On October 08 2013 00:43 Alaric wrote: Na, because that would require Riot to actually think of good item pricing and build paths. You remember Promote? I mean, it's still in the game, y'know! But who else knows? Banner is never built. Too bad of an item.
Um excuse me? Banner is hilarious on heimer
On October 08 2013 00:44 Numy wrote:
On October 08 2013 00:23 AsmodeusXI wrote:
On October 08 2013 00:16 jcarlsoniv wrote: I don't actually have any problems with flash. It's just assumed that everyone has it in game, and you play with and deal with it. Yeah, it sucks when you try and focus a team, and everyone barely flashes and gets away, but it works both ways.
Alternatively, I would love to have a Force Staff. That thing is one of my favorite things in any video game ever.
The troll potential is too damn high.
I know you were joking but too many people use that excuse. People must stop being so fucking afraid of their own teammates and just play the game. They can add disable help if they want
Yeah, people pretend that there aren't trolls in Dota too. I think part of it is that Dota probably deals with trolls better with probation queue.
HEIMER IS NEVER PICKED And you know that's your fault too.
My smurf is now named Dong Quixote. I'm only going to play heimer on it now.
Problem solved. Also, silver is hilarious.
Thanks, make me feel worse about attempting to get back into ranked yesterday and failing spectacularly.
On October 08 2013 00:43 Alaric wrote: Na, because that would require Riot to actually think of good item pricing and build paths. You remember Promote? I mean, it's still in the game, y'know! But who else knows? Banner is never built. Too bad of an item.
Um excuse me? Banner is hilarious on heimer
On October 08 2013 00:44 Numy wrote:
On October 08 2013 00:23 AsmodeusXI wrote:
On October 08 2013 00:16 jcarlsoniv wrote: I don't actually have any problems with flash. It's just assumed that everyone has it in game, and you play with and deal with it. Yeah, it sucks when you try and focus a team, and everyone barely flashes and gets away, but it works both ways.
Alternatively, I would love to have a Force Staff. That thing is one of my favorite things in any video game ever.
The troll potential is too damn high.
I know you were joking but too many people use that excuse. People must stop being so fucking afraid of their own teammates and just play the game. They can add disable help if they want
Yeah, people pretend that there aren't trolls in Dota too. I think part of it is that Dota probably deals with trolls better with probation queue.
HEIMER IS NEVER PICKED And you know that's your fault too.
My smurf is now named Dong Quixote. I'm only going to play heimer on it now.
Problem solved. Also, silver is hilarious.
Stop mocking my home and carry me out of it instead.
On October 08 2013 00:56 TheYango wrote: Realistically if they put Fortify on an item that you're heavily discouraged from having multiples of, I think it would be good.
I think Fort was a good one-of summoner, it just 1) wasn't worth a summoner slot, and 2) was really degenerate in multiples.
There was a recent post either on reddit or the O-forums about making Ohmwrecker put Fortify on friendly turrets as well as disabling enemy turrets. With some balancing (each turret can only be Fortified once per 30 seconds or whatever), I think it's a decent idea. Probably would need to tweak build path/stats/cost for it to be a truly good buy, but I liked it.
That still has the problem that multiple Fortifies is really frustrating to play against, even if it's not good (which was part of the reason why it was removed, IIRC).
ive always been of the opinion that if stacking something endlessly is imbalanced then the stat or whatever itself is probably imbalanced. if they had to put a limitation on fortify then maybe the ability itself has a problem you are just willing to overlook because 'at least its not flash'.
Fortify as a single long-CD ability is fine. I'm pretty sure a lot of people would tell you that having Glyph of Fortification is a valuable resource that has a lot of interesting usage in DotA that ultimately improves the game. The fact that you have to limit teams to having 1 in order to make it non-degenerate does not mean it's poorly designed.
Like, the idea that "if it's not balanced around the possibility of 5 people getting it, it's fundamentally flawed design" is complete bogus, because there are already a lot of things in the game that were specifically designed for a use case where you don't have more than 1 person buying it (and are heavily discouraged from having multiples). Every aura item in the game behaves this way through the mechanic where multiples of auras do not stack repeatedly.
