• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 23:11
CET 05:11
KST 13:11
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
Liquibets sc2 season 30 Evil Geniuses - shutting down Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win No more SC2 streamers on team liquid? How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[D] the control group Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
Rollback Netcode in Brood War Top Players of October 2026 (EBPD Rankings) [Megathread] Daily Funny Videos BW General Discussion How SKT1 S-Tiers Felt To Be Swept By Flash
Tourneys
[$1250] International ShieldBattery League [Megathread] Daily Proleagues 2v2v2v2 Tournament Stage 1: Community Poll [IPSL] IPSL Winter 26-27 Ro24 is HERE!
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Deus Ex 3!? Mobile Legends: Bang Bang Armies of Exigo - YesYes?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Chess Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10734 users

[Patch 1.0.0.151: End of S2] General Discussion - Page 8

Forum Index > LoL General
Post a Reply
Prev 1 6 7 8 9 10 280 Next
Ketara
Profile Blog Joined August 2010
United States15065 Posts
November 13 2012 00:11 GMT
#141
Another big flash issue is that in regards to watching LoL as a spectator sport, flash is just cool. It creates all sorts of cool things.

It's obvious they don't WANT to get rid of it, because it is so cool. I think they really are stuck in their own hole until they decide to do a massive across the board champ rebalance just so flash won't be a requirement.

In regards to ghost and slows, they could do something like have the improved ghost mastery be "reduces the effect of slows by 50% while ghost is active" or something. That would make slows affect other movespeed boosts the same amount but not ghost.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
November 13 2012 00:17 GMT
#142
One could argue that Flash is

Flashy


YEEEEEEAAAAHH
A backwards poet writes inverse.
Nabes
Profile Joined November 2010
Canada1800 Posts
November 13 2012 00:19 GMT
#143
I dunno how i feel about the new jungle, you already don't have to worry about last hitting and now that their is a lot more incentive to just farm the jungle there wont be much to seperate yourself in skill until later on in the game. I know toplane is snowbally but I think a good start to fixing that would be to remove the brush that connects top lane and the river. It really sucks when you're blue side top lane and the jungler can literally be an inch away from you because hes at the tip of the brush but there is nothing you can do about it.
thenexusp
Profile Joined May 2009
United States3721 Posts
November 13 2012 00:28 GMT
#144
From a strategic standpoint having 10 flashes in a game is kind of boring, but flash is the summoner spell most likely to create amazing/clutch plays (that and teleport). Imagine how boring the game would be to watch if the overpowered summoner was surge...
Irave
Profile Joined October 2010
United States9965 Posts
November 13 2012 00:28 GMT
#145
So with this patch it doesn't appear that jungling is changing that much? I don't see anything about the changes, plus lack of the machete. Also no sightstone.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
November 13 2012 00:30 GMT
#146
This isn't the season 3 patch, it's the end of season 2 patch.

I imagine there's going to be some downtime, possibly with ranked games disabled?
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
SnK-Arcbound
Profile Joined March 2005
United States4423 Posts
November 13 2012 00:30 GMT
#147
On November 13 2012 09:28 Irave wrote:
So with this patch it doesn't appear that jungling is changing that much? I don't see anything about the changes, plus lack of the machete. Also no sightstone.

End of S2 patch and S3 patch aren't the same thing. We are going to the preseason before they release the S3 patch.
thenexusp
Profile Joined May 2009
United States3721 Posts
November 13 2012 00:33 GMT
#148
I don't see them actually disabling ranked queues because don't they have the "path to pro" ranked 5's contest going or something? And I really don't see them finishing the s3 patch before end december at the earliest...
Irave
Profile Joined October 2010
United States9965 Posts
November 13 2012 00:33 GMT
#149
On November 13 2012 09:30 SnK-Arcbound wrote:
Show nested quote +
On November 13 2012 09:28 Irave wrote:
So with this patch it doesn't appear that jungling is changing that much? I don't see anything about the changes, plus lack of the machete. Also no sightstone.

End of S2 patch and S3 patch aren't the same thing. We are going to the preseason before they release the S3 patch.

I see, was just thinking they were going to attempt to release it all now since they aren't putting a hold on placement matches. So this is just the patch of rewards and adjustment to flash/ignite. While the other big one should be in a few weeks. Understandable.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
November 13 2012 00:42 GMT
#150
On November 13 2012 09:33 thenexusp wrote:
I don't see them actually disabling ranked queues because don't they have the "path to pro" ranked 5's contest going or something? And I really don't see them finishing the s3 patch before end december at the earliest...


The problem, I feel, is that S3 changes won't go LIVE in the next 2-3 weeks, so the path to pro thing is more like "learning to abuse the S3 changes in a month".
https://twitter.com/SufficientStats
Perplex
Profile Joined March 2011
United States1693 Posts
November 13 2012 01:01 GMT
#151
On November 13 2012 09:42 Sufficiency wrote:
Show nested quote +
On November 13 2012 09:33 thenexusp wrote:
I don't see them actually disabling ranked queues because don't they have the "path to pro" ranked 5's contest going or something? And I really don't see them finishing the s3 patch before end december at the earliest...


