• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:02
CET 12:02
KST 20:02
  • 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
Rongyi Cup S3 - RO16 Preview3herO wins SC2 All-Star Invitational10SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0
Community News
Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)20Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
Oliveira Would Have Returned If EWC Continued StarCraft 2 not at the Esports World Cup 2026 [Short Story] The Last GSL Stellar Fest "01" Jersey Charity Auction PhD study /w SC2 - help with a survey!
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship $70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
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 Fantasy's Q&A video BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues Azhi's Colosseum - Season 2 Small VOD Thread 2.0 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Current Meta Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread 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 Canadian Politics Mega-thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
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
How Esports Advertising Shap…
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: 1668 users

[Patch 1.0.0.138: Hecarim] General Discussion - Page 106

Forum Index > LoL General
Post a Reply
Prev 1 104 105 106 107 108 147 Next
Sandster
Profile Joined November 2006
United States4054 Posts
April 26 2012 16:40 GMT
#2101
It's pretty stupid how they phrased that...it's a nerf. Hungering Strike hits for the greater of a flat damage or % health. Early in the game people have low health, so you're doing the flat damage, which hasn't changed. This means the early game change is completely irrelevant, so it's just a nerf to mid/late game.
Alaric
Profile Joined November 2009
France45622 Posts
April 26 2012 16:40 GMT
#2102
On April 27 2012 01:37 Sabin010 wrote:
Show nested quote +
On April 27 2012 01:29 Sandster wrote:
Or you can get Spirit Visage, which is straight up better unless you need the mana regen. In which case you build Chalice and stop there, or just buy a Glacial.

It'd be like saying Athene is good on MF/Ezreal/Corki because some of their abilities have AP scaling, and they can use the MR and mana regen.

nvm I just read the updated notes, and they're buffing the early game and nerfing the later game, with no changes in his mana costs. forgive my ignorance.

No, it's in addition to the previous patch notes, which means they're nerfing the % by 1 cumulative (-4 at level 5), and the mana cost is increased by 10 at all levels.
Cant take LMS hipsters serious.
Sabin010
Profile Joined September 2010
United States1892 Posts
April 26 2012 16:45 GMT
#2103
to be fair on a target with 2000 health 80 ap is a 25% increase on the 16% max health, but I was thinking they were still going with the mana cost nerfs which is why i suggested it. The extra ap was just gonna be gravy, while the real reason to get it was to never run oom or let your hp get to 0.
Glaceau
Profile Joined February 2012
Wales333 Posts
April 26 2012 16:49 GMT
#2104
On April 27 2012 01:38 wei2coolman wrote:
Meh, I don't like how riot is making mid game items into lategame items, What they need to do is make mid game items super fucking cost effective so there's a "risk" factor, in which players are willing to risk lategame power for midgame power.


unfortunately this game doesnt actually work like that, especially in the pro scene. The teams that are the best are the ones that apply constant and early pressure because LoL is a game of snowballing. If mid game items were vastly stronger then their lategame counterparts everyone would buy them since you want to be as powerful as possible as soon as possible to take dragons and eventually barons. if you have more gold then your opponents, item choices rarely matter.
Cmon, swing it
wei2coolman
Profile Joined November 2010
United States60033 Posts
April 26 2012 16:59 GMT
#2105
They need it to be cost effective item, but not necessarily powerful items. For example if the current haunting guise was like half the cost of what it is now. It'd still be a weak ass item, but it'd be an amazingly cost effective item, but terrible slot effectiveness.
liftlift > tsm
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-04-26 17:03:58
April 26 2012 17:00 GMT
#2106
On April 27 2012 01:49 Glaceau wrote:
unfortunately this game doesnt actually work like that, especially in the pro scene. The teams that are the best are the ones that apply constant and early pressure because LoL is a game of snowballing. If mid game items were vastly stronger then their lategame counterparts everyone would buy them since you want to be as powerful as possible as soon as possible to take dragons and eventually barons. if you have more gold then your opponents, item choices rarely matter.

DotA actually takes the opposite design paradigm with items. Lower-tier items are more cost-effective than their later-tiered counterparts. This creates a resource tradeoff between gold-efficiency and slot-efficiency of items, not unlike the tradeoff between economy and army strength in Starcraft. It also creates similar strategic issues of timing. Having a keener understanding of timing was one of the reasons why Chinese DotA teams were able to surpass their western counterparts in 2010.

