On July 16 2013 12:47 caelym wrote: Mark your calendars this weekend for Brazilian Championship (BR regionals). I'm so excited for it. BR is returning to the esports glory days of Counter Strike and projected to exceed it.
On July 16 2013 12:47 caelym wrote: Mark your calendars this weekend for Brazilian Championship (BR regionals). I'm so excited for it. BR is returning to the esports glory days of Counter Strike and projected to exceed it.
On July 16 2013 12:51 Seuss wrote: ...assuming the jungler keeps farming. The problem isn't that a jungler can't have a laner's income, it's that they can't have a laner's income while also having any presence whatsoever unless their name is Karthus.
or soraka. who can also stop by mid/top/bot and donate a heal+mana whenever they pass by while farming.
On July 16 2013 12:47 caelym wrote: Mark your calendars this weekend for Brazilian Championship (BR regionals). I'm so excited for it. BR is returning to the esports glory days of Counter Strike and projected to exceed it.
Ugh, 11pm-3am Aus time, grand finals on at 4am. Good thing LoLeventvods will have coverage
On July 16 2013 12:16 Perplex wrote: Has anyone else been getting crazy client lag lately? It's terrible and I can't even play the game anymore. Sometimes healthbars and nameplates disappear and creeps/champions just move around randomly for a few seconds and then "fast forward" once it goes back to normal. Other times, the lag will last for 20-30 seconds accompanied by an "attempting to reconnect" bar.
Yes. See my Shikyo. Wow it's a Riot issue. Fuck this game. Seriously considering uninstalling. (That'll show em!)
Riot also made a post about something recently and told everyone to disable ipv6 to clear it up.
Yeah I literally can't play until they fix this. I just lost my promotion because of this and i've been reported several times because no one believes me and it looks like i'm just trolling. My champion always follows my last known move command when the lag starts, so I often run into the enemy and die. it's so frustrating.
On July 16 2013 12:16 Perplex wrote: Has anyone else been getting crazy client lag lately? It's terrible and I can't even play the game anymore. Sometimes healthbars and nameplates disappear and creeps/champions just move around randomly for a few seconds and then "fast forward" once it goes back to normal. Other times, the lag will last for 20-30 seconds accompanied by an "attempting to reconnect" bar.
Yes. See my Shikyo. Wow it's a Riot issue. Fuck this game. Seriously considering uninstalling. (That'll show em!)
Riot also made a post about something recently and told everyone to disable ipv6 to clear it up.
Yeah I literally can't play until they fix this. I just lost my promotion because of this and i've been reported several times because no one believes me and it looks like i'm just trolling. My champion always follows my last known move command when the lag starts, so I often run into the enemy and die. it's so frustrating.
I've had no problems with it myself, and in fact have been fully abusing those with this problem. Just got promoted to plat on my smurf with 2 of my 3 wins of my promo involving their adc having such lag. Being immune to it is pretty great.
On July 16 2013 09:48 TheYango wrote: [quote] There's still no compelling reason to wait for a support to have 2700 gold before you have Locket when you could have it way earlier on a jungler or top laner.
No, but it's still more achievable for the jungler as well which will largely have the same effect of increasing options. With less passive gain provided by the item and more MR options (including budget ones) it becomes less vital to complete asap.
I saw supports getting Bulwark in solo Q as it was. If Locket isn't as vital a mid game item it can be the item that the support works towards. Emblem is amazing in the laning phase, Aegis has a relatively smooth build path and the Locket active is at its most effective post 15-20 mins anyway.
If you've watched competitive games recently, a rich support has maybe a kindlegem boots oracles, a ruby sightstone, and a stack of pinks. A poor one would be walking around with boots oracles normal sightstone and a couple of greens 30 minutes in. The poor support has about 900g of non-consumable stats. I don't think this trend will change either without a really cost efficient, poor slot efficiency item coming out in the sub 1500 price range(active AoE HP/mana restore, 1/2 second single target invuln, soulshroud passive etc)
The most efficient support stats are HP and CDR. HP because they're too poor to buy both types of resist, and have low HP too because of level. CDR helps the support put out more spells = more support.