The problem, I feel, is that S3 changes won't go LIVE in the next 2-3 weeks, so the path to pro thing is more like "learning to abuse the S3 changes in a month".


This is exactly what i'm afraid of too :\
http://www.lolking.net/summoner/na/24238059
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
November 13 2012 01:11 GMT
#152
Kat nerfs are something.

Hey can someone reply and pm in case I don't check this exact page(I usually do but not thoroughly). I hear there's a way to keybind a skill to only hit champions in the game from the game tips. When I go to keybinds, I don't think I can keybind tilde and an ability together. How's it done?
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Gorsameth
Profile Joined April 2010
Netherlands22683 Posts
November 13 2012 01:12 GMT
#153
Imo you would surely want these giant changes released before season 3 so that you can do some balance work before it start no?
It ignores such insignificant forces as time, entropy, and death
Gorsameth
Profile Joined April 2010
Netherlands22683 Posts
November 13 2012 01:13 GMT
#154
On November 13 2012 10:11 obesechicken13 wrote:
Kat nerfs are something.

Hey can someone reply and pm in case I don't check this exact page(I usually do but not thoroughly). I hear there's a way to keybind a skill to only hit champions in the game from the game tips. When I go to keybinds, I don't think I can keybind tilde and an ability together. How's it done?


Press down Tilde and QWER together to only make it target champions
It ignores such insignificant forces as time, entropy, and death
arb
Profile Blog Joined April 2008
Noobville17922 Posts
November 13 2012 01:20 GMT
#155
On November 13 2012 10:12 Gorsameth wrote:
Imo you would surely want these giant changes released before season 3 so that you can do some balance work before it start no?

They'll release them soon after the season ends, like they did last preseason
Artillery spawned from the forges of Hell
Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 13 2012 01:23 GMT
#156
On November 13 2012 08:32 TheYango wrote:
That's the thing. If they really want to make Flash more of an option and not a requirement, they need to gut the skill, and totally re-evaluate what it does, what parts of it they want to keep, etc. These small CD nerfs don't really accomplish anything.

Seeing as the pre-S3 changes are already aimed at tearing down and revamping large parts of the game, they may as well put Flash in the mix as well if they really are intent on changing it.

See with this, I can't really see what a gutting and evaluation process would yield. It's a button, and when you push it, your character teleports a certain distance. This obviously has a huge amount of uses, but it's not a lot of moving parts that you can move around.

Actually, I did a bit of reflecting on this. What is Flash used for?

a) Quick escape
i)) Generating distance instantly
ii)) Going through walls/obstacles

b) Quick initiation
i)) Closing distance quickly
ii)) Going through walls/obstacles

How does one break this down? From what I can see, you can break it in two parts, two different ways:

Solution 1) Make the gap opener/closer one spell and the wall/obstacle negation another:
The way I would think of to do this would be this: Make Ghost allow you to pass through walls in addition to ignoring collision and the move speed. This allows for clutch escapes/initiates over Baron pit, dragon pit, base walls, etc to still exist, but in a less "instantly appear/disappear with no warning" fashion.

At the same time, keep Flash, lower it's distance and CD an appropriate amount, but don't let it pass through walls. This still gives it's initiation/escape mechanic, but giving it more of a Nidalee Pounce distance than a Ezreal E distance makes it less of a "get out of jail free" card and more of a "hop away to supplement your escape" card. Lower CD would probably be tantamount.

Solution 2) Split it up into an initiation spell and an escape spell:
One of the issues is that whether you need it to get to a target (Udyr, Skarner) or away from someone (Kog, some other champ with no escape), it's the only choice for either. So you can use the same tool for offensive and defensive play, it's always useful, and there's really no reason not to take it.

So what if it was two different spells that both required targets? One, you have to point at the target and it rushes towards them (maybe not a full gap closer, but at the very least a long dash that requires a target's direction), and the other pushes you away from the target/knocks them back from you. Now, you can't just bring one "do it all" spell that lets you play both aggressively and have an escape in one choice, but requires you to pick and choose depending on how you're going to play, who you're playing, and who the enemy team has.

