Also some of those new items look stupidly broken right now, but I guess we have to wait for the whole patch to see how it turns out and can't judge the strength of an item based on the current state of the game.
[Patch 1.0.0.151: End of S2] General Discussion - Page 76
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AsnSensation
Germany24009 Posts
Also some of those new items look stupidly broken right now, but I guess we have to wait for the whole patch to see how it turns out and can't judge the strength of an item based on the current state of the game. | ||
chalice
United States1945 Posts
it appears they didn't neuter junglers hard enough last time so prepare for a tiny buff of approximately +1g per minion to placate the massive community complaining and if we're lucky they'll bring back the gold/exp banking too. | ||
Sufficiency
Canada23833 Posts
On November 16 2012 17:39 nyxnyxnyx wrote: rylais + that new burning item on brand will be op. calling ittt a lil' bit of elaboration brand's passive (Brand's spells light his targets ablaze, dealing 2% of their maximum health as magic damage per second for 4 seconds, for a total of 8%) currently counts as a 'spell' for both rylai's and blackfire torch (i assume new burning item will be similar to BFT). any spell you hit with brand triggers his passive which triggers both rylai's and bft. the burn ticks and slow duration are constantly reapplied throughout the duration of his passive's burn, which means you get 5.5 seconds of rylai's slow and 7 seconds of burning. for this new item which i'm assuming will work the same, that's 5.5 seconds of doubled burning and 1.5 seconds of non-doubled. accounting for clipping of DoT ticks, i'll assume it gets, say, 5 seconds of doubled and 2 ticks of non-doubled. that is still AWESOME The same argument can be said about Cassiopeia though. | ||
billy5000
United States865 Posts
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Cuddle
Sweden1345 Posts
On November 16 2012 18:13 AsnSensation wrote: Damn waking up, reading 300 posts here... Yes, 'murica, for the sake of European work productivity could you please refrain from posting so much while we sleep? I'm not getting anything done today! >.< Played my first Katarina games since nurfbat. I feel them, in my bones...they creep up slowly on me but they're there. I can't say exactly when they affect me, it's just like mild surprise at how few creeps die when i W and a feeling of unease after each trade that I didn't do quite as well as I should have. Might just be in my head tho. | ||
Amui
Canada10567 Posts
On November 16 2012 18:14 chalice wrote: i think i remember riot claiming that the previous jungle overhaul created more gold/exp farming too when in fact it was the opposite, disappointing but not particularly surprising that they would do the same thing again. only difference is that in addition to lessening the rewards they are gonna make the jungle harder to clear as well. it appears they didn't neuter junglers hard enough last time so prepare for a tiny buff of approximately +1g per minion to placate the massive community complaining and if we're lucky they'll bring back the gold/exp banking too. IIRC you could run 2nd/3rd position champs in the S1 jungle and get them farmed to a point where they would be able to afford both damage and survivability. S1 jungle let the fast junglers clear and then gank, with minimal loss because everything is already down and will be for a short while. S2 gave more gold in theory, but partly due to meta changes, partly due to low downtime+banking, gank heavy junglers outshined the farming ones because you just can't get enough gold to carry if you don't snowball. TBH though, I think increasing the value of doubles while making it pretty prohibitive for bot lane to take early is the way to go. Balance so that strong early junglers with hunter's machete will want to do wolves->blue->wraith->doubles->red, because doubles gives quite a bit more gold &xp than wolves, despite the added difficulty. Maybe even have them hit 4.X off of red buff after that path. Right now with the exception of a few junglers, you don't do doubles ever pre-6 without smite because you take too much damage for the comparatively small reward. | ||
clickrush
Switzerland3257 Posts
On November 16 2012 18:14 chalice wrote: i think i remember riot claiming that the previous jungle overhaul created more gold/exp farming too when in fact it was the opposite, disappointing but not particularly surprising that they would do the same thing again. only difference is that in addition to lessening the rewards they are gonna make the jungle harder to clear as well. it appears they didn't neuter junglers hard enough last time so prepare for a tiny buff of approximately +1g per minion to placate the massive community complaining and if we're lucky they'll bring back the gold/exp banking too. They stated that jungle minions will give more exp and gold especially at the later stages. they are trying to keep the junglers in the jungle and make ganking riskier because they don't like brush camping. At the same time they are missing that all the really good junglers actually don't ever camp a lane for long times but force smart engages whenever possible and make the game much more active. laners (esp. toplaners) think they have kind of the right to have a chill 1on1 time top lane where they can farm for 20min. Ganks seem to be "unfair", "toxic" or forcing "passive" play, when in the real world it creates alot of action and opportunities for the players to show their decision making, patience and rewards smart aggression and mindgames instead of purely mechanical trading/harrassing/farming. I'd say make the jungle even more aggressive than it is. Well probably it actually will be more aggressive because the increased exp, gold and the machete will bring in alot of farming/carry junglers and thus will make counterjungling a huge thing again. If anyone is expecting to both junglers picking carries and hitting neutral minions they are probably mistaken because people will pick lee sin/nunu with boots/dorans and invade like crazy against carry junglers. so iam looking forward to counterjungling again. stealing parts of small camps and creepjacking was actually a thing in s1 jungle. | ||
Thereisnosaurus
Australia1822 Posts
