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On August 23 2013 05:09 PrinceXizor wrote:Show nested quote +On August 23 2013 05:07 sylverfyre wrote:On August 23 2013 05:05 Alaric wrote:In a way it's good because you can see directly in game how turrets work (I don't think it's explained on the site itself, it's only in the patchnotes whenever something changes, and otherwise you have to go check the wiki?). The whole "heating up" thing leaves me puzzled, though. UNIQUE Passive - Warming Up: Towers gain 25% damage each time they strike a champion. (Max 75% bonus damage) UNIQUE Passive - Heated Up: After the tower is fully heated, consecutive attacks against the same champion deal 25% additional damage. (Max 50% bonus damage) So the first 3 attacks of a turret against a champion will permanently increase its damage (it's not said that it only increases their damage against champions), and after that the turret deals increasing damage to a champion when it gets successive hits (this I already knew, to make long dives more dangerous and prevent super armoured dudes to just facetank them)? When you swap tower aggro to another champ, it doesn't reset the damage amplification all the way, only part of the way. Unless you use ohmwrecker of course. which fully resets aggro and damage amp. Of course.
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United States23745 Posts
On August 23 2013 04:47 WiseBagus wrote:Show nested quote +On August 23 2013 04:27 onlywonderboy wrote:On August 23 2013 04:17 Gahlo wrote:On August 23 2013 03:59 WiseBagus wrote: I don't know why you put your articles on /r/ lol when you see what the top post is do you really want any of that coming here? *Elitism Rant*
With the Leblanc buff will she be able to last hit under her tower when she inevitably gets pushed there? I brought OWB over from Reddit. If TL-LoL didn't care about Reddit, we wouldn't have his writing. True dat. Plus it's not about bringing in people from Reddit, it's about people reading out work. It's hard when out stuff doesn't get on the front page. I understand now, I guess the way this thread moves weeds out most of the general population of Reddit. Have any of the threads hit the front page? Is there something more we should do? They used to, but they just haven't been catching on the same way. Best you can do it upvote it and share it, but you didn't hear that from me because Reddit rules are dumb lol.
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So after zoning the enemy off his own turret I can farm both minion waves! Get monies for killing enemy minions and then the tower drops an extra stack of gold after killing mine. Woot!
Crystal Mark is intended to reduce the burden of knowledge with last hitting under tower. No more of this 3 AD short of getting a last hit because I didn't level up crap. On a side note this will make the butcher mastery useless outside of the jungle.
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Seriously though I've played this game for over a year and I just learned about the backdoor tower armor only maybe a month ago.
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On August 23 2013 05:11 Diamond wrote:Show nested quote +On August 23 2013 05:00 TheYango wrote: The turret items change is actually a really clever way to expose the turret mechanics to players in-game. Otherwise a lot of the ways turret armor/damage works is totally invisible to the new player. Seriously. In Gold about 50% of the players I tell about the backdoor mechanism (Armor when no creeps) had no idea. You would never know unless you lol wiki "Turret" or someone tells you. Show nested quote +On August 23 2013 05:02 XilDarkz wrote: ITT: People who don't understand how to read patches.
The items are, as said before, simply meant to make it clear what 'hidden' powers Towers have. The chances of them including any major change to turrets in the main game (Summoner's Rift) (especially this season) is about... zero. How about that time they made major changes to turrets, one whole patch ago...... To be fair the stupid ineffectual armor change to stop 2v1 lanes is slightly less radical than the 'new' exploratory idea they've thrown out in those datamined pbe notes.
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On August 23 2013 05:21 Ghost-z wrote: Seriously though I've played this game for over a year and I just learned about the backdoor tower armor only maybe a month ago.
^ This is why that change is good.
On August 23 2013 05:22 Haiq343 wrote:Show nested quote +On August 23 2013 05:11 Diamond wrote:On August 23 2013 05:00 TheYango wrote: The turret items change is actually a really clever way to expose the turret mechanics to players in-game. Otherwise a lot of the ways turret armor/damage works is totally invisible to the new player. Seriously. In Gold about 50% of the players I tell about the backdoor mechanism (Armor when no creeps) had no idea. You would never know unless you lol wiki "Turret" or someone tells you. On August 23 2013 05:02 XilDarkz wrote: ITT: People who don't understand how to read patches.
The items are, as said before, simply meant to make it clear what 'hidden' powers Towers have. The chances of them including any major change to turrets in the main game (Summoner's Rift) (especially this season) is about... zero. How about that time they made major changes to turrets, one whole patch ago...... To be fair the stupid ineffectual armor change to stop 2v1 lanes is slightly less radical than the 'new' exploratory idea they've thrown out in those datamined pbe notes.
