• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:46
CET 12:46
KST 20:46
  • 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 Invitational12SC2 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)22Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
PhD study /w SC2 - help with a survey! herO wins SC2 All-Star Invitational Oliveira Would Have Returned If EWC Continued StarCraft 2 not at the Esports World Cup 2026 [Short Story] The Last GSL
Tourneys
OSC Season 13 World Championship $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) $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
Gypsy to Korea BGH Auto Balance -> http://bghmmr.eu/ Fantasy's Q&A video [ASL21] Potential Map Candidates BW General Discussion
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
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Canadian Politics Mega-thread NASA and the Private Sector
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: 1592 users

[Patch 1.0.0.138: Hecarim] General Discussion - Page 107

Forum Index > LoL General
Post a Reply
Prev 1 105 106 107 108 109 147 Next
TheYango
Profile Joined September 2008
United States47024 Posts
April 26 2012 18:28 GMT
#2121
On April 27 2012 03:26 Juicyfruit wrote:
A good support item should be cheap and give really bad stats, but have really good aura or actives for the team.

I don't see why the item needs to give bad self-stats.

That just makes playing support suck because you have to sacrifice personal development/survivability for team items. I would say the way to go is to try and design support items that feel good for both the support player AND the team.
Moderator
wei2coolman
Profile Joined November 2010
United States60033 Posts
April 26 2012 18:30 GMT
#2122
they just need to make soul shroud a decent item. it's so crappy at it's current value
liftlift > tsm
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
Last Edited: 2012-04-26 18:33:14
April 26 2012 18:31 GMT
#2123
On April 27 2012 03:28 TheYango wrote:
Show nested quote +
On April 27 2012 03:26 Juicyfruit wrote:
A good support item should be cheap and give really bad stats, but have really good aura or actives for the team.

I don't see why the item needs to give bad self-stats.

That just makes playing support suck because you have to sacrifice personal development/survivability for team items. I would say the way to go is to try and design support items that feel good for both the support player AND the team.


Because that's the only way to make really good actives/aura balanced without making it so good that it ends up being built on everybody else.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-04-26 18:44:59
April 26 2012 18:44 GMT
#2124
On April 27 2012 03:31 Juicyfruit wrote:
Because that's the only way to make really good actives/aura balanced without making it so good that it ends up being built on everybody else.

I don't agree with that, and I think it comes back to the slot-efficiency issue.

Slot-efficiency by nature is less of a problem for supports because they see less gold. They value gold-efficiency more highly and slot-efficiency less highly because of how little gold they see--they're less likely to finish items, so they care about the items they get being gold-efficient. This means that you can tailor items to supports based on their comparative slot-inefficiency.

In theory, the way to design a support item with good self-stats is to make it gold-efficient, but very slot-inefficient. In practice, this is at the moment only really feasible in the sub-1000 gold range. 1.5-2k gold items are "big" enough that non-support roles are willing to commit item slots to them for a long time.
Moderator
Shiragaku
Profile Blog Joined April 2010
Hong Kong4308 Posts
April 26 2012 18:45 GMT
#2125
On April 27 2012 03:30 wei2coolman wrote:
they just need to make soul shroud a decent item. it's so crappy at it's current value

A buffed Soul Shroud with WotA sounds great for some reason.
Craton
Profile Blog Joined December 2009
United States17274 Posts
April 26 2012 18:50 GMT
#2126
They seriously buffed DFG.

Sigh.
twitch.tv/cratonz
TheYango
Profile Joined September 2008
United States47024 Posts
April 26 2012 18:53 GMT
#2127
Also, I think it's ironic that Icefrog at one point did the exact opposite of what Riot is doing now--instead of making efficient mid-tier items build into endgame items, there are several strong midgame items which he deliberately disjoined from their endgame build paths.

People who played DotA a long time ago might remember that Eul's used to build into Sheepstick, and that Diffusal Blade used to build into Manta Style. IIRC this turned out to be something of an issue, as Eul's->Sheepstick had in insanely good buildup (especially since Eul's had really short CD and instead came with charges--you'd just use up all 6 Eul's Charges, then make Sheepstick). I think at one point it got so bad that tournaments in this era sometimes had a "one sheepstick per team" rule. After a lot of effort trying to balance them together, Icefrog eventually gave up and disjoined the items, and balanced them separately--Eul's as a midgame item with good buildup but mediocre active; and Sheepstick as a lategame item with a fantastic active but fairly rough buildup.
Moderator
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
Last Edited: 2012-04-26 18:56:58
April 26 2012 18:53 GMT
#2128
On April 27 2012 03:44 TheYango wrote:
Show nested quote +
On April 27 2012 03:31 Juicyfruit wrote:
Because that's the only way to make really good actives/aura balanced without making it so good that it ends up being built on everybody else.

