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[Patch 4.3] Vel'Koz General Discussion - Page 15

Forum Index > LoL General
Post a Reply
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EU LCS Week 8 Review
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
Last Edited: 2014-02-27 22:43:50
February 27 2014 22:43 GMT
#281
wrong thread
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
RouaF
Profile Joined October 2010
France4120 Posts
February 27 2014 22:47 GMT
#282
On February 28 2014 06:51 Carnivorous Sheep wrote:
Show nested quote +
On February 28 2014 06:32 RouaF wrote:
On February 28 2014 06:16 Gahlo wrote:
On February 28 2014 06:14 RouaF wrote:
I just don't see how a champ can be nerfed if he's not good enough to see at least some picks in pro play. It's not like teemo is some kind of heavy snowballer with resets 1v5'ing noobs yi style.

I might be the only one to think that way but you will have to provide strong arguments to make me change my mind.

Apparently he gets picked in SEA and that one TSM v C9 game.

Please... go look that tsm vs c9 game again, teemo didn't do anything, hai could have picked any champion the result would have been the same. I have no idea if sea is strong or not but it seems like teemo was picked as the AD there. Do you have a link to more than one SEA game where teemo crushed the enemy team with late game shrooms ?


http://lol.gamepedia.com/Bebeisadog
http://lol.gamepedia.com/Chawy

These guys want to have a word with you.

I don't see any mention of teemo in either of these pages.
cLutZ
Profile Joined November 2010
United States19574 Posts
February 27 2014 22:50 GMT
#283
On February 28 2014 07:37 Requizen wrote:
Show nested quote +
On February 28 2014 07:35 cLutZ wrote:
On February 28 2014 06:31 onlywonderboy wrote:
I don't think this debate is going to go anywhere. People just have different opinions about what level of play the game should be balanced for. This seems like one of those times where this is most apparent.


The real problem is create champions that are essentially Retribution Paladins circa the 2.0 WoW patch that are nearly impossible to have balanced at all levels of play.

You mean 3.0?

Hue 120% Holy damage in an in AoE and immunity to CC on like a 6 second CD, no mana costs ever.

No. 3.0 was across the board OP. 2.0 was really easy to beat of you were like 1600+ in arena, but rofl stomped below 1400.
Freeeeeeedom
onlywonderboy
Profile Joined August 2012
United States23745 Posts
Last Edited: 2014-02-27 22:51:13
February 27 2014 22:50 GMT
#284
On February 28 2014 07:47 RouaF wrote:
Show nested quote +
On February 28 2014 06:51 Carnivorous Sheep wrote:
On February 28 2014 06:32 RouaF wrote:
On February 28 2014 06:16 Gahlo wrote:
On February 28 2014 06:14 RouaF wrote:
I just don't see how a champ can be nerfed if he's not good enough to see at least some picks in pro play. It's not like teemo is some kind of heavy snowballer with resets 1v5'ing noobs yi style.

I might be the only one to think that way but you will have to provide strong arguments to make me change my mind.

Apparently he gets picked in SEA and that one TSM v C9 game.

Please... go look that tsm vs c9 game again, teemo didn't do anything, hai could have picked any champion the result would have been the same. I have no idea if sea is strong or not but it seems like teemo was picked as the AD there. Do you have a link to more than one SEA game where teemo crushed the enemy team with late game shrooms ?


http://lol.gamepedia.com/Bebeisadog
http://lol.gamepedia.com/Chawy

These guys want to have a word with you.

I don't see any mention of teemo in either of these pages.

They've recently played Teemo in GPL
RIP Ryan Davis / TL or Die / @onlywonderboy
Gahlo
Profile Joined February 2010
United States35165 Posts
Last Edited: 2014-02-27 22:51:34
February 27 2014 22:51 GMT
#285
On February 28 2014 07:43 wei2coolman wrote:
I meam they just recently changed kayle, took huge chunk awat from her q, at least they had the decency to buff her heal. With teemo they didn't even bother giving him a reach around.

With Kayle it was "We like her doing sustained magic damage, but don't like her 3shotting people while doing it. We're going to stop her from bursting and make her sustained better."

With Teemo it's "We don't like the ticking timebomb of 1000+ damage mines everywhere."
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2014-02-27 22:53:48
February 27 2014 22:52 GMT
#286
On February 28 2014 07:37 Requizen wrote:
Show nested quote +
On February 28 2014 07:35 cLutZ wrote:
On February 28 2014 06:31 onlywonderboy wrote:
I don't think this debate is going to go anywhere. People just have different opinions about what level of play the game should be balanced for. This seems like one of those times where this is most apparent.