A player opting for lower-tier gold-efficient items caps out his item slots quickly. This means that there is a timing window when he's on 6 items, but has not sold and replaced one of his lower-tier items, and is therefore capped out on power. For the next 3k-4k gold, his itemized gold value flatlines, which allows the other team to catch up on power, and seek fights on even terms before one of those items gets replaced. Alternatively, a player who opts to use a gold advantage and turn it into larger items has superior slot-efficiency, but due to the poorer gold-efficiency of the items, the opponent again has a timing window in which they can go all-in on lower-tier items that have superior fighting power immediately.

Even if they don't need to be better than finished lategame items, they need to at least feel better than the COMPONENTS for those items. As it stands, Brutalizer doesn't really even feel more effective than BF Sword. Haunting Guise doesn't feel better than NLR. Spirit Visage doesn't feel better than Glacial Shroud.
Moderator
Slayer91
Profile Joined February 2006
Ireland23335 Posts
April 26 2012 17:08 GMT
#2107
Yeah when's the last time people ever got item capped consistently except because they built too many dorans blades?
TheYango
Profile Joined September 2008
United States47024 Posts
April 26 2012 17:10 GMT
#2108
On April 27 2012 02:08 Slayer91 wrote:
Yeah when's the last time people ever got item capped consistently except because they built too many dorans blades?

Obviously people don't get item capped because they can always opt for slot-efficient items without ever losing out on gold efficiency.

If slot-efficiency entailed some loss in gold-efficiency and vice-versa, then the potential to cap out would be much more real.
Moderator
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
April 26 2012 17:14 GMT
#2109
I feel like the main problem is that if you want to build for mid-game items, your whole team needs to do it. One person building for a stronger mid-game will easily get diluted out. I'd say the cost-effectiveness of mid-game items are definitely there, but the timing window for being able to make plays off it is pretty small, and the amount of advantage you can gain out of it is also pretty small if it's only 1 person out of 4 buying those kind of items.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
April 26 2012 17:26 GMT
#2110
Wriggle's, WotA and Wit's End. All of these were highly efficient midgame items. Everyone got them. (By the way, if this trend continues, Reverie and Glacial nerfs might follow soon)

Imo the problem is the relatively small gold gap between these midgame items and the big items. Oh, also the fact that you can't efficiently stack these midgame items. Most champs can only use one of them well, and they always have some Unique stat or something else that makes it not desireable to stack them. So you can't really go all in on Midgame items - you either won't even find enough of these for your champ or your enemies will get to their big items before you can really create a big advantage.

How to fix this? Well, instead of increasing the gold cost on the supposed-to-be-midgame-items, they should decrease the gold cost. Big items should not get stat nerfs, but increased gold costs (see Gunblade for a case where they did the opposite).

Well, at least that's the path I suggest if there even should be a real difference between midgame and lategame items.
If you have a good reason to disagree with the above, please tell me. Thank you.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-04-26 17:50:49
April 26 2012 17:49 GMT
#2111
On a tangentially related issue, does anyone else feel that there should be a support item tailored to the sub-1000 gold range?

Given a support's gold intake, a 2k gold aura item is effectively equivalent to a "big" item for supports. Supports effectively have no equivalent to the 1500-2k gold midgame items, so you can't really match up that well with your team if they choose to play toward that route. Your best itemization options below 1k gold are pretty much just Doran's, Kindlegem, and gp10s.
Moderator
cascades
Profile Blog Joined October 2009
Singapore6122 Posts
April 26 2012 18:03 GMT
#2112
On April 27 2012 02:00 TheYango wrote:
Show nested quote +
On April 27 2012 01:49 Glaceau wrote:
unfortunately this game doesnt actually work like that, especially in the pro scene. The teams that are the best are the ones that apply constant and early pressure because LoL is a game of snowballing. If mid game items were vastly stronger then their lategame counterparts everyone would buy them since you want to be as powerful as possible as soon as possible to take dragons and eventually barons. if you have more gold then your opponents, item choices rarely matter.

DotA actually takes the opposite design paradigm with items. Lower-tier items are more cost-effective than their later-tiered counterparts. This creates a resource tradeoff between gold-efficiency and slot-efficiency of items, not unlike the tradeoff between economy and army strength in Starcraft. It also creates similar strategic issues of timing. Having a keener understanding of timing was one of the reasons why Chinese DotA teams were able to surpass their western counterparts in 2010.

