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[Patch 1.0.0.136: Lulu] General Discussion - Page 240

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Remember guys, this is the general discussion thread. Keep whine/QQ posts in the appropriate QQ memorial thread! Thanks!
Xevious
Profile Joined February 2011
United States2086 Posts
April 10 2012 06:44 GMT
#4781
On April 10 2012 15:31 iCanada wrote:
You guys think we'll ever see a LoL champion sort of like Meepo?

They'd rather instantly become the only champion I played like... ever.

I suck at DotA, and havn't played for years... but I have fond memories of running around with five meepos and instagibbing people with "Poof!" when everyone was convinced Geomancer was the worst champ ever made.

Sadly no, and only because that sounds like the epitome of riot's definition of "anti-fun."
barbsq
Profile Joined November 2009
United States5348 Posts
Last Edited: 2012-04-10 06:52:19
April 10 2012 06:45 GMT
#4782
On April 10 2012 15:31 iCanada wrote:
You guys think we'll ever see a LoL champion sort of like Meepo?

They'd rather instantly become the only champion I played like... ever.

I suck at DotA, and havn't played for years... but I have fond memories of running around with five meepos and instagibbing people with "Poof!" when everyone was convinced Geomancer was the worst champ ever made.


afaik, the long and short of it is that they simply cannot/will not implement such a micro-intensive multi-pet system like lycan/meepo/chen etc because of the way they designed the user interface. If they really wanted to add a meepo-like champ, then they would essentially have to completely rework champion control, which is simply not likely to happen, ever. You can tell how awkward the current pet system is just with shaco and leblanc clones, annie tibbers, and morde and yorick's ghosts (i'm sure i'm forgetting somebody but w/e) and the complete unreliability that they bring. Imagine trying to control half a dozen shaco clones with the alt-click system that they currently use, it would be a total mess and near impossible.

edit:
On April 10 2012 15:44 Xevious wrote:
Show nested quote +
On April 10 2012 15:31 iCanada wrote:
You guys think we'll ever see a LoL champion sort of like Meepo?

They'd rather instantly become the only champion I played like... ever.

I suck at DotA, and havn't played for years... but I have fond memories of running around with five meepos and instagibbing people with "Poof!" when everyone was convinced Geomancer was the worst champ ever made.

Sadly no, and only because that sounds like the epitome of riot's definition of "anti-fun."


not really, the only aspect that might be considered anti-fun would be the perma-netting, which is something easily adjusted and not really a fundamental design problem. It's a simple matter of tech, you just cannot implement such micro intensive mechanics without multiple and discreet unit select.
Look at this guy, constantly diluting himself! (╮°-°)╮┳━┳ ( ╯°□°)╯ ┻━┻
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 10 2012 06:51 GMT
#4783
On April 10 2012 15:07 TheYango wrote:
Show nested quote +
On April 10 2012 14:46 beefhamburger wrote:
On April 10 2012 14:39 triplej wrote:
when you payback someone, it says SHUT DOWN in huge obnoxious letters, same with first blood

Anyone know if there are copyright laws/rules for things like this that are very similar to other games, like HoN (don't know if it's in DOTA#)? Or is it ubiquitous enough that it doesn't matter? I'm not sure what is considered "stealing/plagiarizing" when it comes to game design features.

LoL already uses some of the same kill callouts as DotA anyway. I'd assume that it's fine.

and if I'm not mistaken DotA appropriated the callouts from unreal tournament
overt
Profile Blog Joined June 2010
United States9006 Posts
Last Edited: 2012-04-10 06:56:07
April 10 2012 06:51 GMT
#4784
On April 10 2012 15:33 Xevious wrote:
awwwwwww :D


That was a pretty awesome video, although one thing that I was confused about was how he said that he and Chaox lost bot lane because he ran CV yet iirc in the CLG matches Chauster ran CV in several of the matches...? Like, in the last game for sure Chauster ran CV and that was the game where Double got three kills on Ashe. Granted, Graves > Ashe in lane phase so still not surprising that they lost that lane but I'm pretty sure Chauster ran CV most of his games this tournament. And while for solo queue I still think I prefer aggressive summoner's on my supports (cause in solo q it's usually win lane win game) I think it says a lot that Xpecial and Chauster ran CV so often this tournament and were probably by far the two best supports of the tournament. CV too good.

