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[Patch 3.12] (j/k) Jinx General Discussion - Page 382

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Requizen
Profile Blog Joined March 2011
United States33802 Posts
October 29 2013 20:34 GMT
#7621
On October 30 2013 05:13 wei2coolman wrote:
Show nested quote +
The team-wide gold for destroying turrets is going down, but the gold given to the players directly responsible for destroying turrets is going up


So what happens when minions get the turret kill? Last person who hits it gets the gold?
Also I approve of a lot of these changes.



grants local gold for anyone in the general area


Looks like a flat amount for everyone on the team, and extra gold for anyone nearby. If no one nearby, no one extra gold.
It's your boy Guzma!
cLutZ
Profile Joined November 2010
United States19574 Posts
October 29 2013 20:38 GMT
#7622
On October 30 2013 05:27 AsmodeusXI wrote:
Show nested quote +
On October 30 2013 05:04 cLutZ wrote:
3-4 K is a huge advantage in the current meta though because you actually don't have to take risks to maintain an advantage.

The dirty secret of S3 is that, played correctly, its just a faster version of CLG.EU vs. WE.


I mean, CLG.EU vs. WE focused much more on lane farming iirc (as did most of S2), while S3 was about quickly taking objectives and pushing those advantages as soon as they were available. That's very different to me.

Of course, maybe you mean that eventually both "metas" result in taking turrets, Baron, and Nexuses, in which case I agree but you didn't say anything?

tl;dr Elucidate pls


In the infamous "ward kill cheer" game, basically what happened is CLG.EU was ahead, but did nothing even slightly risky, just kind of dancing around outside of turret range and oscillating between objectives. They didn't lose their advantage by doing that. Instead, they just controlled baron several times and eventually won because defending generates no additional gold vs. being aggressive.

Teams just execute the same philosophy using different champions and crisper execution.
Freeeeeeedom
AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
October 29 2013 20:40 GMT
#7623
On October 30 2013 05:38 cLutZ wrote:
Show nested quote +
On October 30 2013 05:27 AsmodeusXI wrote:
On October 30 2013 05:04 cLutZ wrote:
3-4 K is a huge advantage in the current meta though because you actually don't have to take risks to maintain an advantage.

The dirty secret of S3 is that, played correctly, its just a faster version of CLG.EU vs. WE.


I mean, CLG.EU vs. WE focused much more on lane farming iirc (as did most of S2), while S3 was about quickly taking objectives and pushing those advantages as soon as they were available. That's very different to me.

Of course, maybe you mean that eventually both "metas" result in taking turrets, Baron, and Nexuses, in which case I agree but you didn't say anything?

tl;dr Elucidate pls


In the infamous "ward kill cheer" game, basically what happened is CLG.EU was ahead, but did nothing even slightly risky, just kind of dancing around outside of turret range and oscillating between objectives. They didn't lose their advantage by doing that. Instead, they just controlled baron several times and eventually won because defending generates no additional gold vs. being aggressive.

Teams just execute the same philosophy using different champions and crisper execution.


Hm. Interesting thought. I wonder if one could boil the S2 -> S3 metagame changes down to a base cause of faster games. Would make sense with the assassin metagame for sure.
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
October 29 2013 20:44 GMT
#7624
s3 vision advantage was used more aggressively with pick comps and object centered rotations when you know enemy jungler movement through wards. it's different from s2 where games were like 2010 chinese dota style farm fests
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
thenexusp
Profile Joined May 2009
United States3721 Posts
October 29 2013 20:47 GMT
#7625
On October 30 2013 05:34 Requizen wrote:
Show nested quote +
On October 30 2013 05:13 wei2coolman wrote:
The team-wide gold for destroying turrets is going down, but the gold given to the players directly responsible for destroying turrets is going up


So what happens when minions get the turret kill? Last person who hits it gets the gold?
Also I approve of a lot of these changes.



