 2012 16:53 GMT
#3278
On March 16 2012 01:00 Two_DoWn wrote:
Show nested quote +
On March 16 2012 00:52 turdburgler wrote:
On March 16 2012 00:37 Seuss wrote:
On March 15 2012 23:50 turdburgler wrote:
On March 15 2012 23:44 Mogwai wrote:
On March 15 2012 23:42 Two_DoWn wrote:
Meh. I just dont think there is a good way to fix it without making the jungling significantly worse (or harder (which Riot definitly doesnt want)). But then again, they did push through the jungle remake, so anything is possible.

But if you dont want to get level 2 ganked, just buy a damn ward when you go top lane. Or get your support to ward for you. Its not like every jungle can level 2 gank effectivly anyway.

opening a ward in top lane is frequently enough to cost you the lane anyway, lol. top lane is the fucking worst, god I hate it so much.


says this, first picks wukong constantly


lololool :D


On March 15 2012 23:35 TheYango wrote:
On March 15 2012 23:25 Two_DoWn wrote:
On March 15 2012 23:08 TheYango wrote:
On March 15 2012 23:07 Two_DoWn wrote:
I doubt very much they would remove leashes. It makes a lot of junglers way worse, and makes it much harder to jungle, especially without full runes (the whole point of the jungle remake in the first place).

They could buff the healing sigils to compensate. The idea would be to make it riskier to gank immediately with your first buff, but that the damage you take on buffs gets evened out once you've done several small camps.

I dont think this would help. You are already talking about quite a few junglers hitting 50% health with a bad pull (ls, for example, gets pretty damn low on red without a large ammount of help). You cant make that worse and still expect a jungle to function.

I mean, the laners can help with the buff still, it's just that you don't get like a free 3-4 seconds where the buff isn't hitting anybody.


they could make the base stats of the buff monsters much higher, but delay their scaling. making it 'impossible' to deal with at level 1. the 'ridiculous' part, imo, about low level ganks is that someone can kill their blue/red buff and be level 2 instantly bot lane wont be level 3 for at least a whole minute, they can afford to camp that lane for a long time without becoming too weak to be likely to kill stuff. if people had to start with smaller camps, maybe burn their first smite on big wraith and be unable to take on blue until next smite, it would stop that ridiculous xp boost the jungler sees in the first 4 minutes of the game, delaying it a bit.

or, they could reduce the xp from big monsters, and redistribute through the jungle.


You can't buff the jungle creeps to that point without making jungling effectively impossible. The problem is that the days when a jungler would start their route alone are long since gone. Today teams help junglers start their camps and buffs even at fairly low Elos. As a result Riot would have to buff the camps to the an extent which would completely undermine the primary goal of the jungle remake (i.e. making jungling easier, less punishing).

Similarly, redistributing exp isn't going to work either because 95% of competitive junglers start Small Camp -> Buff Camp. However you redistribute the exp that combination is always going to get you to level 2. Nothing short of a flat out exp reduction is going to work, and even that has to be extreme.

I honestly don't know what Riot can do that doesn't fundamentally change jungling (again).


theres no reason the xp couldnt be deflated early and scale up after a few minutes to compensate. the jungle actually doesnt have tons of xp, it gets masked by the big camps basically rushing you to level 4. they could make it so the jungler doesnt get a retarded xp boost in the early game then slowly drop off compared to solo lanes.

No, they couldnt. You can only keep up with solo lanes till level 4, and only if you do nothing but afk farm a speed clearer. Anyone else will be behind a level starting at the point solo lanes hit 4.

And where do you pull the exp FROM. You can only get 1 level on either side of the jungle. If you reduce that further, you make it so that you need to clear your entire jungle to hit level 2 and a half. You would need a second full clear to hit level 3. By that time every other lane will be level 4-5. It would be too late at that point, even if exp scaled. You wouldnt be able to catch up.

They already deflated exp once. They cannot do it again.


i think you are exaggerating what im trying to say. at the moment you first clear you are somewhere around level 4, maybe a bit higher. but the second round probably wont even get you 6. because so much xp on the first round was actually the buff monsters. theres no reason you couldnt revalue the xp so that, for example, buff camps in terms of xp are worth no more than normal camps, boost all the xp values, then you have a situation where maybe you are 3.5 or so after first clear, but still close to 6 after second clear. this would mean there is more overall xp in the jungle, much more xp when buff camps arent available, and make get buff > camp lane for 45 seconds, less viable.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-03-15 16:57:23
March 15 2012 16:56 GMT
#3279
On March 16 2012 01:53 turdburgler wrote:
i think you are exaggerating what im trying to say. at the moment you first clear you are somewhere around level 4, maybe a bit higher. but the second round probably wont even get you 6. because so much xp on the first round was actually the buff monsters. theres no reason you couldnt revalue the xp so that, for example, buff camps in terms of xp are worth no more than normal camps, boost all the xp values, then you have a situation where maybe you are 3.5 or so after first clear, but still close to 6 after second clear. this would mean there is more overall xp in the jungle, much more xp when buff camps arent available, and make get buff > camp lane for 45 seconds, less viable.

The problem is that camp scaling isn't static--it happens when the camp gets cleared. Which means that scaling mechanics either punish slower junglers even harder than they already do, or you have to start convoluting the banking mechanics really hard adjusting the bank rate/cap as the game progresses--which makes the mechanic in turn more inaccessible for newer players.
Moderator
turdburgler
Profile Blog Joined January 2011
England6749 Posts
March 15 2012 17:01 GMT
#3280
On March 16 2012 01:56 TheYango wrote:
Show nested quote +
On March 16 2012 01:53 turdburgler wrote:
i think you are exaggerating what im trying to say. at the moment you first clear you are somewhere around level 4, maybe a bit higher. but the second round probably wont even get you 6. because so much xp on the first round was actually the buff monsters. theres no reason you couldnt revalue the xp so that, for example, buff camps in terms of xp are worth no more than normal camps, boost all the xp values, then you have a situation where maybe you are 3.5 or so after first clear, but still close to 6 after second clear. this would mean there is more overall xp in the jungle, much more xp when buff camps arent available, and make get buff > camp lane for 45 seconds, less viable.

The problem is that camp scaling isn't static--it happens when the camp gets cleared. Which means that scaling mechanics either punish slower junglers even harder than they already do, or you have to start convoluting the banking mechanics really hard adjusting the bank rate/cap as the game progresses--which makes the mechanic in turn more inaccessible for newer players.


well i dont know what riots philosophy is supposed to be. but why arent we accepting that some champions just cant jungle? i know they wanted it to be more accessible, but i think you can accomplish that soley by making olaf 450ip, hes someone who can jungle without any runes or masteries, clears insanely fast. has a few different abilities, skillshot, true damage, resistances and penetration. hes like a lol hand book, and making him so easy to get would open up the jungle to anyone who wants to try it.
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