edit:
Double checked, in games 2-4 Chauster ran CV. Only game against TSM he didn't run CV was game 1.

double edit:
Yeah, Xpecial and Chauster ran CV most of their games during IPL while other supports still running more aggressive stuff. Yango's words of prophecy ring true.
ManyCookies
Profile Joined December 2010
1164 Posts
Last Edited: 2012-04-10 06:58:50
April 10 2012 06:53 GMT
#4785
With that said, I am convinced an elemental mage ala. Invoker could work in LoL, despite strong (legitimate) protests from Riot. It's possible to have a lot of spells (and differences between spells) and still have coherence. Invoker was just sort of all over the place with his spells. The key is to have a general rule that will always make a spell do some effect that you want, even if the specifics might be more nuanced.

Let's use Fire-Ice-Lightning as our reagents, combine two, order does matter. Our general rule is this; the first selected always determines the casting type of the spell. If it's fire, it's a simple skillshot bolt. If it's Lightning, it's an applied debuff/CC. If it's Ice, it's an offensive AoE spell. Secondary determines a "side" effect. Fire-Fire a more damaging bolt, Fire-Lightning might slow/stun, Fire-Ice could live a path of fire in its wake, etc. Regardless of what you use as your second reagent, you're going to get a damaging bolt of some sort. If you see a bolt, it's going to do some damage. Yeah it might do something fancy once it lands, but general consistency is established on both sides of the bolt. Hell, the secondary reagents don't even have to fit with their primary theme. Fire-Lightning could do chain bolts, Fire-Ice could slow, etc. You can have a bunch of fun stuff with the exact effects (Ice-Ice could be an ice slick, for example), but always follows a general rule like "Fire damages, Lighting CCs/debuffs, Ice is an offensive AoE".
barbsq
Profile Joined November 2009
United States5348 Posts
April 10 2012 06:56 GMT
#4786
On April 10 2012 15:51 overt wrote:
Show nested quote +
On April 10 2012 15:33 Xevious wrote:
awwwwwww :D


That was a pretty awesome video, although one thing that I was confused about was how he said that he and Chaox lost bot lane because he ran CV yet iirc in the CLG matches Chauster ran CV in several of the matches...? Like, in the last game for sure Chauster ran CV and that was the game where Double got three kills on Ashe. Granted, Graves > Ashe in lane phase so still not surprising that they lost that lane but I'm pretty sure Chauster ran CV most of his games this tournament. And while for solo queue I still think I prefer aggressive summoner's on my supports (cause in solo q it's usually win lane win game) I think it says a lot that Xpecial and Chauster ran CV so often this tournament and were probably by far the two best supports of the tournament. CV too good.

edit:
Double checked, in games 2-4 Chauster ran CV. Only game against TSM he didn't run CV was game 1.


I am of the opinion that no matter how you hash it, free and incontestable map vision is a good thing. Ofc, in solo queue, the person who runs cv is really the only person who benefits from it, kus no1 else pays any attention, so the opportunity cost of potentially winning/losing a lane due to lack of offensive/defensive summoners plays a much larger role.

also cv is just enormously useful in brush fights.
Look at this guy, constantly diluting himself! (╮°-°)╮┳━┳ ( ╯°□°)╯ ┻━┻
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2012-04-10 07:08:16
April 10 2012 06:56 GMT
#4787
On April 10 2012 15:53 ManyCookies wrote:
With that said, I am convinced an elemental mage ala. Invoker could work in LoL, despite strong (legitimate) protests from Riot. It's possible to have a lot of spells (and differences between spells) and still have coherence. Invoker was just sort of all over the place with his spells. The key is to have a general rule that will always make a spell do some effect that you want, even if the specifics might be more nuanced.

