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[Patch 3.06: Lissandra Patch] General Discussion - Page 101

Forum Index > LoL General
Post a Reply
Prev 1 99 100 101 102 103 189 Next
Lord Tolkien
Profile Joined November 2012
United States12084 Posts
May 06 2013 23:32 GMT
#2001
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?

"His father is pretty juicy tbh." ~WaveofShadow
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2013-05-06 23:33:28
May 06 2013 23:32 GMT
#2002
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...
Cant take LMS hipsters serious.
wussleeQ
Profile Blog Joined June 2009
United States3130 Posts
Last Edited: 2013-05-06 23:42:37
May 06 2013 23:33 GMT
#2003
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?
BW -> League -> CSGO
Ketara
Profile Blog Joined August 2010
United States15065 Posts
May 06 2013 23:48 GMT
#2004
I mean, they buffed CDR runes so that more people would use them. More people are using them.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
TheLink
Profile Joined January 2011
Australia2725 Posts
May 06 2013 23:55 GMT
#2005
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.
Only the weak link is strong enough to break the chain.
WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
May 06 2013 23:56 GMT
#2006
EVE SHOTGUN EVE
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
TheYango
Profile Joined September 2008
United States47024 Posts
May 07 2013 00:01 GMT
#2007
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.
Moderator
upperbound
Profile Joined September 2011
United States2300 Posts
May 07 2013 00:06 GMT
#2008
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.
overt
Profile Blog Joined June 2010
United States9006 Posts
May 07 2013 00:08 GMT
#2009
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.
gtrsrs
Profile Joined June 2010
United States9109 Posts
May 07 2013 00:20 GMT
#2010
dibs rengar and sorry in advance to everyone who has to go against this magnificent beast
i play ... hearthstone =\^.^/= Winterfox
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
May 07 2013 00:27 GMT
#2011
Dibs Caitlyn.
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.
Kouda
Profile Blog Joined November 2009
United States2205 Posts
May 07 2013 00:34 GMT
#2012
Tiamat and RH are sick on Riven. lol.
cLutZ
Profile Joined November 2010
United States19574 Posts
May 07 2013 00:50 GMT
#2013
Also, CDR masteries throw a wrench in the works. I rarely seem to be able to get an even number.
Freeeeeeedom
Ketara
Profile Blog Joined August 2010
United States15065 Posts
May 07 2013 00:53 GMT
#2014
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.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
beefhamburger
Profile Joined December 2007
United States3962 Posts
May 07 2013 00:57 GMT
#2015
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%.
schmutttt
Profile Blog Joined November 2010
Australia3856 Posts
May 07 2013 00:58 GMT
#2016
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
rackdude
Profile Blog Joined January 2010
United States882 Posts
May 07 2013 01:03 GMT
#2017
I call Swain.
Sweet.
thenexusp
Profile Joined May 2009
United States3721 Posts
May 07 2013 01:04 GMT
#2018
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.
sylverfyre
Profile Joined May 2010
United States8298 Posts
May 07 2013 01:16 GMT
#2019
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.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
May 07 2013 01:16 GMT
#2020
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.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
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