The real problem is create champions that are essentially Retribution Paladins circa the 2.0 WoW patch that are nearly impossible to have balanced at all levels of play.

You mean 3.0?

Hue 120% Holy damage in an in AoE and immunity to CC on like a 6 second CD, no mana costs ever.

WotLK ret pally at one point was really fun. You could bind every standard DPS key to one button(executed at random), and you would lose under 5% dps so long as you hit your avenging wrath/trinkets whenever needed.

Also prot paladin had a 2 button rotation + other skills(you'd hit the other ones whenever you could/needed, but for the rest of the fight you're pressing 1-2 1-2 1-2).
Porouscloud - NA LoL
Requizen
Profile Blog Joined March 2011
United States33802 Posts
February 27 2014 22:54 GMT
#287
On February 28 2014 07:50 cLutZ wrote:
Show nested quote +
On February 28 2014 07:37 Requizen wrote:
On February 28 2014 07:35 cLutZ wrote:
On February 28 2014 06:31 onlywonderboy wrote:
I don't think this debate is going to go anywhere. People just have different opinions about what level of play the game should be balanced for. This seems like one of those times where this is most apparent.


The real problem is create champions that are essentially Retribution Paladins circa the 2.0 WoW patch that are nearly impossible to have balanced at all levels of play.

You mean 3.0?

Hue 120% Holy damage in an in AoE and immunity to CC on like a 6 second CD, no mana costs ever.

No. 3.0 was across the board OP. 2.0 was really easy to beat of you were like 1600+ in arena, but rofl stomped below 1400.

Was Arena live in 2.0 or are you just using the rankings as general skill points?

On February 28 2014 07:52 Amui wrote:
Show nested quote +
On February 28 2014 07:37 Requizen wrote:
On February 28 2014 07:35 cLutZ wrote:
On February 28 2014 06:31 onlywonderboy wrote:
I don't think this debate is going to go anywhere. People just have different opinions about what level of play the game should be balanced for. This seems like one of those times where this is most apparent.


The real problem is create champions that are essentially Retribution Paladins circa the 2.0 WoW patch that are nearly impossible to have balanced at all levels of play.

You mean 3.0?

Hue 120% Holy damage in an in AoE and immunity to CC on like a 6 second CD, no mana costs ever.

WotLK ret pally at one point was really fun. You could bind every standard DPS key to one button(executed at random), and you would lose under 5% dps so long as you hit your avenging wrath/trinkets whenever needed.

Also prot paladin had a 2 button rotation + other skills.

Dude paladin was my main through Wrath and Cata, super fun. Wrath pre-release patch Ret was good enough where I could beat my friend's geared Prot warrior in a duel when I was still leveling.
It's your boy Guzma!
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2014-02-27 22:57:50
February 27 2014 22:57 GMT
#288
well I know I'm just a platinum scrub but Teemo is seriously strong and annoying to play against. Those shrooms indeed can win a game by themselves, give enormous baron control and Teemo really isn't even that bad in a straight up fight with decent ranged burst and sustained damage and extremely good kiting against bruisers.

It all comes down to the removal of Oracles
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
cLutZ
Profile Joined November 2010
United States19574 Posts
February 27 2014 23:33 GMT
#289
On February 28 2014 07:54 Requizen wrote:
Show nested quote +
On February 28 2014 07:50 cLutZ wrote:
On February 28 2014 07:37 Requizen wrote:
On February 28 2014 07:35 cLutZ wrote:
On February 28 2014 06:31 onlywonderboy wrote:
I don't think this debate is going to go anywhere. People just have different opinions about what level of play the game should be balanced for. This seems like one of those times where this is most apparent.


The real problem is create champions that are essentially Retribution Paladins circa the 2.0 WoW patch that are nearly impossible to have balanced at all levels of play.

You mean 3.0?

Hue 120% Holy damage in an in AoE and immunity to CC on like a 6 second CD, no mana costs ever.

No. 3.0 was across the board OP. 2.0 was really easy to beat of you were like 1600+ in arena, but rofl stomped below 1400.

Was Arena live in 2.0 or are you just using the rankings as general skill points?

Show nested quote +
On February 28 2014 07:52 Amui wrote:
On February 28 2014 07:37 Requizen wrote:
On February 28 2014 07:35 cLutZ wrote:
On February 28 2014 06:31 onlywonderboy wrote:
I don't think this debate is going to go anywhere. People just have different opinions about what level of play the game should be balanced for. This seems like one of those times where this is most apparent.