Let's use Fire-Ice-Lightning as our reagents. Combine two; the first selected always determines the casting type of the spell. If it's fire, it's a simple skillshot bolt. If it's Lightning, it's a debuff/CC. If it's Ice, it's an AoE spell. Secondary determines a "side" effect. Fire-Fire a more damaging bolt, Fire-Lightning might slow/stun, Fire-Ice could live a path of fire in its wake, etc. Regardless of what you use as your second reagent, you're going to get a damaging bolt of some sort. If you see a bolt, it's going to do some damage. Yeah it might do something fancy once it lands, but general consistency is established on both sides of the bolt. Hell, the secondary reagents don't even have to fit with their primary theme. Fire-Lightning could do chain bolts, Fire-Ice could slow, etc.

While that would be really cool and fun, I highly doubt Riot would implement such a complicated champion into LoL. Not only would it be very hard for casuals (which Riot does pander to) it would cause a nightmare for Riot balance. Even Invoker is pretty darn imba in the context of DotA.

On April 10 2012 14:11 Niton wrote:
Show nested quote +
On April 10 2012 14:04 Ryuu314 wrote:
Removing shields seem really pointless imo.


Shield removal is (usually) not that big of a deal, but sometimes you're going to be up against a 500 AP Janna, and all of a sudden you're facing down a 700 HP shield that has no current in-game counter to it. If you want to make it a more diverse item, in my opinion one of the best ways to do that is to also encompass similar effects.

Even if it's rarely useful, there should be SOME way to deal with ginormo shields, the same way there's one to deal with ginormo heals.

Honestly, I don't see the problem with giant shields. Champions with strong scaling shield abilities are few and far between and shields are more or less like preemptive heals. The only champs with strong scaling shields that can be cast on other targets that I can think of are Janna, Karma, Lulu, Lux in that order of strength/reliability. The shields from those four could be problematic given enough AP, but even then I don't see it being so strong it needs an item purely to counter them. There are few enough champions with good scaling shields that it's not an issue. Furthermore, Riot dislikes heals not because they can turn fights, but rather because of its ability to sustain in lane. In fact, Riot was very clear about wanting to let heals be "clutch" and focused heal balancing more around nerfing sustain. For the fringe abuse cases like pre-nerf Swain and Vlad, they just worked on those on a case-by-case basis, which they can do with shields should they become too OP.

EDIT: There's also Morg and Shen, but Morg's shield is magic damage only and Shen's shield, while it has a crazy AP ratio of 1.5, isn't really going to be much of a problem seeing how it's not spammable and you're not going to have much, if any, AP on Shen.
Parnage
Profile Blog Joined February 2010
United States7414 Posts
April 10 2012 07:04 GMT
#4788
It's my understanding that Lee Sin was a champion put in that rewarded people who could master his complexity. If they could do it with Lee Sin, I don't see why an Invoker style mage could not be done in a way that would please the guys wanting such and be easy enough for people to understand the happenings when facing such a champion. It's just a matter of taking the time to do it right which if I had to guess is why we have not seen such a champion yet.
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
miicah
Profile Joined February 2011
Australia2470 Posts
April 10 2012 07:04 GMT
#4789
On April 10 2012 15:51 Ryuu314 wrote:
Show nested quote +
On April 10 2012 15:07 TheYango wrote:
On April 10 2012 14:46 beefhamburger wrote:
On April 10 2012 14:39 triplej wrote:
when you payback someone, it says SHUT DOWN in huge obnoxious letters, same with first blood

Anyone know if there are copyright laws/rules for things like this that are very similar to other games, like HoN (don't know if it's in DOTA#)? Or is it ubiquitous enough that it doesn't matter? I'm not sure what is considered "stealing/plagiarizing" when it comes to game design features.

LoL already uses some of the same kill callouts as DotA anyway. I'd assume that it's fine.

and if I'm not mistaken DotA appropriated the callouts from unreal tournament


Damn, beat me to it!
@miicah88
JackDino
Profile Joined July 2010
Gabon6219 Posts
April 10 2012 07:08 GMT
#4790
On April 10 2012 16:04 Parnage wrote:
It's my understanding that Lee Sin was a champion put in that rewarded people who could master his complexity. If they could do it with Lee Sin, I don't see why an Invoker style mage could not be done in a way that would please the guys wanting such and be easy enough for people to understand the happenings when facing such a champion. It's just a matter of taking the time to do it right which if I had to guess is why we have not seen such a champion yet.

