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[Patch 4.7] Braum General Discussion - Page 3

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Updated TL LoL policy in regards to the use of "lomo"

In regards to theorycrafting and hyperbole, please have firsthand experience of the scenario before giving your input

Future of TL LoL, post Liquid`Dota standalone site
MooMooMugi
Profile Blog Joined January 2011
United States10531 Posts
May 07 2014 23:19 GMT
#41
30s for trinkets, gg invades
|LoL & SC2 IGN both my username| Just livin' the baylife| Hearthstone ID: MooMooMugi#1544| Dank Memer since 2011
Disengaged
Profile Joined July 2010
United States6994 Posts
May 07 2014 23:21 GMT
#42
On May 08 2014 08:19 MooMooMugi wrote:
30s for trinkets, gg invades


30 seconds is a little bit on the insane side lol
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2014-05-07 23:28:18
May 07 2014 23:27 GMT
#43
On May 08 2014 08:08 arb wrote:
Show nested quote +
On May 08 2014 08:04 Gahlo wrote:
On May 08 2014 08:00 InfSunday wrote:
If he wasn't so obnoxious I'd feel bad for kassadin. He gets banned every game for a while, gets reworked into very little use, buffed into OP again, then nerfed back down. Thankfully he's kass so I'd be fine with never seeing him again, but it's still kinda fun watching riot struggle to balance him.

So, is Gragas support a thing now after the rework? How good is it?

I think Riot was on the right track with the buff, but how major they made it was a mistake. People freak out over buff/nerfs of even .1 at times, yet his shield went up by .5.

Like i've always said for the league community a -5 damage nerf is "gutted never gonna play again" and a +1 damage buff is "omg so op why dont people ban this champion everygame"

except the Kass buff wasn't even close to what you gave as examples. It was a freaking 0.5 ratio buff and a 40 base value buff. That's a 40% increase in base value and a 267% increase in ratio, which is pretty damn insane.
On May 08 2014 08:21 Disengaged wrote:
Show nested quote +
On May 08 2014 08:19 MooMooMugi wrote:
30s for trinkets, gg invades


30 seconds is a little bit on the insane side lol

The one thing I don't get about this whole ordeal is why supports didn't revert back to consumable starts. I get that it does put you behind the other support if you open consumables and they open with a gold item, but pro players still somehow made that transition in Season 2.
wei2coolman
Profile Joined November 2010
United States60033 Posts
May 07 2014 23:32 GMT
#44
On May 08 2014 08:27 Ryuu314 wrote:
Show nested quote +
On May 08 2014 08:08 arb wrote:
On May 08 2014 08:04 Gahlo wrote:
On May 08 2014 08:00 InfSunday wrote:
If he wasn't so obnoxious I'd feel bad for kassadin. He gets banned every game for a while, gets reworked into very little use, buffed into OP again, then nerfed back down. Thankfully he's kass so I'd be fine with never seeing him again, but it's still kinda fun watching riot struggle to balance him.

So, is Gragas support a thing now after the rework? How good is it?

I think Riot was on the right track with the buff, but how major they made it was a mistake. People freak out over buff/nerfs of even .1 at times, yet his shield went up by .5.

Like i've always said for the league community a -5 damage nerf is "gutted never gonna play again" and a +1 damage buff is "omg so op why dont people ban this champion everygame"

except the Kass buff wasn't even close to what you gave as examples. It was a freaking 0.5 ratio buff and a 40 base value buff. That's a 40% increase in base value and a 267% increase in ratio, which is pretty damn insane.
Show nested quote +
On May 08 2014 08:21 Disengaged wrote:
On May 08 2014 08:19 MooMooMugi wrote:
30s for trinkets, gg invades


30 seconds is a little bit on the insane side lol

The one thing I don't get about this whole ordeal is why supports didn't revert back to consumable starts. I get that it does put you behind the other support if you open consumables and they open with a gold item, but pro players still somehow made that transition in Season 2.

because you could essentially solve the problem with 4v0's, and not fall behind in items, but we did see a few supports do ward starts during this time.
liftlift > tsm
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
May 07 2014 23:37 GMT
#45
On May 08 2014 08:27 Ryuu314 wrote:
Show nested quote +
On May 08 2014 08:08 arb wrote:
On May 08 2014 08:04 Gahlo wrote:
On May 08 2014 08:00 InfSunday wrote:
If he wasn't so obnoxious I'd feel bad for kassadin. He gets banned every game for a while, gets reworked into very little use, buffed into OP again, then nerfed back down. Thankfully he's kass so I'd be fine with never seeing him again, but it's still kinda fun watching riot struggle to balance him.

So, is Gragas support a thing now after the rework? How good is it?

I think Riot was on the right track with the buff, but how major they made it was a mistake. People freak out over buff/nerfs of even .1 at times, yet his shield went up by .5.

