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On May 07 2013 07:46 Ketara wrote:Show nested quote +On May 07 2013 07:32 Shikyo wrote: Well I guess Lux 1shots a 70 mr 1.8k hp target from 1100 range
Luckily they're nerfing her shield. You mean buffing her shield. It's an interesting design change, but really it just flattens its potential from the edge cases where both procs of the shield would negate large chunks of burst, while making it easier for it to be used effectively away from those edge cases (double procing it while the first proc isn't completely used up).
On May 07 2013 08:27 wussleeQ wrote: 1v1 tl tourney one person represents a champion each gogo i call quinn lol. I call Fiora. ADC? What ADC?
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I'll need to 1v1 soniv first so I can claim Viktor for the tourney then. Or I guess we can give him Kha'Zix.
Also I've been a sucker for CDR (and MS, but I'm bit a bit healed now) since I started the game so...
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On May 07 2013 08:32 Lord Tolkien wrote:Show nested quote +On May 07 2013 07:46 Ketara wrote:On May 07 2013 07:32 Shikyo wrote: Well I guess Lux 1shots a 70 mr 1.8k hp target from 1100 range
Luckily they're nerfing her shield. You mean buffing her shield. It's an interesting design change, but really it just flattens its potential from the edge cases where both procs of the shield would negate large chunks of burst, while making it easier for it to be used effectively away from those edge cases (double procing it while the first proc isn't completely used up). Show nested quote +On May 07 2013 08:27 wussleeQ wrote: 1v1 tl tourney one person represents a champion each gogo i call quinn lol. I call Fiora. ADC? What ADC?  someone make the brackets and place fiora and pantheon far far away from me pls 
added for visibility- i've noticed cdr blues are starting to become more popular for some characters. that and cooldown in general is starting to become a very popular stat for people. i'm not sure i like this trend because i feel like cdr is just TOO ACCESSIBLE. And that almost any item choice of cdr is a good choice. as of now, there are at least 18 good and competitive endgame cdr items. what does everyone else think about the rise in cdr on people?
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I mean, they buffed CDR runes so that more people would use them. More people are using them.
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I feel like CDR is in a great spot right now, 10% being the new standard and that dumb 8.1% CDR defense mastery gone. Defensive items have always given some CDR, it's not really any different now that those items are locket/golemthing instead of glacial/randuins.
Big cup + blue buff gives mids a pretty easy maxed CDR but for everyone else it's actually quite hard, especially from a support perspective.
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United States47024 Posts
The awkward nature of CDR itemization is that it's really hard to balance because of how the stat caps. Having 40% CDR attainable on certain "good" items makes it really hard for some of the weaker CDR items to get used because hitting the cap absolutely kills the cost-effectiveness of any other potential items that grant CDR. So you really have to be careful about certain CDR items being too much better than others.
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On May 07 2013 09:01 TheYango wrote: The awkward nature of CDR itemization is that it's really hard to balance because of how the stat caps. Having 40% CDR attainable on certain "good" items makes it really hard for some of the weaker CDR items to get used because hitting the cap absolutely kills the cost-effectiveness of any other potential items that grant CDR. So you really have to be careful about certain CDR items being too much better than others. Also it's the only item type that has increasing returns to scale. So the whole incentive structure is screwed up in that it encourages getting more as you have more, but you can pass a certain limit.
It would be good if they made it asymptotic from a mathematical perspective, but then no one would understand it intuitively.
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If you had 1v1s like that with every champion and killing towers, whether tier 1 or tier 2, counted as a victory condition wouldn't AP Tryndamere be pretty broken. No mana, self heal, self never die button...the only people who could really clear waves fast enough to keep their towers from dying would be AP mids probably but they'd all run OOM. It'd be the dumbest and shittiest way to win ever but I can't think of anyone who could solo stop an AP Trynd from shoving down your tower. Maybe if you added rules like being unable to run into the river in which case some people could just try to kill him or something.
