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[Patch 1.0.0.151: End of S2] General Discussion - Page 84

Forum Index > LoL General
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AsnSensation
Profile Joined April 2011
Germany24009 Posts
November 16 2012 20:19 GMT
#1661
On November 17 2012 05:17 TotalBiscuit wrote:
Show nested quote +
On November 16 2012 15:33 Gahlo wrote:
Can't believe the anti-lol Turd Biscuit is getting an item.


Grow up


Do you have people that link you "flame post" against you, because I see a response from you almost everytime, or do you actually read LoL General Discussion, just curious.
Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 16 2012 20:19 GMT
#1662
On November 17 2012 05:10 Seuss wrote:
Show nested quote +
On November 17 2012 05:00 Requizen wrote:
On November 17 2012 04:56 Seuss wrote:
On November 17 2012 04:52 Requizen wrote:
On November 17 2012 04:47 Sufficiency wrote:
I don't actually like the concept of a "farm jungler". Jungling is intrinsically safer than laning and harder to counterpick, because the jungler is mostly PvEing out of sight of the opposing team. It feels awfully broken if a champion that has a very bad laning phase can just hide in the jungle and farm for 20 minutes (occasionally going around for a kill) yet still has similar farm to a solo lane.

The jungle will still be less than a lane (though an argument can be made that the jungler can not miss CS like a laner can). Also, counterjungling is destructive, something that we have forgotten in S2 jungle. Considering the new big monster is like, 80% of a camp's farm (someone correct me on that), people like Nunu, Shy, etc, (who can kill the big monster quckly and escape) can shut down farm junglers pretty easily, even if they don't fight them directly. Plus, a farm jungler isn't helping their team, so even if they are getting "safe, free farm", the enemy jungler has made the enemy team much stronger than what that one person with jungle farm can make up for.


You can't steal camps from someone who keeps them perpetually cleared. If farm jungling became a thing you'd need a concerted team strategy to catch and control them.

That somewhat depends on what paths are. If we keep the same Wolves-Blue-Wraiths-Wolves-Red-Wraiths path, someone like Nunu starting blue, stealing big Wraith, and then going back to his own jungle puts the enemy way behind currently, and he can keep that up throughout the game. Warding the enemy jungle helps that, as well.


First, the big Wraith is only worth 25g now. Second, "if he can keep that up the entire game" is a big if. There are huge risks involved in invading enemy territory, and one death will erase 12 successful thefts.

Risks which are, in my opinion, worth stopping a Jax or Trynd from farming uninterrupted if they wish. I know I keep using Nunu as an example, but he's the quintissential counterjungler for a reason. The ability to kill a big monster (or even buff monster) slow chasers, and then sprint out will be pretty invaluable against someone who isn't ganking and just spends all their time killing jungle camps.
It's your boy Guzma!
AsnSensation
Profile Joined April 2011
Germany24009 Posts
November 16 2012 20:19 GMT
#1663
On November 17 2012 05:18 EquilasH wrote:
Show nested quote +
On November 17 2012 05:12 AsnSensation wrote:
can anyone else not duo queue on EUW?

I'm sure your friend has a good reason for not wanting to queue with you ^-^


haha no queue was just longer than usual
Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 16 2012 20:22 GMT
#1664
On November 17 2012 05:16 misirlou wrote:
Show nested quote +
On November 17 2012 05:03 samthesaluki wrote:
Req is right ignore the extra gold difference for a sec as its equal for both sides. if minions worth 5 g less each and i zone someone out of a whole wave thats 30 g less id be ahead than right now so it closes skill gap because you get less advantage zoning or last hitting better.


I agree. I dont believe this change is for the best. Games will be closer but it's not impossible for teams to comeback from big disadvantages now, so the games that are one sided, are one sided for good reason

I don't understand your comment. You say it's not for the best, but say it keeps games from being one sided.