Like i've always said for the league community a -5 damage nerf is "gutted never gonna play again" and a +1 damage buff is "omg so op why dont people ban this champion everygame"

except the Kass buff wasn't even close to what you gave as examples. It was a freaking 0.5 ratio buff and a 40 base value buff. That's a 40% increase in base value and a 267% increase in ratio, which is pretty damn insane.
Show nested quote +
On May 08 2014 08:21 Disengaged wrote:
On May 08 2014 08:19 MooMooMugi wrote:
30s for trinkets, gg invades


30 seconds is a little bit on the insane side lol

The one thing I don't get about this whole ordeal is why supports didn't revert back to consumable starts. I get that it does put you behind the other support if you open consumables and they open with a gold item, but pro players still somehow made that transition in Season 2.

The new gold items give (slightly?) more gold than the old philo/hog, and you can get them immediately instead of starting rejuv. They also build into items that generate even more gold. Also, trinkets exist.

So by introducing a new gold stream, rather than addressing the factors that influence original income distribution, there are just a lot of of icky problems added that need to be ironed out.

In addition, I don't think these trinket changes will make 4v0 go away. You can ward for it and look for the 2v2 lanes, but they can do the same and 4v0 really is a more stable state of the game because pushing down asymmetric side towers allows you to control waves and farm buildup better.

I have the suspicion that Riot's ideal is the S2 balance where you laned for hours in 1v1s and 2v2s because on paper that looks more symmetric and balanced, but its pretty obvious with an asymmetric map and an odd number of players for the given income streams, that that sort of goal is a bit like chasing and attempting to force unstable equilibria.

0 cs 0 item supports and lane dynamics are both symptoms of the underlying income distribution incentives and increasing or decreasing income streams don't change that. Now that you can get free gold all the time, there is less incentive to generate that gold through dedicated CS and laning, when instead you can shove towers for global gold and a more guaranteed income stream later.
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
May 07 2014 23:56 GMT
#46
BUGFIX Fixed a bug where ward-jumping abilities (ex. Lee Sin's Safeguard) would sometimes go on cooldown when attempting (and failing) to jump over walls to wards outside the ability's max range



OK we need to replay the CLG vs. TSM game where nien failed the ward jump over the wall as Jax and consequently got killed by Dyrus. GAME CHANGING BUG.
https://twitter.com/SufficientStats
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
May 08 2014 00:03 GMT
#47
On May 08 2014 08:56 Sufficiency wrote:
Show nested quote +
BUGFIX Fixed a bug where ward-jumping abilities (ex. Lee Sin's Safeguard) would sometimes go on cooldown when attempting (and failing) to jump over walls to wards outside the ability's max range



OK we need to replay the CLG vs. TSM game where nien failed the ward jump over the wall as Jax and consequently got killed by Dyrus. GAME CHANGING BUG.

Should fix the bug where CLG didn't have a Top laner first.
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
May 08 2014 00:09 GMT
#48
On May 08 2014 09:03 xes wrote:
Show nested quote +
On May 08 2014 08:56 Sufficiency wrote:
BUGFIX Fixed a bug where ward-jumping abilities (ex. Lee Sin's Safeguard) would sometimes go on cooldown when attempting (and failing) to jump over walls to wards outside the ability's max range



OK we need to replay the CLG vs. TSM game where nien failed the ward jump over the wall as Jax and consequently got killed by Dyrus. GAME CHANGING BUG.

Should fix the bug where CLG didn't have a Top laner first.


Seriously. If Nein paused that it would be a remake? Lol
https://twitter.com/SufficientStats
Alaric
Profile Joined November 2009
France45622 Posts
May 08 2014 00:22 GMT
#49
It's a bit silly how the QoL for Syndra's stun a long time ago ended up allowing her to E -> Q ahead of the wave -> the sphere finishes forming then gets projected and stuns, way after the wave passes it by (eg. delayed sphere to mess up with people's jukes).
Cant take LMS hipsters serious.
zer0das
Profile Blog Joined May 2007
United States8519 Posts
May 08 2014 00:22 GMT
#50
On May 08 2014 08:56 Sufficiency wrote:
Show nested quote +
BUGFIX Fixed a bug where ward-jumping abilities (ex. Lee Sin's Safeguard) would sometimes go on cooldown when attempting (and failing) to jump over walls to wards outside the ability's max range



OK we need to replay the CLG vs. TSM game where nien failed the ward jump over the wall as Jax and consequently got killed by Dyrus. GAME CHANGING BUG.


I sat and tried to replicate this bug for like 20 minutes, and I couldn't do it. That's how impressive Nien is.
Kyrie
Profile Joined June 2013
1594 Posts
May 08 2014 00:58 GMT
#51
seraph failed his first promo series from plat 3

there's hope for the rest of us yet
wei2coolman
Profile Joined November 2010
United States60033 Posts
May 08 2014 01:01 GMT
#52
On May 08 2014 09:58 Kyrie wrote:
seraph failed his first promo series from plat 3

there's hope for the rest of us yet

#thestruggleisreal.
I'm really surprised he's lost so many games in solo queue...
though a lot of it has been duo queuing with aphro's challenger account.
liftlift > tsm
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
May 08 2014 01:04 GMT
#53
i honestly feel like the biggest change this patch is removing the yellow border from champs that aggro you

it is one of the things that keeps you in lane in hard matchups

no more anticipating leblanc combo and shunpoing out of the way
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
Gahlo
Profile Joined February 2010
United States35174 Posts
May 08 2014 01:09 GMT
#54
On May 08 2014 08:56 Sufficiency wrote:
Show nested quote +
BUGFIX Fixed a bug where ward-jumping abilities (ex. Lee Sin's Safeguard) would sometimes go on cooldown when attempting (and failing) to jump over walls to wards outside the ability's max range



OK we need to replay the CLG vs. TSM game where nien failed the ward jump over the wall as Jax and consequently got killed by Dyrus. GAME CHANGING BUG.

