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[Patch 1.0.0.154: Preseason Balance Update 2] GD - Page 184

Forum Index > LoL General
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Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2013-01-29 22:27:29
January 29 2013 22:27 GMT
#3661
The reason people don't like junglers getting kills, is because kills directly help that lane while jungler kills only help when the jungler ganks. It's shitty reasoning sometimes but often you want your laner to get a kill so you can ignore that lane and hope he cements an advantage.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2013-01-29 22:57:29
January 29 2013 22:56 GMT
#3662
On January 30 2013 07:27 Slayer91 wrote:
The reason people don't like junglers getting kills, is because kills directly help that lane while jungler kills only help when the jungler ganks. It's shitty reasoning sometimes but often you want your laner to get a kill so you can ignore that lane and hope he cements an advantage.


I think that logic is somewhat faulty. Yes a naut is not going to do as much with 150 more gold, but TBH the advantage is pretty small if you look at what 150g can actually do for you. A vast majority of the advantage gained from the gank is just the relative advantage in xp&CS from what the other guy loses to tower.
Porouscloud - NA LoL
kainzero
Profile Blog Joined January 2009
United States5211 Posts
January 29 2013 22:57 GMT
#3663
the reason people don't like junglers getting kills is because everyone thinks they're better than the other guy on the team
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2013-01-29 23:01:18
January 29 2013 23:00 GMT
#3664
There's no reason why a naut investing 1k in defensive stats is somehow less effective than a ap mid who has 1k more in terms of damage. Tanks stats by definition counter damage stats. And in certain situations having a farmed tank is more important than a farmed AP. For example having a naut that's too tanky to kill suddenly means their AD has to run from you since naut does quite a bit of damage against squishies and suddenly that stifles their damage output while having a bit more AP on your AP carry mightn't mean a lot when they're being zoned by the enemy tank line.

The main exception is that you TYPICALLY want ADs to get kills because their scaling is really multiplicative with arpen, as, crit, ad, and crit damage being 5 damage enhancing stats while tanks use 3 (-as, resist, hp) or 2 (resist,hp vs magic)
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
Last Edited: 2013-01-29 23:08:53
January 29 2013 23:04 GMT
#3665
On January 30 2013 07:57 kainzero wrote:
the reason people don't like junglers getting kills is because everyone thinks they're better than the other guy on the team

Lol. This is most true. You won't lose many games because your jungler ganked and got the kill while the opposing jungler didn't.

Junglers generally get less farm overall(less multiplicative scaling) and they don't have the ranged AD's safety and scaling so it makes sense to not give them kills. But I see people go way too overboard with this logic.

My Xin from a few days ago ganked an MF and our Ashe was low. Xin walked away because "he didn't want to steal the kill". Ashe died to ignite right after MF died to Ashe. Great now your AD carry is dead and can't CS so that 6 extra cs he would have gained from the kill is lost on the opportunity to farm and push a tower and the enemy AD also gets gold.

Does anyone know how much gold you lose potentially if you reset your kill spree? For instance If you went 0-4 in lane, should you try somewhat hard not to get kills? Since if you do get a kill then you're suddenly worth 450 gold again to the enemy team.
Conversely if you're on a killing spree, do you ever try to die to a support after getting low in a fight so your bounty will reset?
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.
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
Last Edited: 2013-01-29 23:05:58
January 29 2013 23:05 GMT
#3666
I always give kills on xin, I always take kills on amumu/hecarim, nocturne is dependent. I think it's entirely dependent on what type of jungler you're playing.
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
January 29 2013 23:08 GMT
#3667
On January 30 2013 08:00 Slayer91 wrote:
There's no reason why a naut investing 1k in defensive stats is somehow less effective than a ap mid who has 1k more in terms of damage. Tanks stats by definition counter damage stats. And in certain situations having a farmed tank is more important than a farmed AP. For example having a naut that's too tanky to kill suddenly means their AD has to run from you since naut does quite a bit of damage against squishies and suddenly that stifles their damage output while having a bit more AP on your AP carry mightn't mean a lot when they're being zoned by the enemy tank line.

The main exception is that you TYPICALLY want ADs to get kills because their scaling is really multiplicative with arpen, as, crit, ad, and crit damage being 5 damage enhancing stats while tanks use 3 (-as, resist, hp) or 2 (resist,hp vs magic)


You wanna give kills to people who will potentially have the most gold on team. Giving 5 kills to naut while he has 100 cs at 30min makes him as strong as an AD carry who has 0 kills but 200 cs. On the other hand if you give 5 kills to your top laner who will also have 200 cs at 30min makes him the strongest champion in the game and hence the carry. Thus I think giving kills to junglers who can't clear is very very bad.
thenexusp
Profile Joined May 2009
United States3721 Posts
January 29 2013 23:09 GMT
#3668
My attitude is, if I'm jungling amumu and get the kill it's the laner's fault for not having more burst than my tears.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
January 29 2013 23:12 GMT
#3669
On January 30 2013 08:08 zulu_nation8 wrote:
Show nested quote +
On January 30 2013 08:00 Slayer91 wrote:
There's no reason why a naut investing 1k in defensive stats is somehow less effective than a ap mid who has 1k more in terms of damage. Tanks stats by definition counter damage stats. And in certain situations having a farmed tank is more important than a farmed AP. For example having a naut that's too tanky to kill suddenly means their AD has to run from you since naut does quite a bit of damage against squishies and suddenly that stifles their damage output while having a bit more AP on your AP carry mightn't mean a lot when they're being zoned by the enemy tank line.

