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[Patch 3.08: Aatrox Patch] General Discussion - Page 319

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.
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
July 04 2013 17:46 GMT
#6361
On July 05 2013 02:03 TheYango wrote:
TBH there are quite a few aspects of LoL that are harder than DotA. I don't actually think on a broad scale level you can say the game is just easier, because it varies across different aspects of the game.

For example, the mental math of estimating someone's damage (and by extension, estimating the winner of any given engagement, whether a gank will succeed, whether you can take an objective in a given amount of time and get out, etc.) is an order of magnitude harder in LoL than in DotA. There are more damage stats and more mitigation stats (whereas in DotA magical damage is by and large flat and magic resist is provided in fixed amounts). As a mental task this is probably one of the most fundamental ones in the game (even some high level DotA players consider this THE fundamental skill up to a mid-high level), and on a basic level it is "harder" in LoL than in DotA.



This was some of the most fun thing about lol in the landing phase, against sub 30 people I'd spent the monotony of he laning phase by reverse calculating the amount of apen the other guy had in runes through their damage and what amount I and my allies took after autos (and from there an their stats calculate their player level) Unfortunately after lv30 it's just really obvious 1 of maybe 3 sets and isn't particularily challenging any more
When in doubt, just believe in yourself and press buttons
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
Last Edited: 2013-07-04 17:54:11
July 04 2013 17:53 GMT
#6362
The way I would categorize skills in LoL:
Mechanics: be able to do what you want to do. Hit a cs you decide to go for, execute your skill combo correctly, shoot good skillshots.
Fundamental decision making: Should I try to kill this cs or is the harass I'd receive too much? Should I go for a wraith or wolves camp now? Should I gank or farm? Can I kill him 1v1?
Shotcalling: Got a big wave bot, let's go pressure baron! Splitpush 3-1 with Nocturne inbetween! Stop pushing top and go back, we got no map pressure now!
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
TheYango
Profile Joined September 2008
United States47024 Posts
July 04 2013 17:57 GMT
#6363
TIL there are %HP seals.

And they scale so badly compared to HP/level--you need 3900 HP at level 18 for them to break even with HP/lvl.
Moderator
wei2coolman
Profile Joined November 2010
United States60033 Posts
July 04 2013 18:03 GMT
#6364
On July 05 2013 02:57 TheYango wrote:
TIL there are %HP seals.

And they scale so badly compared to HP/level--you need 3900 HP at level 18 for them to break even with HP/lvl.

There are seals other than Armor seals? heh; Riot seriously needs to buff some of the runes.
liftlift > tsm
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
July 04 2013 18:04 GMT
#6365
Runes should really be redone for Season 4.
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
cLutZ
Profile Joined November 2010
United States19574 Posts
July 04 2013 18:06 GMT
#6366
On July 05 2013 03:04 NeoIllusions wrote:
Runes should really be redone for Season 4.

Free hybrid pen?
Freeeeeeedom
TheYango
Profile Joined September 2008
United States47024 Posts
July 04 2013 18:10 GMT
#6367
I just don't see how you could sensibly balance % HP seals in a way that makes them not categorically better or worse than HP/level.
Moderator
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2013-07-04 18:13:11
July 04 2013 18:11 GMT
#6368
I don't envy them if they try do that. The only way to really balance within some kind of predictable margin is to have a constant throughout. Runes has largely been that constant so if they want to redo them and still change other things everything is going to be quite unpredictable. Although for a new season that isn't necessarily a bad thing
wei2coolman
Profile Joined November 2010
United States60033 Posts
July 04 2013 18:13 GMT
#6369
On July 05 2013 03:10 TheYango wrote:
I just don't see how you could sensibly balance % HP seals in a way that makes them not categorically better or worse than HP/level.

I don't see how this would be hard... Just make the %HP seals better at a HP value that is often reached by tanks; but not by squishies.
liftlift > tsm
TheYango
Profile Joined September 2008
United States47024 Posts
July 04 2013 18:15 GMT
#6370
Because it's hard to balance that number at a point where a tank that goes that HP heavy wouldn't just rather have resists.
Moderator
Flakes
Profile Blog Joined July 2008
United States3125 Posts
July 04 2013 18:15 GMT
#6371
On July 05 2013 02:53 Scip wrote:
The way I would categorize skills in LoL:
Mechanics: be able to do what you want to do. Hit a cs you decide to go for, execute your skill combo correctly, shoot good skillshots.
Fundamental decision making: Should I try to kill this cs or is the harass I'd receive too much? Should I go for a wraith or wolves camp now? Should I gank or farm? Can I kill him 1v1?
Shotcalling: Got a big wave bot, let's go pressure baron! Splitpush 3-1 with Nocturne inbetween! Stop pushing top and go back, we got no map pressure now!

'Fundamental decision making' is a bit of a mouthful In my head I usually think of 2 and 3 as 'tactics' and 'strategy'

I must have missed the mechanics vs "mechanics" discussion, but once when I returned from a long break, I mentioned in-game that I was playing a normal to work on my mechanics, to which someone responded that I "wasn't good enough to worry about mechanics." I always assumed mechanics meant last-hitting and stuff, but I guess this guy thought it meant "being Doublelift"
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
July 04 2013 18:15 GMT
#6372
a lot of runes are really funny. riot forgot about them or something hehe.
GANDHISAUCE
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2013-07-04 18:18:47
July 04 2013 18:18 GMT
#6373
On July 05 2013 03:15 TheYango wrote:
Because it's hard to balance that number at a point where a tank that goes that HP heavy wouldn't just rather have resists.

