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On April 06 2014 22:28 phyvo wrote: I think riot would be hesitant to add a champion with effects that have a % chance of happening. At the basic level I don't see how that's better or more interesting on a champion than having the effect happen every time, but weaker. The only point of adding chance is either to screw over the player or to make them feel like a god all thanks to die rolls. Because to make up for the "do nothing" occasions, it has to be amazingly effective when it does. Which is more egregious than the current champions that do poorly when behind and ridiculous when ahead
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On April 06 2014 22:28 phyvo wrote: I think riot would be hesitant to add a champion with effects that have a % chance of happening. At the basic level I don't see how that's better or more interesting on a champion than having the effect happen every time, but weaker. The only point of adding chance is either to screw over the player or to make them feel like a god all thanks to die rolls.
Explain Tryndamere.
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That's just copypasting all of Arcane Mage's spells for a general idea, the core mechanics would just be a passive that deals increased dmg related to current mana, and a skill that makes itself cost much more with each cast but also makes all of your skills more powerful with each cast.
It would be pretty OP if it was not a chance-based spell or at least charge-based spell though because it'd give you a +damage stack for no cost.
I think that at 30% per stack you can very reliably assume you have the skill available because Q would have such a low cooldown so it's more based around the need to build up both the +dmg and the stacks without going too low on mana. By the way, the mechanic with this skill is "Do I spend it when I'm supposed to use Arcane Blast in order to build up more mana or do I use it at max stacks of Arcane Charge so that it deals more damage?", the decision being altered all the time depending on your mana pool. That's why it's such an interesting concept in my opinion.
It could however be changed to "every 3rd Q", it's not really the core mechanic.
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On April 06 2014 22:32 Gahlo wrote:Show nested quote +On April 06 2014 22:28 phyvo wrote: I think riot would be hesitant to add a champion with effects that have a % chance of happening. At the basic level I don't see how that's better or more interesting on a champion than having the effect happen every time, but weaker. The only point of adding chance is either to screw over the player or to make them feel like a god all thanks to die rolls. Because to make up for the "do nothing" occasions, it has to be amazingly effective when it does. Which is more egregious than the current champions that do poorly when behind and ridiculous when ahead
The gold flow in this game is just very linear for whoever's winning. Even with support gold-flow changes and jungle changes, the snowball-effect(s) still remain the same to me tbh.
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On April 06 2014 23:53 Sponkz wrote:Show nested quote +On April 06 2014 22:32 Gahlo wrote:On April 06 2014 22:28 phyvo wrote: I think riot would be hesitant to add a champion with effects that have a % chance of happening. At the basic level I don't see how that's better or more interesting on a champion than having the effect happen every time, but weaker. The only point of adding chance is either to screw over the player or to make them feel like a god all thanks to die rolls. Because to make up for the "do nothing" occasions, it has to be amazingly effective when it does. Which is more egregious than the current champions that do poorly when behind and ridiculous when ahead The gold flow in this game is just very linear for whoever's winning. Even with support gold-flow changes and jungle changes, the snowball-effect(s) still remain the same to me tbh. Well if there were no rewards for winning then this game would be really boring.Its hard enough to end games right now vs good wave clear let alone if gold leads didnt matter as much.
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On April 06 2014 23:49 zer0das wrote:Show nested quote +On April 06 2014 22:28 phyvo wrote: I think riot would be hesitant to add a champion with effects that have a % chance of happening. At the basic level I don't see how that's better or more interesting on a champion than having the effect happen every time, but weaker. The only point of adding chance is either to screw over the player or to make them feel like a god all thanks to die rolls. Explain Tryndamere.
Old champion with an old rework clinging to a old playstyle for the sake of tradition. He's not one of the most popular top laners so Riot can just ignore him, if he ever becomes popular and his RNG becomes a big factor Riot would be at him (or crits in general) in a flash... in fact they've already nerfed RNG streaks several times. He's less problematic than Poppy/Sion as a result but that doesn't exclude him from getting nerfed into similar obscurity should walking into lane and banking on crits become standard play in top lane. It's simply not the kind of play that Riot would ever design or want at this point.
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On April 07 2014 00:18 nafta wrote:Show nested quote +On April 06 2014 23:53 Sponkz wrote:On April 06 2014 22:32 Gahlo wrote:On April 06 2014 22:28 phyvo wrote: I think riot would be hesitant to add a champion with effects that have a % chance of happening. At the basic level I don't see how that's better or more interesting on a champion than having the effect happen every time, but weaker. The only point of adding chance is either to screw over the player or to make them feel like a god all thanks to die rolls. Because to make up for the "do nothing" occasions, it has to be amazingly effective when it does. Which is more egregious than the current champions that do poorly when behind and ridiculous when ahead The gold flow in this game is just very linear for whoever's winning. Even with support gold-flow changes and jungle changes, the snowball-effect(s) still remain the same to me tbh. Well if there were no rewards for winning then this game would be really boring.Its hard enough to end games right now vs good wave clear let alone if gold leads didnt matter as much.