The main exception is that you TYPICALLY want ADs to get kills because their scaling is really multiplicative with arpen, as, crit, ad, and crit damage being 5 damage enhancing stats while tanks use 3 (-as, resist, hp) or 2 (resist,hp vs magic)


You wanna give kills to people who will potentially have the most gold on team. Giving 5 kills to naut while he has 100 cs at 30min makes him as strong as an AD carry who has 0 kills but 200 cs. On the other hand if you give 5 kills to your top laner who will also have 200 cs at 30min makes him the strongest champion in the game and hence the carry. Thus I think giving kills to junglers who can't clear is very very bad.


Naut has very very good clear

A naut who will get insta gibbed as he goes in is useless, for anything but qing tanks, a naut who's tanky enough to flash on a squishy and lock him down can win a teamfight. AD carries can only do something if there are other threats on the team. Stacking all your gold on 1 person is a bad idea because CC means you can always focus that target.
TheYango
Profile Joined September 2008
United States47024 Posts
January 29 2013 23:17 GMT
#3670
In addition to what Teut said, you're ignoring the high flat gold value of team items for the team.

In theory, stacking multiplicative gold value on a hero is higher value than spread out gold, but Locket/Bulwark/Zeke's/etc. have high flat gold value for everyone. Giving an AD those kills doesn't enable them to buy those team items because of slot limitations, but enabling a jungler to get those items significantly sooner has a tremendous effect on your team's midgame combat ability, especially since the effect of multiplicative scaling on single champions isn't that pronounced at the point where you only have 1-2 major items.
Moderator
susySquark
Profile Blog Joined May 2010
United States1692 Posts
January 29 2013 23:18 GMT
#3671
Snoopeh's dream team:

Maknoon
Cloud Templar
Alex Ich
WeiXiao
Madlife

"Team Alex and the Asians" ahahhaa
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
January 29 2013 23:18 GMT
#3672
tanks cant carry, if you take gold you should be building damage.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2013-01-29 23:23:44
January 29 2013 23:22 GMT
#3673
lol
Alaric
Profile Joined November 2009
France45622 Posts
January 29 2013 23:23 GMT
#3674
Singed never carried a midgame.
Cant take LMS hipsters serious.
TheYango
Profile Joined September 2008
United States47024 Posts
January 29 2013 23:24 GMT
#3675
On January 30 2013 08:22 Slayer91 wrote:
lol

Did you just edit and then not change anything?
Moderator
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2013-01-29 23:39:38
January 29 2013 23:37 GMT
#3676
I had some spaces left from where I was going to expand. It was one of of THESE situations
[image loading]
GettingIt
Profile Joined August 2011
1656 Posts
January 29 2013 23:51 GMT
#3677
On January 30 2013 08:18 zulu_nation8 wrote:
tanks cant carry, if you take gold you should be building damage.


I disagree that tanks can't carry, but I agree that the damage dealers should be having the kills. Also its important for the jungler to give kills to the laner so that that lane can snowball and no longer require kills allowing the jungler to camp other lanes.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2013-01-29 23:58:24
January 29 2013 23:58 GMT
#3678
Unless I'm 100% sure that the target will not escape my team I kill first and ask questions later. Securing the kill takes precedence. If you're in a position to easily give it away do so, but otherwise don't risk losing the kill to a misguided sense of obligation.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Slayer91
Profile Joined February 2006
Ireland23335 Posts
January 29 2013 23:58 GMT
#3679
On January 30 2013 08:51 GettingIt wrote:
Show nested quote +
On January 30 2013 08:18 zulu_nation8 wrote:
tanks cant carry, if you take gold you should be building damage.


I disagree that tanks can't carry, but I agree that the damage dealers should be having the kills.


Why?

Remember kills aren't the huge portion of your gold. You can imagine it as a 10% booster pack to your team overall and maybe is stronger 30-40% of your gold if you got a lot of them. Spending more in damage is an increase in the POTENTIAL dps of your team and building tank stats reduces their DPS (might as well assume hp reduces their dps since it takes longer to kill you). The difference is building tank stuff lets you get closer to their high damage low hp targets and if you kill just one of them you are at a huge advantage in a teamfight meaning building a warmogs so you can survive long enough to kill their AD carry in a teamfight without dying as an assassin is far preferable to doing 50% of a tanks health with your combo over 30% of their tanks health.
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
Last Edited: 2013-01-30 00:14:21
January 30 2013 00:13 GMT
#3680
all i can say is that ive never seen a fed, underfarmed tank jungler carry a game in my league of legends life. Damage junglers can, but not tank. On the other hand fed, farmed whatever role carry very often.
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