Lee sin is tons and tons of fun, Invoker was unfun iirc.
This isnt Broodwar so I dont owe anyone respect for beating me. -arb
ManyCookies
Profile Joined December 2010
1164 Posts
Last Edited: 2012-04-10 07:13:16
April 10 2012 07:10 GMT
#4791
While that would be really cool and fun, I highly doubt Riot would implement such a complicated champion into LoL. Not only would it be very hard for casuals (which Riot does pander to) it would cause a nightmare for Riot balance. Even Invoker is pretty darn imba in the context of DotA.


Balance would be difficult to do without making the spells homogenous, I agree. But the entire point of a general rule is to reduce the set of the possible effects each combo can do. You don't need to know that Nocturne's Q gives him movespeed and attack damage while he's on the dark, while Brand's Q stuns if you're aflame; the strategy for both is "It's firing at me, don't get hit by it". While our Invoker rip-off has 9 spells, there's only three strategies the other player needs to know. Likewise, a starting player has a foundation of "Fire bolt, Lightning debuff, Ice offensive AoE" regardless of what he picks next. The main problem with DOTA Invoker is that he's just a pile of debuffs, selfbuffs, bolts, AoEs, Globals, and so on. That is on orders of magnitude more difficult to balance than 3 primary spells with some tweakable secondary effects.
overt
Profile Blog Joined June 2010
United States9006 Posts
Last Edited: 2012-04-10 07:18:04
April 10 2012 07:17 GMT
#4792
On April 10 2012 15:51 Ryuu314 wrote:
Show nested quote +
On April 10 2012 15:07 TheYango wrote:
On April 10 2012 14:46 beefhamburger wrote:
On April 10 2012 14:39 triplej wrote:
when you payback someone, it says SHUT DOWN in huge obnoxious letters, same with first blood

Anyone know if there are copyright laws/rules for things like this that are very similar to other games, like HoN (don't know if it's in DOTA#)? Or is it ubiquitous enough that it doesn't matter? I'm not sure what is considered "stealing/plagiarizing" when it comes to game design features.

LoL already uses some of the same kill callouts as DotA anyway. I'd assume that it's fine.

and if I'm not mistaken DotA appropriated the callouts from unreal tournament


Unreal got most of the callouts from Quake which came out likeee 3 years before Unreal. I don't know if a game had callouts that pre-dated Quake though. And honestly my memory is pretty shitty and the Quake callouts could've even been modders originally and then id Software might have added it to the game. Regardless, those callouts have been in multiplayer games for more than a decade. Would be hilarious if someone tried filing a lawsuit now.
Niton
Profile Blog Joined March 2009
United States2395 Posts
Last Edited: 2012-04-10 07:29:45
April 10 2012 07:18 GMT
#4793
On April 10 2012 15:56 Ryuu314 wrote:
Honestly, I don't see the problem with giant shields. Champions with strong scaling shield abilities are few and far between and shields are more or less like preemptive heals. The only champs with strong scaling shields that can be cast on other targets that I can think of are Janna, Karma, Lulu, Lux in that order of strength/reliability. The shields from those four could be problematic given enough AP, but even then I don't see it being so strong it needs an item purely to counter them. There are few enough champions with good scaling shields that it's not an issue. Furthermore, Riot dislikes heals not because they can turn fights, but rather because of its ability to sustain in lane. In fact, Riot was very clear about wanting to let heals be "clutch" and focused heal balancing more around nerfing sustain. For the fringe abuse cases like pre-nerf Swain and Vlad, they just worked on those on a case-by-case basis, which they can do with shields should they become too OP.

EDIT: There's also Morg and Shen, but Morg's shield is magic damage only and Shen's shield, while it has a crazy AP ratio of 1.5, isn't really going to be much of a problem seeing how it's not spammable and you're not going to have much, if any, AP on Shen.


