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On July 25 2012 10:14 arb wrote:Show nested quote +On July 25 2012 10:08 Parnage wrote: ...Why are we speaking about smite stealing and calling it luck? Can anyone explain that to me because just reading over the last couple of pages it seems like someone who dives into baron pit at the right time, hits a smite at the right time, and isn't stopped from doing so should get baron because he or she simply played better and calling it luck feels.. ignorant to me. Well if the other jungle is on his game like he should be smite stealing is luck in a sense. Or handled before baron gets that low, or turned on the instant he flashes in before baron is QUITE low enough to smite, or zoned away from getting into the baron pit in the first place.
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There are little things you can do to increase your chance of landing a smite, but at the end of the day it's often just luck.
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It's easy to forget that your jungler's smite isn't better than the enemy jungler's smite. The only advantage your team has while doing baron is that he can see baron's hp 100% of the time. The best way to deal with flashing over the wall and smite stealing, imo, is to leave baron at 1k hp and baiting the enemy jungler to blind flash.
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As far as "luck" as a mechanic goes, it applies similar to poker. Yes, in one game "luck" plays a part in it, over a period of multiple games, it becomes a probability, just the same way crit chance works, over a period of time.
Also proper ward placement against a shyvanna just means, that you can see her coming, that means A) burst baron down, B) or have 1 -2 people turn around and beat the shit out shyvanna, while doing baron.
Again, by leaving a shyvanna alive in a game you are also leaving yourself to the risk of shyvanna doing so. A shyvanna capitalizing on your risky play, then that is not luck, that is smart play.
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GENTLEMEN.
ZYRA HAS BEEN RELEASED.
I was queing for a dominion for an easy wotd, then i see someone picks Zyra o_O.
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Holy shit, ninja update.
Was hoping I could get enough IP in time for Zyra. Damn.
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If at the end of the day smite is giving baron kills due to luck even if it's a set number that would indicate to me that it's anything but luck. I don't claim to be any good at this game but this is just that people need to either play safer(ward around baron, deal properly with junglers trying to steal) or that smite needs to be stronger on baron or perhaps people need to just handle Baron in a way that's safer.
I am not seeing a luck factor, I mean I guess you could call this mythical scenario in which both junglers hit smite on Baron at the exact same time luck but in the end it would come down to who's smite killed it which means someone hit too early and another too late.
That's not luck in my mind. *shrug*
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I think she just got released
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On July 25 2012 11:25 Parnage wrote: If at the end of the day smite is giving baron kills due to luck even if it's a set number that would indicate to me that it's anything but luck. I don't claim to be any good at this game but this is just that people need to either play safer(ward around baron, deal properly with junglers trying to steal) or that smite needs to be stronger on baron or perhaps people need to just handle Baron in a way that's safer.
I am not seeing a luck factor, I mean I guess you could call this mythical scenario in which both junglers hit smite on Baron at the exact same time luck but in the end it would come down to who's smite killed it which means someone hit too early and another too late.
That's not luck in my mind. *shrug* If two junglers hit smite on Baron at about the same time (millisecond difference) then it is luck. Unless you say that someone winning the roll of a die isn't luck either since technically one person rolled "better". Anything that falls outside of human control is luck, which includes tight timings such as this. That is what luck is. (Not every smite battle is decided by luck of course).
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On July 25 2012 11:40 Goragoth wrote:Show nested quote +On July 25 2012 11:25 Parnage wrote: If at the end of the day smite is giving baron kills due to luck even if it's a set number that would indicate to me that it's anything but luck. I don't claim to be any good at this game but this is just that people need to either play safer(ward around baron, deal properly with junglers trying to steal) or that smite needs to be stronger on baron or perhaps people need to just handle Baron in a way that's safer.
I am not seeing a luck factor, I mean I guess you could call this mythical scenario in which both junglers hit smite on Baron at the exact same time luck but in the end it would come down to who's smite killed it which means someone hit too early and another too late.
That's not luck in my mind. *shrug* If two junglers hit smite on Baron at about the same time (millisecond difference) then it is luck. Unless you say that someone winning the roll of a die isn't luck either since technically one person rolled "better". Anything that falls outside of human control is luck, which includes tight timings such as this. That is what luck is. (Not every smite battle is decided by luck of course).
