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On September 11 2013 02:21 Clinic wrote: [Patch 3.11] Worlds Trash Talk and Discussion
it'd be so much more fun if there weren't a clearly dominant region by which i mean na North Asia is very dominant
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On September 11 2013 01:59 Ketara wrote: I think all us Murricans should start banding behind Cloud 9 as being the great NA hope.
TSM is jerks.
I suspect this is how it will shake out for the most part.
Except for TSM fanboys, but can't expect much from them.
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On September 11 2013 02:26 zer0das wrote:Show nested quote +On September 11 2013 01:59 Ketara wrote: I think all us Murricans should start banding behind Cloud 9 as being the great NA hope.
TSM is jerks. I suspect this is how it will shake out for the most part. Except for TSM fanboys, but can't expect much from them.
For all their bad reputation TSM fans at least seem very loyal/commited
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On September 11 2013 01:53 kainzero wrote: I am tired of logic and who "should" win.
Where are the fanboys?!
I don't care if China looks weak or if they said they went 50-50 in scrims against Korea. I like OMG. Gogoing's manliness reminds me of Reach, and then he proxies with Mundo at the tier 2 bottom tower even when it's 5v5 so even his playstyle is manly as hell.
And then in NA you have Regi / Dyrus having girlfriend fights and reddit drama and a fat guy who finished 3rd to barely qualify for regionals and trash talks 4th place while fanboys cry out "shots fired lolol."
Gogoing doesn't fire shots. He punches you in the face while eating raw meat.
Fuck OMG. I want to see Royal Club body people with Fizz+Annie until the finals. Assuming C9 loses in quarters the team I want to win the most is Royal. SKT is team #3 because I legitimately feel they're the most 'deserving' team.
But the coolest story would be Royal winning with Wh1t3z and Tabe considering they've been in the pro scene for so long.
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On September 11 2013 01:02 Seuss wrote:I agree with TheYango on the jungle/support gold issue, but I'm going to illuminate the problem from a different angle. + Show Spoiler [Jungle/Support Income] +You may recall that in past I predicted farming junglers would become viable. In fact, I made this prediction twice. The first time I thought the ubiquitous vision from Sightstones and the apparent farm-centric focus of the new jungle would be prohibitive for ganking. The second time Riot increased the jungle's value, enough that I thought it would be the final push to make farming junglers competitive. When Riot changed the jungle in a way which might have benefited farming junglers again, I kept my mouth shut.
There were two basic problems I overlooked when I made my errant predictions. First, the threat of a jungler's gank is extremely valuable. The worth of a gank can't be readily measured in gold, but simply the threat of it has a huge impact on the game. Second, Riot cannot make jungle camps unclearable by laners without making them unclearable by junglers. Unless every jungle camp becomes as difficult as Dragon/Baron, laners can and will take them for themselves. My predictions failed because simple gold changes will never allow farming to match or supersede ganking so long as laners can take camps themselves (at least not without causing other, larger balance issues).
That's not a problem Riot can solve without tearing the jungle apart and flipping it inside out, and it's arguably not even the root cause. It's ironic that Morello talks about problems vs symptoms, because that's exactly the case here. Riot wants to increase jungler/support income because they can't afford cool items, but being unable to afford something is as much a function of price as it is income. The actual problem is that junglers and supports can't buy cool items because they're too expensive. So my conclusion is the same as TheYango's. If Riot wants to make junglers and supports feel richer, they need cheap, slot-inefficient items with cool powers. Shurelia's/Shard/Ohmwrecker et al. need to have prices similar to a Sightstone.
I don't think Riot considers that an acceptable solution. Riot is trying to fix income, Morello outright stated it. Maybe they think cheap items designate supports and junglers as second class citizens and would be too hard to fit into the game without other champs buying them.
But I don't see how they're going to fix it without vastly changing the game. The only way to equalize income is to remove the team'sability to unequalize it and I don't see how you're going to do that short of demolishing last hitting somehow.
+ Show Spoiler [Mobility Creep] +Before I begin, I'm focused primarily on gap closers/creators. Movement speed boosts are a form of mobility, but are generally far, far less problematic due to the mechanics of slows.
I don't really like Morello's perspective on the issue, for a few reasons.
First, I don't think he appreciates how mobility changes the game. He cites True Damage and %HP Damage as sister mechanics which require Riot to make sure "some cost is paid", but because you can itemize around them True Damage and %HP Damage don't dramatically alter the viability of champions. Mobility does, and numerous champions have suffered at one time or another due to mobility creep.