The reason(s) you'd want to buy Exec Calling (or a revamped version) include dealing with a high amount of burst throughput, like Soraka or (kinda) Mundo. Huge amounts of burst survivability tend to be imbalanced, and that's something that Dignitas showed us this weekend, with their Soraka/Lulu comp which offered a huge amount of traditional burst healing and a huge amount (840 +1.1) of completely uncounterable extra burst health.

Burst health is fine, offering zero ways to counteract is is less so.
tree.hugger: Coming off of [(T)fantasy v. (T)Really] into [(T)Barracks v. (T)MVP] is like coming out of Manhattan into New Jersey. You just have to speed up and ignore it.
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2012-04-10 07:25:32
April 10 2012 07:24 GMT
#4794
On April 10 2012 16:18 Niton wrote:
Show nested quote +
On April 10 2012 15:56 Ryuu314 wrote:
Honestly, I don't see the problem with giant shields. Champions with strong scaling shield abilities are few and far between and shields are more or less like preemptive heals. The only champs with strong scaling shields that can be cast on other targets that I can think of are Janna, Karma, Lulu, Lux in that order of strength/reliability. The shields from those four could be problematic given enough AP, but even then I don't see it being so strong it needs an item purely to counter them. There are few enough champions with good scaling shields that it's not an issue. Furthermore, Riot dislikes heals not because they can turn fights, but rather because of its ability to sustain in lane. In fact, Riot was very clear about wanting to let heals be "clutch" and focused heal balancing more around nerfing sustain. For the fringe abuse cases like pre-nerf Swain and Vlad, they just worked on those on a case-by-case basis, which they can do with shields should they become too OP.

EDIT: There's also Morg and Shen, but Morg's shield is magic damage only and Shen's shield, while it has a crazy AP ratio of 1.5, isn't really going to be much of a problem seeing how it's not spammable and you're not going to have much, if any, AP on Shen.


The reason(s) you'd want to buy Exec Calling (or a revamped version) include dealing with a high amount of burst throughput, like Soraka or (kinda) Mundo. Huge amounts of burst survivability tend to be imbalanced, and that's something that Dignitas showed us this weekend, with their Soraka/Lulu comp which offered a huge amount of traditional burst healing and a huge amount (840 +1.1) of completely uncounterable extra burst health.

Burst health is fine, offering zero ways to counteract is is less so.

I'm not saying that burst health is perfectly fine as it is currently. I'm just saying that making an item/mechanic to purely counter the extremely small amount of burst health abilities in the game is so situational it's stupid, especially when out of the four sources of burst health I listed 2 of them are more or less unplayed (Karma/Lux) and one of them never gets the itemization to be significant (Janna). Lulu I do agree is a bit of a problem; I said myself on release that her ulti and its scaling was absolutely ridiculous. Rather, it's more prudent and easier to simply just balance the individual skills by hitting the numbers.

The difference between burst health/shields and healing is that the grievous wound effect applies to all sources of healing and regeneration, which includes traditional heals but also vamp and health regen. This essentially means the grievous wound mechanic will always be relevant in pretty much every single game to varying degrees. Whereas your proposed shield/burst health counter mechanic is ridiculously situational.
Niton
Profile Blog Joined March 2009
United States2395 Posts
Last Edited: 2012-04-10 07:34:02
April 10 2012 07:32 GMT
#4795
On April 10 2012 16:24 Ryuu314 wrote:
Show nested quote +
On April 10 2012 16:18 Niton wrote:
On April 10 2012 15:56 Ryuu314 wrote:
Honestly, I don't see the problem with giant shields. Champions with strong scaling shield abilities are few and far between and shields are more or less like preemptive heals. The only champs with strong scaling shields that can be cast on other targets that I can think of are Janna, Karma, Lulu, Lux in that order of strength/reliability. The shields from those four could be problematic given enough AP, but even then I don't see it being so strong it needs an item purely to counter them. There are few enough champions with good scaling shields that it's not an issue. Furthermore, Riot dislikes heals not because they can turn fights, but rather because of its ability to sustain in lane. In fact, Riot was very clear about wanting to let heals be "clutch" and focused heal balancing more around nerfing sustain. For the fringe abuse cases like pre-nerf Swain and Vlad, they just worked on those on a case-by-case basis, which they can do with shields should they become too OP.