I don't agree with that, and I think it comes back to the slot-efficiency issue.

Slot-efficiency by nature is less of a problem for supports because they see less gold. They value gold-efficiency more highly and slot-efficiency less highly because of how little gold they see--they're less likely to finish items, so they care about the items they get being gold-efficient. This means that you can tailor items to supports based on their comparative slot-inefficiency.

In theory, the way to design a support item with good self-stats is to make it gold-efficient, but very slot-inefficient. In practice, this is at the moment only really feasible in the sub-1000 gold range. 1.5-2k gold items are "big" enough that non-support roles are willing to commit item slots to them for a long time.


I don't know, I feel like you're still stuck with very "mediocre effects" using this strategy, or self-stats that are so good that people would be building them on other heroes anyways even if they have to sell them later.

I mean, I can't imagine what kind of item you'd be building that has a useful "support" effect while also being cheap, cost-effective, and something you wouldn't want to throw on another hero for early game boost instead of like...dorans.

Basically, what I want is items that have really game-changing actives but with real shitty self-stats. Imagine an item that costs 1000gold, gives virtually no stats, but has a targetable QSS active - stuff like that would make playing support more fun, not padding cheap HP, imo.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2012-04-26 19:03:31
April 26 2012 19:00 GMT
#2129
On April 27 2012 03:53 TheYango wrote:
Also, I think it's ironic that Icefrog at one point did the exact opposite of what Riot is doing now--instead of making efficient mid-tier items build into endgame items, there are several strong midgame items which he deliberately disjoined from their endgame build paths.

People who played DotA a long time ago might remember that Eul's used to build into Sheepstick, and that Diffusal Blade used to build into Manta Style. IIRC this turned out to be something of an issue, as Eul's->Sheepstick had in insanely good buildup (especially since Eul's had really short CD and instead came with charges--you'd just use up all 6 Eul's Charges, then make Sheepstick). I think at one point it got so bad that tournaments in this era sometimes had a "one sheepstick per team" rule. After a lot of effort trying to balance them together, Icefrog eventually gave up and disjoined the items, and balanced them separately--Eul's as a midgame item with good buildup but mediocre active; and Sheepstick as a lategame item with a fantastic active but fairly rough buildup.


I think the reason for Riot going down this route is because of the philosophy of there being constant change in strength instead of the ability for peaks of strength.

Personally I prefer the Dota approach but I can see why Riot goes down this route. The discussion about support items is really interesting since when I quit playing dota supports were just ward bitches but now there are so many items like drums/medallion/vlads/smoke/dust etc. that supports can get to be influential in the game. I think Riot should really look into this, especially items like medallion. Playing support these days in dota is far more involving than it was years ago and I think if they did this it will be more fun
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-04-26 19:01:47
April 26 2012 19:01 GMT
#2130
On April 27 2012 03:53 Juicyfruit wrote:
Basically, what I want is items that have really game-changing actives but with real shitty self-stats. Imagine an item that costs 1000gold, gives virtually no stats, but has a targetable QSS active - stuff like that would make playing support more fun, not padding cheap HP, imo.

It's fun until your total lack of self-stats gets you gibbed in every fight.

If a support's in-fight contribution compared to their survivability becomes overly skewed, they become very appealing kill targets. And an item that gives close to zero self-stats entirely for utility skews that balance REALLY hard. Potentially too much so if the items are designed poorly.
Moderator
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
Last Edited: 2012-04-26 19:12:22
April 26 2012 19:08 GMT
#2131
On April 27 2012 04:01 TheYango wrote:
Show nested quote +
On April 27 2012 03:53 Juicyfruit wrote:
Basically, what I want is items that have really game-changing actives but with real shitty self-stats. Imagine an item that costs 1000gold, gives virtually no stats, but has a targetable QSS active - stuff like that would make playing support more fun, not padding cheap HP, imo.

