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[Patch 3.08: Aatrox Patch] General Discussion - Page 285

Forum Index > LoL General
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Interested in helping start an on-topic, serious League discussion thread? PM Neo to talk about how to get started.
cLutZ
Profile Joined November 2010
United States19574 Posts
July 02 2013 05:07 GMT
#5681
1v2 changes shouldn't (hopefully) make 2v2 any less interesting, as its already a fairly uninteresting matchup most the time.

Freeeeeeedom
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
July 02 2013 05:11 GMT
#5682
im inclined to think they should maybe take a look at changing the actual layout of the map a bit and seeing how that can address problems in the game directly. For example, if you had a safe lane where a 1 vs 2er would be at relatively little risk that could have a lot of benefits. There are a few ways you could do that, for examle, different lane lengths, different brush placement, etc.
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
July 02 2013 05:11 GMT
#5683
The only thing that really concerns me is how close to Worlds the changes will be. The change definitely feels drastic...
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
July 02 2013 05:21 GMT
#5684
On July 02 2013 13:55 onlywonderboy wrote:
Show nested quote +
On July 02 2013 13:51 kainzero wrote:
On July 02 2013 13:07 Ketara wrote:
It is so sad to me to see this argument again.

"Lets all play League of Legends! Yeah! We like it so much we'll spend hours of our time talking about it on forums!"

"By the way, the design team is shit and none of them know what they're doing!"

Siiiiiiiiiiiiiiiiiiiiiiigh.

So?
There are a lot of games with "accidental" mechanics that turned out to be a lot of fun. The best example I can think of is Smash Melee.

From Season 2 to Season 3, with all the tinkering they did, I really can't say I enjoy the game much more than before, nor can I say that I enjoy it any less either.

If we want to keep it in the realm of MOBAs (or whatever your preferred acronym is) creep stacking and pulling camps into lane in Dota was unintended.


I think that's one of the fundamental differences between Dota and LoL, in Dota something that's unintended is usually readily embraced as long as its not game-breaking wheras in LoL playing the game outside of the "intended" box usually leads to a pretty swift nerf, the first cases that come to mind are AP yi and AP trynd
When in doubt, just believe in yourself and press buttons
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
July 02 2013 05:27 GMT
#5685
On July 02 2013 14:21 Kupon3ss wrote:
Show nested quote +
On July 02 2013 13:55 onlywonderboy wrote:
On July 02 2013 13:51 kainzero wrote:
On July 02 2013 13:07 Ketara wrote:
It is so sad to me to see this argument again.

"Lets all play League of Legends! Yeah! We like it so much we'll spend hours of our time talking about it on forums!"

"By the way, the design team is shit and none of them know what they're doing!"

Siiiiiiiiiiiiiiiiiiiiiiigh.

So?
There are a lot of games with "accidental" mechanics that turned out to be a lot of fun. The best example I can think of is Smash Melee.

From Season 2 to Season 3, with all the tinkering they did, I really can't say I enjoy the game much more than before, nor can I say that I enjoy it any less either.

If we want to keep it in the realm of MOBAs (or whatever your preferred acronym is) creep stacking and pulling camps into lane in Dota was unintended.


I think that's one of the fundamental differences between Dota and LoL, in Dota something that's unintended is usually readily embraced as long as its not game-breaking wheras in LoL playing the game outside of the "intended" box usually leads to a pretty swift nerf, the first cases that come to mind are AP yi and AP trynd

For shame... (us/Riot that is).
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2013-07-02 05:43:09
July 02 2013 05:30 GMT
#5686
On July 02 2013 13:57 Amui wrote:
What they could do is make the block mastery twice as effective against ranged attacks, in addition to working on spells(-3 bonus on ranged autos, -3 on spells). At the cost of reducing the power of most of the ranged lane bullies(jayce, elise, kennen, possibly a few others I can't name), you give 1v2's ~5-10% additional defense against getting harassed down early game, while not significantly affecting the game past the 10 minute mark.

AFAIK only jungler's, tanky solos & supports take that mastery anyways. Would also make supports stronger in a duo lane as well I guess.

While that will help, I'm not sure it's enough. The issue isn't only that the off laner is in danger of getting bursted/killed, but rather that they can't really do anything outside their tower because they get harassed down faster than they can reliably sustain themselves in lane. I also worry that doing that will make that mastery a must-have for almost any champion/match-up.