A player opting for lower-tier gold-efficient items caps out his item slots quickly. This means that there is a timing window when he's on 6 items, but has not sold and replaced one of his lower-tier items, and is therefore capped out on power. For the next 3k-4k gold, his itemized gold value flatlines, which allows the other team to catch up on power, and seek fights on even terms before one of those items gets replaced. Alternatively, a player who opts to use a gold advantage and turn it into larger items has superior slot-efficiency, but due to the poorer gold-efficiency of the items, the opponent again has a timing window in which they can go all-in on lower-tier items that have superior fighting power immediately.

Even if they don't need to be better than finished lategame items, they need to at least feel better than the COMPONENTS for those items. As it stands, Brutalizer doesn't really even feel more effective than BF Sword. Haunting Guise doesn't feel better than NLR. Spirit Visage doesn't feel better than Glacial Shroud.


Please update on dota meta. I am pretty sure Lol item design flaw is inherited from dota. I am really surprised since this design flaw seems really obvious but went unnoticed when Riot started developing LoL.

It used to be in dota that the only items worth building were tier 4 HoT/Buriza/MKB (Warmogs/IE) and your wraith bands/strength bracers (Doran). There were very few midgame exceptions, but they exist. (Blink/Desolator)

Sound familiar?

Yeah, agreed with your post.
HS: cascades#1595 || LoL: stoppin
cascades
Profile Blog Joined October 2009
Singapore6122 Posts
April 26 2012 18:08 GMT
#2113
On April 27 2012 02:49 TheYango wrote:
On a tangentially related issue, does anyone else feel that there should be a support item tailored to the sub-1000 gold range?

Given a support's gold intake, a 2k gold aura item is effectively equivalent to a "big" item for supports. Supports effectively have no equivalent to the 1500-2k gold midgame items, so you can't really match up that well with your team if they choose to play toward that route. Your best itemization options below 1k gold are pretty much just Doran's, Kindlegem, and gp10s.


What are you proposing for this theoretical support item? Just sub 1k is called 2 dorans. Sub .5k is called doran. You can't have items even more efficient than dorans. (Giving doran different stats should as cdr could be explored though) Aura items could be reduced to 1.5k to fill the gap though, making them even more no brainers.

HS: cascades#1595 || LoL: stoppin
wei2coolman
Profile Joined November 2010
United States60033 Posts
April 26 2012 18:11 GMT
#2114
What they need to do is make midgame items that are strong midgame, but lose its relevance in lategame (HARD), not like wit's end or wriggles, which is good in mid game and is relevant all the way into lategame.

So something like a haunting guize, or executioner call, except just make them cheaper.
liftlift > tsm
JackDino
Profile Joined July 2010
Gabon6219 Posts
April 26 2012 18:13 GMT
#2115
On April 27 2012 03:11 wei2coolman wrote:
What they need to do is make midgame items that are strong midgame, but lose its relevance in lategame (HARD), not like wit's end or wriggles, which is good in mid game and is relevant all the way into lategame.

So something like a haunting guize, or executioner call, except just make them cheaper.

Like dorans 2.0
This isnt Broodwar so I dont owe anyone respect for beating me. -arb
TheYango
Profile Joined September 2008
United States47024 Posts
April 26 2012 18:14 GMT
#2116
On April 27 2012 03:08 cascades wrote:
What are you proposing for this theoretical support item? Just sub 1k is called 2 dorans. Sub .5k is called doran. You can't have items even more efficient than dorans. (Giving doran different stats should as cdr could be explored though) Aura items could be reduced to 1.5k to fill the gap though, making them even more no brainers.

Obviously it's hard to itemize something in that gold range purely on stats. I was thinking of a support active item that build from cheap components like Cloth Armor. Something like:

Cloth Armor + Null-Magic Mantle + 200
20 Armor, 25 MR
Unique Active: Reduces target's armor and MR each by 15 for 5 seconds. 60 second cooldown.
Moderator
wei2coolman
Profile Joined November 2010
United States60033 Posts
April 26 2012 18:16 GMT
#2117
On April 27 2012 02:49 TheYango wrote:
On a tangentially related issue, does anyone else feel that there should be a support item tailored to the sub-1000 gold range?

