disarming an AD carry removing them from the fight for 4.5 seconds. doesn't affect bruisers as much since oftentimes their spells make up the difference in damage for them.
[Patch 1.0.0.141: Draven] General Discussion - Page 171
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PrinceXizor
United States17713 Posts
disarming an AD carry removing them from the fight for 4.5 seconds. doesn't affect bruisers as much since oftentimes their spells make up the difference in damage for them. | ||
RogerX
New Zealand3180 Posts
3 words, Luthers Party Ultima. | ||
warscythes
365 Posts
On June 26 2012 04:53 PrinceXizor wrote: honestly, just putting in heaven's halbred would fix a hell of alot of what mogwai complains about tbh. disarming an AD carry removing them from the fight for 4.5 seconds. doesn't affect bruisers as much since oftentimes their spells make up the difference in damage for them. Wait, I don't play Dota so I don't know what you are talking about. But you are talking about implementing an item that would effective remove the enemy carry from the fight for 4.5 seconds? Wouldn't that be OP as cabbage? | ||
CeriseCherries
6170 Posts
Two words: destructible rocks | ||
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TheYango
United States47024 Posts
On June 26 2012 04:48 r.Evo wrote: What LoL lacks to a great extent are those small variables and incentives. There is simply no reason to fight for anything outside of your lane besides blue buff (rarely red), dragon and baron. In the case of buffs and dragon they are incredibly risky if you haven't already established map presence in that area by ganking and killing people. This is one of the things that I stressed when the new jungle came out. The old jungle made small camp counterjungling exactly this kind of an interaction. 100 second respawn timer + big XP value on camp meant that you'd want to come and clear out that camp, giving you the timer on it's next respawn, which you could come back to again. Conversely, anticipating the enemy jungler coming back 100 seconds after they've taken your wraiths allows you to plan for a gank or skirmish at that time. 60 second respawn timer and smaller XP value makes it more damaging to leave a small creep rather than to take the whole camp and control the respawn timer. This in turn reduces the likelihood of you coming back because you won't know the exact time of respawn, which reduces the likelihood of interaction around that point because the enemy can't plan around you coming back. I also made the same point about skirmishes/interaction when Riot released that godawful patch where wards all had 1 HP, but thankfully Riot changed that shit. On June 26 2012 04:56 warscythes wrote: Wait, I don't play Dota so I don't know what you are talking about. But you are talking about implementing an item that would effective remove the enemy carry from the fight for 4.5 seconds? Wouldn't that be OP as cabbage? Obviously it would have to be rescaled and rebalanced properly for LoL, but a Disarm item active isn't something that I'd consider out of the question for LoL. | ||
Mogwai
United States13274 Posts
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PrinceXizor
United States17713 Posts
On June 26 2012 04:56 warscythes wrote: Wait, I don't play Dota so I don't know what you are talking about. But you are talking about implementing an item that would effective remove the enemy carry from the fight for 4.5 seconds? Wouldn't that be OP as cabbage? http://www.dota2wiki.com/wiki/Heaven's_Halberd Pretty much a super expensive item that gives 380 HP 25 damage 25% dodge chance (this obviously can't exist in LoL anymore, prob replaced with 30-40 armor or something) Phage chance passive active ability that removes the auto attack from a character for 4 seconds (3 on melee). it costs 4k gold so you could probably craft it from: Phage (1315) + Warden's mail (1350) + recipe (1335) and be fine. it'd also make it a pretty decent Bruiser item. | ||
r.Evo
Germany14080 Posts
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Dalguno
United States2446 Posts
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TheYango
United States47024 Posts
Also, bear in mind that in most cases "Disarm" is functionally equivalent to Blind in LoL. | ||
PrinceXizor
United States17713 Posts
On June 26 2012 05:06 TheYango wrote: lol I would hardley call Halberd "super expensive". 4k gold in DotA is equivalent to ~3k gold items in LoL, with "super expensive" being 5.5-6k. Also, bear in mind that in most cases "Disarm" is functionally equivalent to Blind in LoL. i'd call it super expensive, but lol i play dota as sacrifice support so my view of expensive items are skewed like this. Affordable: Wards couriers Headdress Buckler Urn Expensive: Mek upgraded boots Super expensive: Most other items. but blind let's you attack still. while disarm just removes your ability to auto attack. | ||
