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[Patch 1.0.0.143: MidJuly-Zyra] General Discussion - Page 84

Forum Index > LoL General
Post a Reply
Prev 1 82 83 84 85 86 137 Next
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
July 26 2012 20:32 GMT
#1661
jungle galio
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
July 26 2012 20:33 GMT
#1662
On July 27 2012 05:32 zulu_nation8 wrote:
jungle galio


Does it work?
FOR GREAT JUSTICE! Bans for the ban gods!
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
July 26 2012 20:36 GMT
#1663
no idea, first time seeing it
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
July 26 2012 21:03 GMT
#1664
On July 27 2012 05:22 wei2coolman wrote:
Or, like I've said for a while, reduce haunting guise cost by like 500 gold.

And make it the most broken item in the game, miles above old Wit's End?
If you have a good reason to disagree with the above, please tell me. Thank you.
wei2coolman
Profile Joined November 2010
United States60033 Posts
July 26 2012 21:08 GMT
#1665
On July 27 2012 06:03 spinesheath wrote:
Show nested quote +
On July 27 2012 05:22 wei2coolman wrote:
Or, like I've said for a while, reduce haunting guise cost by like 500 gold.

And make it the most broken item in the game, miles above old Wit's End?

haunting guise is a terrible lategame choice, even after my suggested change. And the whole point of it is suppose to be ridiculously cost effective/slot ineffective., something LoL doesn't really have, in terms of item choice
liftlift > tsm
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-07-26 21:10:04
July 26 2012 21:08 GMT
#1666
On July 27 2012 05:22 wei2coolman wrote:
Or, like I've said for a while, reduce haunting guise cost by like 500 gold.

You can't do this without bringing item balance as a whole into line with that figure. It doesn't help if there's one stand-out OP item and everything else doesn't line up with it.

You'd have to do an across-the-board item overhaul which, while I think could bring some good to the game, really shouldn't be attempted till the end of Season 2 for the sake of competitive stability.
Moderator
wei2coolman
Profile Joined November 2010
United States60033 Posts
July 26 2012 21:11 GMT
#1667
On July 27 2012 06:08 TheYango wrote:
Show nested quote +
On July 27 2012 05:22 wei2coolman wrote:
Or, like I've said for a while, reduce haunting guise cost by like 500 gold.

You can't do this without bringing item balance as a whole into line with that figure. It doesn't help if there's one stand-out OP item and everything else doesn't line up with it.

Would it be op'd? It still offers same stats, people just get it a lot earlier now~ when i bring up my thoughts on reducing guise's cost, I'm more or less just talking about creating a line of really really strong cost effective early items, that don't build into anything.
liftlift > tsm
Ghost-z
Profile Joined September 2010
United States1291 Posts
Last Edited: 2012-07-26 21:14:54
July 26 2012 21:13 GMT
#1668
As far as building Zyra I've had success these first few games building:
Sorcs,Dring,Dring,Hat, for an opening and then gauging based on the other teams items. If they lack any major MR items I will build abyssal and guise for the 60 flat Mpen. If they are building MR items then I will go for a void staff. My main focus is to deal as much AoE damage as possible and their squishies are what I'm aiming for. Since squishy carries tend to have lower MR the flat Mpen is much greater than the %Mpen from the void.

Since you already should have "sorc boots" if the enemy has less than 120 MR then the extra flat 40 Mpen is more effective than the 40% from the void staff. Beyound 120MR the void staff is better. So for stronger mid game or teams that lack MR I like the flat Mpen. The only time an AD carry has more than 120 MR is if they built a GA or QSS and those are late game items.

On another note I've seen other zyra players building Hat>Wota>Rylais>Void which is a much better late game build I admit. Two questions I have and I'm going to experiment with later on Zyra:

1) Is Wota a good item for Zyra?
2) Do her plants benefit from Rylai's slow effect?
Fairy Tales when you're a child begin with "Once upon a time" and when you're an adult begin, "If elected I promise..."
JokerSan
Profile Joined April 2005
United States306 Posts
July 26 2012 21:18 GMT
#1669
What was the most OP item at any time in LoL's history? I would have to go with either the Innervating Locket or HoG as the most OP items ever.
LoL: Soles | forever 1600
Parnage
Profile Blog Joined February 2010
United States7414 Posts
July 26 2012 21:20 GMT
#1670
On July 27 2012 06:18 JokerSan wrote:
What was the most OP item at any time in LoL's history? I would have to go with either the Innervating Locket or HoG as the most OP items ever.