Show nested quote +
grants local gold for anyone in the general area


Looks like a flat amount for everyone on the team, and extra gold for anyone nearby. If no one nearby, no one extra gold.

Rioter in the reddit thread also said people who damaged the turret within the last X seconds (where X=30 currently) also get credit for helping kill the turret. It seems difficult to just lose out on the bonus gold for killing a turret.
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
October 29 2013 20:48 GMT
#7626
On October 30 2013 05:40 AsmodeusXI wrote:
Show nested quote +
On October 30 2013 05:38 cLutZ wrote:
On October 30 2013 05:27 AsmodeusXI wrote:
On October 30 2013 05:04 cLutZ wrote:
3-4 K is a huge advantage in the current meta though because you actually don't have to take risks to maintain an advantage.

The dirty secret of S3 is that, played correctly, its just a faster version of CLG.EU vs. WE.


I mean, CLG.EU vs. WE focused much more on lane farming iirc (as did most of S2), while S3 was about quickly taking objectives and pushing those advantages as soon as they were available. That's very different to me.

Of course, maybe you mean that eventually both "metas" result in taking turrets, Baron, and Nexuses, in which case I agree but you didn't say anything?

tl;dr Elucidate pls


In the infamous "ward kill cheer" game, basically what happened is CLG.EU was ahead, but did nothing even slightly risky, just kind of dancing around outside of turret range and oscillating between objectives. They didn't lose their advantage by doing that. Instead, they just controlled baron several times and eventually won because defending generates no additional gold vs. being aggressive.

Teams just execute the same philosophy using different champions and crisper execution.


Hm. Interesting thought. I wonder if one could boil the S2 -> S3 metagame changes down to a base cause of faster games. Would make sense with the assassin metagame for sure.


I mean, part of the assassin metagame spawning was the change to penetration, as well as the ease of sustain early on.

Both of those in conjunction with one another made a very happy system for assassins to shine.
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
cLutZ
Profile Joined November 2010
United States19574 Posts
Last Edited: 2013-10-29 20:57:11
October 29 2013 20:53 GMT
#7627
On October 30 2013 05:40 AsmodeusXI wrote:
Show nested quote +
On October 30 2013 05:38 cLutZ wrote:
On October 30 2013 05:27 AsmodeusXI wrote:
On October 30 2013 05:04 cLutZ wrote:
3-4 K is a huge advantage in the current meta though because you actually don't have to take risks to maintain an advantage.

The dirty secret of S3 is that, played correctly, its just a faster version of CLG.EU vs. WE.


I mean, CLG.EU vs. WE focused much more on lane farming iirc (as did most of S2), while S3 was about quickly taking objectives and pushing those advantages as soon as they were available. That's very different to me.

Of course, maybe you mean that eventually both "metas" result in taking turrets, Baron, and Nexuses, in which case I agree but you didn't say anything?

tl;dr Elucidate pls


In the infamous "ward kill cheer" game, basically what happened is CLG.EU was ahead, but did nothing even slightly risky, just kind of dancing around outside of turret range and oscillating between objectives. They didn't lose their advantage by doing that. Instead, they just controlled baron several times and eventually won because defending generates no additional gold vs. being aggressive.

Teams just execute the same philosophy using different champions and crisper execution.


Hm. Interesting thought. I wonder if one could boil the S2 -> S3 metagame changes down to a base cause of faster games. Would make sense with the assassin metagame for sure.


Well, certainly that game would have been different if the teams were playing zed instead of karthus. But really what CLG did was exactly what an SKTT1 would do, they warded up the baron-side jungle, and kept clearing out WE's vision. They just didn't really have the champion composition to get an easy kill.

Certainly the more popular junglers also are part of that. Jarvan, Vi, and Lee all have multiple jumps, while Chogath and Skarner dont, and Maokai only has one.

