[Patch 3.10a: Worlds Balance] General Discussion - Page 22
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beefhamburger
United States3962 Posts
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Zess
Adun Toridas!9144 Posts
Hurricane + Ravenous Hydra + Trinity Force + 500g | ||
Ryuu314
United States12679 Posts
On August 23 2013 07:47 canikizu wrote: Yeah that's what I'm wondering too. Sack of gold can be picked up by anyone will create a lot of new stuff. - It encourage team to protect towers more because the gold from the creep can be retrieved, so the longer the tower last, the more gold they can retrieve. - For offensive team, it creates tactical thinking scenario whether they should take tower to have more vision control, or just try to pressure and compete for the gold under towers. - The fact that tower can give 100 gold for every 4,5 minion kill can help support a lot as long as they're active at picking up gold. If they can defend the tower all by themselves, they will have big reward. competing for the gold under the towers is very likely a terrible idea (for the offensive team) due to how strong towers are; even more so if that crystal scar buff is a thing. all it will do is incentivize even more tower pushing since not only do you get tower gold+map control, you deny an additional source of income. It's unlikely that it'll promote stronger defensive play because the gold generated by a single tower's sack of gold is honestly just 1 wave of cs for 1 person. The defending team will be ceding up way too much map control and overall farm to just defend a tower for a pretty mediocre (team-wide at least) gold benefit. In other words, the incentive to take down towers > incentive to defend towers even with this change. Also, there is almost absolutely no way supports or junglers will be getting the gold sacks. I can almost guarantee you that the carries/solos will be taking them near 100% of the time. The only positive benefit I can think of this change is that it helps the 1v2 laner, but if that's Riot's idea of a fix/buff to 1v2 it's a pretty lame fix. | ||
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TheYango
United States47024 Posts
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sob3k
United States7572 Posts
On August 23 2013 08:27 TheYango wrote: It makes more sense for ARAM than SR, honestly. The amount of time spent near towers in that mode and the limited income makes it seem much more likely for that. except towers rarely kill minions in ARAM | ||
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onlywonderboy
United States23745 Posts
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thenexusp
United States3721 Posts
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GhandiEAGLE
United States20754 Posts
On August 23 2013 08:42 onlywonderboy wrote: Locodoco is going to be casting with Monte and Doa for OGN tonight. Cool stuff. Oh my god. Yes. Locodoco is the most quotable person in Korea. I want to hear this so badly. | ||
SagaZ
France3460 Posts
die in lane with a hudge wave at your tower? B B B B DON'T PUSH WTF MY BAGS FKING JUNGLER | ||
canikizu
4860 Posts
On August 23 2013 08:20 Ryuu314 wrote: competing for the gold under the towers is very likely a terrible idea (for the offensive team) due to how strong towers are; even more so if that crystal scar buff is a thing. all it will do is incentivize even more tower pushing since not only do you get tower gold+map control, you deny an additional source of income. It's unlikely that it'll promote stronger defensive play because the gold generated by a single tower's sack of gold is honestly just 1 wave of cs for 1 person. The defending team will be ceding up way too much map control and overall farm to just defend a tower for a pretty mediocre (team-wide at least) gold benefit. In other words, the incentive to take down towers > incentive to defend towers even with this change. Also, there is almost absolutely no way supports or junglers will be getting the gold sacks. I can almost guarantee you that the carries/solos will be taking them near 100% of the time. The only positive benefit I can think of this change is that it helps the 1v2 laner, but if that's Riot's idea of a fix/buff to 1v2 it's a pretty lame fix. It depends on how the gold sack is dropped. If it drops next to the turrets, than it's indeed risky play, but if the gold drops on top of the creep which is just killed, then there's plenty chance to compete for the gold since you can pick up gold from range minion with much less risk. What you are saying about promoting offensive and defensive play can be applied in this current patch actually. The stronger teams can push towers and deny income and vision of the defensive teams, this buff really does nothing to prevent that. On the other hand, the buff gives the defensive team a chance to fight back. If your tower is constantly under pressure and still isn't destroyed, you have more chance to retrieve the free gold while the offensive teams can't retrieve the gold. If your empty lane is constantly pushed by minions, supper minions, you have more chance to retrieve