The real problem is create champions that are essentially Retribution Paladins circa the 2.0 WoW patch that are nearly impossible to have balanced at all levels of play.

You mean 3.0?

Hue 120% Holy damage in an in AoE and immunity to CC on like a 6 second CD, no mana costs ever.

WotLK ret pally at one point was really fun. You could bind every standard DPS key to one button(executed at random), and you would lose under 5% dps so long as you hit your avenging wrath/trinkets whenever needed.

Also prot paladin had a 2 button rotation + other skills.

Dude paladin was my main through Wrath and Cata, super fun. Wrath pre-release patch Ret was good enough where I could beat my friend's geared Prot warrior in a duel when I was still leveling.


2.0 was an approximation because I am not a patch expert. IT was certainly like that in the Pre-TBC match, and the first season of TBC Arena.
Freeeeeeedom
WiseBagus
Profile Joined September 2011
Canada452 Posts
February 28 2014 00:22 GMT
#290
Does anyone know how loss prevented factor into your placement matches?
"When you come at the King, you best not miss"
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
February 28 2014 00:30 GMT
#291
So is it just me, or does new frost queen line give insane amounts of gold?
http://na.op.gg/summoner/userName=FLABREZU
Klonere
Profile Blog Joined December 2010
Ireland4123 Posts
February 28 2014 00:32 GMT
#292
On February 28 2014 09:30 GolemMadness wrote:
So is it just me, or does new frost queen line give insane amounts of gold?


its bugged so it procs off turrets right now

but yeah in the right lane its insane, i had 200 ish gold made at 10mins in a sona/jinx vs thresh/sivir lane.
nafta
Profile Joined August 2010
Bulgaria18893 Posts
February 28 2014 00:33 GMT
#293
I got 1200 gold at 21 minutes in a game earlier lol.
ChaoSbringer
Profile Blog Joined April 2008
Australia1382 Posts
February 28 2014 00:36 GMT
#294
On February 28 2014 09:32 Klonere wrote:
Show nested quote +
On February 28 2014 09:30 GolemMadness wrote:
So is it just me, or does new frost queen line give insane amounts of gold?


its bugged so it procs off turrets right now

but yeah in the right lane its insane, i had 200 ish gold made at 10mins in a sona/jinx vs thresh/sivir lane.
Except the text explicitly states that auto/spell damage against champions and buildings procs the gold generation?
Ketara
Profile Blog Joined August 2010
United States15065 Posts
February 28 2014 00:44 GMT
#295
On February 28 2014 09:30 GolemMadness wrote:
So is it just me, or does new frost queen line give insane amounts of gold?


It's not just you.

If you're using it to 100% efficiency it gives 7 GP10, 14 upgraded.

Relic line gives max about 5 GP10, 10 upgraded.