Being able to come back from a disadvantage is a good thing. It's boring watching games that are decided by the 10 minute mark, and even less fun to play in them. Close games are exciting to both watch and be part of.
It's your boy Guzma!
gtrsrs
Profile Joined June 2010
United States9109 Posts
November 16 2012 20:24 GMT
#1665
On November 17 2012 05:22 Requizen wrote:
Show nested quote +
On November 17 2012 05:16 misirlou wrote:
On November 17 2012 05:03 samthesaluki wrote:
Req is right ignore the extra gold difference for a sec as its equal for both sides. if minions worth 5 g less each and i zone someone out of a whole wave thats 30 g less id be ahead than right now so it closes skill gap because you get less advantage zoning or last hitting better.


I agree. I dont believe this change is for the best. Games will be closer but it's not impossible for teams to comeback from big disadvantages now, so the games that are one sided, are one sided for good reason

I don't understand your comment. You say it's not for the best, but say it keeps games from being one sided.

Being able to come back from a disadvantage is a good thing. It's boring watching games that are decided by the 10 minute mark, and even less fun to play in them. Close games are exciting to both watch and be part of.


disagree, games where you have a pretty hefty advantage but something (teammate, enemy waveclear, baron, something) is keeping you from winning is much MUCH more frustrating than losing a game straight out
i play ... hearthstone =\^.^/= Winterfox
Slayer91
Profile Joined February 2006
Ireland23404 Posts
November 16 2012 20:25 GMT
#1666
anivia isn't particularly hard to play against as udyr. She has no mobility so you can catch her sometimes. Nunu, vayne, and orianna are all much worse.
Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 16 2012 20:28 GMT
#1667
On November 17 2012 05:24 gtrsrs wrote:
Show nested quote +
On November 17 2012 05:22 Requizen wrote:
On November 17 2012 05:16 misirlou wrote:
On November 17 2012 05:03 samthesaluki wrote:
Req is right ignore the extra gold difference for a sec as its equal for both sides. if minions worth 5 g less each and i zone someone out of a whole wave thats 30 g less id be ahead than right now so it closes skill gap because you get less advantage zoning or last hitting better.


I agree. I dont believe this change is for the best. Games will be closer but it's not impossible for teams to comeback from big disadvantages now, so the games that are one sided, are one sided for good reason

I don't understand your comment. You say it's not for the best, but say it keeps games from being one sided.

Being able to come back from a disadvantage is a good thing. It's boring watching games that are decided by the 10 minute mark, and even less fun to play in them. Close games are exciting to both watch and be part of.


disagree, games where you have a pretty hefty advantage but something (teammate, enemy waveclear, baron, something) is keeping you from winning is much MUCH more frustrating than losing a game straight out

We're specifically talking about gold from minions here, though. Or at least I was.

It sucks to lose in CS as an AD, but still be 0/0/0. Because with a big enough creep differential, that's a BFS for the enemy AD and only a couple DBlades or a Pickaxe for you. Or maybe it's top lane, and you're behind in CS because you're being camped or you're in a bad matchup.

It's bad to be useless or super far behind in the game because of creeps. It's ok, I agree, to be super far behind because you gave your lane opponent 3 kills. The change will lessen the first, but not necessarily the second, which is a good thing.
It's your boy Guzma!
Parnage
Profile Blog Joined February 2010
United States7414 Posts
November 16 2012 20:29 GMT
#1668
On November 17 2012 05:19 AsnSensation wrote:
Show nested quote +
On November 17 2012 05:17 TotalBiscuit wrote:
On November 16 2012 15:33 Gahlo wrote:
Can't believe the anti-lol Turd Biscuit is getting an item.


Grow up


Do you have people that link you "flame post" against you, because I see a response from you almost everytime, or do you actually read LoL General Discussion, just curious.


I am kind of curious about this as well.