As a result, mobility creep leads to power creep. The more mobility becomes the norm, the more you have to give a champion who lacks it. Kog'maw has been MIA for practically all of Season 3 because he lacks both mobility and anything special to make up for it. Draven and Twitch (post-remake) became popular due to the sheer damage they were given in compensation for their lack of mobility.
In short, there's a reason that 9 out of the last 10 champions had mobility, with the sole excludee being a support.
Second, Morello glosses over the issues with mobility. When LoL launched only 14 out of the original 40 champions had gap closers. Today roughly 56 champions have gap closers, an increase from 32% of champions to 49%. Even if the ratio had remained the same, having a greater and greater available pool of gap-closing champions alters the landscape, especially when most of those champions are bruisers/assassins/initiators.
I don't think Morello is out and out wrong, but I'm disappointed because it sounds like we won't be reversing the current trends. Look forward to 70%+ of all new champions having gap closers.
I agree with Morello that mobility is interesting and fun. While champs like singed are pretty neat there's nothing like going zoom zoom across the battlefield and mobility *can* allow you to make lots of difficult positioning decisions from moment to moment (see-> mad Lee Sin plays, epic Zed duels, and wavedashing in SSBM vs... tripping in Brawl). Flash is the poster child here: it's obviously OP but we keep it around because the game is more fun as a result. At the same time as mobility increases Riot continues to underestimate the impact that it has, very similar to how they underestimate range nerfs on skills and AAs. Case in point, Zac and his ridiculous catapult range on a low CD skill when maxed given league of spirit visage.
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Baa?21243 Posts
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On September 11 2013 01:02 Seuss wrote:I agree with TheYango on the jungle/support gold issue, but I'm going to illuminate the problem from a different angle. + Show Spoiler [Jungle/Support Income] +You may recall that in past I predicted farming junglers would become viable. In fact, I made this prediction twice. The first time I thought the ubiquitous vision from Sightstones and the apparent farm-centric focus of the new jungle would be prohibitive for ganking. The second time Riot increased the jungle's value, enough that I thought it would be the final push to make farming junglers competitive. When Riot changed the jungle in a way which might have benefited farming junglers again, I kept my mouth shut.
There were two basic problems I overlooked when I made my errant predictions. First, the threat of a jungler's gank is extremely valuable. The worth of a gank can't be readily measured in gold, but simply the threat of it has a huge impact on the game. Second, Riot cannot make jungle camps unclearable by laners without making them unclearable by junglers. Unless every jungle camp becomes as difficult as Dragon/Baron, laners can and will take them for themselves. My predictions failed because simple gold changes will never allow farming to match or supersede ganking so long as laners can take camps themselves (at least not without causing other, larger balance issues).
That's not a problem Riot can solve without tearing the jungle apart and flipping it inside out, and it's arguably not even the root cause. It's ironic that Morello talks about problems vs symptoms, because that's exactly the case here. Riot wants to increase jungler/support income because they can't afford cool items, but being unable to afford something is as much a function of price as it is income. The actual problem is that junglers and supports can't buy cool items because they're too expensive.
So my conclusion is the same as TheYango's. If Riot wants to make junglers and supports feel richer, they need cheap, slot-inefficient items with cool powers. Shurelia's/Shard/Ohmwrecker et al. need to have prices similar to a Sightstone.
I Don't really have an opinion on gapclosers, but the jungle is something I've been making fun of Riot about since S3 started. Right now, I feel like that is a significant cause, but I also think you have to look at machete. Machete is a 300 Gold sink, and heck, its not even that great of one because you still need to drink potions while using it to clear the jungle. Basically, right now, a jungler, after getting double buffed is 300g + 2-3 potions (70-105 G) behind the laners. Given scaling issues, and that heavy lane taxing without a good gank means your lane loses, you really will never will get ahead, and never should want to.
Also, even a failed gank is worth like 3 jungle camps for most lanes.
Edit. http://forums.na.leagueoflegends.com/board/showthread.php?p=41406586#41406586
For anyone who ever doubted my assertion that Morello intentionally made Soraka bad.
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On September 11 2013 02:34 phyvo wrote:Show nested quote +On September 11 2013 01:02 Seuss wrote:I agree with TheYango on the jungle/support gold issue, but I'm going to illuminate the problem from a different angle. + Show Spoiler [Jungle/Support Income] +You may recall that in past I predicted farming junglers would become viable. In fact, I made this prediction twice. The first time I thought the ubiquitous vision from Sightstones and the apparent farm-centric focus of the new jungle would be prohibitive for ganking. The second time Riot increased the jungle's value, enough that I thought it would be the final push to make farming junglers competitive. When Riot changed the jungle in a way which might have benefited farming junglers again, I kept my mouth shut.