Well if there was a different between slot efficiency and gold efficiency in items then you would still have advantages for winning but the snowball effect wouldn't be as bad.
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On April 06 2014 22:28 phyvo wrote: I think riot would be hesitant to add a champion with effects that have a % chance of happening. At the basic level I don't see how that's better or more interesting on a champion than having the effect happen every time, but weaker. The only point of adding chance is either to screw over the player or to make them feel like a god all thanks to die rolls. Critplank represent. Those times you win Lane because your q crit twice in a row.
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On April 07 2014 00:18 nafta wrote:Show nested quote +On April 06 2014 23:53 Sponkz wrote:On April 06 2014 22:32 Gahlo wrote:On April 06 2014 22:28 phyvo wrote: I think riot would be hesitant to add a champion with effects that have a % chance of happening. At the basic level I don't see how that's better or more interesting on a champion than having the effect happen every time, but weaker. The only point of adding chance is either to screw over the player or to make them feel like a god all thanks to die rolls. Because to make up for the "do nothing" occasions, it has to be amazingly effective when it does. Which is more egregious than the current champions that do poorly when behind and ridiculous when ahead The gold flow in this game is just very linear for whoever's winning. Even with support gold-flow changes and jungle changes, the snowball-effect(s) still remain the same to me tbh. Well if there were no rewards for winning then this game would be really boring.Its hard enough to end games right now vs good wave clear let alone if gold leads didnt matter as much.
It isn't as much winning, it's a combination of experience and gold advantage. It cannot be changed as of right now, because a nerf to experience would devastate a large amount of champions and they cannot buff/nerf gold-income (and it won't be likely with the initial support changes at start of season 4).
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If you don't get a gold and experience advantage why have gold and/or experience?
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On April 06 2014 21:59 Gahlo wrote:Show nested quote +On April 06 2014 21:54 Shikyo wrote: This game could really use an Arcane Mage-type champion(WoW) with interesting mana management.
Basically, passive would make you deal more dmg the higher your current mana is, Q would give you 1 Arcane charge stack that increases the dmg of all your skills by 50% but makes Q cost 150% more mana(stacks up to 4), W would be an AoE spell that's not otherwise affected by Arcane Charge but it refreshes them and has 30% chance of giving you one extra, E would be Arcane Missiles which requires a stack to use(30% chance to get a stack by using any other skill of yours which is free, gives an Arcane Charge and costs no mana, and R would be Arcane Barrage which would consume every charge and have no cooldown.
However, it's possible it would require its own resource instead of mana or it could also have a static mana regen incorporated into the passive(gains no benefit from mana regeneration items. Instead, regenerates 1% of max mana every second). Still, the game desperately needs champions actually based around mana management. I think they tried something similar to that with the original iterations of Xerath. Xerath was never even close to what he described, i know everyone i played with was super hopeful he would be like an arcane mage, but it didnt happen.
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On April 07 2014 00:24 phyvo wrote:Show nested quote +On April 06 2014 23:49 zer0das wrote:On April 06 2014 22:28 phyvo wrote: I think riot would be hesitant to add a champion with effects that have a % chance of happening. At the basic level I don't see how that's better or more interesting on a champion than having the effect happen every time, but weaker. The only point of adding chance is either to screw over the player or to make them feel like a god all thanks to die rolls. Explain Tryndamere. Old champion with an old rework clinging to a old playstyle for the sake of tradition. He's not one of the most popular top laners so Riot can just ignore him, if he ever becomes popular and his RNG becomes a big factor Riot would be at him (or crits in general) in a flash... in fact they've already nerfed RNG streaks several times. He's less problematic than Poppy/Sion as a result but that doesn't exclude him from getting nerfed into similar obscurity should walking into lane and banking on crits become standard play in top lane. It's simply not the kind of play that Riot would ever design or want at this point.
tryndamere you can kinda mess with the rng system by starting your auto animation on minions, if he uses the crit animation vice the normal attack animation you cancel the auto by moving or whatever and just use your next attack on the laner instead. free trades!