+ Show Spoiler +
While Dota and LoL are different games, I feel that the two games have enough in common that LoL can learn/borrow some aspects of the game to help itself.

If you look at Dota, off laners are a huge part of the meta game and they regularly play 1v2 or even 1v3s. On top of that, you regularly get melee carries in 2v2s or 3v3s. While the skillsets of common off laners in Dota (along with other more fundamental game differences) plays a huge part in letting them off lane so successfully, early game itemization plays a huge part of it, as well. Most notably, the existence of Stout Shield, which blocks 20 damage (when used by melee heroes) 60% of the time, which comes out to ~12 damage blocked per hit. This item only costs 250 gold and provides no other stats.

Some math/comparison: Players start the game with 603 gold. Common build starts for melee heroes/off laners usually consist of Stout Shield (250) + 2~3 Branches (106~159), which provide 19 hp per branch (there are other stats but those are more or less irrelevant for this discussion) This gives them 247~194 gold for regen items, which usually means a salve (100 gold - heals 400 hp over 10 seconds; heal stopped by damage) and a set of tangos (90 gold - 3 charges that heal 115 hp per charge). So total you get ~12 damage block, 57 hp, and 845 hp worth of regen in starting items.

Compare this to LoL, where assuming you take the Block mastery. If you start Bead, you get -5 damage block, 1 health regen, and 750 hp worth of regen in starting items. You also get a ward, whose value is harder to quantify. If you start Cloth, you get -5 damage block, 15 armor (which in the best case scenario is 92 EHP*) , and 750 hp worth of regen in starting items. If you start DShield, you get -13 damage block, 2 health regen, and 150 hp worth of regen.

Opening item builds simply pale in comparison and imo, play a large part in what makes the 1v2 lane uncompromising. As it is now, the only champions that can reliably 1v2 are champions with some combination of long range farming abilities, innate tankiness, innate sustain. And even then, the 1v2 laner almost always has to play like a little bitch and just hang at the turret/barely in exp range and forgo getting cs until the wave is at their turret.
*+ Show Spoiler +
Armor increases your EHP against physical damage by 1% per point of armor. The highest base hp in the game is Gangplank at 576 hp. Adding in 4 points in durability and 1 point in veteran scars gives you 612 hp, which accounts for the 92 EHP. I didn't calculate in HP runes because to my knowledge no one really runs them; at least not often.
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2013-07-02 05:40:14
July 02 2013 05:38 GMT
#5687
On July 02 2013 13:57 Amui wrote:
What they could do is make the block mastery twice as effective against ranged attacks, in addition to working on spells(-3 bonus on ranged autos, -3 on spells). At the cost of reducing the power of most of the ranged lane bullies(jayce, elise, kennen, possibly a few others I can't name), you give 1v2's ~5-10% additional defense against getting harassed down early game, while not significantly affecting the game past the 10 minute mark.

AFAIK only jungler's, tanky solos & supports take that mastery anyways. Would also make supports stronger in a duo lane as well I guess.

If you buff block much more than it already is, standard offensive mastery spec will be 17/13/0 and utility will be 0/13/17.

Maybe they should push doran's shield to where Doran's Ring is now - If it were 400g, would it be feasible to start doran's shield in a 1v2 lane and have 2 pots (possibly teleporting out and coming back when you need more pots?) Perhaps on a laner with access to some kind of early sustain?
onlywonderboy
Profile Joined August 2012
United States23745 Posts
July 02 2013 05:49 GMT
#5688
On July 02 2013 14:21 Kupon3ss wrote:
Show nested quote +
On July 02 2013 13:55 onlywonderboy wrote:
On July 02 2013 13:51 kainzero wrote:
On July 02 2013 13:07 Ketara wrote:
It is so sad to me to see this argument again.

"Lets all play League of Legends! Yeah! We like it so much we'll spend hours of our time talking about it on forums!"

"By the way, the design team is shit and none of them know what they're doing!"

Siiiiiiiiiiiiiiiiiiiiiiigh.

So?
There are a lot of games with "accidental" mechanics that turned out to be a lot of fun. The best example I can think of is Smash Melee.

From Season 2 to Season 3, with all the tinkering they did, I really can't say I enjoy the game much more than before, nor can I say that I enjoy it any less either.

If we want to keep it in the realm of MOBAs (or whatever your preferred acronym is) creep stacking and pulling camps into lane in Dota was unintended.


