• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 02:09
CET 08:09
KST 16:09
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2
Community News
Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion6Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)16Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
PhD study /w SC2 - help with a survey! When will we find out if there are more tournament Weekly Cups (Jan 12-18): herO, MaxPax, Solar win I am looking for StarCraft 2 Beta Patch files Stellar Fest "01" Jersey Charity Auction
Tourneys
$70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
[ASL21] Potential Map Candidates Gypsy to Korea Video Footage from 2005: The Birth of G2 in Spain BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [BSL21] Non-Korean Championship - Starts Jan 10 Small VOD Thread 2.0 Azhi's Colosseum - Season 2
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Game Theory for Starcraft Current Meta
Other Games
General Games
Battle Aces/David Kim RTS Megathread Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026!
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread NASA and the Private Sector Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Navigating the Risks and Rew…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1110 users

[Patch 1.0.0.136: Lulu] General Discussion - Page 15

Forum Index > LoL General
Post a Reply
Prev 1 13 14 15 16 17 339 Next
Remember guys, this is the general discussion thread. Keep whine/QQ posts in the appropriate QQ memorial thread! Thanks!
Alaric
Profile Joined November 2009
France45622 Posts
March 20 2012 19:02 GMT
#281
Does "untargetable" mean that you can't be actively targeted (ie if you're surrounded w/o allies, allied minions or monsters nearby the AI will still try to hit you) or that no targeted stuff can hit you at all? Also, does stuff like burnout, non-targeted, ground-based AoE still damage you?
Cant take LMS hipsters serious.
nojitosunrise
Profile Joined August 2011
United States6188 Posts
March 20 2012 19:04 GMT
#282
On March 21 2012 04:01 57 Corvette wrote:
Show nested quote +
On March 21 2012 03:11 Frolossus wrote:
On March 21 2012 02:15 57 Corvette wrote:
I am kinda worried about Swain's viability being cut down because of this bluebuff nerf. He is a good toplane counterpick for me, but with even less mana regen from bluebuff its going to be hard to keep that ult up for the entire teamfight...

personally i never struggle with mana on swain and feel comfortable donating blue to our mid when i go solo top.
between catalyst and last hitting minions you can generally have plenty of mana

His mana problems were never in lane, its when you are in the middle of a 20-30 second long teamfight and you run oom after 10 seconds because of your ulti.



Swain changes incoming

http://na.leagueoflegends.com/board/showthread.php?p=22262467#post22262467
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
March 20 2012 19:05 GMT
#283
On March 21 2012 04:02 Alaric wrote:
Does "untargetable" mean that you can't be actively targeted (ie if you're surrounded w/o allies, allied minions or monsters nearby the AI will still try to hit you) or that no targeted stuff can hit you at all? Also, does stuff like burnout, non-targeted, ground-based AoE still damage you?

Yar, aoe still hits you. And I belive that minions will check for you, not see you since you are untargettable, then find another target.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
triplej
Profile Joined May 2011
United States47 Posts
March 20 2012 19:08 GMT
#284
On March 21 2012 04:05 Two_DoWn wrote:
Show nested quote +
On March 21 2012 04:02 Alaric wrote:
Does "untargetable" mean that you can't be actively targeted (ie if you're surrounded w/o allies, allied minions or monsters nearby the AI will still try to hit you) or that no targeted stuff can hit you at all? Also, does stuff like burnout, non-targeted, ground-based AoE still damage you?

Yar, aoe still hits you. And I belive that minions will check for you, not see you since you are untargettable, then find another target.


Are you sure? I feel like I miss kills on Vladimir (as Viktor) because he just pools out of my ult or my pew pew lazor.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-03-20 19:12:21
March 20 2012 19:09 GMT
#285
On March 21 2012 04:01 Two_DoWn wrote:
As for the cloth->chain vest: I feel as though it is the game trying to set up incentives and rewards for saving up as much gold as possible. For example, you dont feel happy coming home with 500 gold and being able to only buy a cloth armor if you are laning against a wukong. But if you can survive long enough to get to 800 gold and can get a chain vest, the reward for being able to do that is much greater and you feel more awesome for being able to actually play out your skill and be rewarded for it.

