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On June 25 2012 23:45 TheYango wrote:Of the item actives in DotA: BKB, Sheepstick, Force Staff, Refresher, Lothar's, Abyssal Blade are far too strong. Shiva's, Eul's, Dagon, Rod of Atos, Pipe, Janggo are already in the game in some form. Mekansm, Arcane Boots, Urn, Tranquil Boots, Soul Ring, Magic Wand are incompatible with something of Riot's design philosophy (e.g. too powerful as sustain items) Manta, Necronomicon, Helm of the Dominator, Diffusal Blade use mechanics that aren't really sensible in the context of LoL. Blade Mail, Orchid, Veil, Buckler, Medallion, Ghost Scepter/EBlade, Armlet, Mjollnir, Satanic, Mask of Madness are all probably portable with some modifications. Show nested quote +On June 25 2012 23:36 anmolsinghmzn2009 wrote:On June 25 2012 23:01 Chiharu Harukaze wrote:On June 25 2012 22:50 anmolsinghmzn2009 wrote: Say there was an AP item priced at around the price of deathcap that gave a decent amount of AP + an active that refreshed all of the caster's cooldowns. How do you guys thing such an item would influence the power of burst casters vs more sustained dps casters and the power of casters in general?
The one cool thing that I can think of is the awesomeness of TWO morde ghosts running around. Also if leblanc could do a QRR combo with the 2nd R increasing the first R's damage by 40% O.O You mean like Refresher Orb? Viktor, Amumu, Malphite, Zilean and a whole load of other champions suddenly just found their new best friend. Yeah. And its price and stats besides the active would obviously be so that you don't get much out of rushing it first. Like costing equal to or a bit more than DC and only giving a moderate amount of AP. I don't know about the cooldown on the active but I guess anywhere from 3 to 5 minutes. I guess it wouldn't work just because APs actually scale in LoL and cc in DOTA is already pretty crazy. The cooldown in DotA is already 3 minutes, and the item had to have awful stats to make it manageable. It has approximately the same cost as Sheepstick (which also still has a powerful active), but gives stuff like +damage and HP regen and gives almost no raw stats. To be balanced in the context of LoL, the item would have to have a CD of 7-8 minutes, and if it was priced around Deathcap, it would have to give miniscule amounts of other stats. the active really is just that powerful. I was under the impression that Abyssal sucked cause it was ridiculously expensive.
And blademail is already in LoL as thornmail.
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United States47024 Posts
On June 26 2012 00:18 Ryuu314 wrote: I was under the impression that Abyssal sucked cause it was ridiculously expensive.
And blademail is already in LoL as thornmail. The item sucks. The active would be too powerful in LoL.
Thornmail is the old, boring, shitty Blademail. It would be 1000x better and more fun to buy if it had the active of the new one.
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On June 25 2012 23:17 jcarlsoniv wrote:Show nested quote +On June 25 2012 23:11 zulu_nation8 wrote:On June 25 2012 22:24 jcarlsoniv wrote:On June 25 2012 22:21 Alaric wrote: Are there VoDs? I was only able to look at the game that was on when the stream got linked, with time zones and stuff. Someone there said everything was recorded. I don't have any of their info, but Bly should. He might be able to get a hold of them. http://www.own3d.tv/friendlyfirect Good Guy Bly I'm probably going to rewatch those at some point to see what I did to get so much CS probably because I was herp derping and letting you farm my lane or something. oh well, at least I got to play a bunch of Melee there.
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also cuz we were ahead and never grouped so everyone free farmed for longer than necessary, their mids were obv a lot worse and didnt put any pressure, averaging 390 cs or something like that is still very impressive though and soniv did a very good job preventing us from throwing video games all tourney long.
i finally got my runes back after returning home and insta win streak, playing all those normals on EU really helped me improve as all around player, thanks EU LP.
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idk when we play i have my own minigame of how much cs can i steal from soniv without getting yelled at. usually its like 1 or 2.
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On June 26 2012 00:47 zulu_nation8 wrote: also cuz we were ahead and never grouped so everyone free farmed for longer than necessary, their mids were obv a lot worse and didnt put any pressure, averaging 390 cs or something like that is still very impressive though and soniv did a very good job preventing us from throwing video games all tourney long.
i finally got my runes back after returning home and insta win streak, playing all those normals on EU really helped me improve as all around player, thanks EU LP.
It's like underwater weight training.
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On June 26 2012 01:08 De4ngus wrote: idk when we play i have my own minigame of how much cs can i steal from soniv without getting yelled at. usually its like 1 or 2.
Is that higher or lower priority than the minigame to bait me to die?
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Does he still lose it if you yell at him while he steals all cs, not because of that but because he got you killed instead? If not, getting you killed is probably a good way to improve his score.
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On June 26 2012 01:27 Alaric wrote: Does he still lose it if you yell at him while he steals all cs, not because of that but because he got you killed instead? If not, getting you killed is probably a good way to improve his score.
Oh come on now, of course I know the secrets behind his ways. I know why he gets me killed.