It's fun until your total lack of self-stats gets you gibbed in every fight.

If a support's in-fight contribution compared to their survivability becomes overly skewed, they become very appealing kill targets. And an item that gives close to zero self-stats entirely for utility skews that balance REALLY hard. Potentially too much so if the items are designed poorly.


It's a choice you can make to build it though. It's not like you HAVE to buy this item if you feel too vulnerable. Also, I feel like it's wrong to say "dive their Janna/Sona/Soraka" would instantly become the optimal strategy in every situation just because they are down 250HP from buying a utility item instead of a kindlegem.

It's just a sensible way of introducing really strong utility items for support and only support heroes, since no other role can afford to be behind that much gold in stats, but supports can.
mordek
Profile Blog Joined December 2010
United States12705 Posts
April 26 2012 19:15 GMT
#2132
Makes for choices of prioritizing a carry or a support as well.
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
cLutZ
Profile Joined November 2010
United States19574 Posts
April 26 2012 19:20 GMT
#2133
On April 27 2012 04:08 Juicyfruit wrote:
Show nested quote +
On April 27 2012 04:01 TheYango wrote:
On April 27 2012 03:53 Juicyfruit wrote:
Basically, what I want is items that have really game-changing actives but with real shitty self-stats. Imagine an item that costs 1000gold, gives virtually no stats, but has a targetable QSS active - stuff like that would make playing support more fun, not padding cheap HP, imo.

It's fun until your total lack of self-stats gets you gibbed in every fight.

If a support's in-fight contribution compared to their survivability becomes overly skewed, they become very appealing kill targets. And an item that gives close to zero self-stats entirely for utility skews that balance REALLY hard. Potentially too much so if the items are designed poorly.


It's a choice you can make to build it though. It's not like you HAVE to buy this item if you feel too vulnerable. Also, I feel like it's wrong to say "dive their Janna/Sona/Soraka" would instantly become the optimal strategy in every situation just because they are down 250HP from buying a utility item instead of a kindlegem.

It's just a sensible way of introducing really strong utility items for support and only support heroes, since no other role can afford to be behind that much gold in stats, but supports can.


It would be interesting if they added some items that had no recipe, but costed 3000G.

Like a more ridiculous version of BF Sword/Needlessly large.
Freeeeeeedom
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
April 26 2012 19:23 GMT
#2134
it's pretty easy to get capped for like 1k gold if you're building anything but shurelya's after your gp5. Aegis for example. I rush aegis pretty much every game on aggressive supports like alistar and leona and there's an awkward window where you need to hold a slot open for your wards. That actually reminds me: are we going to get an active on aegis at some point? It's a really boring item just giving the aura passively.
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
Unentschieden
Profile Joined August 2007
Germany1471 Posts
April 26 2012 19:25 GMT
#2135
A big factor is that Riot avoids certain interactions that are deemed acceptable in Dota. You aren´t really able to "shut down" anyone by dominating them so hard that they get useless. Making midgame items stronger and endgame items more expensive so that a midgame strategy can prevent an endgame strategy from ever accomplishing something may be a solution but it´s not how Riot wants the game to work. It´s similar to all the mechanics that keep the laningphase from being completely gamedeciding.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-04-26 19:36:14
April 26 2012 19:28 GMT
#2136
On April 27 2012 04:25 Unentschieden wrote:
A big factor is that Riot avoids certain interactions that are deemed acceptable in Dota. You aren´t really able to "shut down" anyone by dominating them so hard that they get useless. Making midgame items stronger and endgame items more expensive so that a midgame strategy can prevent an endgame strategy from ever accomplishing something may be a solution but it´s not how Riot wants the game to work. It´s similar to all the mechanics that keep the laningphase from being completely gamedeciding.

You mean like how infinite ward buying makes it much harder for junglers/other lanes to influence a losing lane, and much easier for someone who's ahead in lane to keep their advantage? Or how the much more homogenized champion power curves and weaker/narrower timing windows makes it MUCH harder for a team that lost all 3 lanes to stage a comeback? Oh wait.