I think that's one of the fundamental differences between Dota and LoL, in Dota something that's unintended is usually readily embraced as long as its not game-breaking wheras in LoL playing the game outside of the "intended" box usually leads to a pretty swift nerf, the first cases that come to mind are AP yi and AP trynd

You ever lane against an AP Trynd? That shit was annoying lol.
RIP Ryan Davis / TL or Die / @onlywonderboy
Amui
Profile Blog Joined August 2010
Canada10567 Posts
July 02 2013 05:50 GMT
#5689
On July 02 2013 14:38 sylverfyre wrote:
Show nested quote +
On July 02 2013 13:57 Amui wrote:
What they could do is make the block mastery twice as effective against ranged attacks, in addition to working on spells(-3 bonus on ranged autos, -3 on spells). At the cost of reducing the power of most of the ranged lane bullies(jayce, elise, kennen, possibly a few others I can't name), you give 1v2's ~5-10% additional defense against getting harassed down early game, while not significantly affecting the game past the 10 minute mark.

AFAIK only jungler's, tanky solos & supports take that mastery anyways. Would also make supports stronger in a duo lane as well I guess.

If you buff block much more than it already is, standard offensive mastery spec will be 17/13/0 and utility will be 0/13/17.

Maybe they should push doran's shield to where Doran's Ring is now - If it were 400g, would it be feasible to start doran's shield in a 1v2 lane and have 2 pots (possibly teleporting out and coming back when you need more pots?) Perhaps on a laner with access to some kind of early sustain?


I'm actually not too worried about the implications if a team wants to force a 2v2 and run 17/13. You'll be stronger in trades, but later on, you lose either the crit masteries(not too important if you're running blue ez, but on some other's it's huge damage) as well as 4-6 arpen & executioner, without gaining very much in terms of tankiness.

If people are running 17/13 and forcing 2v2's as a strategy, then that's another possible strategy added to the pool. I don't see how this is a bad idea.
Porouscloud - NA LoL
Letmelose
Profile Blog Joined September 2006
Korea (South)3227 Posts
July 02 2013 05:59 GMT
#5690
Eat Sleep Game (previously SK Telecom T1 #1) had some major roster changes in their line-up. It's hard to imagine Reapered playing as a jungler, but I guess it would help him dictate the flow of the game even better. Reapered's laning has never been his greatest asset, and if we're to look at it purely from his point of view, I guess it makes sense somewhat. He's a damn smart player, but I wonder if ESG overall will benefit from these roster changes.

Top: Miso
Jungle: Reapered
Middle: Raven
AD Carry: Roar
Support: StarLast

There were some interesting line-ups for the teams entering the summer season of the OGN The Champions, and the line-up for Najin Black Sword looks ridiculously powerful.

+ Show Spoiler +

CJ Entus Frost
Top: Shy
Jungle: CloudTemplar
Middle: RapidStar
AD Carry: Space
Support: MadLife
Middle substitute: Ganked By Mom

CJ Entus Blaze
Top: Flame
Jungle: Helios
Middle: Ambition
AD Carry: Cpt Jack
Support: Lustboy 함장식
AD Carry substitute: Hermes
Support substitute: Muse

Najin Black Sword
Top: Expession
Jungle: Watch
Middle: SSONG
AD Carry: PraY
Support: Cain
Middle substitute: Nagne

Najin White Shield
Top: Save
Jungle: NoFe
Middle: Ggoong
AD Carry: Zefa
Support: GorillA
Top substitute: Chop
AD Carry substitute: Locodoco

MVP Ozone
Top: Homme
Jungle: DanDy
Middle: dade
AD Carry: imp
Support: Mata
Top substitute: Looper


MVP Blue
Top: Cheonju
Jungle: CNyang
Middle: EzHoon
AD Carry: Deft
Support: FLahm
Top substitute: SuNo
Middle/Jungle substitute: Spirit

SKT T1
Top: Impact
Jungle: bengi
Middle: Faker
AD Carry: Piglet
Support: PoohManDu

KT Rolster Bullets
Top: inSec
Jungle: KaKAO
Middle: Ryu
AD Carry Score
Support: Mafa
Top substitute: ssumday

LG-IM #1
Top: Smeb
Jungle: Reign Over
Middle: MidKing
AD Carry: Paragon
Support: GGyuAng