If you're hte team that has overwhelming control over baron, you could always make the concious decision to STOP doing baron before it gets to the "whoever smites first zone", and clear the headache (shyvanna), that you saw coming with your WARDS.
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If you watch pro teams, whenever they do baron they almost always have wards up to spot and/or have someone stand away from baron pit to zone out the enemy jungler. By the time most teams will realistically consider doing baron w/out an ace, you don't really need all 5 people to be dps'ing baron. You can easily have your support or AP carry watching out for the enemy jungler and zoning them.
So, yea, there is some form of luck involved when it comes to smiting baron, but the luck factor is similar to the luck factor in SC:BW high ground miss mechanics. In BW, you don't attack up high ground unless you know for sure you can win OR you do something to reduce the likelihood that random chance will mess you up. Same should go for LoL. You shouldn't do baron unless you know you can smite it (ie. enemy smite/jungler down, just aced, etc...) or you do something to reduce the likelihood that you get sucked out on (zone the enemy jungler).
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If two equally level junglers are nearby to smite and there are multiple people hitting it then you're basically at a timing war to see who can get luckier at predicting the right moment to smite. Either you wait until you see the HP drop low enough and have a longer reaction time, do the same with the HP bar at a bigger margin of error, or you just sort of throw it when it feels right which is between the two. You can do things like lining up a spell with your smite to try and burst it, but even then there's some lag time between the two. Sometimes the thing just spikes from 900 to 30 hp in a 10th of a second. If I remembered to record more often I could actually measure the time you have to smite in some of the tighter attempts.
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On July 25 2012 09:39 Requizen wrote:Show nested quote +On July 25 2012 09:36 r.Evo wrote:On July 25 2012 09:25 Requizen wrote:On July 25 2012 09:17 Goragoth wrote: Luck isn't a bad game mechanic, in fact it can help facilitate comebacks and levels the playing field for worse players. Many great games have a huge luck component (for example poker) and are great fun to play. Now that being said I prefer my games to not be luck dependant but saying that luck is a bad game mechanic is simply wrong. As for Baron fights specifically I don't think I've seen a Baron steal happen in even 1 out 10 Baron fights in pro games, which makes me think it's not that much of a problem (at that level of play anyway, it is likely a much stronger tactic in solo queue play where teams are less organised against it).
I also don't think that turteling is that much of a problem in LoL, games already rarely go over 60 minutes. Then again I enjoy playing 6+ hour sessions of Sins of a Solar Empire and the majority of gamers seem to prefer short games. I like having turteling there as a strategic option (but I do understand that many people don't like it). Nope, didn't even read the rest. Luck is BAD GAME DESIGN. Procs are pushing it, that's why they're never strong. Did you ever play WoW in BC when there was this little item called Stormherald? It had a chance on hit to stun the target for 4 seconds. Was that shit ever broken as balls, you'd win as a Ret/Warrior just by getting a free stun because of luck and nothing else you did. Flat out calling luck bad game design is highly overstating it. It's e.g. hard to give highground an advantage without some form of a misschance. Sure you could simply say "ever 3rd attack to the highground will miss" but simply making 33% of your attacks miss creates small random situations which have the possibility to create majorly exciting situations. The huge amount of variables games like League, DotA or Starcraft offer already have some form of "luck" in their very design. Since you're part of this Starcraft forum you surely remember all the moments with mines, reavers, highground advantages and similar "lucky situations" which created some of the biggest moments of starcraft history. Sure you can overdo it to some extent (Chaos Knight in DotA e.g., lol) but a certain amount of RNG in the right spots won't make a game less skillfull to play - just way more exciting. In some cases (e.g. highground advantage) I'd go as far as calling it great design because it's an elegant and simple solution to a certain problem. Yeah, that's why I edited it. Luck works in fringe cases, but basing a system around it (old Ret paladins, Seal of Command and Crit chance, etc...) is the worst fucking thing you can do to a game in my eyes.
Entire Broodwar shooting up highground 70% miss chance on every single ranged attack didn't stop it from becoming the best e-sport ever.
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Scarra about to play a ranked game as Zyra on his stream if anyone wants to see what he thinks of her. He also talked a bit about Dig and their bot lane.