Alaric
France45622 Posts
On June 26 2012 04:36 3 Lions wrote: The other day my friends and I were discussing a map where everyone would be Ashe, and the only spell would be her arrow on a 5 sec CD, everyone dies in 1 hit. There were two types of "sniper" custom maps in warcraft 3. The shitty one in locked TPS camera, which would totally fuck you up as soon as you'd want to take a turn and was basically a contest of speed with a whack-a-mole mechanic (ie the faster to a-clic anything that appeared in whatever corner of the screen). And the one that played with the normal cam, archers w/o any auto-attack, but using a spell with the same animation, except that it was a skillshot. 6v6, no items, tons of jukes to do, with hilsl and other spots that gave you vision advantage (but you could still be sniped blindly). It had some other spells (including the dreaded volley that was basically constant firing in a rectangle in front of you for multikills), but with a 1 or 0 int stat your mana regen was nearly nil (max was 15 mana, the cost for volley too), making the mana foutains on the map incredibly powerful if you could hold them, while making you easy targets if you stayed near them at the same time. With a blink, an evasion spell, a tri-shot and some others, that one mod was actually a blast, sadly much less popular than the square, plain, boring TPS. Skillshot wars \o/ | ||
mcimba42
192 Posts
...luther? | ||
PrinceXizor
United States17713 Posts
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spinesheath
Germany8679 Posts
Still, what's the difference between not being able to autoattack and your autoattack doing nothing (blinded)??? | ||
barbsq
United States5348 Posts
oh god, if pudge wars came out for dota2, there goes another 500 hours of my life ~.~ | ||
Seuss
United States10536 Posts
On June 26 2012 05:42 spinesheath wrote: LoL has the game mechanics to stop someone from autoattacking, see Amumu's ultimate. Still, what's the difference between not being able to autoattack and your autoattack doing nothing (blinded)??? Confusion. In the former case it's dead obvious you are doing nothing. In the latter case your auto-attack animation is still going off, it's just not doing anything. As Teemo I've screwed players who, by virtue of seeing their auto-attack animation, assumed they were doing damage. As Sivir/Nocturne I've screwed Teemo who, by virtue of throwing Q at me, assumed my auto-attacks weren't doing damage. | ||
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TheYango
United States47024 Posts
On June 26 2012 05:42 spinesheath wrote: LoL has the game mechanics to stop someone from autoattacking, see Amumu's ultimate. Still, what's the difference between not being able to autoattack and your autoattack doing nothing (blinded)??? Minor mechanical differences where certain non-damage on-hit effects apply through blinds. | ||
iCanada
Canada10660 Posts
On June 26 2012 06:15 TheYango wrote: Minor mechanical differences where certain non-damage on-hit effects apply through blinds. It is incredibly saddening to get thrown by a Volibear for the first time when you blind them, for example. | ||
YouGotNothin
United States907 Posts
On June 26 2012 05:17 Alaric wrote: There were two types of "sniper" custom maps in warcraft 3. The shitty one in locked TPS camera, which would totally fuck you up as soon as you'd want to take a turn and was basically a contest of speed with a whack-a-mole mechanic (ie the faster to a-clic anything that appeared in whatever corner of the screen). And the one that played with the normal cam, archers w/o any auto-attack, but using a spell with the same animation, except that it was a skillshot. 6v6, no items, tons of jukes to do, with hilsl and other spots that gave you vision advantage (but you could still be sniped blindly). It had some other spells (including the dreaded volley that was basically constant firing in a rectangle in front of you for multikills), but with a 1 or 0 int stat your mana regen was nearly nil (max was 15 mana, the cost for volley too), making the mana foutains on the map incredibly powerful if you could hold them, while making you easy targets if you stayed near them at the same time. With a blink, an evasion spell, a tri-shot and some others, that one mod was actually a blast, sadly much less popular than the square, plain, boring TPS. Skillshot wars \o/ OMG Archery Tactics! loved that game for WC3. All skill shots, and all about getting in your opponents head and guessing where they'd move next. Man, someone should make that game an SC2 mod.. | ||
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