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On October 20 2013 20:03 MattBarry wrote: Speaking of dyrus feeding in solo queue, what the heck happened to voyboy. Early season 3 the dude would crush everybody now every time i watch his stream he's feeding.
Honestly he has always been playing this way. He goes all in whenever and depending if he is actually ahead or not or if the jungler is there or not he proceed to give a kill or take one. Once he gets back he just repeat this until the game end, meaning he will feed like no one could or dominate his opponent and push him out of lane because he is stronger 1v1.
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United Kingdom50293 Posts
On October 20 2013 17:34 canikizu wrote:Show nested quote +On October 20 2013 15:22 LaM wrote: really good solo q players:
double turtle pobelter shiphtur shao quas altec link
What do they have in common? All insanely good mechanically, mostly mids or ADs. Most solo q players who win all the time are either really talented mids/ADs or powerfarming/one trick junglers.
Game knowledge/team based players have a lot harder time in solo q because it doesn't matter how much of a good teammate/smart thinker you are in solo q. Well it does, but not nearly as much as it does in 5v5. Although I always feel like game knowledge players are over rated (Dyrus, etc.) If League keeps growing every player in the pro scene will be mechanical gods unless they are jungling/support and the teams shot caller, and even then...
on xj9... Dude was a solo q god and meteos modeled a lot of his play after him when he began maining jungle. Is a complete weirdo and I hope he sorts his life and comes back to LoL with his mind right one day, was a complete monster.
EDIT: Wanna clarify what I was saying about pro players/game knowledge. Basically, if TSM could clone 5 wildturtles who all mained one role each for a year they would do it in a heart beat. The way to be a Dyrus is to play one billion games at high ELO since closed beta. Not everyone did it, but most people COULD have done it. People like Wild are different. Most people just can't do what he does. The only reason you wouldn't is maybe only having 4 turtles and then one shot calling player on jungle or support. altec streams? on Twitch or azubu? I've never seen him playing before, only heard he's good. http://www.twitch.tv/aitecx Idk how often he does it.
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I think morello's understanding of making supports more powerful is to allow for one more sightstone upgrade which holds 10 wards and allow 7 at a time. After all, vision is power!
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Cayman Islands24199 Posts
the easiest change would be capping ward brought for a single guy at some amount etc.
this would make surprise hard engage from mid-game on easier. more aggression from the losing team might pay off more if the other team is split up and pushing all lanes, which they can do with impunity right now with vision
that's how it goes in theory...but how it will work out is another matter. maybe the balance will be tilted toward risk aversion later in the game and you'll see more farming from both sides
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On October 20 2013 22:10 oneofthem wrote: the easiest change would be capping ward brought for a single guy at some amount etc.
this would make surprise hard engage from mid-game on easier. more aggression from the losing team might pay off more if the other team is split up and pushing all lanes, which they can do with impunity right now with vision
that's how it goes in theory...but how it will work out is another matter. maybe the balance will be tilted toward risk aversion later in the game and you'll see more farming from both sides Or cap them like health pots. Green wards are a hassle though if this is done.
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Cayman Islands24199 Posts
the priority is still to put action first and outcome snowballing second.
audience doesn't really care about who wins, it is how they win. if every come back involves 20 minute long farming by both teams in late game then that's just not worth the trade off for more comebacks. if every snowball win is made in the form of continuous engagements, even of those engagements are won by one team, then that's not too bad.
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Capping ward amounts would make me NOT want to support anymore. I don't think support is in a bad spot. Leaving them out of itemizing is necessary if you consider the fact that if there are any items that are mega efficient designed for support champs, other roles will be able to abuse those items instead. There really isn't a way around it, because even by buffing support champs, then we see the Dignitas triple support nobody dies team return again.
I wish they'd just leave support alone.
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every player gets a free ward every 3 minutes up to a 2 ward maximum. No more gold for wards needed, and wards in every fucking league
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On October 20 2013 22:55 Zdrastochye wrote:Capping ward amounts would make me NOT want to support anymore. I don't think support is in a bad spot. Leaving them out of itemizing is necessary if you consider the fact that if there are any items that are mega efficient designed for support champs, other roles will be able to abuse those items instead. There really isn't a way around it, because even by buffing support champs, then we see the Dignitas triple support nobody dies team return again. I wish they'd just leave support alone.  I would love to see support sololaners again. A great pick we never see anymore.