Zhonyas ring perhaps? I mean an item you had to split into two items seems pretty strong to me. Also philo stone because stacked philo stones was amazingly funny for anyone who liked to run around and not be caught by the enemy due to all the regen going on.
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
101toss
Profile Blog Joined April 2010
3232 Posts
July 26 2012 21:22 GMT
#1671
On July 27 2012 06:20 Parnage wrote:
Show nested quote +
On July 27 2012 06:18 JokerSan wrote:
What was the most OP item at any time in LoL's history? I would have to go with either the Innervating Locket or HoG as the most OP items ever.


Zhonyas ring perhaps? I mean an item you had to split into two items seems pretty strong to me. Also philo stone because stacked philo stones was amazingly funny for anyone who liked to run around and not be caught by the enemy due to all the regen going on.

prenerf jarvan with 3 philo 2 hog

also locket udyr
Math doesn't kill champions and neither do wards
JokerSan
Profile Joined April 2005
United States306 Posts
July 26 2012 21:22 GMT
#1672
Oh yeah zhonya's gotta be the most OP since you had to build it on literally every single AP.
LoL: Soles | forever 1600
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
July 26 2012 21:22 GMT
#1673
On July 27 2012 06:11 wei2coolman wrote:
Show nested quote +
On July 27 2012 06:08 TheYango wrote:
On July 27 2012 05:22 wei2coolman wrote:
Or, like I've said for a while, reduce haunting guise cost by like 500 gold.

You can't do this without bringing item balance as a whole into line with that figure. It doesn't help if there's one stand-out OP item and everything else doesn't line up with it.

Would it be op'd? It still offers same stats, people just get it a lot earlier now~ when i bring up my thoughts on reducing guise's cost, I'm more or less just talking about creating a line of really really strong cost effective early items, that don't build into anything.

It would be OP. Big time. Without the slightest bit of a doubt. Hence "most broken item in the game".

You know we had all these "really really strong cost effective early items, that don't build into anything" before already?
They were called Heart of Gold, Philosopher's Stone, Doran's Blade, Doran's Ring, Wriggle's Lantern, Wit's End... Did I miss some? Could be... Oh yeah: Hextech Revolver.
They all got nerfed hard (well some a bit less, see Philo and Wit's). Why? Because they were TOO strong. So strong that you had no choice, you had to build them. Even stack them.
Now if you can't stack them, the issue becomes less obvious. But it's still there. You'd be stupid to pass on an item of such hich cost efficiency. Therefore everybody just kept buying a single Revolver, a single HoG, a single Philo when they made their effects unique.

Guise is at a pretty good spot right now. +-50 gold, whatever. It's close enough.
If you have a good reason to disagree with the above, please tell me. Thank you.
thenexusp
Profile Joined May 2009
United States3721 Posts
July 26 2012 21:24 GMT
#1674
On July 27 2012 06:13 Ghost-z wrote:
2) Do her plants benefit from Rylai's slow effect?

From the LoL wiki:

The Thorn Spitter does proc spell vamp and Rylai's, but with diminished effects.

The Vine Lasher's slow stacks multiplicatively with Rylai's slow for a 34.5% slow. PENDING FOR TEST
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
July 26 2012 21:24 GMT
#1675
On July 27 2012 06:13 Ghost-z wrote:
As far as building Zyra I've had success these first few games building:
Sorcs,Dring,Dring,Hat, for an opening and then gauging based on the other teams items. If they lack any major MR items I will build abyssal and guise for the 60 flat Mpen. If they are building MR items then I will go for a void staff. My main focus is to deal as much AoE damage as possible and their squishies are what I'm aiming for. Since squishy carries tend to have lower MR the flat Mpen is much greater than the %Mpen from the void.

Since you already should have "sorc boots" if the enemy has less than 120 MR then the extra flat 40 Mpen is more effective than the 40% from the void staff. Beyound 120MR the void staff is better. So for stronger mid game or teams that lack MR I like the flat Mpen. The only time an AD carry has more than 120 MR is if they built a GA or QSS and those are late game items.