the lost gold, therefore better comeback. If the other team wants to 5man push and your team does nothing, then well, this buff does nothing. I also think that of course the carries will be taking all the gold as much as they can, but still, it opens new scenario that if support don't pick up the gold, the enemy will pick it up. Teams have to allocate manpower to tend tower to compete or pick up free gold. On August 23 2013 08:27 TheYango wrote: It makes more sense for ARAM than SR, honestly. The amount of time spent near towers in that mode and the limited income makes it seem much more likely for that. Yeah I think so too. Riot should have internal data that shows how much gold is collected by champions, minions, and turrets so that they can apply this buff without worrying much about impact. For example, if their internal statistic shows that turrets only kill average 400g average at 10min, 1500g at 30min, then I think it's acceptable to let this buff through. | ||
Sven Stryker
United States423 Posts
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.AK
United States561 Posts
On August 23 2013 09:05 Sven Stryker wrote: How exactly does adding another character to a password take it from strong back to okay? Adding more characters should make it more secure from a numeric combination POV. Don't worry about it, it makes sense if you don't think about it. Additionally, I was wondering if there was any way to view some Korean games that were focused on the bot lane. I FPVOD would probably be the easiest but their might be other ways. I would absolutely love to study some of the bot lane match ups. | ||
NovaTheFeared
United States7212 Posts
On August 23 2013 09:05 Sven Stryker wrote: How exactly does adding another character to a password take it from strong back to okay? Adding more characters should make it more secure from a numeric combination POV. It's possible that adding an additional character makes the password less secure in certain situations. Like if that character makes the password a word from the dictionary or commonly used password. Once you're past the brute force level # of characters, patterns are how you crack a lot of the rest. e.g, word + a number, word + a word | ||
Itsmedudeman
United States19229 Posts
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XilDarkz
United States563 Posts
On August 23 2013 09:29 NovaTheFeared wrote: It's possible that adding an additional character makes the password less secure in certain situations. Like if that character makes the password a word from the dictionary or commonly used password. Once you're past the brute force level # of characters, patterns are how you crack a lot of the rest. e.g, word + a number, word + a word passwor adding a d makes it worse easiest example ever | ||
FinestHour
United States18466 Posts
then i see on youtube it actually was them well played rito gaem | ||
ticklishmusic
United States15977 Posts
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obesechicken13
United States10467 Posts
On August 23 2013 10:17 ticklishmusic wrote: Best passwords are either taking four random words in a row, or a normal password but you shift the key over (for example, waffles would become esgg;rd) lol. The second one can be brute forced if enough people do it that crackers know to try this. | ||
Pantagruel
United States1427 Posts
I find her an incredibly powerful duelist in lane against most melee champs, good at dealing sustained damage with burnout or burst damage with E + Q. I would say I win my lane match-up against virtually all melee champs except extreme sustain champs like Yorick or Renekton if played properly. I have a little more trouble with ranged champions such as Kennan, Elise and sometimes Jayce but usually I manage to survive until 6, down only a little in CS. Once I hit 6 the lane is mine unless i've been dominated up till that point. By and large I find her very strong in lane and difficult to gank, especially once you are 6 (virtually impossible to gank even with no wards up). In teamfights she serves as a primary initiator and you should build very tanky with only BotRK for dps. Her role in teamfights is to initiate with her dragon form and stay in the fight as long as possible. She brings no CC to the table thus to contribute you really need to be doing damage and causing chaos throughout the fight. For this reason you can't build a lot of dps but since her base stats are so high you still deal respectable damage to tanks and terrifying damage to squishies. I was wondering if other people had played her top lane and what their opinion on Shyvana was. | ||
ticklishmusic
United States15977 Posts
EDIT: Also, completely legit Lee Sin support steal all da moneybags from the enemy On August 23 2013 10:27 obesechicken13 wrote: lol. The second one can be brute forced if enough people do it that crackers know to try this. Luckily, most people are dumb and have ez passwords, and only paranoid nerds with no money like me do it. I use the shifted letter thing, except my passwords are usually a few lines from a song. | ||
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