I still have my CDR blues from Season 1 ReginaId's Corki build.
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dibs rengar and sorry in advance to everyone who has to go against this magnificent beast
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Tiamat and RH are sick on Riven. lol.
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Also, CDR masteries throw a wrench in the works. I rarely seem to be able to get an even number.
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On May 07 2013 09:50 cLutZ wrote: Also, CDR masteries throw a wrench in the works. I rarely seem to be able to get an even number.
9 CDR blues and 3% from offense masteries is 10.5%
Works real well on a lot of top and jungle champs.
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I do 7 CDR blues (and 2 MR/level blues) + 4% CDR masteries for a good 9.83% which is close enough for me and that way I know I'm not over if I get to 39.83%.
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On May 07 2013 09:08 overt wrote: If you had 1v1s like that with every champion and killing towers, whether tier 1 or tier 2, counted as a victory condition wouldn't AP Tryndamere be pretty broken. No mana, self heal, self never die button...the only people who could really clear waves fast enough to keep their towers from dying would be AP mids probably but they'd all run OOM. It'd be the dumbest and shittiest way to win ever but I can't think of anyone who could solo stop an AP Trynd from shoving down your tower. Maybe if you added rules like being unable to run into the river in which case some people could just try to kill him or something.
I still have my CDR blues from Season 1 ReginaId's Corki build.
Morde
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On May 07 2013 09:06 upperbound wrote:Show nested quote +On May 07 2013 09:01 TheYango wrote: The awkward nature of CDR itemization is that it's really hard to balance because of how the stat caps. Having 40% CDR attainable on certain "good" items makes it really hard for some of the weaker CDR items to get used because hitting the cap absolutely kills the cost-effectiveness of any other potential items that grant CDR. So you really have to be careful about certain CDR items being too much better than others. Also it's the only item type that has increasing returns to scale. So the whole incentive structure is screwed up in that it encourages getting more as you have more, but you can pass a certain limit. It would be good if they made it asymptotic from a mathematical perspective, but then no one would understand it intuitively. Flat arpen and mpen also have increasing returns, but they are much harder to stack since they only appear on a few items.
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On May 07 2013 10:04 thenexusp wrote:Show nested quote +On May 07 2013 09:06 upperbound wrote:On May 07 2013 09:01 TheYango wrote: The awkward nature of CDR itemization is that it's really hard to balance because of how the stat caps. Having 40% CDR attainable on certain "good" items makes it really hard for some of the weaker CDR items to get used because hitting the cap absolutely kills the cost-effectiveness of any other potential items that grant CDR. So you really have to be careful about certain CDR items being too much better than others. Also it's the only item type that has increasing returns to scale. So the whole incentive structure is screwed up in that it encourages getting more as you have more, but you can pass a certain limit. It would be good if they made it asymptotic from a mathematical perspective, but then no one would understand it intuitively. Flat arpen and mpen also have increasing returns, but they are much harder to stack since they only appear on a few items. They also have decreasing returns as opponents get more armor and MR.
Early game, they're a [relatively] big percent multiplier on a small damage amount. Later on in the game, they're a smaller percent multiplier on a bigger damage amount.
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On May 07 2013 09:08 overt wrote: If you had 1v1s like that with every champion and killing towers, whether tier 1 or tier 2, counted as a victory condition wouldn't AP Tryndamere be pretty broken. No mana, self heal, self never die button...the only people who could really clear waves fast enough to keep their towers from dying would be AP mids probably but they'd all run OOM. It'd be the dumbest and shittiest way to win ever but I can't think of anyone who could solo stop an AP Trynd from shoving down your tower. Maybe if you added rules like being unable to run into the river in which case some people could just try to kill him or something.
I still have my CDR blues from Season 1 ReginaId's Corki build. Just how much farm and how many backs were you planning on accomplishing? Trynd cannnot even instaclear until like 300 AP.
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