On October 30 2013 05:48 jcarlsoniv wrote:
Show nested quote +
On October 30 2013 05:40 AsmodeusXI wrote:
On October 30 2013 05:38 cLutZ wrote:
On October 30 2013 05:27 AsmodeusXI wrote:
On October 30 2013 05:04 cLutZ wrote:
3-4 K is a huge advantage in the current meta though because you actually don't have to take risks to maintain an advantage.

The dirty secret of S3 is that, played correctly, its just a faster version of CLG.EU vs. WE.


I mean, CLG.EU vs. WE focused much more on lane farming iirc (as did most of S2), while S3 was about quickly taking objectives and pushing those advantages as soon as they were available. That's very different to me.

Of course, maybe you mean that eventually both "metas" result in taking turrets, Baron, and Nexuses, in which case I agree but you didn't say anything?

tl;dr Elucidate pls


In the infamous "ward kill cheer" game, basically what happened is CLG.EU was ahead, but did nothing even slightly risky, just kind of dancing around outside of turret range and oscillating between objectives. They didn't lose their advantage by doing that. Instead, they just controlled baron several times and eventually won because defending generates no additional gold vs. being aggressive.

Teams just execute the same philosophy using different champions and crisper execution.


Hm. Interesting thought. I wonder if one could boil the S2 -> S3 metagame changes down to a base cause of faster games. Would make sense with the assassin metagame for sure.


I mean, part of the assassin metagame spawning was the change to penetration, as well as the ease of sustain early on.

Both of those in conjunction with one another made a very happy system for assassins to shine.


The weird part about the assassins, is somehow they are also very safe, and very good at staying ahead. Its obviously a conundrum that isn't likely to change anytime soon. But the point is, that if you are ahead, you don't have to do risky things to get further ahead, and in fact being risky is the only way to prevent you from getting further ahead.
Freeeeeeedom
Kinie
Profile Joined December 2011
United States3106 Posts
October 29 2013 20:57 GMT
#7628
On October 30 2013 05:40 AsmodeusXI wrote:

Hm. Interesting thought. I wonder if one could boil the S2 -> S3 metagame changes down to a base cause of faster games. Would make sense with the assassin metagame for sure.


I can't say how s2 metagame was, as I wasn't playing back then.

But from my (limited) understanding of s3 metagame, it revolved around taking early objectives + dragon control, then using that excess gold to gain vision in the enemy jungle. In turn, this let your team (especially the assassin-type champs) get "free" kills/picks to get them gold to snowball into a large item. Rinse and repeat this 3-4 times, and by the 30 minute mark your top laner should be tanky with 1 damage item, mid being able to 100-0 a non-tanky enemy champ, jungler being nigh unkillable, ADC being able to AA with IE + PD on them and nothing else, and the support still dispensing wards out. The enemy team is shoved into their base, is 5-10k gold behind and 1+ major item purchases behind, and unless the team ahead makes a HUGE error (aka Baron throws) it's highly unlikely for the team behind to be able to catch up to win the game.
Ghost-z
Profile Joined September 2010
United States1291 Posts
October 29 2013 21:02 GMT
#7629
Well the proposed S4 changes to %pen should ease the assassin meta. For those who didn't catch it they were talking about changing Last Whisper and Voide Staff to "Ignore 35% of targets BONUS resistance"
Fairy Tales when you're a child begin with "Once upon a time" and when you're an adult begin, "If elected I promise..."
thenexusp
Profile Joined May 2009
United States3721 Posts
October 29 2013 21:09 GMT
#7630
On October 30 2013 06:02 Ghost-z wrote:
Well the proposed S4 changes to %pen should ease the assassin meta. For those who didn't catch it they were talking about changing Last Whisper and Voide Staff to "Ignore 35% of targets BONUS resistance"

