[Patch 1.0.0.150: Shadow Isles] General Discussion - Page…
Forum Index > LoL General |
Requizen
United States33802 Posts
| ||
![]()
onlywonderboy
United States23745 Posts
On November 10 2012 06:59 TheYango wrote: 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. | ||
![]()
TheYango
United States47024 Posts
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. | ||
Slusher
United States19143 Posts
| ||
![]()
onlywonderboy
United States23745 Posts
On November 10 2012 07:11 TheYango wrote: 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 | ||
Ketara
United States15065 Posts
On November 10 2012 06:41 TheYango wrote: 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. | ||
![]()
TheYango
United States47024 Posts
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. | ||
Hyren
United States817 Posts
| ||
Ketara
United States15065 Posts
On November 10 2012 07:23 TheYango wrote: 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. | ||
Zess
Adun Toridas!9144 Posts
| ||
![]()
TheYango
United States47024 Posts
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. | ||
Ketara
United States15065 Posts
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. | ||
Sufficiency
Canada23833 Posts
| ||
Numy
South Africa35471 Posts
| ||
thenexusp
United States3721 Posts
| ||
![]()
TheYango
United States47024 Posts
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. | ||
Cloud9157
United States2968 Posts
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. | ||
petered
United States1817 Posts
On November 10 2012 06:41 TheYango wrote: 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. | ||
Xevious
United States2086 Posts
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
United States35091 Posts
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. | ||
| ||