Lee Sin and EZreal nerfs =(, well at least they didn't nerf cait+nunu xD still freelo whenever I'm blueside
[Patch 1.0.0.154: Preseason Balance Update 2] GD - Page 8
Forum Index > LoL General |
AsnSensation
Germany24009 Posts
Lee Sin and EZreal nerfs =(, well at least they didn't nerf cait+nunu xD still freelo whenever I'm blueside | ||
Cloud9157
United States2968 Posts
y so silly cleaver | ||
MattBarry
United States4006 Posts
| ||
LaNague
Germany9118 Posts
-.- | ||
BluePanther
United States2776 Posts
On January 16 2013 16:21 LaNague wrote: wtf is the point of hiding the ELO, isnt that what normal games are for? -.- This is the worst idea ever. Half the reason I switched from SC2 to LoL is because I could actually tell where I was. SC2 was boring because you lost that tracker. I can't say enough how much I hate this change. Does Dota2 have ratings visible? Maybe I'll switch... | ||
arb
Noobville17920 Posts
On January 16 2013 16:23 BluePanther wrote: This is the worst idea ever. Half the reason I switched from SC2 to LoL is because I could actually tell where I was. SC2 was boring because you lost that tracker. I can't say enough how much I hate this change. Does Dota2 have ratings visible? Maybe I'll switch... SC2 was boring because its not a good game, not because of the tracking thing. Which i mean honestly if youre switching because of a rating system, you probably dont care enough about the game anyway. | ||
![]()
Kipsate
Netherlands45349 Posts
On January 16 2013 16:23 BluePanther wrote: This is the worst idea ever. Half the reason I switched from SC2 to LoL is because I could actually tell where I was. SC2 was boring because you lost that tracker. I can't say enough how much I hate this change. Does Dota2 have ratings visible? Maybe I'll switch... Dota 2 has no ratings at all, only a vague normal, high and very high skill rating. There is no ''team MMR'' yet. Frankly I doubt there ever will be solo Q mmr though(and perhaps for good reason). | ||
zulu_nation8
China26351 Posts
| ||
Kaneh
Canada737 Posts
On January 16 2013 16:21 LaNague wrote: wtf is the point of hiding the ELO, isnt that what normal games are for? -.- exactly what i thought.... why hide it? isn't this type of minor achievement and feel-good ranking catering to the people who play normals anyways? then again judging by the amount of "this will fix elo hell" posts in the official comments, there's a large section of people that need to be babied about their rating. | ||
Bwaaaa
Australia969 Posts
On January 16 2013 16:25 arb wrote: SC2 was boring because its not a good game, not because of the tracking thing. Which i mean honestly if youre switching because of a rating system, you probably dont care enough about the game anyway. Motivation is a huge part of competitve games and hiding the rating takes a lot of that away. | ||
BluePanther
United States2776 Posts
On January 16 2013 16:25 arb wrote: SC2 was boring because its not a good game, not because of the tracking thing. Which i mean honestly if youre switching because of a rating system, you probably dont care enough about the game anyway. You're probably right. Which is why I would consider switching to dota2. do you know? nm, someone answered me. Anyone know of another game that's competitive? i like being competitive more than anything. | ||
![]()
TheYango
United States47024 Posts
On January 16 2013 16:25 Kipsate wrote: Dota 2 has no ratings at all, only a vague normal, high and very high skill rating. There is no ''team MMR'' yet. Frankly I doubt there ever will be solo Q mmr though(and perhaps for good reason). In fairness, there are also inhouse leagues for people that are serious enough and at a high enough level. That's the thing though, DotA sort of grew around the community doing shit for itself when the features weren't there (not unlike BW), which is why its not a big deal that Valve didn't implement visible MMR in DotA. By contrast, LoL grew around the idea of Riot doing everything. | ||
Badboyrune
Sweden2247 Posts
New UNIQUE passive - Trap Detection: Nearby stealthed enemy traps are revealed this is actually the best change in the patch. fuck teemo. | ||
Lylat
France8574 Posts
| ||
Cheap0
United States540 Posts
| ||
Amui
Canada10567 Posts
On January 16 2013 16:49 Lylat wrote: I'm surprised they're not nerfing Warmog.. Warmog's isn't really an issue. The real one is that with the effectiveness of resists nerfed so much, health is pretty much the best stat to get because it protects you against both magic and physical burst. | ||
Seuss
United States10536 Posts
The base value of a creep wave is 105g, or 145g on waves with a cannon minion. Factoring in the 16 gp10 passive, this gives a perfect last-hitter approximately 333 gold per minute, increasing by 6.66 gold every 3 minutes (or 1.11 gold per minute). The total gold value of all small camps is now 172g. Factoring in passive gold again, this gives a farming jungler 268 gold per minute, increasing by 2.724 gold every minute. So from the outset (and without considering buff camps) a jungler who can perpetually farm small camps matches a lane which last-hits at 75% accuracy. All it takes for a jungler to completely match a perfect lane is to leech one creep wave every two minutes, and as time passes it only becomes more favorable for the jungler. We're tip-toeing close to a point where it may be more valuable to send a hard carry into the jungle, knowing that it is the safest place in the game to get a carry farmed. So long as the jungler is in place to cover lanes when there's a recall or a swap they'll get better farm than any lane (possibly much better if you cede built-up creep waves). Whether we've crossed that threshold or not remains to be seen, and depends heavily on whether there are any champions who fit the bill, but it's a distinct possibility. | ||
wei2coolman
United States60033 Posts
On January 16 2013 17:26 Seuss wrote: What's that? Jungle gold changes? Time for some math! The base value of a creep wave is 105g, or 145g on waves with a cannon minion. Factoring in the 16 gp10 passive, this gives a perfect last-hitter approximately 333 gold per minute, increasing by 3.33 gold every 3 minutes (or 1.11 gold per minute). The total gold value of all small camps is now 172g. Factoring in passive gold again, this gives a farming jungler 268 gold per minute, increasing by 2.724 gold every minute. So from the outset (and without considering buff camps) a jungler who can perpetually farm small camps matches a lane which last-hits at 75% accuracy. All it takes for a jungler to completely match a perfect lane is to leech one creep wave every two minutes, and as time passes it only becomes more favorable for the jungler. We're tip-toeing close to a point where it may be more valuable to send a hard carry into the jungle, knowing that it is the safest place in the game to get a carry farmed. So long as the jungler is in place to cover lanes when there's a recall or a swap they'll get better farm than any lane (possibly much better if you cede built-up creep waves). Whether we've crossed that threshold or not remains to be seen, and depends heavily on whether there are any champions who fit the bill, but it's a distinct possibility. New jungle probably still requires machete, which still sucks ![]() | ||
Seuss
United States10536 Posts
On January 16 2013 17:33 wei2coolman wrote: New jungle probably still requires machete, which still sucks ![]() You shouldn't need to upgrade Machete if you're playing a hard carry; you're going to build damage anyway. In that case Machete is only a 90g sunk cost as it sells for 210g. | ||
Argoth.
Germany1961 Posts
Edit. And yes pls Tryndamere jungle | ||
| ||