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On July 25 2012 11:49 Feartheguru wrote:Show nested quote +On July 25 2012 09:39 Requizen wrote:On July 25 2012 09:36 r.Evo wrote:On July 25 2012 09:25 Requizen wrote:On July 25 2012 09:17 Goragoth wrote: Luck isn't a bad game mechanic, in fact it can help facilitate comebacks and levels the playing field for worse players. Many great games have a huge luck component (for example poker) and are great fun to play. Now that being said I prefer my games to not be luck dependant but saying that luck is a bad game mechanic is simply wrong. As for Baron fights specifically I don't think I've seen a Baron steal happen in even 1 out 10 Baron fights in pro games, which makes me think it's not that much of a problem (at that level of play anyway, it is likely a much stronger tactic in solo queue play where teams are less organised against it).
I also don't think that turteling is that much of a problem in LoL, games already rarely go over 60 minutes. Then again I enjoy playing 6+ hour sessions of Sins of a Solar Empire and the majority of gamers seem to prefer short games. I like having turteling there as a strategic option (but I do understand that many people don't like it). Nope, didn't even read the rest. Luck is BAD GAME DESIGN. Procs are pushing it, that's why they're never strong. Did you ever play WoW in BC when there was this little item called Stormherald? It had a chance on hit to stun the target for 4 seconds. Was that shit ever broken as balls, you'd win as a Ret/Warrior just by getting a free stun because of luck and nothing else you did. Flat out calling luck bad game design is highly overstating it. It's e.g. hard to give highground an advantage without some form of a misschance. Sure you could simply say "ever 3rd attack to the highground will miss" but simply making 33% of your attacks miss creates small random situations which have the possibility to create majorly exciting situations. The huge amount of variables games like League, DotA or Starcraft offer already have some form of "luck" in their very design. Since you're part of this Starcraft forum you surely remember all the moments with mines, reavers, highground advantages and similar "lucky situations" which created some of the biggest moments of starcraft history. Sure you can overdo it to some extent (Chaos Knight in DotA e.g., lol) but a certain amount of RNG in the right spots won't make a game less skillfull to play - just way more exciting. In some cases (e.g. highground advantage) I'd go as far as calling it great design because it's an elegant and simple solution to a certain problem. Yeah, that's why I edited it. Luck works in fringe cases, but basing a system around it (old Ret paladins, Seal of Command and Crit chance, etc...) is the worst fucking thing you can do to a game in my eyes. Entire Broodwar shooting up highground 70% miss chance on every single ranged attack didn't stop it from becoming the best e-sport ever. That's what "fringe case" means. The entire game isn't about shooting up ramps, but it's an element of the game. There is no real "luck" in the rest of the game.
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On July 25 2012 08:23 r.Evo wrote:Show nested quote +On July 25 2012 07:56 Xevious wrote:On July 25 2012 07:27 r.Evo wrote: The last thing we need is baron being even more stronger. Back to the drawing board it is. =P why? there are no other objectives that make it easier to push towers. this way fights can actually be forced as apposed to endless turtling. if you're talking about the strength of baron himself (not what you gain from doing it) it doesn't even have to be buffed, making it so the buff would only affect inhib towers would prevent early baron from being op in the same way edit: also if there's something so insanely wrong with towers not hitting champions it could just drastically reduce the damage towers do the champs so you can dive without your team getting kited under tower and killed. Currently the entire point of League lategame is dancing around Baron and whoever gets that objective done properly wins the game. By the point you can get Baron towers aren't even a big problem anymore. Dancing around a single objective playing "who kills wards" isn't fun to watch or fun to play, I'd rather see a weaker Baron buff or other measures to actually give the team which is behind a valid method of gaining control back of the game.
yeah for real. it's pretty painful.
On July 25 2012 08:27 wei2coolman wrote: Dancing around a single objective is fine, it's a non issue. The problem is that people aren't willing to take initiative during this "dance". That's also why Blitzcrank + nautilus is extremely strong, they can initiate safely during this "dancing" phase.
it's one of the things that stalls pro games out really hard.
On July 25 2012 08:25 Alzadar wrote: Just make it so you can't Smite while Stunned/Silenced/Airborne. The team with control of the pit will get the Buff 90% of the time (jungle Olafs aside).
