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On August 06 2013 05:31 nafta wrote: How does melees having an extra flash change anything if a marksman has it as well? Maybe I misread; but I thought it was talking about an entire item slot for the summoner ability.
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On August 06 2013 05:31 nafta wrote: How does melees having an extra flash change anything if a marksman has it as well?
if you can't stack lifesteal/AD/Crit/Aspd + LW Becasue you are using up 1 slot for boots, 1 for a def item and one for a blink dagger, Bruisers all of a sudden become unkillable killing machines.
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On August 06 2013 05:31 nafta wrote: How does melees having an extra flash change anything if a marksman has it as well?
Reaction times. The aggressor generally has the advantage because they are acting and not reacting, while their prey has to react before they get wombo combo'd. Moreover, ADCs are reliant on multiplicative scaling to be relevant later, and interrupting that to buy Flash 2 gives them a longer period of relative weakness, in addition to chewing up an item slot.
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On August 06 2013 05:33 Slusher wrote:Show nested quote +On August 06 2013 05:31 nafta wrote: How does melees having an extra flash change anything if a marksman has it as well? if you can't stack lifesteal/AD/Crit/Aspd + LW Becasue you are using up 1 slot for boots, 1 for a def item and one for a blink dagger, Bruisers all of a sudden become unkillable killing machines. Pretty much this. They would have to ramp up ADC's tremendously to counter the ridiculousness of a bruiser with double flash.
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It will literally be the same.Same way you lose an inventory spot they lose one as well.Ad would just be more dangerous because you wouldn't get defensive items and you would need to position better.Same way you do less damage they are less tanky.I don't see a difference.
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IDK it's actually still possible for it to be done and to work things out, and it could even have the possibility of being good for the game, but the amount of work that would have to go in on Riots end to make that kind of a change would be immense, because every hero would need at least a consideration for new balance.
On August 06 2013 05:36 nafta wrote: It will literally be the same.Same way you lose an inventory spot they lose one as well.Ad would just be more dangerous because you wouldn't get defensive items and you would need to position better.Same way you do less damage they are less tanky.I don't see a difference.
it's really not the same, because currently Bruiser get a lot more mileage out of base damage, not to mention if you are going to rip off blink dagger, damage disables it, so if the bruiser blinks on you you're SOL.
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Is there any place that has a like, all on 1 page comparison of Picks/Bans from the different leagues?
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On August 06 2013 05:36 nafta wrote: It will literally be the same.Same way you lose an inventory spot they lose one as well.Ad would just be more dangerous because you wouldn't get defensive items and you would need to position better.Same way you do less damage they are less tanky.I don't see a difference. It has to do with scaling. The linear scaling of bruiser's damage/tankiness, means his sacrifice of 1 slot is less detrimental in lategame than it does with an ADC who loses 1 slot.
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honestly it would take a non-casual dota player (unlike myself) to explain why Gyro is the only ranged hard carry that gets a wiff of competitive action for me to even fully understand the implications of blink dagger on ADCs
(he doesn't have an escape so it's actually a mystery to me) as far as I can tell the damage from flack cannon(kinda like twitch ult) is just that good that it's worth the risk
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On August 06 2013 05:28 wei2coolman wrote:The problem with what your suggesting; is that item would actually be good on a solo laner. It's too fucking slot efficient. Also, with that item cost, the timing would still be hard for support to get reliably. Show nested quote +On August 06 2013 05:27 Ghost-z wrote:On August 06 2013 05:14 wei2coolman wrote:On August 06 2013 05:13 Ghost-z wrote:On August 06 2013 05:07 Slusher wrote: I mean other than the fact that Exhaust chops 30% off of your damage in addition to the attack speed/movement slow for a longer duration, they are pretty much the exact same thing yes. What if every summoner spell had an in game item equivalent that could be purchased? And since everyone would buy double flash lets make it so that if you buy the flash item when you already have flash is just reduces the cooldown by 10% or something. ADC's wouldn't exist any more. I don't see how that would make any role more or less viable than it already is. Unless the item has good AD/AS/Crit scaling with it, it'd be impossible for an ADC to peel off that kind of gap closing. Flash+flash+gap closer = dead ADC. I said in my original post that double flash wouldn't be allowed. Instead the item would just give 10% cdr for Flash if you already had the summoner spell.
I only suggested this because there are already examples of summoner spells able to be purchased as items: QSS = better than Clense Ward = mini CV Promote is now only available as an item purchase.
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To defibrillate a topic:
On August 06 2013 05:01 Ghost-z wrote:Show nested quote +On August 06 2013 04:54 wei2coolman wrote:On August 06 2013 04:49 Ghost-z wrote:On August 06 2013 04:44 Numy wrote: Question is why do you want it to come back? I really don't care for CV to become the new meta. I'm just looking for ways the support can save money on wards and actually buy an item without getting rofl stomped because of the lack of vision. Need good items to buy first. Should Riot make support items slightly more cost-efficient AND slightly less slot-efficient?
You basically want your support items to be like Sightstone. They should be cheap, potent, and purchased primarily for their active. The extra stats are nice, but shouldn't get in the way of a support actually buying the item.
The problem with Ohmwrecker, Mikhael's, Shard, and pretty much every support item that isn't Sightstone is that they all involve dumping tons of gold into stats, when supports are best off dumping tons of gold into wards.