Honestly I have no idea what to buy anymore. I will probably stick with playing AP champions because they have probably the same itemization as before. Ahahahaha. Ha. hahaha. haha. ha. ha. like 3 entirely new endbuild AP items, all current in vogue AP items got nerfed or adjusted in power, all out of favour ones got buffed a bit. It's actually more than all the end game items are in the 2.8-3.5k range now, there's no 3700 gold deathcap to be a clear must buy item around which a build centers. With all the new defensive and activated stuff, ward meta, everyone building support and auras and so forth, you're really going to have diversification with builds. Only a few casters are going to be capable of going all out AP nuker style like they all do currently, those are the ones we'll probably see a lot more of (brand is the big one as people have pointed out, once he gets rylais and the burn item, scary, scary mofo) | ||
Celial
2602 Posts
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Eiii
United States2566 Posts
On November 16 2012 18:59 Celial wrote: am i the only one that noticed the new tier of runes in the surrenderat20 post? im pretty pissed cuz i spent all my ips on runes and now they are going to be trash -.- ...yes? I certainly don't see anything like that, at least. | ||
Nabes
Canada1800 Posts
On November 16 2012 18:59 Celial wrote: am i the only one that noticed the new tier of runes in the surrenderat20 post? im pretty pissed cuz i spent all my ips on runes and now they are going to be trash -.- I thought they just renamed them. Instead of greater seal of resilience it is now greater seal of armor. | ||
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TheYango
United States47024 Posts
On November 16 2012 18:59 Celial wrote: am i the only one that noticed the new tier of runes in the surrenderat20 post? im pretty pissed cuz i spent all my ips on runes and now they are going to be trash -.- What new tier? The stats on the "new" runes are the exact same as the old ones. The only thing that appears to be changing about runes is that they're renaming them to just be named by the stat they give (rather than obscure concepts like "malice", "alacrity", etc.). The runes themselves aren't changing, it's just so you can know exactly what they give without needing to figure out what the name actually implies stat-wise. On November 16 2012 18:39 clickrush wrote: so iam looking forward to counterjungling again. stealing parts of small camps and creepjacking was actually a thing in s1 jungle. In S1 jungle you stole whole camps because the respawn timer was long enough that you could plan around returning to that camp, denying it again, and building up your advantage that way. You only left one when you couldn't necessarily commit to being able to be back at that camp in 100 seconds. It's not the same if you just jack the big creep because it doesn't allow you to have that kind of planning and foresight without precise knowledge of its respawn time. | ||
Celial
2602 Posts
i thought they were new because there were no old ones on the left side in the table. | ||
Eiii
United States2566 Posts
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Dusty
United States3359 Posts
1. Nami goot. 2. HUD okay, nothing amazing. Good for streamviewers. 3. Shop goot. 4. Masteries are pretty much the same, but the crappy ones like Havoc or the Mental Force got slight buffs. Lot of interesting stuff 5. It's honestly scary seeing how much new shit there is in the shop. Honestly I feel confused on anything other than AD carries, who all have pretty much 1 new item that works REALLY well on them 6. GA is still really good. 7. QSS now has an awesome new upgrade 8. SO MANY NEW ITEMS 9. PBE players still suck | ||
remedium
United States939 Posts
On November 16 2012 18:32 billy5000 wrote: who's a good adc with support zyra, and an adc with support lulu? http://www.reddit.com/r/leagueoflegends/comments/12r48y/picking_guide_for_solo_q_supports/ Some interesting discussion in there. | ||
Artok
Netherlands2219 Posts
On November 16 2012 19:41 remedium wrote: http://www.reddit.com/r/leagueoflegends/comments/12r48y/picking_guide_for_solo_q_supports/ Some interesting discussion in there. nunu is good against sivir, say what? | ||
AsnSensation
Germany24009 Posts
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TheYango
United States47024 Posts
On November 16 2012 18:36 Amui wrote: IIRC you could run 2nd/3rd position champs in the S1 jungle and get them farmed to a point where they would be able to afford both damage and survivability. S1 jungle let the fast junglers clear and then gank, with minimal loss because everything is already down and will be for a short while. S2 gave more gold in theory, but partly due to meta changes, partly due to low downtime+banking, gank heavy junglers outshined the farming ones because you just can't get enough gold to carry if you don't snowball. You didn't have 2nd/3rd position junglers in the S1 jungle. You either had people trying to play 2nd/3rd position builds with 4th position farm, or you had a farm assignment that gave enough later lane farm to the jungler to allow them to play 2nd/3rd position at the cost of farm on a laner (e.g. Saintvicious' play when he was on CLG, which pretty much always caused Jiji or Chauster to be "underfarmed")--which you can still do now. You never could get lane farm solely from the jungle, just like you can't now. The two main things that lead to the jungler being stuck onto 4th position is 1) people realizing that getting a farmed jungler isn't free--someone is going to have to sacrifice farm for it (and conversely, jungler farm can also be sacrificed in the other direction), and 2) people respecting the value of team supportive items (Aegis, Shurelya, Randuin, etc.) and having them earlier on a higher-farm champ than the support. IMO the S2 jungle design actually has very little to do with the popularization of junglers as a 4th position supportive role--it's just people confusing correlation with causation. If you go back and watch Jatt's play on Dignitas, his level of farm and itemization is roughly comparable to what we saw out of the most effective junglers at Worlds. People just have this skewed impression of the old jungle driven by Saint being the most popular jungler at the time when his play was probably not actually an optimal use of resources for the team (though well suited for solo queue because of it's selfish nature). | ||
Noocta
France12578 Posts
I've always thought it was that part that made the game a bit blunt. This game need more item with actives. Items that are not not just " stats boost". | ||
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