I have seen supports getting Bulwark in pro games (VES vs Curse IIRC) and Locket is taken on supports at pro level semi-frequently. Pro games haven't been played on the ward gold sharing patch either. I take your point though.
OGNLoL is all about Supports being the ward bitch. It's very rare to see a support pick up any real items.
ftfy. Aside from Season 1; supports have always been ward bitches; it was a miracle for supports to get more than a shurelya's in season 2; season 3 has been even more problematic.
I was just making a point that sometimes NA Supports will pick up a bigger item, in OGN it almost never happens. I'd have to go back and watch old Vods, but I feel like this is the worst it's been for supports in competitive play in terms of buying no items.
I think it has to do with how long games go; and how kills are allocated; than it really has to do with NA supports buying items instead of wards.
Also; don't know if anyone brought this up yet; but 3.9 has had some serious assist allocation bugs. My friend didn't get an assist despite using BotRK on the target. This happened multiple times.
I'm also pretty irked that though jungle has been drastically changed to have more gold, it's pretty much turned into season 2 jungle on steroids; instead of gp10 tank jungles; its just turned into tank-fest.
That is only later in the game. And the fact is, for jungler purposes, the only clear that matters is the first clear. Maybe the 2nd.
Actually, if you take into account the passive gold changes a jungler's income increased from season 2, and was increased against recently due to faster spawns...
...assuming the jungler keeps farming. The problem isn't that a jungler can't have a laner's income, it's that they can't have a laner's income while also having any presence whatsoever unless their name is Karthus.
But isn't that the point I have seemingly failed to make like 3x now?
Smiteless Buff > Buff is undoubtably a stronger start than Buff > Mini > Mini > Mini >Buff. Not only because it gives you more lane precence, but because you only lose 39 + 59 + 70 = 168 gold and ~ 1 lvl of exp. However, that level differential is made up for by the fact that you can't really be counterjungled and the player who farms is going to be low on HP and mana (for most junglers). Because of this earlygame dynamic (that the jungle's gold value is crappy) you are behind as a jungler, thus its not ideal to allocate farm to you anyways. So smart solution is to give the first clear real gold, and real EXP (considering how huge the tradeoff for farming is) and not have it so double golems gives 120 gold at 30 mins in (which goes to the AD Carry anyways as he farms the huge wave bot).
I've always felt if they wanted to reincentivize farming the jungle they'd be best off simply doing the exact opposite of what they did in S2. Make jungle camps worth progressively less the longer it takes you to farm them. Say 5% each 10 seconds up to a cap of 30%?
On July 16 2013 13:38 Amarok wrote: I've always felt if they wanted to reincentivize farming the jungle they'd be best off simply doing the exact opposite of what they did in S2. Make jungle camps worth progressively less the longer it takes you to farm them. Say 5% each 10 seconds up to a cap of 30%?
Horrible way of doing it. What does that really do?
Right now, junglers can gank, and if it doesn't work, it hurts, but they can farm and recover. You're just delaying that recovery time by a whole clear. Opportunity cost of a gank is already really high. If you have to base after the gank, then regardless of success you've put yourself even further behind.
On July 16 2013 12:16 Perplex wrote: Has anyone else been getting crazy client lag lately? It's terrible and I can't even play the game anymore. Sometimes healthbars and nameplates disappear and creeps/champions just move around randomly for a few seconds and then "fast forward" once it goes back to normal. Other times, the lag will last for 20-30 seconds accompanied by an "attempting to reconnect" bar.
Yes. See my Shikyo. Wow it's a Riot issue. Fuck this game. Seriously considering uninstalling. (That'll show em!)
Riot also made a post about something recently and told everyone to disable ipv6 to clear it up.
Yeah I literally can't play until they fix this. I just lost my promotion because of this and i've been reported several times because no one believes me and it looks like i'm just trolling. My champion always follows my last known move command when the lag starts, so I often run into the enemy and die. it's so frustrating.