Not a bug.
ketchup
Profile Joined August 2010
14521 Posts
Last Edited: 2014-05-08 01:38:18
May 08 2014 01:30 GMT
#55
I'm actually interested in that removal of champion aggro indicator. I like the change a lot, but I'm just curious why Riot chose to change it now. I figure it would/should have been removed a long time ago considering how much information it gives away to your opponent. Still, it's cool that they are doing this since it's one of those small odd things left around from earlier.

I don't quite understand why they are adding the tower "fortification" on bottom lane rather than just reverting the tower changes to what they were before. It seems like Riot are trying hard not to admit it was a bad idea in the first place, and so they are adding it to the last lane that doesn't have it. It's pretty weird, and still doesn't change the fact that it is such a weird band-aid fix I'd rather not see.
wei2coolman
Profile Joined November 2010
United States60033 Posts
May 08 2014 01:35 GMT
#56
On May 08 2014 10:30 ketchup wrote:
I'm actually interested in that removal of champion aggro indicator. I like the change a lot, but I'm just curious why Riot chose to change it now. I figure it would/should have been removed a long time ago considering how much information it gives away to your opponent. Still, it's cool that they are doing this since it's one of those small odd things left around from earlier.

inb4 3rd party app adds this feature back on.
Curse Voice 2.0 incoming.
liftlift > tsm
ketchup
Profile Joined August 2010
14521 Posts
Last Edited: 2014-05-08 01:55:06
May 08 2014 01:52 GMT
#57
In regards to Riot attempting to fix Dragon / Baron incentives:

This might be inelegant, but I still believe Dragon and Baron should be shuffled throughout(or the start of?) the game like runes are in DotA. At the very least, I would enjoy thinking of LoL games where there is a 50% chance that baron could spawn at the bottom part of the map.

I'd like to imagine LoL/Riot forcing teams to move all throughout the map throughout the game. I dislike the focus on top side of the map once baron spawns/ certain amount of time passes. I can see why some people might enjoy watching Baron dancing, but I think it puts such a large focus on the top side of the map. At least this type of change could spread action between the top and bottom of the map. I sincerely believe there might be merits to making this happen for Riot. It might highlight more flaws within the current map that LoL uses. To me, this is a good thing though. I wouldn't mind seeing SR get some sort of rehaul. I feel it is very constricted at times.

I don't get why they are trying so hard to pretend dragon means anything in the late game when the incentive is so weak. Sure there might be rare cases where it matters very rarely, but they need to do something about the overwhelming focus on top half of the map during the late game.

+ Show Spoiler +

I wrote too much. I am sorry. I guess the first portion is the TL;DR
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2014-05-08 01:57:11
May 08 2014 01:56 GMT
#58
could do the whole DotA approach and RNG spawn timer on Baron? But it's pretty rare for baron to be taken at it's first spawn timing anyways, so probably more approachable to have RNG timer on dragon?

IMO would be interesting to see hyperscaling of gold of dragon, so dragon ends up being like 600+ gold post 50min game.
liftlift > tsm
ketchup
Profile Joined August 2010
14521 Posts
Last Edited: 2014-05-08 02:12:00
May 08 2014 02:11 GMT
#59
On May 08 2014 10:56 wei2coolman wrote:
could do the whole DotA approach and RNG spawn timer on Baron? But it's pretty rare for baron to be taken at it's first spawn timing anyways, so probably more approachable to have RNG timer on dragon?


I don't like the idea of changing spawn timers. Rather I want the map to support teams playing all over(or more openly?), rather than what it is currently. I want to force teams to focus on more options around the map. Hopefully, it would force teams to engage in different areas due to the change.

In terms of baron buff incentives, they could finally go through with the plan to make Baron worth a lot less like they announced in pre-season 4. I don't mind Baron incentive being better than Dragon incentive. I just hope for more variety in what part of the map a teams prioritizes. I like the idea of having a map where everything there is an even distribution of action throughout the game, rather than how Riot is doing right now. Which essentially breaks down to: Early game -> fight around Dragon, Late game -> fight around Baron. It's not bad. I just think it could be improved?
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-05-08 02:15:54
May 08 2014 02:15 GMT
#60
On May 08 2014 11:11 ketchup wrote:
I like the idea of having a map where everything there is an even distribution of action throughout the game, rather than how Riot is doing right now. Which essentially breaks down to: Early game -> fight around Dragon, Late game -> fight around Baron. It's not bad. I just think it could be improved?

If you consider this to be a problem, it's a more deep-rooted one than just changing objective spawns would fix.
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