EDIT: There's also Morg and Shen, but Morg's shield is magic damage only and Shen's shield, while it has a crazy AP ratio of 1.5, isn't really going to be much of a problem seeing how it's not spammable and you're not going to have much, if any, AP on Shen.


The reason(s) you'd want to buy Exec Calling (or a revamped version) include dealing with a high amount of burst throughput, like Soraka or (kinda) Mundo. Huge amounts of burst survivability tend to be imbalanced, and that's something that Dignitas showed us this weekend, with their Soraka/Lulu comp which offered a huge amount of traditional burst healing and a huge amount (840 +1.1) of completely uncounterable extra burst health.

Burst health is fine, offering zero ways to counteract is is less so.

I'm not saying that burst health is perfectly fine as it is currently. I'm just saying that making an item/mechanic to purely counter the extremely small amount of burst health abilities in the game is so situational it's stupid, especially when out of the four sources of burst health I listed 2 of them are more or less unplayed (Karma/Lux) and one of them never gets the itemization to be significant (Janna). Lulu I do agree is a bit of a problem; I said myself on release that her ulti and its scaling was absolutely ridiculous. Rather, it's more prudent and easier to simply just balance the individual skills by hitting the numbers.

The difference between burst health/shields and healing is that the grievous wound effect applies to all sources of healing and regeneration, which includes traditional heals but also vamp and health regen. This essentially means the grievous wound mechanic will always be relevant in pretty much every single game to varying degrees. Whereas your proposed shield/burst health counter mechanic is ridiculously situational.


Eh? It's exactly the same as the current version of Exec Calling, except it also hits shields. I just think that if you're going to put in an item to counter big sources of EH, that it should cover both sides instead of just the ones that make your numbers go up directly. Breaking shields as an additional effect helps differentiate it from ignite, and adds a few more champions whom it can be strong against (Sion, Udyr, Janna, Lulu, Lee Sin).
tree.hugger: Coming off of [(T)fantasy v. (T)Really] into [(T)Barracks v. (T)MVP] is like coming out of Manhattan into New Jersey. You just have to speed up and ignore it.
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 10 2012 07:37 GMT
#4796
On April 10 2012 16:10 ManyCookies wrote:
Show nested quote +
While that would be really cool and fun, I highly doubt Riot would implement such a complicated champion into LoL. Not only would it be very hard for casuals (which Riot does pander to) it would cause a nightmare for Riot balance. Even Invoker is pretty darn imba in the context of DotA.


Balance would be difficult to do without making the spells homogenous, I agree. But the entire point of a general rule is to reduce the set of the possible effects each combo can do. You don't need to know that Nocturne's Q gives him movespeed and attack damage while he's on the dark, while Brand's Q stuns if you're aflame; the strategy for both is "It's firing at me, don't get hit by it". While our Invoker rip-off has 9 spells, there's only three strategies the other player needs to know. Likewise, a starting player has a foundation of "Fire bolt, Lightning debuff, Ice offensive AoE" regardless of what he picks next. The main problem with DOTA Invoker is that he's just a pile of debuffs, selfbuffs, bolts, AoEs, Globals, and so on. That is on orders of magnitude more difficult to balance than 3 primary spells with some tweakable secondary effects.

Okay several problems with having an Invoker champ:
Say our Invoker rip-off has 9 spells; either the cd on spell switching is significant and/or the different combinations are similar, in which case the player would essentially only ever use the most "powerful" of the 9 spells, rendering the others irrelevant, or the cd on spell switching is small and/or the different combinations are dissimilar, in which case the champion becomes broken as a champion having 9 distinct abilities will almost always be superior compared to other champions who only have 4 abilities.

