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[Patch 1.0.0.150: Shadow Isles] General Discussion - Page…

Forum Index > LoL General
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Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 09 2012 22:05 GMT
#5441
Oh yeah, this thread does get really theorycraft-y instead of just being excited about changes lol. I think it might just be Halo 4 time until we hear more about the actual numbers.
It's your boy Guzma!
onlywonderboy
Profile Joined August 2012
United States23745 Posts
November 09 2012 22:10 GMT
#5442
On November 10 2012 06:59 TheYango wrote:
Show nested quote +
On November 10 2012 06:54 onlywonderboy wrote:
Yeah, I think we need to wait for some numbers before we claim Riot has ruined the game. I know people are worried it's going to make the game boring, but I think the idea of having to trade off between ganking/farming an interesting one. Now it's "gank gank gank" all the time unless all of your lanes are pushed.

No it's not.

The most successful junglers in competitive play as of late have been the ones to balance farming/jungling. Some of them are deliberately fairly passive and farm-y when the game tempo calls for it. At Worlds and subsequent events, the most successful junglers have been the ones that move around a lot and protect their own tempo (Lilballz, CloudTemplar, Diamondprox), while the ones that were overly gank-focused or camped too hard are the ones that people criticized for not having enough impact on the game overall (Hotshot, Araneae, Illusion, Snoopeh to a lesser extent).

I wasn't talking about it on a competitive level, I agree with you there. But soloq has become extremely gank heavy and this has the potential to change things up a bit.
RIP Ryan Davis / TL or Die / @onlywonderboy
TheYango
Profile Joined September 2008
United States47024 Posts
November 09 2012 22:11 GMT
#5443
On November 10 2012 07:10 onlywonderboy wrote:
I wasn't talking about it on a competitive level, I agree with you there. But soloq has become extremely gank heavy and this has the potential to change things up a bit.

Insofar as people are still going to make enough errors that camping someone will turn a kill even when it shouldn't people will still camp lanes.
Moderator
Slusher
Profile Blog Joined December 2010
United States19143 Posts
November 09 2012 22:15 GMT
#5444
afraid to go into the thread and get spoilers, does anyone know if there is a new page for vods for ogn winter? ognlol.com has almost nothing mentioning the winter league.
Carrilord has arrived.
onlywonderboy
Profile Joined August 2012
United States23745 Posts
November 09 2012 22:15 GMT
#5445
On November 10 2012 07:11 TheYango wrote:
Show nested quote +
On November 10 2012 07:10 onlywonderboy wrote:
I wasn't talking about it on a competitive level, I agree with you there. But soloq has become extremely gank heavy and this has the potential to change things up a bit.

Insofar as people are still going to make enough errors that camping someone will turn a kill even when it shouldn't people will still camp lanes.

True, but if I'm farming my jungle at the same time, even if he gets the kill, the time he spent camping the lane will close the difference between jungle farm exp/gold and the exp/gold he got from the kill/assist
RIP Ryan Davis / TL or Die / @onlywonderboy
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2012-11-09 22:23:55
November 09 2012 22:20 GMT
#5446
On November 10 2012 06:41 TheYango wrote:
Show nested quote +
On November 10 2012 06:38 beefhamburger wrote:
On November 10 2012 06:33 TheKefka wrote:
What I don't understand is what makes them think making the large monsters have more damage and HP at camps will be worse for aoe-clearers.
Aoe clearers DO amazing single target damage in the jungle,it's just that along with it they hit everything around them as well.As long as the camps have multiple creeps aoe junglers are always going to be better.
Only way they can make ww a better jungler than udyr is if they make creeps do retarded amounts of damage and it isn't anymore about aoe or single target it's just about sustain at that point,which would make even more junglers obsolete than as it is now.

It doesn't really make AOE-clearers worse, it makes single target clearers better, which is their main goal.

It doesn't make the single-target clearers better though. Single-target clearers' ability to clear is dictated by the total HP of the camp, because they still can only hit one thing at a time. If the big wraith has 400 HP, and the small wraiths have 100, it takes the same time to clear if you shift 50 HP off the small wraiths and add 150 to the big wraith.


I might be necroing this I can't tell, but that's not necessarily true Yango.

Take Fiddlesticks for example. Fiddles drain will kill one target very quickly, and often before the drain is finished, leaving Fiddle waiting for cooldowns so he can spend more mana to drain a second target. Moving the HP around will let him drain the big target more efficiently.