If you're getting the disappearing HUD problem, it helps sometimes if you alt+enter to fullscreen and window-- worked for when I had invisible HUD, champions and a few other things. Dunno though, your case sounds more severe. I've been having pretty chunky lag too and an overall sluggish client, and my loading has been pretty slow lately (though its gotten slightly better lately).
There's another problem I've been seeing a little more recently where I lag, fast forward and minions that should be dead remain. They don't do damage, but they still play hell with pathing and the particles they shoot are annoying.
they cant change the farm allocation to junglers without completely restructuring the jungle
If you just gave junglers an assload of gold you end up with shit like jungle tryndamere just playing PvE nice and safe for 30 min and then destroying everyone. Carry jungle with the current jungle system would be awful, boring, and passive. if they want to increase the jungle gold they also have to redo the map to make the jungle less easy to control all entrances (especially for pro play).
Also, currently in pro play its not even an issue of how much gold the jungle could give, junglers right now are just not farming. You see games end with ~220 cs on the solo lanes and ~90 on the jungler. That has nothing to do with how much gold the jungle could provide, it means junglers find it more effective to allocate their time ganking and supporting the lanes.
No, but it's still more achievable for the jungler as well which will largely have the same effect of increasing options. With less passive gain provided by the item and more MR options (including budget ones) it becomes less vital to complete asap.
I saw supports getting Bulwark in solo Q as it was. If Locket isn't as vital a mid game item it can be the item that the support works towards. Emblem is amazing in the laning phase, Aegis has a relatively smooth build path and the Locket active is at its most effective post 15-20 mins anyway.
If you've watched competitive games recently, a rich support has maybe a kindlegem boots oracles, a ruby sightstone, and a stack of pinks. A poor one would be walking around with boots oracles normal sightstone and a couple of greens 30 minutes in. The poor support has about 900g of non-consumable stats. I don't think this trend will change either without a really cost efficient, poor slot efficiency item coming out in the sub 1500 price range(active AoE HP/mana restore, 1/2 second single target invuln, soulshroud passive etc)
The most efficient support stats are HP and CDR. HP because they're too poor to buy both types of resist, and have low HP too because of level. CDR helps the support put out more spells = more support.
I have seen supports getting Bulwark in pro games (VES vs Curse IIRC) and Locket is taken on supports at pro level semi-frequently. Pro games haven't been played on the ward gold sharing patch either. I take your point though.
OGNLoL is all about Supports being the ward bitch. It's very rare to see a support pick up any real items.
ftfy. Aside from Season 1; supports have always been ward bitches; it was a miracle for supports to get more than a shurelya's in season 2; season 3 has been even more problematic.
I was just making a point that sometimes NA Supports will pick up a bigger item, in OGN it almost never happens. I'd have to go back and watch old Vods, but I feel like this is the worst it's been for supports in competitive play in terms of buying no items.
I think it has to do with how long games go; and how kills are allocated; than it really has to do with NA supports buying items instead of wards.
Also; don't know if anyone brought this up yet; but 3.9 has had some serious assist allocation bugs. My friend didn't get an assist despite using BotRK on the target. This happened multiple times.
I'm also pretty irked that though jungle has been drastically changed to have more gold, it's pretty much turned into season 2 jungle on steroids; instead of gp10 tank jungles; its just turned into tank-fest.
That is only later in the game. And the fact is, for jungler purposes, the only clear that matters is the first clear. Maybe the 2nd.
Actually, if you take into account the passive gold changes a jungler's income increased from season 2, and was increased against recently due to faster spawns...
...assuming the jungler keeps farming. The problem isn't that a jungler can't have a laner's income, it's that they can't have a laner's income while also having any presence whatsoever unless their name is Karthus.
But isn't that the point I have seemingly failed to make like 3x now?
Smiteless Buff > Buff is undoubtably a stronger start than Buff > Mini > Mini > Mini >Buff. Not only because it gives you more lane precence, but because you only lose 39 + 59 + 70 = 168 gold and ~ 1 lvl of exp. However, that level differential is made up for by the fact that you can't really be counterjungled and the player who farms is going to be low on HP and mana (for most junglers). Because of this earlygame dynamic (that the jungle's gold value is crappy) you are behind as a jungler, thus its not ideal to allocate farm to you anyways. So smart solution is to give the first clear real gold, and real EXP (considering how huge the tradeoff for farming is) and not have it so double golems gives 120 gold at 30 mins in (which goes to the AD Carry anyways as he farms the huge wave bot).