Given a support's gold intake, a 2k gold aura item is effectively equivalent to a "big" item for supports. Supports effectively have no equivalent to the 1500-2k gold midgame items, so you can't really match up that well with your team if they choose to play toward that route. Your best itemization options below 1k gold are pretty much just Doran's, Kindlegem, and gp10s.

hmm, maybe mini aura- items? but the thing is, if you make any new aura items, that are sub 2k, the stats they offer would have to be pretty small, possibly negligible.
liftlift > tsm
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
April 26 2012 18:21 GMT
#2118
On April 27 2012 03:16 wei2coolman wrote:
Show nested quote +
On April 27 2012 02:49 TheYango wrote:
On a tangentially related issue, does anyone else feel that there should be a support item tailored to the sub-1000 gold range?

Given a support's gold intake, a 2k gold aura item is effectively equivalent to a "big" item for supports. Supports effectively have no equivalent to the 1500-2k gold midgame items, so you can't really match up that well with your team if they choose to play toward that route. Your best itemization options below 1k gold are pretty much just Doran's, Kindlegem, and gp10s.

hmm, maybe mini aura- items? but the thing is, if you make any new aura items, that are sub 2k, the stats they offer would have to be pretty small, possibly negligible.

A GP10 item with wriggles active. No other stats. BAM.
A backwards poet writes inverse.
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
April 26 2012 18:26 GMT
#2119
A good support item should be cheap and give really bad stats, but have really good aura or actives for the team.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
April 26 2012 18:27 GMT
#2120
On April 27 2012 02:49 TheYango wrote:
On a tangentially related issue, does anyone else feel that there should be a support item tailored to the sub-1000 gold range?

Given a support's gold intake, a 2k gold aura item is effectively equivalent to a "big" item for supports. Supports effectively have no equivalent to the 1500-2k gold midgame items, so you can't really match up that well with your team if they choose to play toward that route. Your best itemization options below 1k gold are pretty much just Doran's, Kindlegem, and gp10s.

You mean like Emblem of Valor? Oh.
If you have a good reason to disagree with the above, please tell me. Thank you.
Prev 1 104 105 106 107 108 147 Next
Please log in or register to reply.
Live Events Refresh
RongYI Cup
11:00
Group C
SHIN vs Creator
Classic vs Percival
RotterdaM408
EnkiAlexander 10
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 408
SortOf 213
Rex 40
StarCraft: Brood War
Calm 9792
Sea 3384
Hyuk 864
Jaedong 593
Horang2 461
Larva 380
BeSt 211
Zeus 206
hero 173
Last 161
[ Show more ]
EffOrt 153
Shuttle 147
ZerO 116
Soulkey 107
Sharp 91
sorry 88
Hm[arnc] 81
Backho 64
Hyun 47
Mind 46
Mini 34
NotJumperer 30
Free 23
Shinee 22
Noble 19
Bale 14
ZergMaN 12
Terrorterran 12
Dota 2
XcaliburYe240
NeuroSwarm140
League of Legends
JimRising 465
C9.Mang0352
Counter-Strike
zeus738
oskar195
edward104
Super Smash Bros
Mew2King68
Heroes of the Storm
Khaldor121
Other Games
singsing1407
XaKoH 188
Sick116
Hui .115
B2W.Neo100
ZerO(Twitch)15
Organizations
Other Games
gamesdonequick1117
StarCraft 2
ComeBackTV 159
StarCraft: Brood War
UltimateBattle 17
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• LUISG 30
• 3DClanTV 0
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Laughngamez YouTube
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2335
• Stunt576
Upcoming Events
OSC
1h 59m
BSL 21
3h 59m
QiaoGege vs Sziky
Dewalt vs Bonyth
Mihu vs TBD
RongYI Cup
23h 59m
Maru vs Cyan
Solar vs Krystianer
uThermal 2v2 Circuit
1d
BSL 21
1d 3h
Wardi Open
2 days
Monday Night Weeklies
2 days
OSC
2 days
WardiTV Invitational
3 days
WardiTV Invitational
4 days
[ Show More ]
The PondCast
4 days
Korean StarCraft League
6 days
Liquipedia Results

Completed

Escore Tournament S1: W5
OSC Championship Season 13
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Rongyi Cup S3
Underdog Cup #3
Tektek Cup #1
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025

Upcoming

Acropolis #4 - TS4
Escore Tournament S1: W6
Escore Tournament S1: W7
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
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
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.