LG-IM #2
Top: Sylph
Jungle: Lilac
Middle: kurO
AD Carry: Scarlet
Support: BBuing
Support substitute: Lasha

HGD
Top: TrAce
Jungle: ActScene
Middle: HooN
AD Carry: LOAD
Support: IceBear

Eat Sleep Game
Top: Miso
Jungle: Reapered
Middle: Raven
AD Carry: Roar
Support: StarLast

Xenics Storm
Top: Ragan
Jungle: Daydream
Middle: Coco
AD Carry: Arrow
Support: Comet

Xenics Blast
Top: Stark
Jungle: Quality
Middle: ManyReason
AD Carry: Bang
Support: Boink

CTU
Top: CTU NonameD
Jungle: CTU Raccoon
Middle: CTU Mima
AD Carry: CTU Riris
Support: CTU Wolf
Middle substitute: CTU Joy
Support substitute: CTU Piccaboo

MiG Blitz
Top: MiG Apple
Jungle: MiG Prime
Middle: MiG WonSeoK
AD Carry: MiG GGoGGo
Support: MiG Ryuna
Middle substitute: MiG Bestial
TL+ Member
onlywonderboy
Profile Joined August 2012
United States23745 Posts
July 02 2013 06:05 GMT
#5691
On July 02 2013 14:59 Letmelose wrote:
Eat Sleep Game (previously SK Telecom T1 #1) had some major roster changes in their line-up. It's hard to imagine Reapered playing as a jungler, but I guess it would help him dictate the flow of the game even better. Reapered's laning has never been his greatest asset, and if we're to look at it purely from his point of view, I guess it makes sense somewhat. He's a damn smart player, but I wonder if ESG overall will benefit from these roster changes.

Top: Miso
Jungle: Reapered
Middle: Raven
AD Carry: Roar
Support: StarLast

There were some interesting line-ups for the teams entering the summer season of the OGN The Champions, and the line-up for Najin Black Sword looks ridiculously powerful.

+ Show Spoiler +

CJ Entus Frost
Top: Shy
Jungle: CloudTemplar
Middle: RapidStar
AD Carry: Space
Support: MadLife
Middle substitute: Ganked By Mom

CJ Entus Blaze
Top: Flame
Jungle: Helios
Middle: Ambition
AD Carry: Cpt Jack
Support: Lustboy 함장식
AD Carry substitute: Hermes
Support substitute: Muse

Najin Black Sword
Top: Expession
Jungle: Watch
Middle: SSONG
AD Carry: PraY
Support: Cain
Middle substitute: Nagne

Najin White Shield
Top: Save
Jungle: NoFe
Middle: Ggoong
AD Carry: Zefa
Support: GorillA
Top substitute: Chop
AD Carry substitute: Locodoco

MVP Ozone
Top: Homme
Jungle: DanDy
Middle: dade
AD Carry: imp
Support: Mata
Top substitute: Looper


MVP Blue
Top: Cheonju
Jungle: CNyang
Middle: EzHoon
AD Carry: Deft
Support: FLahm
Top substitute: SuNo
Middle/Jungle substitute: Spirit

SKT T1
Top: Impact
Jungle: bengi
Middle: Faker
AD Carry: Piglet
Support: PoohManDu

KT Rolster Bullets
Top: inSec
Jungle: KaKAO
Middle: Ryu
AD Carry Score
Support: Mafa
Top substitute: ssumday

LG-IM #1
Top: Smeb
Jungle: Reign Over
Middle: MidKing
AD Carry: Paragon
Support: GGyuAng

LG-IM #2
Top: Sylph
Jungle: Lilac
Middle: kurO
AD Carry: Scarlet
Support: BBuing
Support substitute: Lasha

HGD
Top: TrAce
Jungle: ActScene
Middle: HooN
AD Carry: LOAD
Support: IceBear

Eat Sleep Game
Top: Miso
Jungle: Reapered
Middle: Raven
AD Carry: Roar
Support: StarLast

Xenics Storm
Top: Ragan
Jungle: Daydream
Middle: Coco
AD Carry: Arrow
Support: Comet

Xenics Blast
Top: Stark
Jungle: Quality
Middle: ManyReason
AD Carry: Bang
Support: Boink

CTU
Top: CTU NonameD
Jungle: CTU Raccoon
Middle: CTU Mima
AD Carry: CTU Riris
Support: CTU Wolf
Middle substitute: CTU Joy
Support substitute: CTU Piccaboo

MiG Blitz
Top: MiG Apple
Jungle: MiG Prime
Middle: MiG WonSeoK
AD Carry: MiG GGoGGo
Support: MiG Ryuna
Middle substitute: MiG Bestial

Bang and Boink best bot lane names.