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the last post they made about support was extremely alarming imo.
where Morello essentially said we will be giving supports a lot more free gold and then balancing them around that fact, terrifying information imo.
We're buffing support gold a lot - we're going to have to do a lot of champ-specific changes (and yes, some nerfs) because they've never been balanced to scale at all. If they get to scale, then it needs to be reasonable in how and why. More on this soon."
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Support's not in rough spot, I'm not sure why people think it is. It's a role based off the most OP items in the game, wards and oracles. There's not enough farm in the game for all 5 people to be able to build items.
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I don't get how you can buff support gold without buffing sololaner gold. Unless they make gp10 items that give no stats at all.
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And then the herbivores will rejoice.
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The funny thing is supports already get a ton more gold then they were getting a year ago ( passive gold is a lot higher, more adc aren't retards about you taking a cs every couple of waves, people actively try to kill towers a lot more).
and I actually buy fewer non-ward items than I did previously. To be honest I feel less gold starved as support than I do as mid (hear me out lol) because I don't really want anything. when I'm playing mid I'm thinking, if I can get this item and this item, I can start carrying this game. as support nothing has that feel, outside of sightstone and boots2 there isn't really anything I go into the game with a goal of buying.
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On October 20 2013 23:39 Zdrastochye wrote: And then the herbivores will rejoice. Implying nasus isn't op'd enough as is. Seriously, what support needs cheaper items not more money.
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I used to think supports needed more gold when I avoided the position like the plague, but I've played a shit load of support in s3 and I just no longer agree.
that and I basically have 0 faith in them not fucking something up with these counter balances.
if they want to make support more fun, fuck gold, REMOVE THE 2v1 EXP bonus, so that support ganking other lanes can be a viable strategy.
100x more interested in this change then free (0 counterplay hue hue) money.
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On October 20 2013 23:39 wei2coolman wrote: I don't get how you can buff support gold without buffing sololaner gold. Unless they make gp10 items that give no stats at all.
There's all sorts of ways.
#1 - Buff GP10 runes but not enough to make them attractive to solo laners.
#2 - Buff utility tree GP10 but not enough to make them attractive to solo laners.
#3 - Make active items grant assists (Stuff like Shard and Mikael's don't right now which is lol)
But I think mostly I agree with the majority TL opinion that without reasonable itemization options, there's no reason for supports to try to get more gold in the first place. They're already refusing GP10 runes because they don't need them, not because they have poor cost efficiency (which they do)
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On October 20 2013 23:40 Slusher wrote: The funny thing is supports already get a ton more gold then they were getting a year ago ( passive gold is a lot higher, more adc aren't retards about you taking a cs every couple of waves, people actively try to kill towers a lot more).
and I actually buy fewer non-ward items than I did previously. To be honest I feel less gold starved as support than I do as mid (hear me out lol) because I don't really want anything. when I'm playing mid I'm thinking, if I can get this item and this item, I can start carrying this game. as support nothing has that feel, outside of sightstone and boots2 there isn't really anything I go into the game with a goal of buying. Right, the problem isn't necessarily the gold income (that might be nice, but not necessary), but the fact that they need to give more incentive to buy items other than Sightstone, Wards, and Oracle's. Whether that's limiting, redesigning, or what, doesn't matter.
I think it'd be nice if they did something like this: Redesign Sightstone, make the first one (4 charges, 2 active) and make it cheap (starting item cheap), and then remove regular wards altogether. Then, it upgrades into different types of Sightstones, but all cheap enough that you can have a Sightstone of your choosing (sellable but only one SS of any type at a time) and also afford "support items"
Obviously this isn't a perfect solution because it removes wards from other lanes short of buying a SS of your own, but just spitballing.
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I've actually started buying a casual Armguard on AP supports as reccomended to me by Maplestreet, I gotta say I really like it, the price is right and the stats are good, it's like my LoL Bracer lol too bad you can't stack them.
oh forgot to mention the buildpath is also boss.
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I really don't understand why you would buy an armguard over a kindlegem.Cdr>ap on supports unless you have mpen by far and hp>armor.
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