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[Patch 3.09: Spirit Guard Udyr Patch] General Discussion -…

Forum Index > LoL General
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ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
July 22 2013 19:33 GMT
#3801
Those TF nerfs are basically "he's too strong so let's take away his passive"
I'm on GOLD CHAIN
Requizen
Profile Blog Joined March 2011
United States33802 Posts
July 22 2013 19:34 GMT
#3802
On July 23 2013 04:31 ReketSomething wrote:
Show nested quote +
On July 23 2013 04:30 xes wrote:
On July 23 2013 04:28 ReketSomething wrote:
Summary: All camps outside of buff camps will now spawn later in the game. Some experience has been moved back from the Ancient Golem and Lizard Elder to their Young Lizard spawns so now junglers will need to clear the full camp in order to hit level 2, as opposed to simply killing the buff monster.


This is going to be hilarious. So many junglers won't hit level 2 now hahahaha.

No it just means you have to clear all of a buff camp for lvl 2 instead of doing the big buff and then going to take a dump on the enemy jungler (I'm looking at you, Nunu)


I meant the mid / top / bot lane taking your crap on accident.

Oh God lol I didn't even think of that.

"Report Brand counter jungled me stole my creep with his passive"
It's your boy Guzma!
Kyrie
Profile Joined June 2013
1594 Posts
July 22 2013 19:34 GMT
#3803
very strongly getting the impression that this patch is being rushed out the door so pros can adjust before worlds. expecting to see significant tweaks down the road to item changes in particular
JonnyLaw
Profile Blog Joined May 2010
United States3482 Posts
July 22 2013 19:37 GMT
#3804
When the jungle changed all camps to spawn at 1:55, TL commented that taking golems remained viable. Sure enough, it did.

This change appears completely reasonable and will change nothing. I wish they would make the buffs spawn at 1:40 and rest at 1:55 though. It feels weird doing nothing till 1:55 after playing so many games at 1:40.
Phunkapotamus
Profile Joined April 2010
United States496 Posts
July 22 2013 19:38 GMT
#3805
Elise
Summary: Spiderlings are now less tanky overall, particularly against champions who build penetration. Spiderlings will also descend from Rappel after Elise does, so if Elise Rappels with tower aggro and no minions around, she’ll be the first target to be hit after she lands (towers used to hit Spiderlings first). Rappel's will no longer allow Elise to travel outside of her indicated range.

"Do a barrel roll"
ReketSomething
Profile Blog Joined November 2008
United States6012 Posts
Last Edited: 2013-07-22 19:40:32
July 22 2013 19:38 GMT
#3806
I was just thinking about how stale pro LoL would be without the constant patching and tweaking. Its interesting to think that if Riot just stopped patching, we would just see the same 20 champions being played over and over again every game with similar strategies.

Whatever it takes to keep a game fresh I guess.

On July 23 2013 04:37 JonnyLaw wrote:
When the jungle changed all camps to spawn at 1:55, TL commented that taking golems remained viable. Sure enough, it did.

This change appears completely reasonable and will change nothing. I wish they would make the buffs spawn at 1:40 and rest at 1:55 though. It feels weird doing nothing till 1:55 after playing so many games at 1:40.


They could make minions spawn 10 seconds earlier so that there is less AFK time...
Jaedong :3
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
July 22 2013 19:39 GMT
#3807
Fixed a bug where purple side inner turrets had 10 more armor than intended


Well, that could explain a lot about purple/blue winrates.
(╯°□°)╯︵ ┻━┻
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
July 22 2013 19:45 GMT
#3808
On July 23 2013 04:38 ReketSomething wrote:
I was just thinking about how stale pro LoL would be without the constant patching and tweaking. Its interesting to think that if Riot just stopped patching, we would just see the same 20 champions being played over and over again every game with similar strategies.

Whatever it takes to keep a game fresh I guess.


That's a pretty huge assumption. It's entirely possible that there would be variety as things could be being patched faster than people can figure out ways to deal with them.
kainzero
Profile Blog Joined January 2009
United States5211 Posts
July 22 2013 19:46 GMT
#3809
On July 23 2013 04:38 ReketSomething wrote:
I was just thinking about how stale pro LoL would be without the constant patching and tweaking. Its interesting to think that if Riot just stopped patching, we would just see the same 20 champions being played over and over again every game with similar strategies.

Whatever it takes to keep a game fresh I guess.

There are lots of games where people just get better and the meta shifts as they understand the game more.

A Gen won Evo in SF4 which hasn't received an update in almost two years, and various other characters have been called broken at point or another.