Moving on to more interesting topics, DFG seems like a must have for rumble and pretty much any ap champion. I feel like that's going to get nerfed or Riot is going to have to accept it being built all the time. Has anyone given it some try outs in game?
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-11-16 20:35:43
November 16 2012 20:30 GMT
#1669
On November 17 2012 05:10 Seuss wrote:
Show nested quote +
On November 17 2012 05:00 Requizen wrote:
On November 17 2012 04:56 Seuss wrote:
On November 17 2012 04:52 Requizen wrote:
On November 17 2012 04:47 Sufficiency wrote:
I don't actually like the concept of a "farm jungler". Jungling is intrinsically safer than laning and harder to counterpick, because the jungler is mostly PvEing out of sight of the opposing team. It feels awfully broken if a champion that has a very bad laning phase can just hide in the jungle and farm for 20 minutes (occasionally going around for a kill) yet still has similar farm to a solo lane.

The jungle will still be less than a lane (though an argument can be made that the jungler can not miss CS like a laner can). Also, counterjungling is destructive, something that we have forgotten in S2 jungle. Considering the new big monster is like, 80% of a camp's farm (someone correct me on that), people like Nunu, Shy, etc, (who can kill the big monster quckly and escape) can shut down farm junglers pretty easily, even if they don't fight them directly. Plus, a farm jungler isn't helping their team, so even if they are getting "safe, free farm", the enemy jungler has made the enemy team much stronger than what that one person with jungle farm can make up for.


You can't steal camps from someone who keeps them perpetually cleared. If farm jungling became a thing you'd need a concerted team strategy to catch and control them.

That somewhat depends on what paths are. If we keep the same Wolves-Blue-Wraiths-Wolves-Red-Wraiths path, someone like Nunu starting blue, stealing big Wraith, and then going back to his own jungle puts the enemy way behind currently, and he can keep that up throughout the game. Warding the enemy jungle helps that, as well.


First, the big Wraith is only worth 25g now. Second, "if he can keep that up the entire game" is a big if. There are huge risks involved in invading enemy territory, and one death will erase 12 successful thefts.

Not to mention that the camp timers still being extremely low decreases the reliability of consistently stealing a camp repeatedly on CD. 60 second CD is just too limiting on what you can accomplish before the camp is up again if you want to repeatedly take it.

On November 17 2012 05:28 Requizen wrote:
Show nested quote +
On November 17 2012 05:24 gtrsrs wrote:
On November 17 2012 05:22 Requizen wrote:
On November 17 2012 05:16 misirlou wrote:
On November 17 2012 05:03 samthesaluki wrote:
Req is right ignore the extra gold difference for a sec as its equal for both sides. if minions worth 5 g less each and i zone someone out of a whole wave thats 30 g less id be ahead than right now so it closes skill gap because you get less advantage zoning or last hitting better.


I agree. I dont believe this change is for the best. Games will be closer but it's not impossible for teams to comeback from big disadvantages now, so the games that are one sided, are one sided for good reason

I don't understand your comment. You say it's not for the best, but say it keeps games from being one sided.

Being able to come back from a disadvantage is a good thing. It's boring watching games that are decided by the 10 minute mark, and even less fun to play in them. Close games are exciting to both watch and be part of.


disagree, games where you have a pretty hefty advantage but something (teammate, enemy waveclear, baron, something) is keeping you from winning is much MUCH more frustrating than losing a game straight out

We're specifically talking about gold from minions here, though. Or at least I was.

It sucks to lose in CS as an AD, but still be 0/0/0. Because with a big enough creep differential, that's a BFS for the enemy AD and only a couple DBlades or a Pickaxe for you. Or maybe it's top lane, and you're behind in CS because you're being camped or you're in a bad matchup.

It's bad to be useless or super far behind in the game because of creeps. It's ok, I agree, to be super far behind because you gave your lane opponent 3 kills. The change will lessen the first, but not necessarily the second, which is a good thing.

What exactly is it that makes suppressing someone's development on lane bad but killing them good?
Moderator
Zdrastochye
Profile Blog Joined November 2010
Ivory Coast6262 Posts
November 16 2012 20:35 GMT
#1670
On November 17 2012 05:19 AsnSensation wrote:
Show nested quote +
On November 17 2012 05:17 TotalBiscuit wrote:
On November 16 2012 15:33 Gahlo wrote:
Can't believe the anti-lol Turd Biscuit is getting an item.