Not only that, but LoL's engine/UI simply won't accommodate this.
Niton
Profile Blog Joined March 2009
United States2395 Posts
Last Edited: 2012-04-10 07:39:29
April 10 2012 07:39 GMT
#4797
Also, you'd lose out on the part of Invoker's gameplay where switching between Q/W/E orbs for non spellcasting reasons has uses, because LoL definitely can't handle that.
tree.hugger: Coming off of [(T)fantasy v. (T)Really] into [(T)Barracks v. (T)MVP] is like coming out of Manhattan into New Jersey. You just have to speed up and ignore it.
Xevious
Profile Joined February 2011
United States2086 Posts
April 10 2012 07:41 GMT
#4798
On April 10 2012 16:04 Parnage wrote:
It's my understanding that Lee Sin was a champion put in that rewarded people who could master his complexity. If they could do it with Lee Sin, I don't see why an Invoker style mage could not be done in a way that would please the guys wanting such and be easy enough for people to understand the happenings when facing such a champion. It's just a matter of taking the time to do it right which if I had to guess is why we have not seen such a champion yet.

Ehh, while I agree that lee sin is a complex champion it's hard to compare him to invoker because they're complex in different ways. It's easy to say that they're similar because they have a lot of buttons but if you think about it lee sin's two W spells could easily be combined into the same spell, same with E. Lee sin is easy to learn and hard to master, whereas invoker is hard to learn and extremely difficult to master. An average player wouldn't take too long to understand how to use lee sin's skills properly, what's really hard about him is pure mechanics. However, said average player would be completely scared off a champion with invoker-like mechanics because there's so much complexity and understanding required to even use them in general.
gtrsrs
Profile Joined June 2010
United States9109 Posts
April 10 2012 07:45 GMT
#4799
On April 10 2012 16:37 Ryuu314 wrote:
Show nested quote +
On April 10 2012 16:10 ManyCookies wrote:
While that would be really cool and fun, I highly doubt Riot would implement such a complicated champion into LoL. Not only would it be very hard for casuals (which Riot does pander to) it would cause a nightmare for Riot balance. Even Invoker is pretty darn imba in the context of DotA.


Balance would be difficult to do without making the spells homogenous, I agree. But the entire point of a general rule is to reduce the set of the possible effects each combo can do. You don't need to know that Nocturne's Q gives him movespeed and attack damage while he's on the dark, while Brand's Q stuns if you're aflame; the strategy for both is "It's firing at me, don't get hit by it". While our Invoker rip-off has 9 spells, there's only three strategies the other player needs to know. Likewise, a starting player has a foundation of "Fire bolt, Lightning debuff, Ice offensive AoE" regardless of what he picks next. The main problem with DOTA Invoker is that he's just a pile of debuffs, selfbuffs, bolts, AoEs, Globals, and so on. That is on orders of magnitude more difficult to balance than 3 primary spells with some tweakable secondary effects.

Okay several problems with having an Invoker champ:
Say our Invoker rip-off has 9 spells; either the cd on spell switching is significant and/or the different combinations are similar, in which case the player would essentially only ever use the most "powerful" of the 9 spells, rendering the others irrelevant, or the cd on spell switching is small and/or the different combinations are dissimilar, in which case the champion becomes broken as a champion having 9 distinct abilities will almost always be superior compared to other champions who only have 4 abilities.

Not only that, but LoL's engine/UI simply won't accommodate this.


nidalee is not always more powerful than teemo or wukong or annie.
the spells could (not easily) be balanced so none stands out above the rest except through playstyle

your post isn't correct at all and i think it's a great idea, cookies
i play ... hearthstone =\^.^/= Winterfox
Parnage
Profile Blog Joined February 2010
United States7414 Posts
April 10 2012 07:49 GMT
#4800
That's kinda why I do not believe we've seen him yet. Invoker is so overly complicated that he'd be confusing to face and for plenty of players confusing to play. You can have complexity without making it pointlessly complicated the problem is always a matter of how to do that. Hence why I don't think we've seen someone like Invoker in League just yet. If Riot ever plans to make an Invoker style champion it should be done in a way that fits the game itself and that's not something you can just copy and paste over from Dota and call it a day. Gotta do it right.

I guess what I am saying is I'd love to see an Invoker style champion but done in a more fun way for the player. Of course fun is subjective, however easy to understand hard to master is something that I think is fun for everyone who enjoys this game. Except for Yorick Players(HA!)
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
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