That's a really good suggestion, it pretty much kills the luck component in competing smites.
On July 25 2012 08:50 Xevious wrote:Show nested quote +On July 25 2012 08:23 r.Evo wrote:On July 25 2012 07:56 Xevious wrote:On July 25 2012 07:27 r.Evo wrote: The last thing we need is baron being even more stronger. Back to the drawing board it is. =P why? there are no other objectives that make it easier to push towers. this way fights can actually be forced as apposed to endless turtling. if you're talking about the strength of baron himself (not what you gain from doing it) it doesn't even have to be buffed, making it so the buff would only affect inhib towers would prevent early baron from being op in the same way edit: also if there's something so insanely wrong with towers not hitting champions it could just drastically reduce the damage towers do the champs so you can dive without your team getting kited under tower and killed. Currently the entire point of League lategame is dancing around Baron and whoever gets that objective done properly wins the game. By the point you can get Baron towers aren't even a big problem anymore. Dancing around a single objective playing "who kills wards" isn't fun to watch or fun to play, I'd rather see a weaker Baron buff or other measures to actually give the team which is behind a valid method of gaining control back of the game. you know what's even less fun to watch or play on either team? having one team turtle behind their towers and waveclear for the entire game.
Well, it's a balance, you know? If you think about that there's a pretty wide range within which you can make an objective difficult and an even larger range of rewards you can give for completing it, and the correct degrees for these things are really specific. Look at how low the difficulty is and how overhigh the reward is for dragon on TT and how it messes that map up. It can make a lot of sense to tweak an objective and baron seems to me to be a bit off.
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On July 25 2012 11:48 Craton wrote: If two equally level junglers are nearby to smite and there are multiple people hitting it then you're basically at a timing war to see who can get luckier at predicting the right moment to smite. Either you wait until you see the HP drop low enough and have a longer reaction time, do the same with the HP bar at a bigger margin of error, or you just sort of throw it when it feels right which is between the two. You can do things like lining up a spell with your smite to try and burst it, but even then there's some lag time between the two. Sometimes the thing just spikes from 900 to 30 hp in a 10th of a second. If I remembered to record more often I could actually measure the time you have to smite in some of the tighter attempts. If your team is doing baron, and this is the case, you've taken a massive fucking risk doing baron. Essentially you should have the area warded, so no one is within smite range without your knowledge. If said enemy jungler is there, then it is your job to disengage off of baron to deal with said enemy jungler.
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United States47024 Posts
The problem with Baron is that it's risk/reward balance is totally out of whack. Too much risk for too much reward.
The biggest thing that's out of whack is how powerful all of Baron's debuffs are and the fact that they SCALE. Particularly the one that's a 50-fucking-percent reduction to your heroes' AD. The combination of lategame baron being almost completely game-decided, coupled with the fact that Baron totally screws over the team that starts him first because of that AD reduction on their AD carry is why posturing about Baron stalls out so hard.
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If people are worried about starting baron, then they should be more concerned with starting a fight with enemy team, than do Baron.
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United States47024 Posts
On July 25 2012 12:17 wei2coolman wrote: If people are worried about starting baron, then they should be more concerned with starting a fight with enemy team, than do Baron. The thing is the Baron's debuffs are so off-the-walls OP that a team that's ahead can't use Baron as a means to start a fight unless they're insanely, massively ahead, because the debuffs can instantly strip tens of thousands of gold worth of stats from your team.
Just as a reference for Baron's debuffs; - Wrath of the Ancients increases magic damage taken by 25% PER STACK, stacking up to 10 times. Anyone who's attempted Baron solos knows how crazy this is. You get up to 10 stacks, and Baron just chunks half your health in 1 hit. With 4-5 people in the pit it spreads around a bit more evenly, but given that you generally had your melees tanking Baron, it's super awkward when they can't engage because they've got 3-4 stacks fo this on them and will get chunked by any magic damage dealer.
- Voracious Corrosion reduces AD by 50%. Non-stacking debuff, but that shit is absolutely crippling right off the bat. Probably won't hit your AD carry most of the time, but its effect on Bruisers is noticeable enough, and if your AD actually ends up being the one to get hit by it, you're pretty much fucked.
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