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.
[Patch 1.0.0.151: End of S2] General Discussion - Page 84
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AsnSensation
Germany24009 Posts
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
United States33802 Posts
On November 17 2012 05:10 Seuss wrote: 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. | ||
AsnSensation
Germany24009 Posts
On November 17 2012 05:18 EquilasH wrote: 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
United States33802 Posts
On November 17 2012 05:16 misirlou wrote: 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. | ||
gtrsrs
United States9109 Posts
On November 17 2012 05:22 Requizen wrote: 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 | ||
Slayer91
Ireland23335 Posts
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Requizen
United States33802 Posts
On November 17 2012 05:24 gtrsrs wrote: 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. | ||
Parnage
United States7414 Posts
On November 17 2012 05:19 AsnSensation wrote: 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? | ||
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TheYango
United States47024 Posts
On November 17 2012 05:10 Seuss wrote: 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: 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? | ||
Zdrastochye
Ivory Coast6262 Posts
On November 17 2012 05:19 AsnSensation wrote: 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. | ||
XaCez
Sweden6991 Posts
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. -MorelloAnd 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/ | ||
Requizen
United States33802 Posts
On November 17 2012 05:30 TheYango wrote: 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. 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. | ||
Eiii
United States2566 Posts
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Seuss
United States10536 Posts
On November 17 2012 05:19 Requizen wrote: 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. | ||
wei2coolman
United States60033 Posts
On November 17 2012 05:19 AsnSensation wrote: 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! | ||
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TheYango
United States47024 Posts
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. | ||
cLutZ
United States19573 Posts
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Requizen
United States33802 Posts
On November 17 2012 05:44 Seuss wrote: 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. | ||
Alaric
France45622 Posts
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). | ||
Requizen
United States33802 Posts
On November 17 2012 05:49 TheYango wrote: 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. | ||
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