Grow up


Do you have people that link you "flame post" against you, because I see a response from you almost everytime, or do you actually read LoL General Discussion, just curious.


If he doesn't respond, edit a flame into that post.
Hey! How you doin'?
XaCez
Profile Joined May 2010
Sweden6991 Posts
November 16 2012 20:36 GMT
#1671
Why did you remove the ramps?
To balance out the Baron area between blue and purple a bit better - purple got choked up in the ramps much easier than blue, and lost more Baron fights on basis of side-of-map.
-Morello

And the AMA about the new stuff is on the way.
http://www.reddit.com/r/leagueoflegends/comments/13baa4/title_were_the_design_team_behind_the_preseason/
People get too easily offended by people getting too easily offended by the word rape.
Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 16 2012 20:41 GMT
#1672
On November 17 2012 05:30 TheYango wrote:
Show nested quote +
On November 17 2012 05:10 Seuss wrote:
On November 17 2012 05:00 Requizen wrote:
On November 17 2012 04:56 Seuss wrote:
On November 17 2012 04:52 Requizen wrote:
On November 17 2012 04:47 Sufficiency wrote:
I don't actually like the concept of a "farm jungler". Jungling is intrinsically safer than laning and harder to counterpick, because the jungler is mostly PvEing out of sight of the opposing team. It feels awfully broken if a champion that has a very bad laning phase can just hide in the jungle and farm for 20 minutes (occasionally going around for a kill) yet still has similar farm to a solo lane.

The jungle will still be less than a lane (though an argument can be made that the jungler can not miss CS like a laner can). Also, counterjungling is destructive, something that we have forgotten in S2 jungle. Considering the new big monster is like, 80% of a camp's farm (someone correct me on that), people like Nunu, Shy, etc, (who can kill the big monster quckly and escape) can shut down farm junglers pretty easily, even if they don't fight them directly. Plus, a farm jungler isn't helping their team, so even if they are getting "safe, free farm", the enemy jungler has made the enemy team much stronger than what that one person with jungle farm can make up for.


You can't steal camps from someone who keeps them perpetually cleared. If farm jungling became a thing you'd need a concerted team strategy to catch and control them.

That somewhat depends on what paths are. If we keep the same Wolves-Blue-Wraiths-Wolves-Red-Wraiths path, someone like Nunu starting blue, stealing big Wraith, and then going back to his own jungle puts the enemy way behind currently, and he can keep that up throughout the game. Warding the enemy jungle helps that, as well.


First, the big Wraith is only worth 25g now. Second, "if he can keep that up the entire game" is a big if. There are huge risks involved in invading enemy territory, and one death will erase 12 successful thefts.

Not to mention that the camp timers still being extremely low decreases the reliability of consistently stealing a camp repeatedly on CD. 60 second CD is just too limiting on what you can accomplish before the camp is up again if you want to repeatedly take it.

Show nested quote +
On November 17 2012 05:28 Requizen wrote:
On November 17 2012 05:24 gtrsrs wrote:
On November 17 2012 05:22 Requizen wrote:
On November 17 2012 05:16 misirlou wrote:
On November 17 2012 05:03 samthesaluki wrote:
Req is right ignore the extra gold difference for a sec as its equal for both sides. if minions worth 5 g less each and i zone someone out of a whole wave thats 30 g less id be ahead than right now so it closes skill gap because you get less advantage zoning or last hitting better.


I agree. I dont believe this change is for the best. Games will be closer but it's not impossible for teams to comeback from big disadvantages now, so the games that are one sided, are one sided for good reason

I don't understand your comment. You say it's not for the best, but say it keeps games from being one sided.