SF3 used to be all Chun/Yun/Ken, 3-5 years into it, but now there is incredible variation at the top. That game has NEVER been updated.

Don't be fooled into thinking that frequent patches are the reason the game is changing. There's a lot of player input that has to do with the meta evolving.
zer0das
Profile Blog Joined May 2007
United States8519 Posts
July 22 2013 19:47 GMT
#3810
On July 23 2013 04:38 Phunkapotamus wrote:
Elise
Summary: Spiderlings are now less tanky overall, particularly against champions who build penetration. Spiderlings will also descend from Rappel after Elise does, so if Elise Rappels with tower aggro and no minions around, she’ll be the first target to be hit after she lands (towers used to hit Spiderlings first). Rappel's will no longer allow Elise to travel outside of her indicated range.



Oh snap, that's a big change. No more screen and a half rappels.
overt
Profile Blog Joined June 2010
United States9006 Posts
July 22 2013 19:49 GMT
#3811
Yup. I don't think LoL would stagnate and get stale without Riot's patch cycle. Other games with limited patches or no patches at all didn't stagnate. Fuck we're on a Brood War site which had a professional scene for years with zero patches and yet players still innovated.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-07-22 19:55:04
July 22 2013 19:50 GMT
#3812
On July 23 2013 04:38 ReketSomething wrote:
I was just thinking about how stale pro LoL would be without the constant patching and tweaking. Its interesting to think that if Riot just stopped patching, we would just see the same 20 champions being played over and over again every game with similar strategies.

Whatever it takes to keep a game fresh I guess.

Highly unlikely. DotA generally is still evolving continuously at the later end of ~8 month patch cycles. Though at a pub level there are generally a small handful of heroes that people are sick of by then (e.g. Bat Naix toward the end of 6.77), the competitive game does not stagnate there, and you could probably get to something like 1-1.5 years without patching before the competitive game would really start to feel stale.

Any apparent staleness in LoL from lack of changes comes only from the relatively slow rate of innovation compared to other games in the competitive community, coupled with how comparatively eager the casual/semi-competitive community is to bandwagon.

On July 23 2013 04:38 ReketSomething wrote:
They could make minions spawn 10 seconds earlier so that there is less AFK time...

Making minions spawn sooner hamstrings the amount of level 1 action possible with no real gain. It's only "AFK time" to teams that don't take advantage of this.
Moderator
Phunkapotamus
Profile Joined April 2010
United States496 Posts
Last Edited: 2013-07-22 19:52:32
July 22 2013 19:50 GMT
#3813
On July 23 2013 04:38 ReketSomething wrote:
I was just thinking about how stale pro LoL would be without the constant patching and tweaking. Its interesting to think that if Riot just stopped patching, we would just see the same 20 champions being played over and over again every game with similar strategies.

Whatever it takes to keep a game fresh I guess.

Show nested quote +
On July 23 2013 04:37 JonnyLaw wrote:
When the jungle changed all camps to spawn at 1:55, TL commented that taking golems remained viable. Sure enough, it did.

This change appears completely reasonable and will change nothing. I wish they would make the buffs spawn at 1:40 and rest at 1:55 though. It feels weird doing nothing till 1:55 after playing so many games at 1:40.


They could make minions spawn 10 seconds earlier so that there is less AFK time...


I completely disagree that things would be stagnant. I think that the natural rate of change in the metagame is accelerating because of the incentiveized competitive play. If anything, Riot's major changes are against this momentum. People are less likely to shift the metagame due to fear of the unknown. They stick with what they know.

I'm sure they discuss changes with professionals, but I really really dislike changes that are specifically geared towards extremely top level play. That's a field that doesn't need much hand holding. They'll figure things out. Take the tower changes for example. Top tier players will figure out how to play "nonstandard" champions. They don't need the meta "accelerated" for them. It really just seems like riot "doesn't like" the current early game strategies so they seek to remove them. Perhaps they don't understand them? Neither ignorance nor dislike are valid reasons, and I feel their written justification for these changes is flawed and doesn't give enough credit to good players.


On July 23 2013 04:50 TheYango wrote:
Show nested quote +
On July 23 2013 04:38 ReketSomething wrote:
They could make minions spawn 10 seconds earlier so that there is less AFK time...

Making minions spawn sooner hamstrings the amount of level 1 action possible with no real gain. It's only "AFK time" to teams that don't take advantage of this.