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On April 07 2014 04:07 ShaLLoW[baY] wrote:Show nested quote +On April 07 2014 00:24 phyvo wrote:On April 06 2014 23:49 zer0das wrote:On April 06 2014 22:28 phyvo wrote: I think riot would be hesitant to add a champion with effects that have a % chance of happening. At the basic level I don't see how that's better or more interesting on a champion than having the effect happen every time, but weaker. The only point of adding chance is either to screw over the player or to make them feel like a god all thanks to die rolls. Explain Tryndamere. Old champion with an old rework clinging to a old playstyle for the sake of tradition. He's not one of the most popular top laners so Riot can just ignore him, if he ever becomes popular and his RNG becomes a big factor Riot would be at him (or crits in general) in a flash... in fact they've already nerfed RNG streaks several times. He's less problematic than Poppy/Sion as a result but that doesn't exclude him from getting nerfed into similar obscurity should walking into lane and banking on crits become standard play in top lane. It's simply not the kind of play that Riot would ever design or want at this point. tryndamere you can kinda mess with the rng system by starting your auto animation on minions, if he uses the crit animation vice the normal attack animation you cancel the auto by moving or whatever and just use your next attack on the laner instead. free trades! that problem is with his animation, he literally has one of the easiest ones to cancel, since it takes him 10 years to jump in the air when he's about to crit
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On April 07 2014 04:21 arb wrote:Show nested quote +On April 07 2014 04:07 ShaLLoW[baY] wrote:On April 07 2014 00:24 phyvo wrote:On April 06 2014 23:49 zer0das wrote:On April 06 2014 22:28 phyvo wrote: I think riot would be hesitant to add a champion with effects that have a % chance of happening. At the basic level I don't see how that's better or more interesting on a champion than having the effect happen every time, but weaker. The only point of adding chance is either to screw over the player or to make them feel like a god all thanks to die rolls. Explain Tryndamere. Old champion with an old rework clinging to a old playstyle for the sake of tradition. He's not one of the most popular top laners so Riot can just ignore him, if he ever becomes popular and his RNG becomes a big factor Riot would be at him (or crits in general) in a flash... in fact they've already nerfed RNG streaks several times. He's less problematic than Poppy/Sion as a result but that doesn't exclude him from getting nerfed into similar obscurity should walking into lane and banking on crits become standard play in top lane. It's simply not the kind of play that Riot would ever design or want at this point. tryndamere you can kinda mess with the rng system by starting your auto animation on minions, if he uses the crit animation vice the normal attack animation you cancel the auto by moving or whatever and just use your next attack on the laner instead. free trades! that problem is with his animation, he literally has one of the easiest ones to cancel, since it takes him 10 years to jump in the air when he's about to crit
This makes me wonder if crit calculation is done on client side or server side.
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It's got to be done server side. I'd say if it was client side there's a bigger chance that by now we'd see crit hacks. I'm actually surprised how little hacking people have tried to do to League. Cassio bot is all I've heard of besides just bug abuses (100% CD summoners etc).
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I think there's a skillshot bot for certain champs as well, like ez Q's and Lux Q's but other than that there aren't a ton of hacks/bottling to be done.
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On April 07 2014 04:48 Zdrastochye wrote: It's got to be done server side. I'd say if it was client side there's a bigger chance that by now we'd see crit hacks. I'm actually surprised how little hacking people have tried to do to League. Cassio bot is all I've heard of besides just bug abuses (100% CD summoners etc).
If you can cancel Tryndamere auto animation based on crit, I think it's probably client side.
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Hacking LOL is really not that "profitable" for lack of a better word because of how the system works, from a hackers POV.
Firstly, LOL is almost all server-side. That means that its much harder to write a maphack (probably the most common RTS hack) and much, much easier for Riot to identify and punish hackers.
Secondly, there isn't an easy way to exploit a hack quickly. The most common games I know of widespread hacking are all RPG-style games where you can hack to get items/gold/etc, sell that for money and even if the account is banned, they still have the cash.
Where is the lol advantage? Gain a few leagues then get banned and lose the end of season rewards anyways?
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United States47024 Posts
A hacker could make quite a bit of money hacking to raise accounts' rating, then selling the accounts before they're caught.
It's not like there isn't significant demand for high-rating accounts.
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On April 07 2014 06:04 cLutZ wrote: Hacking LOL is really not that "profitable" for lack of a better word because of how the system works, from a hackers POV.
Firstly, LOL is almost all server-side. That means that its much harder to write a maphack (probably the most common RTS hack) and much, much easier for Riot to identify and punish hackers.
Secondly, there isn't an easy way to exploit a hack quickly. The most common games I know of widespread hacking are all RPG-style games where you can hack to get items/gold/etc, sell that for money and even if the account is banned, they still have the cash.
Where is the lol advantage? Gain a few leagues then get banned and lose the end of season rewards anyways?
Oh please. Remember the 100% CDR on summoner spells? And the BOTRK infinite procs? A lot of the stuff are client side.
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