Nunu early game, Consume often overkills the target. If Nunu actually had a reason to put levels into Consume (big mob having more HP) he could clear much faster.

Etc.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
TheYango
Profile Joined September 2008
United States47024 Posts
November 09 2012 22:23 GMT
#5447
On November 10 2012 07:20 Ketara wrote:
Nunu early game, Consume often overkills the target.

Etc.

Consume doesn't overkill any big creeps unless you're maxing it first.
Moderator
Hyren
Profile Blog Joined June 2010
United States817 Posts
Last Edited: 2012-11-09 22:24:13
November 09 2012 22:23 GMT
#5448
Anyone else having problems with Own3d.tv where it starts a vod from the beginning regardless of where you want to start watching?
Power-tripping mod for Trump's stream
Ketara
Profile Blog Joined August 2010
United States15065 Posts
November 09 2012 22:25 GMT
#5449
On November 10 2012 07:23 TheYango wrote:
Show nested quote +
On November 10 2012 07:20 Ketara wrote:
Nunu early game, Consume often overkills the target.

Etc.

Consume doesn't overkill any big creeps unless you're maxing it first.


It overkills the big wraith, or at least one shots it.

Jungle Nunu has very little reason to level Blood Boil beyond 1, but has even less reason to level Consume. If he had a reason to level Consume, he'd be a much faster clearer.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
Last Edited: 2012-11-09 22:29:00
November 09 2012 22:27 GMT
#5450
Consume was buffed at rank 1 because it wouldn't actually kill the targets you wanted. Now it 1shots the big wraith and almost 1shots the big wolf which was a huge buff for a skill you will never put points in.
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
TheYango
Profile Joined September 2008
United States47024 Posts
November 09 2012 22:27 GMT
#5451
On November 10 2012 07:25 Ketara wrote:
It overkills the big wraith, or at least one shots it.

Only on the first clear. Once Wraith HP grows, it doesn't anymore.

On November 10 2012 07:25 Ketara wrote:
Jungle Nunu has very little reason to level Blood Boil beyond 1, but has even less reason to level Consume. If he had a reason to level Consume, he'd be a much faster clearer.

He has no reason to level Consume because it has almost no combat utility outside of some edge cases. It already does make him a significantly faster clearer, but delaying Ice Blast/Blood Boil ranks hurts your later utility noticeably.
Moderator
Ketara
Profile Blog Joined August 2010
United States15065 Posts
November 09 2012 22:30 GMT
#5452
Blood Boil early game isn't big on jungle Nunu. He doesn't get as big a boost from the attack speed per level, isn't dropping it on the carry, and the movespeed boost is small after level 1.

If the big mob had more HP Nunu could have a viable build where he levels Iceblast > Consume, keeps BB at 1 till late game, and clears the mobs crazy fast.

Then again, Nunu is already a good jungler, so whatever. Changes will still be great for Fiddlesticks.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
November 09 2012 22:36 GMT
#5453
BB is Nunu's gapcloser though.
https://twitter.com/SufficientStats
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
November 09 2012 22:38 GMT
#5454
Also no reason why you can drop it on a laner like mid while you swing past wraiths etc.
thenexusp
Profile Joined May 2009
United States3721 Posts
November 09 2012 22:41 GMT
#5455
level 1 BB has almost the same MS as level 5 BB (11% vs 15%), and the attack speed, which scales much more heavily, is more for your AD carry and not yourself.
TheYango
Profile Joined September 2008
United States47024 Posts
November 09 2012 22:41 GMT
#5456
On November 10 2012 07:30 Ketara wrote:
Blood Boil early game isn't big on jungle Nunu. He doesn't get as big a boost from the attack speed per level, isn't dropping it on the carry, and the movespeed boost is small after level 1.

If the big mob had more HP Nunu could have a viable build where he levels Iceblast > Consume, keeps BB at 1 till late game, and clears the mobs crazy fast.

Then again, Nunu is already a good jungler, so whatever. Changes will still be great for Fiddlesticks.

By level 8/9, your concern in leveling BB isn't in jungling, but that BB ranks have a significant effect on your teamfight contribution. You're not going to be full-time jungling for much longer past that point.
Moderator
Cloud9157
Profile Joined December 2010
United States2968 Posts
November 09 2012 22:44 GMT
#5457
On November 10 2012 07:38 Numy wrote:
Also no reason why you can drop it on a laner like mid while you swing past wraiths etc.