Consequently, this incentives/rewards system is kind of snowbally by nature, because it means the guy that is already winning is more likely to get those "rewards" of getting big items, where the guy who's behind has to compromise and get poorer items.

If you make smaller items cost-effective enough, then it means that you create interesting counterplay opportunities, where the player/team that's behind can go all-in on smaller items and try and fight their way back into the game with more gold-efficient items during the appropriate timing window. The cost of this is that if they miss that timing, they'll really start losing ground once they cap out on items.
Moderator
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
March 20 2012 19:10 GMT
#286
Yes. One of the main points they made with Fiora was clearing up the fact that untargetable =/= invulnerable. You are still effected by aoe n such.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
nojitosunrise
Profile Joined August 2011
United States6188 Posts
March 20 2012 19:11 GMT
#287
LoL is pretty popular

ToT)OjKa(
Profile Blog Joined May 2007
Korea (South)2437 Posts
March 20 2012 19:12 GMT
#288
Lulu is gonna be BEAST
OjKa OjKa OjKa!
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
March 20 2012 19:13 GMT
#289
On March 21 2012 04:09 TheYango wrote:
Show nested quote +
On March 21 2012 04:01 Two_DoWn wrote:
As for the cloth->chain vest: I feel as though it is the game trying to set up incentives and rewards for saving up as much gold as possible. For example, you dont feel happy coming home with 500 gold and being able to only buy a cloth armor if you are laning against a wukong. But if you can survive long enough to get to 800 gold and can get a chain vest, the reward for being able to do that is much greater and you feel more awesome for being able to actually play out your skill and be rewarded for it.

Consequently, this incentives/rewards system is kind of snowbally by nature, because it means the guy that is already winning is more likely to get those "rewards" of getting big items, where the guy who's behind has to compromise and get poorer items.

Which isnt a bad thing: you want to reward skill.

How much would it suck to be 5-1 and barely stronger than someone who is 1-5?


And even then, because of the way the cost structure works, those big items are REALLY expensive. 5-1 may be good enough for a NLR, but it probably wont be enough of a difference for a Dcap.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Slusher
Profile Blog Joined December 2010
United States19143 Posts
March 20 2012 19:14 GMT
#290
On March 21 2012 04:09 TheYango wrote:
Show nested quote +
On March 21 2012 04:01 Two_DoWn wrote:
As for the cloth->chain vest: I feel as though it is the game trying to set up incentives and rewards for saving up as much gold as possible. For example, you dont feel happy coming home with 500 gold and being able to only buy a cloth armor if you are laning against a wukong. But if you can survive long enough to get to 800 gold and can get a chain vest, the reward for being able to do that is much greater and you feel more awesome for being able to actually play out your skill and be rewarded for it.

Consequently, this incentives/rewards system is kind of snowbally by nature, because it means the guy that is already winning is more likely to get those "rewards" of getting big items, where the guy who's behind has to compromise and get poorer items.

If you make smaller items cost-effective enough, then it means that you create interesting counterplay opportunities, where the player/team that's behind can go all-in on smaller items and try and fight their way back into the game with more gold-efficient items during the appropriate timing window. The cost of this is that if they miss that timing, they'll really start losing ground once they cap out on items.


isn't that kinda how dblades work already? they are super cost effective aside from not building into anything.
Carrilord has arrived.
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
March 20 2012 19:16 GMT
#291
Slush brings up a good point as well. We do have items that work that way. But the general goal has been to push people toward finishing items, not stacking a bunch of mediocre items just because they are cost effective.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-03-20 19:28:22
March 20 2012 19:18 GMT
#292
On March 21 2012 04:13 Two_DoWn wrote:
How much would it suck to be 5-1 and barely stronger than someone who is 1-5?