Being able to come back from a disadvantage is a good thing. It's boring watching games that are decided by the 10 minute mark, and even less fun to play in them. Close games are exciting to both watch and be part of.


disagree, games where you have a pretty hefty advantage but something (teammate, enemy waveclear, baron, something) is keeping you from winning is much MUCH more frustrating than losing a game straight out

We're specifically talking about gold from minions here, though. Or at least I was.

It sucks to lose in CS as an AD, but still be 0/0/0. Because with a big enough creep differential, that's a BFS for the enemy AD and only a couple DBlades or a Pickaxe for you. Or maybe it's top lane, and you're behind in CS because you're being camped or you're in a bad matchup.

It's bad to be useless or super far behind in the game because of creeps. It's ok, I agree, to be super far behind because you gave your lane opponent 3 kills. The change will lessen the first, but not necessarily the second, which is a good thing.

What exactly is it that makes suppressing someone's development on lane bad but killing them good?

In my mind, it's like this. Take a one sided matchup like Jayce vs Garen (or at least this is what I hear, I haven't specifically played it). If Garen plays dumb, and gets killed trying to farm and lane like normal, he should be punished. If he plays safe, and sacrifices farm but doesn't give kills and/or allow Jayce to roam, he shouldn't be punished that badly.

I mean yes, either way Jayce is going to be ahead, and that's what should happen. But it shouldn't be an insurmountable difference just because Garen got into a bad matchup.

Similar for AD bots. If one side is being camped by enemy mid or jungle, they shouldn't be forced to be really far behind even if they're playing smart and farming under tower. You'll still be behind, but it shouldn't be IE/PD on the enemy and Zeal/BFS on you because the enemy jungler really hates bot lane.
It's your boy Guzma!
Eiii
Profile Blog Joined April 2009
United States2566 Posts
November 16 2012 20:44 GMT
#1673
Sounds more like the jungle loves bot lane in that situation.
:3
Seuss
Profile Blog Joined May 2010
United States10536 Posts
November 16 2012 20:44 GMT
#1674
On November 17 2012 05:19 Requizen wrote:
Show nested quote +
On November 17 2012 05:10 Seuss wrote:
On November 17 2012 05:00 Requizen wrote:
On November 17 2012 04:56 Seuss wrote:
On November 17 2012 04:52 Requizen wrote:
On November 17 2012 04:47 Sufficiency wrote:
I don't actually like the concept of a "farm jungler". Jungling is intrinsically safer than laning and harder to counterpick, because the jungler is mostly PvEing out of sight of the opposing team. It feels awfully broken if a champion that has a very bad laning phase can just hide in the jungle and farm for 20 minutes (occasionally going around for a kill) yet still has similar farm to a solo lane.

The jungle will still be less than a lane (though an argument can be made that the jungler can not miss CS like a laner can). Also, counterjungling is destructive, something that we have forgotten in S2 jungle. Considering the new big monster is like, 80% of a camp's farm (someone correct me on that), people like Nunu, Shy, etc, (who can kill the big monster quckly and escape) can shut down farm junglers pretty easily, even if they don't fight them directly. Plus, a farm jungler isn't helping their team, so even if they are getting "safe, free farm", the enemy jungler has made the enemy team much stronger than what that one person with jungle farm can make up for.


You can't steal camps from someone who keeps them perpetually cleared. If farm jungling became a thing you'd need a concerted team strategy to catch and control them.

That somewhat depends on what paths are. If we keep the same Wolves-Blue-Wraiths-Wolves-Red-Wraiths path, someone like Nunu starting blue, stealing big Wraith, and then going back to his own jungle puts the enemy way behind currently, and he can keep that up throughout the game. Warding the enemy jungle helps that, as well.


First, the big Wraith is only worth 25g now. Second, "if he can keep that up the entire game" is a big if. There are huge risks involved in invading enemy territory, and one death will erase 12 successful thefts.