There's precedent for diminishing returns on stacking summoners. Heal significantly reduces the effective of subsequent Heals, after all. Also, Banner of Command is a reasonable luxury item on Zyra (or Morello), and I think it's almost to the point of being playable on wealthy supports in general. Being able to shove a lane on demand for baron-dancing purposes seems valuable enough to justify the underwhelming time spent on cd.
On October 08 2013 01:37 MidnightGladius wrote: There's precedent for diminishing returns on stacking summoners. Heal significantly reduces the effective of subsequent Heals, after all. Also, Banner of Command is a reasonable luxury item on Zyra (or Morello), and I think it's almost to the point of being playable on wealthy supports in general. Being able to shove a lane on demand for baron-dancing purposes seems valuable enough to justify the underwhelming time spent on cd.
It's not quite on-demand, you need to wait for a siege creep wave ~_~
On October 08 2013 00:26 turdburgler wrote: how does zac bring more to a team fight than nasus. zac is like yay a knock up. where as nasus is a strong peeler.
Zac initiates, slows in an AOE, and has a revive mechanism for when he blows up.
every time i see zac use his jump to initiate his team spends like 5 seconds just trying to catch up, it never feels like "wow im glad we have a 1500 range jump here". id rather have someone like renekton or jax who can jump in aggressively and actually stun someone. im not saying zac is worthless but even in pro games i struggle to see the value in zac above other tanks.
If it takes Zac's team 5 seconds just to catch up, one of the following is true:
Zac jumped over multiple walls to initiate.
Zac was already way far ahead of his team before he jumped.
For external reasons (e.g. low health team) Zac shouldn't have initiated, thus catching his team by surprise when he did.
Zac's team sucks.
That last bullet point is actually dead serious. Unlike many other initiators (e.g. Amumu, Malphite, Sejuani) you have all the warning in the world that Zac is planning to go in. It takes him 1.3 seconds to charge his Elastic Slingshot, which he may even hold for some time after. As long as you're paying attention to your primary initiator, which you should be, following up Zac is easy.
Take this fight for example:
Despite Meteos jumping 1550 range, LemonNation was still able to follow up and throw Lulu's ultimate on top of Zac's. In fact, if it wasn't for Scarra's inexplicable 1v4 dive all of C9 would have arrived with LemonNation. C9 ended up crushing the fight and taking no losses (that Zac passive).
What you're seeing is the same problem that haunts Amumus, Sejuanis, Jarvans, and initators the world over, bad teams. Instead of anticipating the initiation and going in, they wait until it's already happened before they react. That's where the 5 seconds typically comes from, and that's why Zac seems bad to you.
On October 07 2013 23:31 Clinic wrote: flash is needed to land ult on priority targets/more people, especially now that he is fully ccable during it
I'm not really seeing this from a theoretical perspective, although I don't claim to be a good Zac player either.
In an ideal scenario you hit 5 with bounces and Exhaust is clearly better.
If Flash allows you to hit 1 extra person, Exhaust is still probably better because the aspd and damage reductions for 2.5 seconds is going to be reducing their ADC's damage output by more than a 1 second knockup is.
If Flash allows you to hit 2 extra people, Flash may win out. Is it really that helpful? I suppose maybe I can see this if the enemy team has like a Vayne who can easily knock you back as soon as you dive in. Hmm. HMM sir.
this attempt to break down scenarios doesn't account for the value of being able to choose who to hit, among other flaws. for example, if that extra person is a sona moving in to crescendo, that's more valuable than flashing to hit a sejuani and malphite after they've ulted. because the more valuable targets are precisely those that are more difficult to reach, flash is essential as a mid-ult gapcloser.