It's the equivalent to timing play in Starcraft. The guy who loses 1 fight doesn't slowly get closed out of the game. He has the opportunity to execute an all-in or timing attack when the opponent tries to leverage his army advantage to try and expand or tech. More cost-efficient small/mid-tier items is the equivalent--you allow the opportunity for a team that's behind to go all-in on gold-efficient, but slot-inefficient items and, with proper execution and timing sense, play their way back into the game.

On March 21 2012 04:16 Two_DoWn wrote:
Slush brings up a good point as well. We do have items that work that way. But the general goal has been to push people toward finishing items, not stacking a bunch of mediocre items just because they are cost effective.

You and Smash seem too focused on this extreme, when the reality is that most of the mid-tier items never get bought.

Have you ever seen a team that's behind finish items like Brutalizer, (pre-remake) Hexdrinker, or Haunting Guise and try to force fights at specific timings? No, because the gain isn't worth it the cost on those items.
Moderator
Slusher
Profile Blog Joined December 2010
United States19143 Posts
Last Edited: 2012-03-20 19:21:20
March 20 2012 19:19 GMT
#293
But thats the exact trade, if you are ahead you can buy shit like gp5 or items that build into good stuff, if you are behind you can make I need power now items or you can get build items and play conservatively. The design that you guys are complaining about I'm pretty sure is intentional, to an extent snowballing is necessary or MOBA games will turn into the NBA.

you can take my opinion with a grain of salt if you like, I'll be honest with you, I want NO part of comeback mechanics in LoL
Carrilord has arrived.
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
March 20 2012 19:21 GMT
#294
On March 21 2012 04:18 TheYango wrote:
Show nested quote +
On March 21 2012 04:13 Two_DoWn wrote:
How much would it suck to be 5-1 and barely stronger than someone who is 1-5?

It's the equivalent to timing play in Starcraft. The guy who loses 1 fight doesn't slowly get closed out of the game. He has the opportunity to execute an all-in or timing attack when the opponent tries to leverage his army advantage to try and expand or tech. More cost-efficient small/mid-tier items is the equivalent--you allow the opportunity for a team that's behind to go all-in on gold-efficient, but slot-inefficient items and, with proper execution and timing sense, play their way back into the game.

Best way I can put it:

Do you think the snowball meta exists?

If no, you are trying to fix something that isnt broken. If yes, this isnt an itemization question.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21244 Posts
March 20 2012 19:21 GMT
#295
On March 21 2012 03:54 TheYango wrote:
Perhaps Moonbear or someone else could shed light on this, but I don't see the reasoning behind bigger items being more cost-effective than (or hell, even comparably cost-effective to) their smaller, early game counterparts. "Slots taken" is in essence a resource in and of itself, and it seems silly to me that higher slot-efficiency shouldn't come with a tradeoff in gold efficiency.


Slot efficiency is, in my view, less of an issue in LoL than DotA. At the top level, games tend to be decided relatively early, when people have at most 2 big items finished with a few doran items/boots added in, with advantages gained in teamfights during that stage just rippling out to effectively end the game right there. So there's really no "incentive" to build bigger items if they didn't come with increased gold efficiency, since slot efficiency is rarely a limiting factor, at least compared to DotA.

This all comes with lack of buyback and the comparatively smaller map where one-two midgame fights really does decide the game in so many cases.
TranslatorBaa!
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-03-20 19:31:55
March 20 2012 19:23 GMT
#296
On March 21 2012 04:21 Carnivorous Sheep wrote:
Show nested quote +
On March 21 2012 03:54 TheYango wrote:
Perhaps Moonbear or someone else could shed light on this, but I don't see the reasoning behind bigger items being more cost-effective than (or hell, even comparably cost-effective to) their smaller, early game counterparts. "Slots taken" is in essence a resource in and of itself, and it seems silly to me that higher slot-efficiency shouldn't come with a tradeoff in gold efficiency.