It's a good change. It's just so silly that buying a single resist item makes it cost-effective to buy the %pen items, you don't even have to be stacking resists.
Inschato
Profile Blog Joined November 2009
Canada1349 Posts
October 29 2013 21:10 GMT
#7631
So did none of the people praising the Chinese Sivir art notice she has a double jointed thumb? I mean, people are so critical of splash arts and somehow that one seems to have slipped you by. (No no, I get it, you're too busy looking elsewhere)
3.
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
October 29 2013 21:11 GMT
#7632
On October 30 2013 06:02 Ghost-z wrote:
Well the proposed S4 changes to %pen should ease the assassin meta. For those who didn't catch it they were talking about changing Last Whisper and Voide Staff to "Ignore 35% of targets BONUS resistance"

That means ADC w/ LW will do less dmg to bruisers that have pretty high base AR gains.

Supports actually having items will make a bigger difference in them getting 1shot, but ADCs with terrible AR gains and no scaling MR will probably still be very squishy
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
October 29 2013 21:12 GMT
#7633
On October 30 2013 06:10 Inschato wrote:
So did none of the people praising the Chinese Sivir art notice she has a double jointed thumb? I mean, people are so critical of splash arts and somehow that one seems to have slipped you by. (No no, I get it, you're too busy looking elsewhere)


You kind of disproved your own point though. The art was so good it diverted everyone's attention away from it's flaws. If you gonna distract a male at least do it right.
AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
October 29 2013 21:13 GMT
#7634
On October 30 2013 06:11 xes wrote:
Show nested quote +
On October 30 2013 06:02 Ghost-z wrote:
Well the proposed S4 changes to %pen should ease the assassin meta. For those who didn't catch it they were talking about changing Last Whisper and Voide Staff to "Ignore 35% of targets BONUS resistance"

That means ADC w/ LW will do less dmg to bruisers that have pretty high base AR gains.

Supports actually having items will make a bigger difference in them getting 1shot, but ADCs with terrible AR gains and no scaling MR will probably still be very squishy


That sounds about right to me! (unless I'm missing something)
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
Amui
Profile Blog Joined August 2010
Canada10567 Posts
October 29 2013 21:15 GMT
#7635
On October 30 2013 06:10 Inschato wrote:
So did none of the people praising the Chinese Sivir art notice she has a double jointed thumb? I mean, people are so critical of splash arts and somehow that one seems to have slipped you by. (No no, I get it, you're too busy looking elsewhere)


I can do that with my thumbs. It feels slightly uncomfortable, but not a faulty drawing by any means.Unless my thumbs aren't normal, in which case disregard what I said.
Porouscloud - NA LoL
TheYango
Profile Joined September 2008
United States47024 Posts
October 29 2013 21:17 GMT
#7636
Obviously double-jointed thumbs are a necessity for someone who throws and catches giant spinning blades.
Moderator
Parnage
Profile Blog Joined February 2010
United States7414 Posts
October 29 2013 21:21 GMT
#7637
The Chinese Sivir splash looks like one of those sleezey game ads you'd see pop on on the side of sites that happened to be gaming related like CLG or TSM's site. Occasionally TL as well. I just don't get the appeal for it. I most certainly wouldn't hold it up as the shining example of "this is why chinese splash art is better"

Now the blademistress Morgana.. that one is crazy good.
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
thenexusp
Profile Joined May 2009
United States3721 Posts
October 29 2013 21:32 GMT
#7638
Chinese sivir is 100% fanservice. If that's why you like it fine, but recognize it for what it is.

Chinese blademistress morgana reminds me of this
+ Show Spoiler +
[image loading]
wei2coolman
Profile Joined November 2010
United States60033 Posts
October 29 2013 21:35 GMT
#7639
LW nerfs gunna hurt adc's so badly.
liftlift > tsm
zer0das
Profile Blog Joined May 2007
United States8519 Posts
Last Edited: 2013-10-29 21:40:18
October 29 2013 21:40 GMT
#7640
Just tack % max health damage onto their abilities.

Crap, pretend I didn't say that so Riot doesn't take the above seriously.
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