[Patch 3.09: Spirit Guard Udyr Patch] General Discussion -…
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ZERG_RUSSIAN
10417 Posts
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Requizen
United States33802 Posts
On July 23 2013 04:31 ReketSomething wrote: 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" | ||
Kyrie
1594 Posts
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JonnyLaw
United States3482 Posts
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
United States496 Posts
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. ![]() ![]() ![]() ![]() ![]() ![]() | ||
ReketSomething
United States6012 Posts
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... | ||
ticklishmusic
United States15977 Posts
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
South Africa35471 Posts
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
United States5211 Posts
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
United States8519 Posts
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
United States9006 Posts
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TheYango
United States47024 Posts
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. | ||
Phunkapotamus
United States496 Posts
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. 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: 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. | ||
Kyrie
1594 Posts
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Requizen
United States33802 Posts
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. | ||
wei2coolman
United States60033 Posts
On July 23 2013 04:50 TheYango wrote: 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. | ||
Zhiroo
Kosovo2724 Posts
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cLutZ
United States19574 Posts
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? | ||
Requizen
United States33802 Posts
On July 23 2013 04:55 cLutZ wrote: 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. 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. | ||
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TheYango
United States47024 Posts
This appears to be another case of this. | ||
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