This has less to do with Smiteless Buff > Buff and more to do with what the jungler does once the buffs are secured. Do they stay in the jungle and just keep the small camps cleared, or do they exert their presence? The problem isn't that the small camps aren't worth as much as the big camps, but that the small camps aren't worth anywhere near as much as game presence.
There's no simple solution to the issue, especially as jungle farming has a number of problems of its own. Once the buff camps are gone it's difficult to counter-jungle someone who is straight up farming the small camps as they spawn. The risk/reward ratio is extremely punishing for the invader, as it's very easy to die and very hard to kill when you're deep in the enemy jungle. When and if the jungle reaches a point where farming it is actually a competitive option, you're going to see a whole new slew of problems as a result.
On July 16 2013 13:38 Amarok wrote: I've always felt if they wanted to reincentivize farming the jungle they'd be best off simply doing the exact opposite of what they did in S2. Make jungle camps worth progressively less the longer it takes you to farm them. Say 5% each 10 seconds up to a cap of 30%?
Horrible way of doing it. What does that really do?
Right now, junglers can gank, and if it doesn't work, it hurts, but they can farm and recover. You're just delaying that recovery time by a whole clear. Opportunity cost of a gank is already really high. If you have to base after the gank, then regardless of success you've put yourself even further behind.
You'd need to up the base gold values to reward quick clearing, but the basic idea is that if you spend all your time in lane there's a penalty for doing so. There's a penalty currently but it's offset by the fact that it's pretty easy to zone the solo laner out of gold and/or xp range while getting bonus XP for duo laning, mitigating the risk of ganking/pressure. A mobile champ with extremely quick clear (say Shyv) becomes the counter to heavy lane pressure from the jungler.
So in a few weeks I'm going to be away from Solid internet. I'll have access to 3G and 4G internet either with my phone or I know I have one of those USB Internet Dongles. Wondering if anyone has ever played LoL using those? I'm sure playing with bots wouldn't be bad because if you lag against bots who cares. But man, I know I'll want to play some normals with friends or some soloqueue but if it's going to be completely laggy it's going to be waaay to frustrating to play.
On July 16 2013 12:16 Perplex wrote: Has anyone else been getting crazy client lag lately? It's terrible and I can't even play the game anymore. Sometimes healthbars and nameplates disappear and creeps/champions just move around randomly for a few seconds and then "fast forward" once it goes back to normal. Other times, the lag will last for 20-30 seconds accompanied by an "attempting to reconnect" bar.
Yes. See my Shikyo. Wow it's a Riot issue. Fuck this game. Seriously considering uninstalling. (That'll show em!)
Riot also made a post about something recently and told everyone to disable ipv6 to clear it up.
Yeah I literally can't play until they fix this. I just lost my promotion because of this and i've been reported several times because no one believes me and it looks like i'm just trolling. My champion always follows my last known move command when the lag starts, so I often run into the enemy and die. it's so frustrating.
I've had no problems with it myself, and in fact have been fully abusing those with this problem. Just got promoted to plat on my smurf with 2 of my 3 wins of my promo involving their adc having such lag. Being immune to it is pretty great.
On July 16 2013 14:42 SidianTheBard wrote: So in a few weeks I'm going to be away from Solid internet. I'll have access to 3G and 4G internet either with my phone or I know I have one of those USB Internet Dongles. Wondering if anyone has ever played LoL using those? I'm sure playing with bots wouldn't be bad because if you lag against bots who cares. But man, I know I'll want to play some normals with friends or some soloqueue but if it's going to be completely laggy it's going to be waaay to frustrating to play.
Stable ~220-250 ping to EUW from sri lanka on a 3g dongle. Without such distance you're probably looking at 100-150. Which is completely playable.
If its too frustrating for you to play, you're a little ****ing girl.