|
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.
|
One could argue that Flash is
Flashy
YEEEEEEAAAAHH
|
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.
|
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...
|
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.
|
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?
|
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 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...
|
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.
|
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".
|
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 :\
|
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?
|
Imo you would surely want these giant changes released before season 3 so that you can do some balance work before it start no?
|
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
|
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
|
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.
|
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.
|
The thing about Flash nerf is that it makes champions with gap closers stronger, and this is already a huge problem in this game.
|
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
|
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.
|
|
|
|