Risks which are, in my opinion, worth stopping a Jax or Trynd from farming uninterrupted if they wish. I know I keep using Nunu as an example, but he's the quintissential counterjungler for a reason. The ability to kill a big monster (or even buff monster) slow chasers, and then sprint out will be pretty invaluable against someone who isn't ganking and just spends all their time killing jungle camps.


You're risking giving the enemy team 300-475g over a Wraith worth 25-30g, every single time you try for it. Meanwhile, as theYango pointed out, your ability to do anything else suffers severely. I respect that you have an opinion, but you're crazy if you think that kind of risk is worth it.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
wei2coolman
Profile Joined November 2010
United States60033 Posts
November 16 2012 20:48 GMT
#1675
On November 17 2012 05:19 AsnSensation wrote:
Show nested quote +
On November 17 2012 05:17 TotalBiscuit wrote:
On November 16 2012 15:33 Gahlo wrote:
Can't believe the anti-lol Turd Biscuit is getting an item.


Grow up


Do you have people that link you "flame post" against you, because I see a response from you almost everytime, or do you actually read LoL General Discussion, just curious.

Maybe if I start shitting all over the game I could get an item as well!
liftlift > tsm
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-11-16 20:51:59
November 16 2012 20:49 GMT
#1676
On November 17 2012 05:41 Requizen wrote:
In my mind, it's like this. Take a one sided matchup like Jayce vs Garen (or at least this is what I hear, I haven't specifically played it). If Garen plays dumb, and gets killed trying to farm and lane like normal, he should be punished. If he plays safe, and sacrifices farm but doesn't give kills and/or allow Jayce to roam, he shouldn't be punished that badly.

So basically your thought process is that Jayce should only be able to really get ahead if Garen makes a mistake, and not if Jayce plays well?

I don't like that thought process because I don't think that's a practical way of approaching the way the game is played when you're looking at games between Korean top laners where not enough mistakes are made for that to happen. The inherent asymmetry of this is exactly what makes the draft, and the game in general, interesting--how teams handle their different strengths and weaknesses in matchups that are inherently bad or good in the long run--both in how they pick team compositions and how they play the game.

On November 17 2012 05:41 Requizen wrote:
Similar for AD bots. If one side is being camped by enemy mid or jungle, they shouldn't be forced to be really far behind even if they're playing smart and farming under tower. You'll still be behind, but it shouldn't be IE/PD on the enemy and Zeal/BFS on you because the enemy jungler really hates bot lane.

I don't agree with that at all.

If you don't fall behind from playing super safe, then you encourage passive lane play because the benefit of CS suppression/advantage and zoning your opponent isn't high compared to the risk of getting ganked. The risk-reward becomes skewed when you reduce the reward for building a farm advantage, but don't adjust the risk in being ganked.
Moderator
cLutZ
Profile Joined November 2010
United States19574 Posts
November 16 2012 20:52 GMT
#1677
Please try to counterjungle me at wraiths when I'm Jax. You will be dead if my mid gets even 1 spell on you and I'll be 300 G closer to Triforce (or maybe that new cool looking item).
Freeeeeeedom
Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 16 2012 20:52 GMT
#1678
On November 17 2012 05:44 Seuss wrote:
Show nested quote +
On November 17 2012 05:19 Requizen wrote:
On November 17 2012 05:10 Seuss wrote:
On November 17 2012 05:00 Requizen wrote:
On November 17 2012 04:56 Seuss wrote:
On November 17 2012 04:52 Requizen wrote:
On November 17 2012 04:47 Sufficiency wrote:
I don't actually like the concept of a "farm jungler". Jungling is intrinsically safer than laning and harder to counterpick, because the jungler is mostly PvEing out of sight of the opposing team. It feels awfully broken if a champion that has a very bad laning phase can just hide in the jungle and farm for 20 minutes (occasionally going around for a kill) yet still has similar farm to a solo lane.