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On June 26 2012 01:25 jcarlsoniv wrote:Show nested quote +On June 26 2012 01:08 De4ngus wrote: idk when we play i have my own minigame of how much cs can i steal from soniv without getting yelled at. usually its like 1 or 2. Is that higher or lower priority than the minigame to bait me to die?
I'd assume its higher, he prolly only gets you killed to steal your CS in the first place.
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On June 25 2012 22:50 anmolsinghmzn2009 wrote: Say there was an AP item priced at around the price of deathcap that gave a moderate amount of AP + an active that refreshed all of the caster's cooldowns (with a cool of around 3-4min) How do you guys thing such an item would influence the lategame power of burst casters vs more sustained dps casters and the power of casters in general?
The one crazy thing that I can think of is the awesomeness of TWO morde ghosts running around. Also if leblanc could do a QRR combo with the 2nd R increasing the first R's damage by 40% O.O
Edit: made some changes to the post to make my question more clear
The reason why the Refresher Orb does not exist in LoL is that LoL has a FAR BETTER system for spells - Ability Power.
In Dota, abilities do the same amount of damage. The only way to modify them is through the Scepter and Refresher Orb. Basically, there are only two "AP items". Casters in Dota typically do more damage by increasing his/her mana pool (thus more spells to cast).
In LoL it's far more complex. First there is AP-scaling, then there is mana (although less of an issue than in Dota), then there is also cooldown reduction.
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DOTA's spell system is far superior to LoL's. AP mandates Mres which mandates CDR and spell pen.
Because a game has more moving parts doesn't make it better.
RPS is far better than the 9 choice games.
LoL's system leads to the huge fear of engaging and the standoffish play and snowballing that is so common in pro games compared to dota.
LoL is far too defensive right now. HP to common, resist too common.
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On June 26 2012 02:25 PrinceXizor wrote: DOTA's spell system is far superior to LoL's. AP mandates Mres which mandates CDR and spell pen.
Because a game has more moving parts doesn't make it better.
RPS is far better than the 9 choice games.
LoL's system leads to the huge fear of engaging and the standoffish play and snowballing that is so common in pro games compared to dota.
LoL is far too defensive right now. HP to common, resist too common.
I would attribute the *sometimes* super defensive play in LoL more to the fact that there is no buyback. If you fuck up, there is no try again button.
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I'd argue that has less to do with AP/MR and more to do with how much harder it is to escape in LoL. Engaging is super important because once the fight starts getting away is hard. It's a big part of why champions like Ahri are popular.
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On June 26 2012 02:32 jcarlsoniv wrote:Show nested quote +On June 26 2012 02:25 PrinceXizor wrote: DOTA's spell system is far superior to LoL's. AP mandates Mres which mandates CDR and spell pen.
Because a game has more moving parts doesn't make it better.
RPS is far better than the 9 choice games.
LoL's system leads to the huge fear of engaging and the standoffish play and snowballing that is so common in pro games compared to dota.
LoL is far too defensive right now. HP to common, resist too common. I would attribute the *sometimes* super defensive play in LoL more to the fact that there is no buyback. If you fuck up, there is no try again button.
I dunno if you take out scaling from LoL then you realize there is no need for Mres items to be so common and stackable, no reason for so much HP to exist in items, no need for Spell Pen, no need for such dedicated sustain supports.
Scaling is the driving factor for the difference in styles between dota and lol. Even without Buyback initiations would be far more common if you know you could initiate a fight from behind and win the fight. in LoL you can't initiate a 5v5 from behind and expect to win against competent players. you can try to catch someone alone and initiate a 5v4, but that's pretty much it as far as come from behind teamfights.
On June 26 2012 02:34 Seuss wrote: I'd argue that has less to do with AP/MR and more to do with how much harder it is to escape in LoL. Engaging is super important because once the fight starts getting away is hard. It's a big part of why champions like Ahri are popular.
I demand a dream team be formed... Ahri in mid, Hecarim in jungle, Lee sin/irelia top, Ezreal/Janna Bottom.
Then tell me if the game shifts to more aggressive play.
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On June 26 2012 02:32 jcarlsoniv wrote:Show nested quote +On June 26 2012 02:25 PrinceXizor wrote: DOTA's spell system is far superior to LoL's. AP mandates Mres which mandates CDR and spell pen.
Because a game has more moving parts doesn't make it better.
RPS is far better than the 9 choice games.
LoL's system leads to the huge fear of engaging and the standoffish play and snowballing that is so common in pro games compared to dota.
LoL is far too defensive right now. HP to common, resist too common. I would attribute the *sometimes* super defensive play in LoL more to the fact that there is no buyback. If you fuck up, there is no try again button.
I think flash has a big part of that too.
Why should I go balls deep and make a risky play when he can just blink out of it half of the time?
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On June 26 2012 02:36 PrinceXizor wrote:Show nested quote +On June 26 2012 02:32 jcarlsoniv wrote:On June 26 2012 02:25 PrinceXizor wrote: DOTA's spell system is far superior to LoL's. AP mandates Mres which mandates CDR and spell pen.