They could also make everyone's client join summoner's rift 10 seconds later by changing the default start time. It's just a perception issue at that point.
"Do a barrel roll"
Kyrie
Profile Joined June 2013
1594 Posts
July 22 2013 19:50 GMT
#3814
to give a recent LoL specific example, 2v1 fast tower pushing is still very popular in korea, but other strategies (most notably the blaze superfarm strat that revolves around losing an early tower) developed to counter it and have been very successful
Requizen
Profile Blog Joined March 2011
United States33802 Posts
July 22 2013 19:51 GMT
#3815
I would love to see them not change anything for like, 5 months. Release a new champ or two, leave all other items, stats, and champions the same. Maybe do some lore stuff or work on making other maps more balanced.

I feel like every time there's a change, people look at how to make the current meta fit into the new space, forcing new things into an existing game is almost more stifling than the alternative.
It's your boy Guzma!
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2013-07-22 19:52:03
July 22 2013 19:51 GMT
#3816
On July 23 2013 04:50 TheYango wrote:
Show nested quote +
On July 23 2013 04:38 ReketSomething wrote:
They could make minions spawn 10 seconds earlier so that there is less AFK time...

Making minions spawn sooner hamstrings the amount of level 1 action possible with no real gain. It's only "AFK time" to teams that don't take advantage of this.

I wish they would delay it a bit more; and make explorer wards 2 minutes.
On July 23 2013 04:50 Clinic wrote:
to give a recent LoL specific example, 2v1 fast tower pushing is still very popular in korea, but other strategies (most notably the blaze superfarm strat that revolves around losing an early tower) developed to counter it and have been very successful

I wouldn't say its a counter so much as it is a natural follow up to it.
liftlift > tsm
Zhiroo
Profile Joined February 2011
Kosovo2724 Posts
July 22 2013 19:54 GMT
#3817
Anyone ever had the problem that while you're outside the game and in the loading screen your ping is stable(the normal one you always have - for my nephew 50-60) but once in game it stays always at 300+? We just lost a game because this happened to him and we can't find a solution.
LoL EuW: Zhiroo - By starting this squabble you've proven nothing but how vast your stupidity is.
cLutZ
Profile Joined November 2010
United States19574 Posts
July 22 2013 19:55 GMT
#3818
On July 23 2013 04:10 Diamond wrote:
Ass ton of tentative changes on the PBE, reading them now. At first glance looks like a lot of stuff they want to clean up before worlds, only 1/10th through however.

http://na.leagueoflegends.com/board/showthread.php?t=3691287


Why is that Hexdrinker upgrade melle only? How unfun.

Also those Elise changes are smart. She was a better towerdiver than Nunu and Udyr. Honestly she would be fine if they made it so spiderlings never took turret aggro.

On July 23 2013 04:25 Haiq343 wrote:
The jungle changes are just tweaks to make it so you can't actually do a camp as a duo-lane before heading off to bully someone with an exp advantage, and making invades slightly more of a decision. Currently you should basically always invade because if you can steal a (one of the initial) buff creep, you can more or less remove the enemy jungler from the game.


How does this make invades less strong? Doesn't it make them even stronger because there is nothing else for your team do be doing?

Freeeeeeedom
Requizen
Profile Blog Joined March 2011
United States33802 Posts
July 22 2013 19:57 GMT
#3819
On July 23 2013 04:55 cLutZ wrote:
Show nested quote +
On July 23 2013 04:10 Diamond wrote:
Ass ton of tentative changes on the PBE, reading them now. At first glance looks like a lot of stuff they want to clean up before worlds, only 1/10th through however.

http://na.leagueoflegends.com/board/showthread.php?t=3691287


Why is that Hexdrinker upgrade melle only? How unfun.

Also those Elise changes are smart. She was a better towerdiver than Nunu and Udyr. Honestly she would be fine if they made it so spiderlings never took turret aggro.

Show nested quote +
On July 23 2013 04:25 Haiq343 wrote:
The jungle changes are just tweaks to make it so you can't actually do a camp as a duo-lane before heading off to bully someone with an exp advantage, and making invades slightly more of a decision. Currently you should basically always invade because if you can steal a (one of the initial) buff creep, you can more or less remove the enemy jungler from the game.


How does this make invades less strong? Doesn't it make them even stronger because there is nothing else for your team do be doing?


It makes solo invades less strong. Nunu running in and stealing your Red won't give him a full level, and you'll get more experience from the little lizards left over.
It's your boy Guzma!
TheYango
Profile Joined September 2008
United States47024 Posts
July 22 2013 19:59 GMT
#3820
Riot's changes to Ryze's cast ranges reflect once again how they underestimate the impact of autoattack/spell range changes. In many past cases, this has resulted in absolutely gutting a champion's early game laning ability when the ostensible goal of the change is to address lategame teamfighting.

This appears to be another case of this.
Moderator
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