Saying that LoL's mechanics are less snow-bally and less game-deciding than DotA's is pretty much bullshit. "Win lanes->win game" is a much better description of LoL than it is of DotA.
Moderator
Requizen
Profile Blog Joined March 2011
United States33802 Posts
April 26 2012 19:30 GMT
#2137
So... should my MR blues be flat or scaling? Every guide used to say scaling 100% of the time, but now I see more and more say flat. Obviously flat helps early, scaling late, etc, but which is objectively the smarter one to take if I mainly play bruisers?
It's your boy Guzma!
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
Last Edited: 2012-04-26 19:36:08
April 26 2012 19:33 GMT
#2138
On April 27 2012 04:30 Requizen wrote:
So... should my MR blues be flat or scaling? Every guide used to say scaling 100% of the time, but now I see more and more say flat. Obviously flat helps early, scaling late, etc, but which is objectively the smarter one to take if I mainly play bruisers?


Depends entirely on whether your lane opponent does any magic damage early on. Flat's always better if it's useful early levels, but quite often it doesn't do anything at all, so in that case go with scaling.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
April 26 2012 19:37 GMT
#2139
On April 27 2012 04:30 Requizen wrote:
So... should my MR blues be flat or scaling? Every guide used to say scaling 100% of the time, but now I see more and more say flat. Obviously flat helps early, scaling late, etc, but which is objectively the smarter one to take if I mainly play bruisers?

Those guides were not written by me then.
Flat by default, scaling if there are no magic damage threats around for the first 8 or so levels. If you are limited on runepages, go flat. The lategame difference is negligible compared to the earlygame difference because you can itemize for lategame.
If you have a good reason to disagree with the above, please tell me. Thank you.
pokerface
Profile Joined April 2007
507 Posts
Last Edited: 2012-04-26 19:40:11
April 26 2012 19:39 GMT
#2140
Have u guys seen the new referal 2.0 yet?
It happens that i have 7 "friend" (hehe) who reached lvl 5.Now the thing is that it says i recieved 1750 IP from them.WUt? Gotta check it out later if the points really are added to my account ot not.

edit: oh i just realized that ip is not rp.LOL i had so high hopes hahah.
Prev 1 105 106 107 108 109 147 Next
Please log in or register to reply.
Live Events Refresh
RongYI Cup
11:00
Group D
Maru vs Cyan
Solar vs Krystianer
RotterdaM930
ComeBackTV 815
IndyStarCraft 251
Harstem169
Rex109
BRAT_OK 102
3DClanTV 93
Liquipedia
Replay Cast
09:00
Rongyi Cup S3 - Group C
CranKy Ducklings117
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 930
IndyStarCraft 251
Harstem 169
uThermal 152
Rex 109
BRAT_OK 102
StarCraft: Brood War
Horang2 6669
Sea 4471
Hyuk 1872
Rain 1208
Jaedong 720
Shuttle 558
GuemChi 480
BeSt 476
Stork 393
firebathero 347
[ Show more ]
actioN 328
Larva 327
Mini 304
EffOrt 304
Last 231
ZerO 141
ggaemo 132
Hyun 129
Light 127
Rush 94
Pusan 80
Killer 75
hero 75
Sharp 73
Soulkey 72
Mind 66
Mong 60
Barracks 39
Backho 34
Sea.KH 26
soO 24
Hm[arnc] 23
GoRush 22
Free 16
Noble 15
sorry 13
zelot 11
JulyZerg 10
yabsab 10
Shine 10
ajuk12(nOOB) 5
Dota 2
420jenkins1082
Fuzer 207
XcaliburYe131
canceldota51
League of Legends
C9.Mang0422
Counter-Strike
zeus1194
edward146
Super Smash Bros
Mew2King85
Heroes of the Storm
Khaldor179
Other Games
gofns16857
singsing1882
XaKoH 163
Sick131
ToD63
ZerO(Twitch)11
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2219
Upcoming Events
uThermal 2v2 Circuit
14m
BSL 21
3h 14m
Replay Cast
12h 14m
Wardi Open
1d 2h
Monday Night Weeklies
1d 5h
OSC
1d 12h
Replay Cast
1d 21h
WardiTV Invitational
2 days
Replay Cast
2 days
WardiTV Invitational
3 days
[ Show More ]
The PondCast
3 days
HomeStory Cup
5 days
Korean StarCraft League
5 days
HomeStory Cup
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-01-24
OSC Championship Season 13
Tektek Cup #1

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Rongyi Cup S3
Underdog Cup #3
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025

Upcoming

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.