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[Patch 1.0.0.138: Hecarim] General Discussion - Page 106

Forum Index > LoL General
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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.
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