Slot efficiency is, in my view, less of an issue in LoL than DotA. At the top level, games tend to be decided relatively early, when people have at most 2 big items finished with a few doran items/boots added in, with advantages gained in teamfights during that stage just rippling out to effectively end the game right there. So there's really no "incentive" to build bigger items if they didn't come with increased gold efficiency, since slot efficiency is rarely a limiting factor, at least compared to DotA.

This all comes with lack of buyback and the comparatively smaller map where one-two midgame fights really does decide the game in so many cases.

That's the exact problem that I feel more cost-efficient basic and mid-tier items would address. You can argue that part of the reason games end so quickly is because the team that gets ahead gets to finish their big items sooner, and the team that's behind often has very little recourse other than to finish the same items, but later. There's not that much room for them to choose to go all-in on cheaper items. It's not the only way to address it, and it might not have that big of an effect, but it has comparatively few negative tradeoffs with regard to creating bad gameplay in other aspects of the game.

Like, I don't see what's BAD about making those mid-tier items that nobody buys more cost-effective, and allowing them to be leveraged as a means for a team that's behind to exploit timings.

As another plus, it would make support itemization a little less awkward if buying baseline resist/HP items were more cost-effective and didn't feel as shitty.
Moderator
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
March 20 2012 19:24 GMT
#297
On March 21 2012 04:11 nojitosunrise wrote:
LoL is pretty popular

https://twitter.com/#!/truffle/status/182180778271191040

Additionally, his attack frame will be getting an update so he has an easier time last hitting early on in the game.

WTF how can you make probably the easiest ranged autoattack animation even easier? :O
Slusher
Profile Blog Joined December 2010
United States19143 Posts
March 20 2012 19:24 GMT
#298
Somewhere Ryze is crying
Carrilord has arrived.
mr_tolkien
Profile Blog Joined June 2010
France8631 Posts
Last Edited: 2012-03-20 19:31:19
March 20 2012 19:30 GMT
#299
On March 21 2012 04:24 Slusher wrote:
Somewhere Ryze is crying

Ryze animation is just perfect :o

The one which still bugs me after 10+ games is Kennen. This projectile is soooooo slow !
The legend of Darien lives on
Alaric
Profile Joined November 2009
France45622 Posts
March 20 2012 19:31 GMT
#300
Isn't that because he likes tears?
Cant take LMS hipsters serious.
Prev 1 13 14 15 16 17 339 Next
Please log in or register to reply.
Live Events Refresh
Next event in 3h 52m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft450
SortOf 125
StarCraft: Brood War
Stork 2114
GuemChi 894
Aegong 406
ggaemo 330
Hm[arnc] 119
Shine 109
Noble 100
Larva 98
Sharp 82
soO 78
[ Show more ]
ajuk12(nOOB) 70
ZergMaN 62
Shuttle 56
ToSsGirL 47
EffOrt 41
GoRush 28
Nal_rA 16
Sacsri 15
Bale 13
NaDa 12
Icarus 9
Dota 2
NeuroSwarm99
febbydoto71
League of Legends
JimRising 669
C9.Mang0570
Other Games
summit1g6447
XaKoH 185
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Laughngamez YouTube
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1426
• Rush1186
• Stunt406
• HappyZerGling90
Upcoming Events
OSC
3h 52m
Shameless vs MaNa
Nicoract vs Percival
Krystianer vs TBD
Cure vs SHIN
PiGosaur Monday
17h 52m
The PondCast
1d 2h
OSC
1d 3h
Big Brain Bouts
3 days
Serral vs TBD
BSL 21
4 days
BSL 21
5 days
Wardi Open
6 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

IPSL Winter 2025-26
SC2 All-Star Inv. 2025
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
OSC Championship Season 13
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025

Upcoming

Escore Tournament S1: W5
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.