I ramble.
It's your boy Guzma!
NEOtheONE
Profile Joined September 2010
United States2233 Posts
November 13 2012 01:33 GMT
#157
As far is flash is concerned, I still like the idea my friend has to fix it. You cannot use it if you have taken damage in the last 3 seconds. Thus you can only use it defensively if you are not stupidly engaging the enemy team member in the middle of the lane when their jungle jumps in. This will force it to be much more of an offensive skill for someone wishing to jump on an enemy quickly.
Abstracts, the too long didn't read of the educated world.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
November 13 2012 01:33 GMT
#158
The thing about Flash nerf is that it makes champions with gap closers stronger, and this is already a huge problem in this game.
https://twitter.com/SufficientStats
arb
Profile Blog Joined April 2008
Noobville17922 Posts
November 13 2012 01:35 GMT
#159
On November 13 2012 10:23 Requizen wrote:
Show nested quote +
On November 13 2012 08:32 TheYango wrote:
That's the thing. If they really want to make Flash more of an option and not a requirement, they need to gut the skill, and totally re-evaluate what it does, what parts of it they want to keep, etc. These small CD nerfs don't really accomplish anything.

Seeing as the pre-S3 changes are already aimed at tearing down and revamping large parts of the game, they may as well put Flash in the mix as well if they really are intent on changing it.

See with this, I can't really see what a gutting and evaluation process would yield. It's a button, and when you push it, your character teleports a certain distance. This obviously has a huge amount of uses, but it's not a lot of moving parts that you can move around.

Actually, I did a bit of reflecting on this. What is Flash used for?

a) Quick escape
i)) Generating distance instantly
ii)) Going through walls/obstacles

b) Quick initiation
i)) Closing distance quickly
ii)) Going through walls/obstacles

How does one break this down? From what I can see, you can break it in two parts, two different ways:

Solution 1) Make the gap opener/closer one spell and the wall/obstacle negation another:
The way I would think of to do this would be this: Make Ghost allow you to pass through walls in addition to ignoring collision and the move speed. This allows for clutch escapes/initiates over Baron pit, dragon pit, base walls, etc to still exist, but in a less "instantly appear/disappear with no warning" fashion.

At the same time, keep Flash, lower it's distance and CD an appropriate amount, but don't let it pass through walls. This still gives it's initiation/escape mechanic, but giving it more of a Nidalee Pounce distance than a Ezreal E distance makes it less of a "get out of jail free" card and more of a "hop away to supplement your escape" card. Lower CD would probably be tantamount.

Solution 2) Split it up into an initiation spell and an escape spell:
One of the issues is that whether you need it to get to a target (Udyr, Skarner) or away from someone (Kog, some other champ with no escape), it's the only choice for either. So you can use the same tool for offensive and defensive play, it's always useful, and there's really no reason not to take it.

So what if it was two different spells that both required targets? One, you have to point at the target and it rushes towards them (maybe not a full gap closer, but at the very least a long dash that requires a target's direction), and the other pushes you away from the target/knocks them back from you. Now, you can't just bring one "do it all" spell that lets you play both aggressively and have an escape in one choice, but requires you to pick and choose depending on how you're going to play, who you're playing, and who the enemy team has.

I ramble.

Id agree with going through terrain aslong as it was just like the jungle walls/baron bit. dont want people walking thru cliffs and shit
Artillery spawned from the forges of Hell
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
November 13 2012 01:36 GMT
#160
How about this: Slows also reduce Flash range by (half?) the slow%.

It's an idea I stole from GW2, where defensive rolls and whatever are also shorter if you are slowed. I like it cause it means you have to use them before you get CC'd, but it's not as punishing as completely disallowing them.
A backwards poet writes inverse.
Prev 1 6 7 8 9 10 280 Next
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
10:00
#106
PiGStarcraft555
EnkiAlexander 79
CranKy Ducklings72
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft555
RuFF_SC2 205
Has 25
StarCraft: Brood War
GuemChi 2213
ProTech117
Snow 116
Noble 106
Dewaltoss 81
Aegong 36
Force[name] 4
Dota 2
febbydoto27
LuMiX1
League of Legends
Doublelift5252
JimRising 765
Counter-Strike
fl0m3019
taco 447
Other Games
summit1g10549
XaKoH 499
C9.Mang0265
ViBE128
Maynarde105
Organizations
Other Games
gamesdonequick744
Counter-Strike
PGL134
[ Show 15 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP95
• Hupsaiya 77
• OhrlRock 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• ChaeLyn 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo431
Other Games
• Shiphtur457
Upcoming Events
Kung Fu Cup
6h 49m
Replay Cast
18h 49m
The PondCast
1d 5h
KCM Race Survival
1d 5h
OSC
1d 9h
IntoTheTV X SOOP
3 days
Reynor vs Solar
ByuN vs SHIN
Clem vs MaxPax
herO vs Rogue
WardiTV Invitational
3 days
IPSL
3 days
WorsT vs nOmaD
Dewalt vs andersOn
AI Arena Tournament
3 days
IntoTheTV X SOOP
4 days
[ Show More ]
WardiTV Invitational
4 days
IPSL
4 days
Azhi_Dahaki vs ggnore13
Double vs WIZARD
Replay Cast
4 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
PiGosaur Cup
6 days
Liquipedia Results

Completed

Proleague 2026-11-02
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.