There were two basic problems I overlooked when I made my errant predictions. First, the threat of a jungler's gank is extremely valuable. The worth of a gank can't be readily measured in gold, but simply the threat of it has a huge impact on the game. Second, Riot cannot make jungle camps unclearable by laners without making them unclearable by junglers. Unless every jungle camp becomes as difficult as Dragon/Baron, laners can and will take them for themselves. My predictions failed because simple gold changes will never allow farming to match or supersede ganking so long as laners can take camps themselves (at least not without causing other, larger balance issues).
That's not a problem Riot can solve without tearing the jungle apart and flipping it inside out, and it's arguably not even the root cause. It's ironic that Morello talks about problems vs symptoms, because that's exactly the case here. Riot wants to increase jungler/support income because they can't afford cool items, but being unable to afford something is as much a function of price as it is income. The actual problem is that junglers and supports can't buy cool items because they're too expensive. So my conclusion is the same as TheYango's. If Riot wants to make junglers and supports feel richer, they need cheap, slot-inefficient items with cool powers. Shurelia's/Shard/Ohmwrecker et al. need to have prices similar to a Sightstone. I don't think Riot considers that an acceptable solution. Riot is trying to fix income, Morello outright stated it. Maybe they think cheap items designate supports and junglers as second class citizens and would be too hard to fit into the game without other champs buying them. But I don't see how they're going to fix it without vastly changing the game. The only way to equalize income is to remove the team'sability to unequalize it and I don't see how you're going to do that short of demolishing last hitting somehow. + Show Spoiler ++ Show Spoiler [Mobility Creep] +Before I begin, I'm focused primarily on gap closers/creators. Movement speed boosts are a form of mobility, but are generally far, far less problematic due to the mechanics of slows.
I don't really like Morello's perspective on the issue, for a few reasons.
First, I don't think he appreciates how mobility changes the game. He cites True Damage and %HP Damage as sister mechanics which require Riot to make sure "some cost is paid", but because you can itemize around them True Damage and %HP Damage don't dramatically alter the viability of champions. Mobility does, and numerous champions have suffered at one time or another due to mobility creep.
As a result, mobility creep leads to power creep. The more mobility becomes the norm, the more you have to give a champion who lacks it. Kog'maw has been MIA for practically all of Season 3 because he lacks both mobility and anything special to make up for it. Draven and Twitch (post-remake) became popular due to the sheer damage they were given in compensation for their lack of mobility.
In short, there's a reason that 9 out of the last 10 champions had mobility, with the sole excludee being a support.
Second, Morello glosses over the issues with mobility. When LoL launched only 14 out of the original 40 champions had gap closers. Today roughly 56 champions have gap closers, an increase from 32% of champions to 49%. Even if the ratio had remained the same, having a greater and greater available pool of gap-closing champions alters the landscape, especially when most of those champions are bruisers/assassins/initiators.
I don't think Morello is out and out wrong, but I'm disappointed because it sounds like we won't be reversing the current trends. Look forward to 70%+ of all new champions having gap closers. I agree with Morello that mobility is interesting and fun. While champs like singed are pretty neat there's nothing like going zoom zoom across the battlefield and mobility *can* allow you to make lots of difficult positioning decisions from moment to moment (see-> mad Lee Sin plays, epic Zed duels, and wavedashing in SSBM vs... tripping in Brawl). Flash is the poster child here: it's obviously OP but we keep it around because the game is more fun as a result. At the same time as mobility increases Riot continues to underestimate the impact that it has, very similar to how they underestimate range nerfs on skills and AAs. Case in point, Zac and his ridiculous catapult range on a low CD skill when maxed given league of spirit visage.
The towers dropping bags of gold was clearly not a troll but they covered it up as one. S4 secrets.
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United States47024 Posts
On September 11 2013 02:34 phyvo wrote: I don't think Riot considers that an acceptable solution. Riot is trying to fix income, Morello outright stated it. Maybe they think cheap items designate supports and junglers as second class citizens and would be too hard to fit into the game without other champs buying them. Then the flip side is that they need to reduce multiplicative scaling across other stats in the game (limit crit to 1-2 items, remove sources of resists, take penetration stats out of the game), because otherwise multiplicative scaling will always favor concentrated farm over dispersed farm.