Still was a pretty major change. To blatantly say they won't mess with something that was just messed ago with a couple weeks ago has some flawed logic.
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The turrets dropping gold idea sounds like a tempting way to get enemies to walk into tower range lol.
+ Show Spoiler +Oh look! A stack of 100 gold just inside tower range. If I grab it real quick he won't notice. Shit, Shen taunted under tower, GG.
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On August 23 2013 05:22 Diamond wrote:Show nested quote +On August 23 2013 05:21 Ghost-z wrote: Seriously though I've played this game for over a year and I just learned about the backdoor tower armor only maybe a month ago. ^ This is why that change is good. I don't think anyone can object to illuminating the less obvious mechanics (and if they do they're dumb). It seems like much more of the reaction is to the mind bottling (jokes!) nature of the other two ideas, particularly that transmute one cause whaaaa?
On August 23 2013 05:22 Diamond wrote: Still was a pretty major change. To blatantly say they won't mess with something that was just messed ago with a couple weeks ago has some flawed logic. No doubt. I think it didn't actually accomplish any of the stated goals either.
Related thought: Why do pro teams not use 2v1 lanes as an excuse to just zone the everloving shit out of the poor bruiser? Esp if their duo is closer to dragon. It seems like all the LCS teams still push the waves, which nets the solo a bunch of critical xp. Maybe the jungler will have to come help hold as well.
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On August 23 2013 05:25 Haiq343 wrote:Show nested quote +On August 23 2013 05:22 Diamond wrote:On August 23 2013 05:21 Ghost-z wrote: Seriously though I've played this game for over a year and I just learned about the backdoor tower armor only maybe a month ago. ^ This is why that change is good. I don't think anyone can object to illuminating the less obvious mechanics (and if they do they're dumb). It seems like much more of the reaction is to the mind bottling (jokes!) nature of the other two ideas, particularly that transmute one cause whaaaa?
Yea idk about those. Maybe it's for other maps? The gold sack thing seems really odd in summoners rift, but idk crazier shit has happened.
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wait, so is the turret's AD increase or the damage dealt to champion increase only?
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On August 23 2013 05:25 Haiq343 wrote: Related thought: Why do pro teams not use 2v1 lanes as an excuse to just zone the everloving shit out of the poor bruiser? Esp if their duo is closer to dragon. It seems like all the LCS teams still push the waves, which nets the solo a bunch of critical xp. Maybe the jungler will have to come help hold as well. If you zone while they push you lose because they'll take the tower super fast (or even kill your laner with a dive then kill the tower), then they'll switch and use the global gold to keep their off-laner more or less even with yours while their duo is ahead of yours. Basically.
Of course you can still send Nasus babysit your off-laner in this case I guess...
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These new PBE patch notes make me question if someone at Riot accidentally left a roll of tin foil and a tube of glue in the microwave.
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On August 23 2013 05:25 Haiq343 wrote:Show nested quote +On August 23 2013 05:22 Diamond wrote: Still was a pretty major change. To blatantly say they won't mess with something that was just messed ago with a couple weeks ago has some flawed logic. No doubt. I think it didn't actually accomplish any of the stated goals either. Related thought: Why do pro teams not use 2v1 lanes as an excuse to just zone the everloving shit out of the poor bruiser? Esp if their duo is closer to dragon. It seems like all the LCS teams still push the waves, which nets the solo a bunch of critical xp. Maybe the jungler will have to come help hold as well.
Because it's better to take the tower.
At first teams just zoned, but then someone figured out that if you just built up a huge creep wave and took the turret that you could then swap your duo back, leaving the enemy solo vulnerable (no turret = no safety). It also sets up tower dives.
The whole gold dropping thing sounds like something to help 1v2 laners who can't CS well under the turret, but it honestly sounds utterly retarded as a mechanic.
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Taking a tower is basically 10 cs to everyone on that team. Which is huge early. Add to that extra map control.
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I highly doubt that the goldbag is going to be for anything besides ARAM.
In SR, it could make 2v1 lanes worse: if you are forced back and the laner is at your tower, your opponents will get gold for both their minions and your own minions!!!
Meanwhile in ARAM it would help against teams with a lot of poke: you can still get some CS under tower.
Side note: even if it was on SR they would not make it the full value of the creep. There would obviously be a penalty, probably around 50% of the gold. It would not be like: no point to CSing ever again cause tower can do it for me!
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The tower "heating up" makes me want an NBA Jam announcer.