The jungle will still be less than a lane (though an argument can be made that the jungler can not miss CS like a laner can). Also, counterjungling is destructive, something that we have forgotten in S2 jungle. Considering the new big monster is like, 80% of a camp's farm (someone correct me on that), people like Nunu, Shy, etc, (who can kill the big monster quckly and escape) can shut down farm junglers pretty easily, even if they don't fight them directly. Plus, a farm jungler isn't helping their team, so even if they are getting "safe, free farm", the enemy jungler has made the enemy team much stronger than what that one person with jungle farm can make up for.


You can't steal camps from someone who keeps them perpetually cleared. If farm jungling became a thing you'd need a concerted team strategy to catch and control them.

That somewhat depends on what paths are. If we keep the same Wolves-Blue-Wraiths-Wolves-Red-Wraiths path, someone like Nunu starting blue, stealing big Wraith, and then going back to his own jungle puts the enemy way behind currently, and he can keep that up throughout the game. Warding the enemy jungle helps that, as well.


First, the big Wraith is only worth 25g now. Second, "if he can keep that up the entire game" is a big if. There are huge risks involved in invading enemy territory, and one death will erase 12 successful thefts.

Risks which are, in my opinion, worth stopping a Jax or Trynd from farming uninterrupted if they wish. I know I keep using Nunu as an example, but he's the quintissential counterjungler for a reason. The ability to kill a big monster (or even buff monster) slow chasers, and then sprint out will be pretty invaluable against someone who isn't ganking and just spends all their time killing jungle camps.


You're risking giving the enemy team 300-475g over a Wraith worth 25-30g, every single time you try for it. Meanwhile, as theYango pointed out, your ability to do anything else suffers severely. I respect that you have an opinion, but you're crazy if you think that kind of risk is worth it.

Who says it has to be the Wraith every time? Control/counterjungle champions are the primier choices for stealing buffs, and nabbing Big Golem has aways been easy, and now actually worth doing. Maybe it's just lower ELO, but warding Red/Blue on certain counterjunglers (again, Nunu being one of the best) is massive for shutting down the enemy jungle and, of course, denying mid Blue.
It's your boy Guzma!
Alaric
Profile Joined November 2009
France45622 Posts
November 16 2012 20:52 GMT
#1679
On November 17 2012 05:25 Slayer91 wrote:
anivia isn't particularly hard to play against as udyr. She has no mobility so you can catch her sometimes. Nunu, vayne, and orianna are all much worse.

Her ult still makes teamfighting and positioning quite the hassle, on top of her wall. But that was because playing against her, it reminded me of the "slow reduction" masteries and I was wondering about its effects. I don't think it'll be much, apart from 1v1 situations where the loser tries to escape using a slow, as the "gapcloser/escape spell or not" doesn't revolve only around that.

Oh, and maybe red buff gank. I wonder how it'll affect them, especially top lane (the most prone to going deep in defense tree).
Cant take LMS hipsters serious.
Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 16 2012 20:55 GMT
#1680
On November 17 2012 05:49 TheYango wrote:
Show nested quote +
On November 17 2012 05:41 Requizen wrote:
In my mind, it's like this. Take a one sided matchup like Jayce vs Garen (or at least this is what I hear, I haven't specifically played it). If Garen plays dumb, and gets killed trying to farm and lane like normal, he should be punished. If he plays safe, and sacrifices farm but doesn't give kills and/or allow Jayce to roam, he shouldn't be punished that badly.

So basically your thought process is that Jayce should only be able to really get ahead if Garen makes a mistake, and not if Jayce plays well?

I don't like that thought process because I don't think that's a practical way of approaching the way the game is played when you're looking at games between Korean top laners where not enough mistakes are made for that to happen. The inherent asymmetry of this is exactly what makes the draft, and the game in general, interesting--how teams handle their different strengths and weaknesses in matchups that are inherently bad or good in the long run--both in how they pick team compositions and how they play the game.

Semantics. I say "Garen plays bad", but that also includes "Jayce playing better". I'm just saying if both are playing equally, the one who got stuck in a bad matchup shouldn't be fucked just because they picked a certain champ.
It's your boy Guzma!
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