The Reapered stuff sure is interesting, I agree he should be able to shot call easier out of the Jungle. Also yeah, Sword is scary as fuck even without Maknoon. It's crazy to think how it used to be "Maknoon's Team" but now they are arguably better without him.
RIP Ryan Davis / TL or Die / @onlywonderboy
sylverfyre
Profile Joined May 2010
United States8298 Posts
July 02 2013 06:06 GMT
#5692
On July 02 2013 14:50 Amui wrote:
Show nested quote +
On July 02 2013 14:38 sylverfyre wrote:
On July 02 2013 13:57 Amui wrote:
What they could do is make the block mastery twice as effective against ranged attacks, in addition to working on spells(-3 bonus on ranged autos, -3 on spells). At the cost of reducing the power of most of the ranged lane bullies(jayce, elise, kennen, possibly a few others I can't name), you give 1v2's ~5-10% additional defense against getting harassed down early game, while not significantly affecting the game past the 10 minute mark.

AFAIK only jungler's, tanky solos & supports take that mastery anyways. Would also make supports stronger in a duo lane as well I guess.

If you buff block much more than it already is, standard offensive mastery spec will be 17/13/0 and utility will be 0/13/17.

Maybe they should push doran's shield to where Doran's Ring is now - If it were 400g, would it be feasible to start doran's shield in a 1v2 lane and have 2 pots (possibly teleporting out and coming back when you need more pots?) Perhaps on a laner with access to some kind of early sustain?


I'm actually not too worried about the implications if a team wants to force a 2v2 and run 17/13. You'll be stronger in trades, but later on, you lose either the crit masteries(not too important if you're running blue ez, but on some other's it's huge damage) as well as 4-6 arpen & executioner, without gaining very much in terms of tankiness.

If people are running 17/13 and forcing 2v2's as a strategy, then that's another possible strategy added to the pool. I don't see how this is a bad idea.

I'm more complaining that it degenerates the choices in masteries by making 13 defense far too powerful. Perhaps buffing something deeper down the defense tree could handle this better.
iCanada
Profile Joined August 2010
Canada10660 Posts
Last Edited: 2013-07-02 06:08:08
July 02 2013 06:06 GMT
#5693
On July 02 2013 14:50 Amui wrote:
Show nested quote +
On July 02 2013 14:38 sylverfyre wrote:
On July 02 2013 13:57 Amui wrote:
What they could do is make the block mastery twice as effective against ranged attacks, in addition to working on spells(-3 bonus on ranged autos, -3 on spells). At the cost of reducing the power of most of the ranged lane bullies(jayce, elise, kennen, possibly a few others I can't name), you give 1v2's ~5-10% additional defense against getting harassed down early game, while not significantly affecting the game past the 10 minute mark.

AFAIK only jungler's, tanky solos & supports take that mastery anyways. Would also make supports stronger in a duo lane as well I guess.

If you buff block much more than it already is, standard offensive mastery spec will be 17/13/0 and utility will be 0/13/17.

Maybe they should push doran's shield to where Doran's Ring is now - If it were 400g, would it be feasible to start doran's shield in a 1v2 lane and have 2 pots (possibly teleporting out and coming back when you need more pots?) Perhaps on a laner with access to some kind of early sustain?


I'm actually not too worried about the implications if a team wants to force a 2v2 and run 17/13. You'll be stronger in trades, but later on, you lose either the crit masteries(not too important if you're running blue ez, but on some other's it's huge damage) as well as 4-6 arpen & executioner, without gaining very much in terms of tankiness.

If people are running 17/13 and forcing 2v2's as a strategy, then that's another possible strategy added to the pool. I don't see how this is a bad idea.


You dont lose crit mastery with 17/13/0.

Can get attack speed, % armor pen, Havoc, Cit stuff, and either flat AD or butcher depending on your preferences (personally, I think flat AD better, but eh). You miss out on the flat armor pen, and executioner I guess, buts thats it.