Coin line gives 4.2 GP10, 8.3 upgraded.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21244 Posts
Last Edited: 2014-02-28 01:43:31
February 28 2014 00:45 GMT
#296
I don't know who this CertainlyT guy is, but this has to be the biggest bullshit I have ever read.
In reality, the Live Team tends to buff about as much as they nerf. A few factors lead to the perception that our balance is nerf heavy: First, players trend toward playing overpowered champions, and tend to focus on champions they play when reading the patch notes. For example, Corki's playrate increased 8x within a 1 month period around September of last year (Trinity Force buffs made him very strong). It's only natural to focus on the champions you play when reading the patch notes and pay less attention to the (previously underpowered) champions you don't. That's why I don't fault you for missing the straight buffs to Corki, Ryze and Skarner in 4.3, despite the fact that it's written in clear English. Second, players tend to read net neutral changes (buffs + nerfs) as nerfs. For example, community sentiment was largely that our recent changes to Kayle's Q ratio was a nerf, when in fact the buff to her W's movement speed made her about the same strength, if not more potent -- We reduced Kayle's burst while increasing her team utility and ability to deal sustained damage. Since players were used to bursting with Kayle, they focused on the reduction to their ability to 1 shot a dude over the gains. This isn't true of all players, mind you, but it happens to a lot of us (even Yours Truly). Third, buffs are often hard to associate with a particular champion, but nerfs feel very specific. Returning to Corki, when we buffed Trinity Force before Worlds, very few players saw this as a dramatic gain for Corki on patch day. Nonetheless, he was immediately overpowered. When we made subsequent changes to Corki which resulted in a net decrease in power, everyone saw that as a dramatic loss for Corki. Again returning to 4.3, we expect all Tear of the Goddess and Spellthief's Edge users to be stronger in this patch. However, it will take a while for these buffs to be fully appreciated. Finally, if you are posting here, you likely read posts here, and players are much more likely to write a forum post when they feel frustrated or aggrieved than when they feel content. Thus, all of the above is magnified because the "TLDR" of the patch notes often seems like a litany of nerfs because a huge portion of the posts on this forum are just players venting about specific nerfs to their favorite overpowered champion.
http://forums.na.leagueoflegends.com/board/showthread.php?p=45460246#45460246 OK this is just straight bullshit lol. But wait, there's more!
All of the champions you listed ["why is Fiora/Viktor/Brand/Heimer/my favorite champion still unviable/clunky/outdated/otherwise disadvantaged?"] are perfectly viable. Unfortunately, they do not feel viable (for a number of reasons specific to each). Take Fiora. If you cannot win with Fiora, that's likely because you are playing her wrong.
LOL OK.
I did not mean to imply everyone played champions for power, only that our more powerful champions on average tend to see more play than our less powerful champions. I also agree with you that the major nerfs we did to Urgot (and Olaf) were unfortunate and tarnished our balance reputation. It is of course unfortunate that some champions are dramatically more powerful in the hands of a pro than our average player, as were Olaf and Urgot (who both saw/see success in competitive after we "destroyed" them). What we should have done was alter their underlying mechanics so that they could be relatively fun while still being unique and balanced at the highest levels of play. Indeed, this is a lesson that the Live team has taken to heart. SmashGizmo did a phenomenal re-work on Olaf that retained his core identity (Berserker) while removing the competitive balance problems (massive true damage on a CC immune bruiser whose offensive itemization was full health/CDR). More recently, this patch's Twisted Fate changes, while they may seem minor, are designed to make him balanceable across the entire spectrum of players. The Kha'zix changes almost certainly reduce his overall power level, but they also help fulfill his identity as a hunter/assassin in the process. I actually enjoy playing this patch's version of Kha'Zix much more than the previous version -- I may not take Dragon/Baron as quickly, or annihilate underleveled targets instantly when I am ahead, but I can make game defining turn-around plays and can drop aggro in skirmishes when needed and move to isolated targets more effectively. So while it is fair to be critical of the Urgot/Olaf approach, it is not fair to portray that as reflective of our current approach to game balance.
This isn't even dodging the issue anymore this is just blatant lies. My favorite part is buried deep in this post though, and it's a real gem:
More recently, this patch's Twisted Fate changes, while they may seem minor, are designed to make him balanceable across the entire spectrum of players.
Take a moment and think about this before I direct you to TF's latest changes: http://na.leagueoflegends.com/en/news/game-updates/patch/patch-43-notes#patch-twistedfate
Twisted Fate W - Pick A Card NEWPRETTINESS New Particles!
Hahah, alright looking back my post does seem a bit ecstatic about the TF changes. Let me re-phrase: TF got UI changes to make using his abilities less a function of mastering the poor UI supporting them and more a function of good judgment and ability placement. This is not some Earth-shattering change to his gameplay. However, it IS the sort of change which lays the groundwork for us achieving an iteration of Twisted Fate who can be balanced and satisfying inside and outside of competitive play.
tl;dr riot's balance team is basically retarded.
TranslatorBaa!
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
February 28 2014 00:50 GMT
#297
CertainlyT is a champion designer. He designed Thresh, Zyra, Darius, etc. All relatively interesting (and very broken on release) champions.
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21244 Posts
February 28 2014 00:51 GMT
#298
Maybe he should stick to designing champions (I have zero problems if every champion was on that power level) instead of blatantly lying to the ignorant masses about champion design philosophy then.
TranslatorBaa!
Eppa!
Profile Joined November 2010
Sweden4641 Posts
February 28 2014 00:56 GMT
#299
Denying that some champs are weak is dumb. Some champs are viable but not played but a lot are unviable.
"Can't wait till Monday" Cixah+Waveofshadow. "Needs to be monday. Weekend please go by quickly." Gahlo
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
February 28 2014 00:58 GMT
#300
On February 28 2014 09:50 GhandiEAGLE wrote:
CertainlyT is a champion designer. He designed Thresh, Zyra, Darius, etc. All relatively interesting (and very broken on release) champions.


You forgot Yasuo.
https://twitter.com/SufficientStats
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