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Snowballing in LoL: Charting MLG - Page 8

Forum Index > LoL General
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lilwisper
Profile Joined April 2010
United States2515 Posts
June 18 2012 16:43 GMT
#141
It was amazing watching that game. M5 had baron and the center base tower was below half and they still felt that they couldn't push it.
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2012-06-18 18:57:16
June 18 2012 18:54 GMT
#142
On June 18 2012 21:00 Redox wrote:
Watch some CLG.eu games. They probably win 50% of the games they are behind in. Yesterday they won one against m5 were they were 29000 behind in gold. Thats way too much actually, so that it makes me wonder if LoL is not snowbally enough. Because whats the point of winning early and mid game if you still lose in the end?[

At some point the gold difference doesn't mean anything. Trist and Anivia had items, irelia had her core items, alistar & soraka barely need items. At that point M5's team suffered from a poorly formed comp that had poor sieging ability, poor initiation, and they were against a team who had great initiation/counter initiation and CLG had a perfectly well-farmed carry with WAY more range than their own carry (YellowPete never really got shut down in lane - it wasn't until all the team objectives were adding up for Corki that he was behind) and thanks to soraka+alistar they had the sustain to withstand the mediocre poking that Corki could give (Karthus poke puts him dangerously close to get trapped by anivia wall or stun, vlad has no long range poke, lee sin only has half of Q), plus a summonerheal+wish to handle a pre-fight karthus Ulti to try and chunk them down.

I honestly feel like M5 should have done something drastic to handle that situation, like having karthus suicide in and die on top of the turret to prevent CLG from protecting it.
oddsprout
Profile Joined October 2009
53 Posts
June 21 2012 02:02 GMT
#143
On June 12 2012 06:11 Kipsate wrote:
Yango I lu

Don't forget that Dota has grossly ''overpowerd'' abilities on very long cooldowns, something that LoL doesn't have which allows teams to take fights even though they are behind on items or when aquiring a single item(Blink Dagger on Sand King/Earthshaker) but that is a core design idea I believe, so its not going to change.


I agree that the LoL design tends to avoid Dota-esque "overpowered" abilities, but Fiddlestick's Ult is good example of this concept. A well-placed fiddle ult can turn a game around
If youre a shichibukai... then Im a hachibukai!
r.Evo
Profile Joined August 2006
Germany14080 Posts
June 21 2012 02:39 GMT
#144
On June 21 2012 11:02 oddsprout wrote:
Show nested quote +
On June 12 2012 06:11 Kipsate wrote:
Yango I lu

Don't forget that Dota has grossly ''overpowerd'' abilities on very long cooldowns, something that LoL doesn't have which allows teams to take fights even though they are behind on items or when aquiring a single item(Blink Dagger on Sand King/Earthshaker) but that is a core design idea I believe, so its not going to change.


I agree that the LoL design tends to avoid Dota-esque "overpowered" abilities, but Fiddlestick's Ult is good example of this concept. A well-placed fiddle ult can turn a game around


I'm currently on a dota spree again, but I feel more and more like the design around being "overpowered" leads to way more "FUCK YOU BITCHES I WILL CARRY YOU ALL 1n5 NO MATTER WHAT"-moments. Like especially in pubs you can be a 0-4 SK, then you hit lvl 11, get dagger and get that perfect ulti off for a wipe and comeback.

To get similar results in League I feel I have to really dominate my lane, meaning 5+ kills and top farm on the map.


However, despite all that there is only one change I'd love to see Riot implement in terms of balance: Buff midgame items to hell and back, introduce more powerful "support items" (Urn and Mek are great things to steal) and stop trying to make everything upgradeable into something else.

A build with like phage, hexdrinker, brutalizer, aegis, boots should RAPE any similar amount of gold used towards "end game items" 1n1. I really, really believe a key balance and "anti-snowball" design revolves around cost-efficiency vs slot-efficiency.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Kronen
Profile Blog Joined March 2011
United States732 Posts
July 01 2012 01:31 GMT
#145
It's come to my attention that someone has re-posted this in LoLreddit. Feel free to take whatever you want from this math!

If someone would like to continue this study (or something similar) please feel free to PM me and you can have access to the google docs.

I'm sorry for tiring of this study. I basically got all the information I needed out of it. That being: I find LoL as an observer sport and a "competitive e-sport" painfully slow, repetitive and ultimately boring. As a cool casual game to chill out while drinking beer on vent with friends, it's awesome. Climbing an elo system that is roughly equivalent to SC2 4v4 within a game structure that nerfs characters ability to carry my team 1v5... not so much. I tire also because (say whatever you like) the skill curve isn't infinite and as compared to SC2 is very opaque. This is made worse by lack of replays. The game itself doesn't present such a colossal technical challenge. As far as observing LoL, my general feelings were inflamed by watching so many games and getting similar feedback throughout the study. So while I feel bad not following through, it just came to a point where I was enjoying no aspect of the process and it was impinging on my family life.

At any rate, good luck and let me know if you want the docs.
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