Essentially, Riot wants a solution to the issue of concentrated farm being the optimal play in most cases when dispersed farm is more "fun" for people because everyone gets to have items, but when you have multiplicative scaling across both offensive and defensive stats, that's a natural consequence.
The corollary issue is that if you reduce multiplicative stat scaling, that reduces the number of options you have with regard to item design based purely on stat distribution (which is largely how Riot chooses to make "different" items). To make up for this, you have to create items that are different through having unique mechanics such as item actives.
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United States23745 Posts
Season 3's item overhaul was pretty big, they might touch Support items again.
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Why not make champions that can carry but absolutely cannot lane so it's a possible strategy to put a carry in a jungle. Evelynn is sort of an example of a carry jungler and the only one that really works, she's a terrible laner but she's so damn useful and fits perfectly in the jungle.
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United States23745 Posts
Nothing sounds less appealing than a Trynd coming out of the Jungle after 30 minutes with enough farm to murder your entire team. Making counter jungling required to shut down a champ in soloq sounds terrible
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Roffles
Pitcairn19291 Posts
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Don't really see why they have to change supports that much.Why is it so important that a 5-th position gets farm?
Also soraka is a terrible champ and I am glad riot think so too.
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United States47024 Posts
Strictly speaking, a 1v2 laner and a jungler often do end up with similar farm coming out of the initial laning phase, so on paper they could be interchangeable.
But in practice, 1v2 lanes only happen about half the time, and the other half, the top laner gets a 1v1 matchup and farms his way into being a core hero because of that. If half your games your jungler was a core and your top laner was more supportive, and the other half your top laner was a core and your jungler was more supportive, it would just be a nightmare to practice/coordinate in the long run for a real team because both players essentially have to learn 2 different roles. It's just easier to practice/manage when your top laner is always the one who gets farm and not your jungler.
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On September 11 2013 02:33 overt wrote:Show nested quote +On September 11 2013 01:53 kainzero wrote: I am tired of logic and who "should" win.
Where are the fanboys?!
I don't care if China looks weak or if they said they went 50-50 in scrims against Korea. I like OMG. Gogoing's manliness reminds me of Reach, and then he proxies with Mundo at the tier 2 bottom tower even when it's 5v5 so even his playstyle is manly as hell.
And then in NA you have Regi / Dyrus having girlfriend fights and reddit drama and a fat guy who finished 3rd to barely qualify for regionals and trash talks 4th place while fanboys cry out "shots fired lolol."
Gogoing doesn't fire shots. He punches you in the face while eating raw meat. Fuck OMG. I want to see Royal Club body people with Fizz+Annie until the finals. Assuming C9 loses in quarters the team I want to win the most is Royal. SKT is team #3 because I legitimately feel they're the most 'deserving' team. But the coolest story would be Royal winning with Wh1t3z and Tabe considering they've been in the pro scene for so long. I respect that. I respect the Fizz, the Kass, the Annie, Uzi's stellar ADC play, etc.
But look at Lucky. I mean, that guy looks like a wreck. We all joke about pdd_520kg, but he looks pretty jolly and a happy guy.
And then you look at Lucky and it's just... whoa, geez. I feel tired just looking at you.
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On September 11 2013 02:49 onlywonderboy wrote: Nothing sounds less appealing than a Trynd coming out of the Jungle after 30 minutes with enough farm to murder your entire team. Making counter jungling required to shut down a champ in soloq sounds terrible Why. It'll just force people to approach the game differently, that sounds fine to me
It also won't make much of a difference since no one stops Trynd from free farm splitpushing anyway in solo queue
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On September 11 2013 02:49 onlywonderboy wrote: Nothing sounds less appealing than a Trynd coming out of the Jungle after 30 minutes with enough farm to murder your entire team. Making counter jungling required to shut down a champ in soloq sounds terrible
Nothing is appealing about Facing Tryndamere after 30 minutes, regardless of if he was shutdown early.
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United States23745 Posts
On September 11 2013 02:52 MattBarry wrote:Show nested quote +On September 11 2013 02:49 onlywonderboy wrote: Nothing sounds less appealing than a Trynd coming out of the Jungle after 30 minutes with enough farm to murder your entire team. Making counter jungling required to shut down a champ in soloq sounds terrible Why. It'll just force people to approach the game differently, that sounds fine to me I think you're giving the general player base far too much credit. I lack faith in the community's ability to adapt to this different play style specifically. It requires more coordination than most soloq teams have. Riot would never allow it.
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