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I really dislike crystal mark the more I think about it.
It's a crutch for last hitting. After playing for so long I can hit most CS under turret on champions I'm comfortable with because I know how much spell damage my skills do, and how much I autoattack for. It's just making the game easier for no discernable reason. There are people out there who hit sub 30 CS at 10 minutes under minimal pressure on a regular basis, they will hit maybe 5 more at best with this change. Why are you catering to them.
And then there's turret diving/harass and making you too safe under turret. A turret should protect you, but it shouldn't deter the other guy(s) from punishing you if you fucked up.
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On August 23 2013 05:48 kainzero wrote: The tower "heating up" makes me want an NBA Jam announcer. Razzle Dazzle! He's on Fire!
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On August 23 2013 05:40 Seuss wrote:Show nested quote +On August 23 2013 05:25 Haiq343 wrote:On August 23 2013 05:22 Diamond wrote: Still was a pretty major change. To blatantly say they won't mess with something that was just messed ago with a couple weeks ago has some flawed logic. No doubt. I think it didn't actually accomplish any of the stated goals either. Related thought: Why do pro teams not use 2v1 lanes as an excuse to just zone the everloving shit out of the poor bruiser? Esp if their duo is closer to dragon. It seems like all the LCS teams still push the waves, which nets the solo a bunch of critical xp. Maybe the jungler will have to come help hold as well. Because it's better to take the tower. At first teams just zoned, but then someone figured out that if you just built up a huge creep wave and took the turret that you could then swap your duo back, leaving the enemy solo vulnerable (no turret = no safety). It also sets up tower dives. The whole gold dropping thing sounds like something to help 1v2 laners who can't CS well under the turret, but it honestly sounds utterly retarded as a mechanic. Right I understand why teams used to take the tower asap, I don't understand why they plink away at it so early in 3.10 when it still takes forever to bring it down and at least potentially there's a ton of value in crippling the 3rd farmer on the enemy team. Maybe it's still not worth it, but that's what I was asking about. It seemed like teams were still pushing @ 3.9 times for marginal gain and letting the unwashed masses catch up when they didn't have to.
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On August 23 2013 05:51 Amui wrote: I really dislike crystal mark the more I think about it.
It's a crutch for last hitting. After playing for so long I can hit most CS under turret on champions I'm comfortable with because I know how much spell damage my skills do, and how much I autoattack for. It's just making the game easier for no discernable reason. There are people out there who hit sub 30 CS at 10 minutes under minimal pressure on a regular basis, they will hit maybe 5 more at best with this change. Why are you catering to them.
And then there's turret diving/harass and making you too safe under turret. A turret should protect you, but it shouldn't deter the other guy(s) from punishing you if you fucked up.
On the other hand, supports might be able to get a few cs because of this. Nothing is sadder than missing CS at tower as a support because instead of 2 tower shots + 1 aa its 2 + 2, or like 1 + 3 for ranged creeps.
On August 23 2013 05:55 Haiq343 wrote:Show nested quote +On August 23 2013 05:40 Seuss wrote:On August 23 2013 05:25 Haiq343 wrote:On August 23 2013 05:22 Diamond wrote: Still was a pretty major change. To blatantly say they won't mess with something that was just messed ago with a couple weeks ago has some flawed logic. No doubt. I think it didn't actually accomplish any of the stated goals either. Related thought: Why do pro teams not use 2v1 lanes as an excuse to just zone the everloving shit out of the poor bruiser? Esp if their duo is closer to dragon. It seems like all the LCS teams still push the waves, which nets the solo a bunch of critical xp. Maybe the jungler will have to come help hold as well. Because it's better to take the tower. At first teams just zoned, but then someone figured out that if you just built up a huge creep wave and took the turret that you could then swap your duo back, leaving the enemy solo vulnerable (no turret = no safety). It also sets up tower dives. The whole gold dropping thing sounds like something to help 1v2 laners who can't CS well under the turret, but it honestly sounds utterly retarded as a mechanic. Right I understand why teams used to take the tower asap, I don't understand why they plink away at it so early in 3.10 when it still takes forever to bring it down and at least potentially there's a ton of value in crippling the 3rd farmer on the enemy team. Maybe it's still not worth it, but that's what I was asking about. It seemed like teams were still pushing @ 3.9 times for marginal gain and letting the unwashed masses catch up when they didn't have to.
I think it is because zoning by not pushing is actually not that effective without being able to deny. The wave pushes anyways, which leaves you open for ganks, but without the ability to really gank that well (towerdiving without creeps is terrible).
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