Because a game has more moving parts doesn't make it better.
RPS is far better than the 9 choice games.
LoL's system leads to the huge fear of engaging and the standoffish play and snowballing that is so common in pro games compared to dota.
LoL is far too defensive right now. HP to common, resist too common. I would attribute the *sometimes* super defensive play in LoL more to the fact that there is no buyback. If you fuck up, there is no try again button. I dunno if you take out scaling from LoL then you realize there is no need for Mres items to be so common and stackable, no reason for so much HP to exist in items, no need for Spell Pen, no need for such dedicated sustain supports. Scaling is the driving factor for the difference in styles between dota and lol. Even without Buyback initiations would be far more common if you know you could initiate a fight from behind and win the fight. in LoL you can't initiate a 5v5 from behind and expect to win against competent players. you can try to catch someone alone and initiate a 5v4, but that's pretty much it as far as come from behind teamfights. yea man, totally the defensive items' fault. totally. that's why kayle, karthus, noct won MLG, so fucking tanky, no way to come back.
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On June 26 2012 02:36 PrinceXizor wrote:Show nested quote +On June 26 2012 02:32 jcarlsoniv wrote:On June 26 2012 02:25 PrinceXizor wrote: DOTA's spell system is far superior to LoL's. AP mandates Mres which mandates CDR and spell pen.
Because a game has more moving parts doesn't make it better.
RPS is far better than the 9 choice games.
LoL's system leads to the huge fear of engaging and the standoffish play and snowballing that is so common in pro games compared to dota.
LoL is far too defensive right now. HP to common, resist too common. I would attribute the *sometimes* super defensive play in LoL more to the fact that there is no buyback. If you fuck up, there is no try again button. I dunno if you take out scaling from LoL then you realize there is no need for Mres items to be so common and stackable, no reason for so much HP to exist in items, no need for Spell Pen, no need for such dedicated sustain supports. Scaling is the driving factor for the difference in styles between dota and lol. Even without Buyback initiations would be far more common if you know you could initiate a fight from behind and win the fight. in LoL you can't initiate a 5v5 from behind and expect to win against competent players. you can try to catch someone alone and initiate a 5v4, but that's pretty much it as far as come from behind teamfights.
Not even remotely true. There are different windows of opportunity where different teams can scale in power over others. A team that's behind early can hit a specific window and completely turn the tides of the game. It's all about understanding these windows of opportunity and capturing them when they're available.
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On June 26 2012 02:42 jcarlsoniv wrote:Show nested quote +On June 26 2012 02:36 PrinceXizor wrote:On June 26 2012 02:32 jcarlsoniv wrote:On June 26 2012 02:25 PrinceXizor wrote: DOTA's spell system is far superior to LoL's. AP mandates Mres which mandates CDR and spell pen.
Because a game has more moving parts doesn't make it better.
RPS is far better than the 9 choice games.
LoL's system leads to the huge fear of engaging and the standoffish play and snowballing that is so common in pro games compared to dota.
LoL is far too defensive right now. HP to common, resist too common. I would attribute the *sometimes* super defensive play in LoL more to the fact that there is no buyback. If you fuck up, there is no try again button. I dunno if you take out scaling from LoL then you realize there is no need for Mres items to be so common and stackable, no reason for so much HP to exist in items, no need for Spell Pen, no need for such dedicated sustain supports. Scaling is the driving factor for the difference in styles between dota and lol. Even without Buyback initiations would be far more common if you know you could initiate a fight from behind and win the fight. in LoL you can't initiate a 5v5 from behind and expect to win against competent players. you can try to catch someone alone and initiate a 5v4, but that's pretty much it as far as come from behind teamfights. Not even remotely true. There are different windows of opportunity where different teams can scale in power over others. A team that's behind early can hit a specific window and completely turn the tides of the game. It's all about understanding these windows of opportunity and capturing them when they're available. Sorry From behind meaning your team is currently weaker than the enemy team. Not in terms of victory conditions.
when you watch the posturing before team fights in Dota when one team needs to win to come back you think... can they do it? are they good enough? When you watch the posturing before team fights in LoL when one team needs to win to come back you think... will the other team mess up?
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I am not going to do one of those mega posts like I used to. But.. there's something I want to quickly touch upon.
One issue is that certain items have an incredible premium and emphasise early resists with additiona effects tagged on. That means that not only are you getting a great ball of stats and effects, but on certain champions (particularly bruisers) they are able to maintain an incredibly high threat level despite speccing for defense without making major sacrifices that certain other champions are required to make. This is amplified by the isolated nature of top lane which exacerbates and amplifies the issue we are dealing with. In particular, the item pool is incredibly linear meaning that champions scale either on damage or resistances which causes unfortunate skewing. Too often, this ends up simply being a battle of who has the bigger ball of stats if you will.
That being said however, limited offensive itemisation often pidgeon-holes champions into common builds and also causes issues in predictability and timings in games.
I'm not going to elaborate further on this issue. It's really opening a massive box of bobcats I don't feel like discussing atm.
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