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On August 06 2013 05:44 Ghost-z wrote:Show nested quote +On August 06 2013 05:28 wei2coolman wrote:The problem with what your suggesting; is that item would actually be good on a solo laner. It's too fucking slot efficient. Also, with that item cost, the timing would still be hard for support to get reliably. On August 06 2013 05:27 Ghost-z wrote:On August 06 2013 05:14 wei2coolman wrote:On August 06 2013 05:13 Ghost-z wrote:On August 06 2013 05:07 Slusher wrote: I mean other than the fact that Exhaust chops 30% off of your damage in addition to the attack speed/movement slow for a longer duration, they are pretty much the exact same thing yes. What if every summoner spell had an in game item equivalent that could be purchased? And since everyone would buy double flash lets make it so that if you buy the flash item when you already have flash is just reduces the cooldown by 10% or something. ADC's wouldn't exist any more. I don't see how that would make any role more or less viable than it already is. Unless the item has good AD/AS/Crit scaling with it, it'd be impossible for an ADC to peel off that kind of gap closing. Flash+flash+gap closer = dead ADC. I said in my original post that double flash wouldn't be allowed. Instead the item would just give 10% cdr for Flash if you already had the summoner spell. I only suggested this because there are already examples of summoner spells able to be purchased as items: QSS = better than Clense Ward = mini CV Promote is now only available as an item purchase.
too many variables, how much, what other stats are on the item. like 10% flash cd sucks if it's like 2k gold, but if it's just slapped on to a tank item for ~600 extra gold it could be interesting for initation... mabye I mean it's competing with distortion at 475 so there is that.
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On August 06 2013 05:42 Slusher wrote: honestly it would take a non-casual dota player (unlike myself) to explain why Gyro is the only ranged hard carry that gets a wiff of competitive action for me to even fully understand the implications of blink dagger on ADCs
(he doesn't have an escape so it's actually a mystery to me) as far as I can tell the damage from flack cannon(kinda like twitch ult) is just that good that it's worth the risk
Weaver is one of the most picked, and highest winrate champs in TI3.
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On August 06 2013 05:48 Slusher wrote:Show nested quote +On August 06 2013 05:44 Ghost-z wrote:On August 06 2013 05:28 wei2coolman wrote:The problem with what your suggesting; is that item would actually be good on a solo laner. It's too fucking slot efficient. Also, with that item cost, the timing would still be hard for support to get reliably. On August 06 2013 05:27 Ghost-z wrote:On August 06 2013 05:14 wei2coolman wrote:On August 06 2013 05:13 Ghost-z wrote:On August 06 2013 05:07 Slusher wrote: I mean other than the fact that Exhaust chops 30% off of your damage in addition to the attack speed/movement slow for a longer duration, they are pretty much the exact same thing yes. What if every summoner spell had an in game item equivalent that could be purchased? And since everyone would buy double flash lets make it so that if you buy the flash item when you already have flash is just reduces the cooldown by 10% or something. ADC's wouldn't exist any more. I don't see how that would make any role more or less viable than it already is. Unless the item has good AD/AS/Crit scaling with it, it'd be impossible for an ADC to peel off that kind of gap closing. Flash+flash+gap closer = dead ADC. I said in my original post that double flash wouldn't be allowed. Instead the item would just give 10% cdr for Flash if you already had the summoner spell. I only suggested this because there are already examples of summoner spells able to be purchased as items: QSS = better than Clense Ward = mini CV Promote is now only available as an item purchase. too many variables, how much, what other stats are on the item. like 10% flash cd sucks if it's like 2k gold, but if it's just slapped on to a tank item for ~600 extra gold it could be interesting for initation... mabye I mean it's competing with distortion at 475 so there is that. The idea was that if you already took flash you would never buy the item. Instead if you took ignite/barrier for the lane phase you could purchase the flash item later in the mid game.
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And if bruisers become OP when they can start exhaust/ignite and buy flash then just put Crit on the item and then only ADCs would ever buy it lol.
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Plus, not having flash early, I would wager is more important than not having it late. It basically just screams "gank me", which is why its basically only seen on junglers (and Olaf when he was popular, but that was because Ghost is disproportionately strong on him). The balance problems are too absurd for me to fully get into.
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On August 06 2013 05:51 red_ wrote:Show nested quote +On August 06 2013 05:42 Slusher wrote: honestly it would take a non-casual dota player (unlike myself) to explain why Gyro is the only ranged hard carry that gets a wiff of competitive action for me to even fully understand the implications of blink dagger on ADCs
(he doesn't have an escape so it's actually a mystery to me) as far as I can tell the damage from flack cannon(kinda like twitch ult) is just that good that it's worth the risk Weaver is one of the most picked, and highest winrate champs in TI3.
is he a hard carry though? I've seen him played hard carry but not as often as the 2 or the 3. that said even I know the answer to that one, Linkn's(Banchee's) rush + instant Stealth not exactly a brain buster. I think of weaver more like I'd think of Kennen a strong laner with decent but not carry level late game damage, I mean mostly you see MKB and mabye one other damage item on him? (Deso or Radience)
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really honestly adding a flash item without removing flash the spell sounds like a really boring change, and would most likely take just as much balance work to install so I don't see the incentive for putting it in.
100% opinion obviously
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Lower item slots to 5, make flash the automatic third summoner. Done
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