I've actually been running 17/13/0 masteries to great success on Quinn, Graves and Vayne. Lets you trade real hard pretty easy. If you get a Dorans Shield to start it is pretty disgusting, you just like take zero damage in trades. Shuts down real harrass-y Caitlyns pretty hard actually, after 5 minutes with having under full HP Dorans Shield out sustains Cloth-5pot. Outsustains DBlade unless you auto attacking 3 times every five seconds.

This start gives you a toooon of HP to start game, and you win basically any trade and any all-in. It pretty sweet. I not sure I like it on Graves as much, but on Quinn and Vayne it is amazing, completely kills their early game meh-ness.
Gahlo
Profile Joined February 2010
United States35160 Posts
July 02 2013 06:07 GMT
#5694
On July 02 2013 14:38 sylverfyre wrote:
Show nested quote +
On July 02 2013 13:57 Amui wrote:
What they could do is make the block mastery twice as effective against ranged attacks, in addition to working on spells(-3 bonus on ranged autos, -3 on spells). At the cost of reducing the power of most of the ranged lane bullies(jayce, elise, kennen, possibly a few others I can't name), you give 1v2's ~5-10% additional defense against getting harassed down early game, while not significantly affecting the game past the 10 minute mark.

AFAIK only jungler's, tanky solos & supports take that mastery anyways. Would also make supports stronger in a duo lane as well I guess.

If you buff block much more than it already is, standard offensive mastery spec will be 17/13/0 and utility will be 0/13/17.

Maybe they should push doran's shield to where Doran's Ring is now - If it were 400g, would it be feasible to start doran's shield in a 1v2 lane and have 2 pots (possibly teleporting out and coming back when you need more pots?) Perhaps on a laner with access to some kind of early sustain?

I'm actually surprised we don't see more shields. You can already walk into lane shield/pot and the early game mitigation changes to it outweigh the armor it lost.
kainzero
Profile Blog Joined January 2009
United States5211 Posts
July 02 2013 06:12 GMT
#5695
On July 02 2013 14:21 Kupon3ss wrote:
Show nested quote +
On July 02 2013 13:55 onlywonderboy wrote:
On July 02 2013 13:51 kainzero wrote:
On July 02 2013 13:07 Ketara wrote:
It is so sad to me to see this argument again.

"Lets all play League of Legends! Yeah! We like it so much we'll spend hours of our time talking about it on forums!"

"By the way, the design team is shit and none of them know what they're doing!"

Siiiiiiiiiiiiiiiiiiiiiiigh.

So?
There are a lot of games with "accidental" mechanics that turned out to be a lot of fun. The best example I can think of is Smash Melee.

From Season 2 to Season 3, with all the tinkering they did, I really can't say I enjoy the game much more than before, nor can I say that I enjoy it any less either.

If we want to keep it in the realm of MOBAs (or whatever your preferred acronym is) creep stacking and pulling camps into lane in Dota was unintended.


I think that's one of the fundamental differences between Dota and LoL, in Dota something that's unintended is usually readily embraced as long as its not game-breaking wheras in LoL playing the game outside of the "intended" box usually leads to a pretty swift nerf, the first cases that come to mind are AP yi and AP trynd

It depends.

Ward jumping?
Don_Julio
Profile Blog Joined June 2010
2220 Posts
July 02 2013 06:17 GMT
#5696
Ggoong hwaiting!

What's the problem about 1v2 lanes? I don't get it. It doesn't seem to be an issue in SoloQ at all. Maybe it will be but you don't even see 1v2s at challenger games.
It's perfectly fine at competitive 5v5s. It enforces fast tower pushing which increases the overall pace of the game. I watched some games of the 2012 World Finals (to honor Toyz) and I was surprised to see that League was noticeably slower only a year ago.
And Riot pls, don't change the whole game before Worlds. If there's need for a drastic change do it in the preseason like last time.
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2013-07-02 06:22:41
July 02 2013 06:21 GMT
#5697
On July 02 2013 15:07 Gahlo wrote:
Show nested quote +
On July 02 2013 14:38 sylverfyre wrote:
On July 02 2013 13:57 Amui wrote:
What they could do is make the block mastery twice as effective against ranged attacks, in addition to working on spells(-3 bonus on ranged autos, -3 on spells). At the cost of reducing the power of most of the ranged lane bullies(jayce, elise, kennen, possibly a few others I can't name), you give 1v2's ~5-10% additional defense against getting harassed down early game, while not significantly affecting the game past the 10 minute mark.

AFAIK only jungler's, tanky solos & supports take that mastery anyways. Would also make supports stronger in a duo lane as well I guess.