Wouldn't something like 3k health be a reasonable breaking point?
On July 05 2013 03:15 De4ngus wrote:
a lot of runes are really funny. riot forgot about them or something hehe.

Really wish they would change the cost on hybrid pen runes; I'm already missing an arm and a leg.
liftlift > tsm
overt
Profile Blog Joined June 2010
United States9006 Posts
July 04 2013 18:18 GMT
#6374
They should just remove a lot of the runes that don't make sense and that you'd never use. Refund anyone who bought them. Then balance some of the runes that could compete with the standard ARMPEN/MPEN reds, armor yellows, MR blues. I think quints are in a fairly decent spot but reds/yellows/blues are going to be fairly similar across most roles (with the notable exception of support).
Alaric
Profile Joined November 2009
France45622 Posts
July 04 2013 18:27 GMT
#6375
Jungle against a Nunu. Started red, team was a bit late to react (and I fucked up the way I let the blue reset after noticing Nunu followed me so he just ignored me, walked to it and consumed it while it was regenerating) but we got a fb off him in exchange for 2 flashes. Then he lost his 2nd blue because he wasn't there when it respawned (and I saw him recalling while I had a ward so I dropped it, stole right before he came and ran), failed to steal ours in retaliation, and we pressured the 3rd one and got a kill on top of it.
Game proceeded pretty well and thanks to my ult I was able to turn around a gank mid and help bot crush face, however even the support was level 11 when I was 10, and their 0-5-2 Vayne was at the same level as me despite the duo lane, deaths, and 3 towers + drake global exp we had too. And I was only 400 ahead of the support (granted he had 2 kills and a philo and me only assists), they surrendered at 20 minutes, score was only 12-4 but we had 31k to 23k in gold.

So it's not like it was a bad game for us.
But I had the least exp and almost the least gold of the team.
I hit level 6 right at 10 minutes.
I never was so low on exp and farm (especially compared to allies) unless all lanes + jungle were crushed and I couldn't even farm our camps. @_@
I felt naked. It was so weird operating at such low level/gold.
Cant take LMS hipsters serious.
Gahlo
Profile Joined February 2010
United States35172 Posts
July 04 2013 18:30 GMT
#6376
On July 05 2013 03:18 wei2coolman wrote:
Show nested quote +
On July 05 2013 03:15 TheYango wrote:
Because it's hard to balance that number at a point where a tank that goes that HP heavy wouldn't just rather have resists.

Wouldn't something like 3k health be a reasonable breaking point?
Show nested quote +
On July 05 2013 03:15 De4ngus wrote:
a lot of runes are really funny. riot forgot about them or something hehe.

Really wish they would change the cost on hybrid pen runes; I'm already missing an arm and a leg.

One at a time, one at a time...

Finishing that damn set was such a relief. I'm so glad I have no reason for the quints.
canikizu
Profile Joined September 2010
4860 Posts
July 04 2013 18:31 GMT
#6377
On July 05 2013 02:46 Kupon3ss wrote:
Show nested quote +
On July 05 2013 02:03 TheYango wrote:
TBH there are quite a few aspects of LoL that are harder than DotA. I don't actually think on a broad scale level you can say the game is just easier, because it varies across different aspects of the game.

For example, the mental math of estimating someone's damage (and by extension, estimating the winner of any given engagement, whether a gank will succeed, whether you can take an objective in a given amount of time and get out, etc.) is an order of magnitude harder in LoL than in DotA. There are more damage stats and more mitigation stats (whereas in DotA magical damage is by and large flat and magic resist is provided in fixed amounts). As a mental task this is probably one of the most fundamental ones in the game (even some high level DotA players consider this THE fundamental skill up to a mid-high level), and on a basic level it is "harder" in LoL than in DotA.



This was some of the most fun thing about lol in the landing phase, against sub 30 people I'd spent the monotony of he laning phase by reverse calculating the amount of apen the other guy had in runes through their damage and what amount I and my allies took after autos (and from there an their stats calculate their player level) Unfortunately after lv30 it's just really obvious 1 of maybe 3 sets and isn't particularily challenging any more

or you can get just use lolnexus anf get those stats lol
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 04 2013 18:39 GMT
#6378
On July 05 2013 03:10 TheYango wrote:
I just don't see how you could sensibly balance % HP seals in a way that makes them not categorically better or worse than HP/level.

Easiest way mathematically, would be to set them at a percent that gives more health at levels 1-3 than hp/lvl but also puts them below hp/lvl for most of the rest of the game, unless building heavy HP.
Lord Tolkien
Profile Joined November 2012
United States12083 Posts
July 04 2013 18:48 GMT
#6379
On July 05 2013 03:04 NeoIllusions wrote:
Runes should really be redone for Season 4.

Slash prices, provide ip refunds plox.
"His father is pretty juicy tbh." ~WaveofShadow
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21244 Posts
July 04 2013 18:54 GMT
#6380
reading the mad in the kespa/spl to support LoL thread makes me lol.
TranslatorBaa!
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