But then enemy team knows there was a yeti near mid.
"Are you absolutely sure that armor only affects the health portion of a protoss army??? That doesn't sound right to me. source?" -Some idiot
petered
Profile Joined February 2010
United States1817 Posts
November 09 2012 22:59 GMT
#5458
On November 10 2012 06:41 TheYango wrote:
Show nested quote +
On November 10 2012 06:38 beefhamburger wrote:
On November 10 2012 06:33 TheKefka wrote:
What I don't understand is what makes them think making the large monsters have more damage and HP at camps will be worse for aoe-clearers.
Aoe clearers DO amazing single target damage in the jungle,it's just that along with it they hit everything around them as well.As long as the camps have multiple creeps aoe junglers are always going to be better.
Only way they can make ww a better jungler than udyr is if they make creeps do retarded amounts of damage and it isn't anymore about aoe or single target it's just about sustain at that point,which would make even more junglers obsolete than as it is now.

It doesn't really make AOE-clearers worse, it makes single target clearers better, which is their main goal.

It doesn't make the single-target clearers better though. Single-target clearers' ability to clear is dictated by the total HP of the camp, because they still can only hit one thing at a time. If the big wraith has 400 HP, and the small wraiths have 100, it takes the same time to clear if you shift 50 HP off the small wraiths and add 150 to the big wraith.


Theoretically, AOE clearers will be slower, single target clearers will be the same. So while Yango is correct that redistributing the health doesn't speed up the single target clearers, they will be a more attractive option in comparison to AOE clearers who are going to be slowed down.
This, my friends, is the power of the Shikyo Memorial for QQ therapy thread. We make the world a better place, one chainsaw massacre prevention at a time.
Xevious
Profile Joined February 2011
United States2086 Posts
November 09 2012 23:05 GMT
#5459
Jungle monsters now attack the nearest target rather than attempting to chase their original attacker to make their behavior more consistent

this makes me sad

to fix the issue of laners doing small camps and leashing for the jungler, instead of making the small camps just spawn later they just take out leashing entirely. the problem being helping the jungler will still be very useful considering he'll take more damage without a leash, and damaging the buff will probably be helpful as fuck because of the jungle in general being harder to kill. jungler who gets damage on buff has enough hp to gank after clearing jungle, other jungle who had to solo his buff while his laners farmed small camps doesn't have enough hp to gank. also lol at the golem change, they're just gonna keep increasing the golems movespeed until they're as fast as this guy until riot finally understands they can be kited between two people.
Gahlo
Profile Joined February 2010
United States35174 Posts
Last Edited: 2012-11-09 23:24:30
November 09 2012 23:16 GMT
#5460
http://na.leagueoflegends.com/board/showthread.php?p=31224734#31224734
But is it going to cost 475 and leave no room open for health pots? It could totally be useless. Stats would be nice.

No it currently costs 300g meaning you can start with 5 Health Potions (numbers subject to change before release).

The Hunter's Machete actually has no raw stats but instead increases your damage dealt to jungle monsters by a % and also adds bonus true damage to your basic attacks against jungle monsters.

The item then branches off into 2 upgrade paths one being Madred's Razor and the other being a new item focused more towards non-autoattack based champions called the Spirit Stone.

http://eune.leagueoflegends.com/board/showthread.php?p=4862528#post4862528
Heart of Gold – Removed

Heart of Gold is a deeply conflicted item. Gold over Time items are designed to be a tradeoff of early game power versus reliable scaling further on in the game. However, Heart of Gold is a Health item, a statistic that is primarily dominant early game rather than late game. It helps create a lot to passivity, but worst of all it contributes to passive snowballing. While the intent of the item was to help out gold-starved characters that were traditionally weak, there are much better ways to solve this than an item that also makes their direct competitors stronger.

Alternative: The other Gold per 10 items

We don¢t want to see an item in the game that lets you passively win your lane and close off options for your opponent. The other 3 Gold per 10 items have all been upgraded with either much more flexible build paths in terms of what they can build into or additional ways to generate real and imagined incomes. From Gold per 10 upgrades that let you keep the Gold per 10 when fully upgraded to alternate gold gain passives, the other 3 Gold per 10 items have become much more flexible in their final builds.
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