as an aside, this is the danger with theorycrafting in general - it's essentially a reduction of the game into a model, and while simplifying is a feature rather than drawback of proper modeling, it can have misleading results when key components are ignored. of course, such criticism applies equally to this post, so make of it what you will
zac's job in fights is disruption, and positioning is the primary determinant of how disruptive he can be. a single snare, stun, or knockback can stop let's bounce and leave him open to being bursted or ignored without ever getting close enough to threaten the ideal exhaust target apart from possibly using exhaust, which is not worth being taken out of the fight for. even if let's bounce hits 5 without flashing, flash gives zac freedom to decide where he is at the end of his ult, letting him either stick to the target of his choice or take lethal damage and flash out to a safer location to pop his passive
exhausting the ad carry isn't evidently superior when zac should be pressuring the ad to hit him anyways, and 2.5 seconds of reduced damage output (during which their own skills and summoners such as flash can be used) versus 1 second of having no mobility or damage at all is not convincing in terms of the exhaust reducing overall damage output appreciably - over the 2.5 duration of exhaust, 1.5 seconds of full damage after the knockup is 150%, 2.5 seconds of 50% attack speed and 30% damage reduction is 87.5% for a difference of less than one autoattack. additionally, guaranteeing the knockup is better than exhausting when the target, such as the support. is not valuable for damage
exhaust can also be cleansed by the summoner or a mid tier item that is often a good buy on ad carries to begin with, and flash is preferable in a summoner trade scenario because it will almost always force the target out of position, which, again, is the point of zac
On October 08 2013 01:00 turdburgler wrote: if they wanted to overhaul summoners i would prefer they added more game changing summoners. if you are going to have 'overpowered' abilities like flash, you want all the other summoners to be just as exciting. i dont think making a turret immune or running faster for some time is as exciting.
New summoner spell: Flash 2. Like flash, but only goes 60% of the distance. Take it if you really wanted to take flash/flash on a champ. Think of the plays
On October 08 2013 01:00 turdburgler wrote: if they wanted to overhaul summoners i would prefer they added more game changing summoners. if you are going to have 'overpowered' abilities like flash, you want all the other summoners to be just as exciting. i dont think making a turret immune or running faster for some time is as exciting.
New summoner spell: Flash 2. Like flash, but only goes 60% of the distance. Take it if you really wanted to take flash/flash on a champ. Think of the plays
Oh gosh I can't help but remember when the masteries were broken and the 0 CD Flash games.
I think a change that would appeal to a lot of people would be to make Flash like Blink Dagger where you can't use it for a certain period of time after taking damage. That way you can still have cool engages but less get of jail free cards.
On October 08 2013 02:33 onlywonderboy wrote: I think a change that would appeal to a lot of people would be to make Flash like Blink Dagger where you can't use it for a certain period of time after taking damage. That way you can still have cool engages but less get of jail free cards.
The problem with that comparison has always been that Blink Dagger has 1200 range. Most of the unconditional jumps in DotA have far less range that are actually comparable with Flash (Force Staff has no mute-on-damage component and moves you 600 range).
Riot would win me over if they tried to eliminate flash from the game.
... and put in Blink Dagger!!! =p
I wouldn't mind them making it purchasable, a blink item would be pretty cool. Perhaps the same route as the jungle items (tanky, ad, ap), one for each spec with flash included. Some champions really do need flash to be effective (Galio comes to mind) but giving it to everyone (after level 12!) is something that still hasn't sat right with me. Makes the game really safe.
I wouldn't even mind it being just a dead end utility item with a decent cost, something prohibitive so you don't actually see it x10 unless everyone is 6 items(and even then I'm betting there are people who won't want it as an item slot end game, literally 0 stats is a lot to give up). Riot could go the DotA route with it being unusable for a period after damage(functionality already in the game with things like Orb of Winter and BVeil), or not(but that would make it more attractive for everyone to buy as an escape just like Flash right now).
It will never happen, but I wouldn't mind a massive between season shakeup like that.
On October 08 2013 02:33 onlywonderboy wrote: I think a change that would appeal to a lot of people would be to make Flash like Blink Dagger where you can't use it for a certain period of time after taking damage. That way you can still have cool engages but less get of jail free cards.
they've said there are too many latency issues with lol.
Personally I think the summoners would make really interesting boot enchantments, especially considering the current set is basically homeguard (which is almost a summoner in power level) and then nothing.