If you buff block much more than it already is, standard offensive mastery spec will be 17/13/0 and utility will be 0/13/17.

Maybe they should push doran's shield to where Doran's Ring is now - If it were 400g, would it be feasible to start doran's shield in a 1v2 lane and have 2 pots (possibly teleporting out and coming back when you need more pots?) Perhaps on a laner with access to some kind of early sustain?

I'm actually surprised we don't see more shields. You can already walk into lane shield/pot and the early game mitigation changes to it outweigh the armor it lost.

A big problem is that it only allows you to come into lane with 1 potion. The 10 health regen per 5 simply isn't enough to outweigh the downsides of only have 1 pot.
On July 02 2013 15:17 Don_Julio wrote:
Ggoong hwaiting!

What's the problem about 1v2 lanes? I don't get it. It doesn't seem to be an issue in SoloQ at all. Maybe it will be but you don't even see 1v2s at challenger games.
It's perfectly fine at competitive 5v5s. It enforces fast tower pushing which increases the overall pace of the game. I watched some games of the 2012 World Finals (to honor Toyz) and I was surprised to see that League was noticeably slower only a year ago.
And Riot pls, don't change the whole game before Worlds. If there's need for a drastic change do it in the preseason like last time.

The biggest problem I have with 1v2 lanes in the competitive scene is the fact that it really restricts which champions can be played in the non-mid solo lane. Some champions simply can't be played due to the fact that they will just get completely wrecked in a 1v2.
cLutZ
Profile Joined November 2010
United States19574 Posts
Last Edited: 2013-07-02 06:38:03
July 02 2013 06:29 GMT
#5698
On July 02 2013 14:21 Kupon3ss wrote:
Show nested quote +
On July 02 2013 13:55 onlywonderboy wrote:
On July 02 2013 13:51 kainzero wrote:
On July 02 2013 13:07 Ketara wrote:
It is so sad to me to see this argument again.

"Lets all play League of Legends! Yeah! We like it so much we'll spend hours of our time talking about it on forums!"

"By the way, the design team is shit and none of them know what they're doing!"

Siiiiiiiiiiiiiiiiiiiiiiigh.

So?
There are a lot of games with "accidental" mechanics that turned out to be a lot of fun. The best example I can think of is Smash Melee.

From Season 2 to Season 3, with all the tinkering they did, I really can't say I enjoy the game much more than before, nor can I say that I enjoy it any less either.

If we want to keep it in the realm of MOBAs (or whatever your preferred acronym is) creep stacking and pulling camps into lane in Dota was unintended.


I think that's one of the fundamental differences between Dota and LoL, in Dota something that's unintended is usually readily embraced as long as its not game-breaking wheras in LoL playing the game outside of the "intended" box usually leads to a pretty swift nerf, the first cases that come to mind are AP yi and AP trynd


Meh, the problems in LOL rarely stem from things that are seemingly mistakes, the usually stem from things "working as intended" but merely working too well.

Past examples, that come to mind readily, and came after the crazy beta shit, etc, include: Metagolem, Release Graves, Release Lulu, Release Athenes, W Max Ez, Rengar, S3 Black Cleaver, S3 Warmogs (most HP items), S3 Muramana Ryze, Current(Physical) Muramana builds.

ETC
Freeeeeeedom
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2013-07-02 06:36:20
July 02 2013 06:35 GMT
#5699
The only unintended thing that I can think of which was nerfed was Thresh flashing while casting his hook. But really, are you going to complain that they are nerfing Thresh? (Remember, other skills with windup didn't let you do this during windup.)

Thresh is in this spot where he's incredibly powerful in pro hands, but merely pretty strong in unorganized play. Nerfing an aspect about him that is really only truly abusable by the best of the best seems like the perfect kind of nerf to hit him with.

I'm more annoyed at Riot trying to 'control' the meta in questionable ways [encouragement towards 2v2 lanes being the most frustrating.]
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
July 02 2013 06:48 GMT
#5700
I believe that what it really comes down to is that Riot doesn't compensate for kit disadvantages properly. A champion with an escape should have significantly worse base stats than a champion without one. A champion with heal/sustain mechanic should have significantly worse base stats than a champion without one. Same is slightly true for certain ranged vs melee(jayce). There's not enough incentive to play a risky champion without an escape because a non-risky champion with escape is just as effective in fights anyway
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
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