On another note I've seen other zyra players building Hat>Wota>Rylais>Void which is a much better late game build I admit. Two questions I have and I'm going to experiment with later on Zyra:

1) Is Wota a good item for Zyra?
2) Do her plants benefit from Rylai's slow effect?

1) No
Buy more AP instead, burst their whole team down in a second. WotA is a waste of money lategame. Also she does AoE with everything but the plants

2) Yes
A backwards poet writes inverse.
TheYango
Profile Joined September 2008
United States47024 Posts
July 26 2012 21:27 GMT
#1676
On July 27 2012 06:11 wei2coolman wrote:
Show nested quote +
On July 27 2012 06:08 TheYango wrote:
On July 27 2012 05:22 wei2coolman wrote:
Or, like I've said for a while, reduce haunting guise cost by like 500 gold.

You can't do this without bringing item balance as a whole into line with that figure. It doesn't help if there's one stand-out OP item and everything else doesn't line up with it.

Would it be op'd? It still offers same stats, people just get it a lot earlier now~ when i bring up my thoughts on reducing guise's cost, I'm more or less just talking about creating a line of really really strong cost effective early items, that don't build into anything.

While I'm on board for your general idea, it's not so simple as just slashing 500 gold off the cost of Haunting Guise. Designing midgame items' slot- and cost-effectiveness tradeoffs plays heavily into the cost of both its component items and the bigger late-game items. You can't balance items in a vacuum--gold is only as good as what it buys you, so the way an item's value is measured is entirely relative to your alternatives.

As far as "OP" goes, item's aren't like champions--every team has access to all items, so its not like it can cause an imbalance in the sense that we refer to an OP champion or race in Starcraft might. Rather, there are two sorts of problematic gameplay that I can see an "OP" item causing:
1) The item's effectiveness causes picking styles or gameplay to shift heavily in favor of champions which use that item (e.g. pre-nerf LW).
2) The item's effectiveness causes it to be a "must-buy" on champions or roles which might use the item, to the point of limiting other options (e.g. at-release Deathcap on APs).

Many items guilty of one are also guilty of the other. But the point is that without carefully modulating Guise's value relative to every other item in the game, a haphazard buff to Guise's cost could cause either problem (either making APs too strong because other roles don't have such an aggressively-costed midgame item choice, or forcing APs to buy it because its cost/slot-effectiveness haven't been balanced properly with other AP items).
Moderator
wei2coolman
Profile Joined November 2010
United States60033 Posts
July 26 2012 21:29 GMT
#1677
On July 27 2012 06:22 spinesheath wrote:
Show nested quote +
On July 27 2012 06:11 wei2coolman wrote:
On July 27 2012 06:08 TheYango wrote:
On July 27 2012 05:22 wei2coolman wrote:
Or, like I've said for a while, reduce haunting guise cost by like 500 gold.

You can't do this without bringing item balance as a whole into line with that figure. It doesn't help if there's one stand-out OP item and everything else doesn't line up with it.

Would it be op'd? It still offers same stats, people just get it a lot earlier now~ when i bring up my thoughts on reducing guise's cost, I'm more or less just talking about creating a line of really really strong cost effective early items, that don't build into anything.

It would be OP. Big time. Without the slightest bit of a doubt. Hence "most broken item in the game".

You know we had all these "really really strong cost effective early items, that don't build into anything" before already?
They were called Heart of Gold, Philosopher's Stone, Doran's Blade, Doran's Ring, Wriggle's Lantern, Wit's End... Did I miss some? Could be... Oh yeah: Hextech Revolver.
They all got nerfed hard (well some a bit less, see Philo and Wit's). Why? Because they were TOO strong. So strong that you had no choice, you had to build them. Even stack them.
Now if you can't stack them, the issue becomes less obvious. But it's still there. You'd be stupid to pass on an item of such hich cost efficiency. Therefore everybody just kept buying a single Revolver, a single HoG, a single Philo when they made their effects unique.

Guise is at a pretty good spot right now. +-50 gold, whatever. It's close enough.

The recent hog nerf was really not needed, and as far as the other items that required building, like hextech revolver, wits end, wriggles, they were stupidly slot efficient. Hextech revolver could be built into Wota, not to mention stacking w/ another AP, made it a stupidly good end game item. Witsend offered an amazing endgame stat, it was equivalent to bfsword in dmg + 600gold worth of MR + 40% AS 1000gold value, it wasn't just a strong mid game item, it was a strong end game item as well.

What i'm suggesting is just a strong midgame item, that sucks lategame, it wouldn't be hard to design. I think reasonably speaking, a cost change to haunting guise, such as -500 gold is a good starting place in terms of creating a new line of items.
liftlift > tsm
Slusher
Profile Blog Joined December 2010
United States19143 Posts
July 26 2012 21:33 GMT
#1678
I've fallen in love with the -60 mr build, I have a hard time not doing it. Buffing Guise even slightly I think would be a mistake.
Carrilord has arrived.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
July 26 2012 21:34 GMT
#1679
On July 27 2012 06:29 wei2coolman wrote:
Show nested quote +
On July 27 2012 06:22 spinesheath wrote:
On July 27 2012 06:11 wei2coolman wrote:
On July 27 2012 06:08 TheYango wrote:
On July 27 2012 05:22 wei2coolman wrote:
Or, like I've said for a while, reduce haunting guise cost by like 500 gold.

You can't do this without bringing item balance as a whole into line with that figure. It doesn't help if there's one stand-out OP item and everything else doesn't line up with it.

Would it be op'd? It still offers same stats, people just get it a lot earlier now~ when i bring up my thoughts on reducing guise's cost, I'm more or less just talking about creating a line of really really strong cost effective early items, that don't build into anything.

It would be OP. Big time. Without the slightest bit of a doubt. Hence "most broken item in the game".

You know we had all these "really really strong cost effective early items, that don't build into anything" before already?
They were called Heart of Gold, Philosopher's Stone, Doran's Blade, Doran's Ring, Wriggle's Lantern, Wit's End... Did I miss some? Could be... Oh yeah: Hextech Revolver.
They all got nerfed hard (well some a bit less, see Philo and Wit's). Why? Because they were TOO strong. So strong that you had no choice, you had to build them. Even stack them.
Now if you can't stack them, the issue becomes less obvious. But it's still there. You'd be stupid to pass on an item of such hich cost efficiency. Therefore everybody just kept buying a single Revolver, a single HoG, a single Philo when they made their effects unique.

Guise is at a pretty good spot right now. +-50 gold, whatever. It's close enough.

The recent hog nerf was really not needed, and as far as the other items that required building, like hextech revolver, wits end, wriggles, they were stupidly slot efficient. Hextech revolver could be built into Wota, not to mention stacking w/ another AP, made it a stupidly good end game item. Witsend offered an amazing endgame stat, it was equivalent to bfsword in dmg + 600gold worth of MR + 40% AS 1000gold value, it wasn't just a strong mid game item, it was a strong end game item as well.

What i'm suggesting is just a strong midgame item, that sucks lategame, it wouldn't be hard to design. I think reasonably speaking, a cost change to haunting guise, such as -500 gold is a good starting place in terms of creating a new line of items.

I wasn't talking about the recent HoG nerf. I was talking about the transition from Stackable Cloth+Ruby HoG into what we have now.Having 5 HoG/Philo sucks lategame. Yet people still bought them. Same for Doran's. Or Revolvers. Yeah cool you can build one into a WotA. Maybe one into Gunblade. But the other 2-3 were just bought because they were too efficient.
If you have a good reason to disagree with the above, please tell me. Thank you.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-07-26 21:43:41
July 26 2012 21:38 GMT
#1680
Honestly, the most restrictive part about designing "cost-effective but slot-ineffective" for this game is that the top end items that are the MOST slot-effective in the game caps out at ~4000 gold, and the vast majority don't even cost more than 3k. Even though Wit's and Wriggle's aren't crazily ahead of the cost-effectiveness curve, their slot-effectiveness isn't that bad either, because they're half the gold value of the really big stuff, and only a couple hundred gold below most bruiser/tank items (FHeart, Sunfire, Ghostblade, etc. are all ~2500 gold). You have to get below 1000 gold to really get at stuff that's "slot-ineffective", and with 475 starting gold, that doesn't leave a lot of wiggle room to play with for pricing items in a way that players can't start a game with them.

Practically speaking, if you want those midgame items to be easier to design, you'd need to spread out the cost/slot-effectiveness tradeoff more as well (e.g. push "lategame" items toward 5k gold).
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