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[Patch 4.9] RIP Kha'Zix General Discussion - Page 26

Forum Index > LoL General
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Alright, we're going to call it a day with all the Thorin drama, guys. I figured if it was about SI, onGamers, TSM, etc, it had some relevance to League but somehow you guys managed to devolve the discussion into an issue about race of all things.

Enough is enough. Let's move along now.

-NeoIllusions
RouaF
Profile Joined October 2010
France4120 Posts
June 05 2014 19:49 GMT
#501
Guys don't forget that most casual players (read : 99,99% of LoL players) don't have great PCs and riot knows this. They would shoot themselves in the foot by changing the specs you need to play the game decently.
AsnSensation
Profile Joined April 2011
Germany24009 Posts
June 05 2014 19:53 GMT
#502
Summer's Rift overhaul looks cool, I have a pretty good pc so I don't really care of the lower end specs are rising a bit.
VayneAuthority
Profile Joined October 2012
United States8983 Posts
June 05 2014 19:55 GMT
#503
On June 06 2014 04:49 RouaF wrote:
Guys don't forget that most casual players (read : 99,99% of LoL players) don't have great PCs and riot knows this. They would shoot themselves in the foot by changing the specs you need to play the game decently.


they already have so don't underestimate them. as ive said my desktop can no longer run LoL and it used to easily in season 1ish. So they have definitely up'd the specs considerably as time has went on.
I come in for the scraps
Redox
Profile Joined October 2010
Germany24794 Posts
June 05 2014 19:57 GMT
#504
Oh, and by the way: this map is going to run as well as, or better, than the SR you are currently playing on, when released.


Off-season = best season
TheYango
Profile Joined September 2008
United States47024 Posts
June 05 2014 19:58 GMT
#505
They probably upped them in accordance to their data on how the typical specs of a user machine have progressed over the course of 4 years.
Moderator
Goumindong
Profile Joined February 2013
United States3529 Posts
Last Edited: 2014-06-05 20:02:31
June 05 2014 20:00 GMT
#506
On June 05 2014 15:07 obesechicken13 wrote:
That's a huge nerf to early dorans and to BT. 70-100 damage -> 80.


Actually a large bonus to early Doran's for AD's since they get the %lifesteal benefit for longer. Whereas previously stacking Doran's wasn't efficient because you never got that much effective lifesteal out of it now it can be. Once you pass 100 AD 3%>3 HP, so Doran's stacking becomes better.

On June 05 2014 15:38 Gahlo wrote:
Show nested quote +
On June 05 2014 15:19 VayneAuthority wrote:
its still a really strong lane until you get ganked lol

did the meta at that time happen to be non-mobile junglers or something? because you literally cant win 2v2 vs them. you just get kited to hell and 6 is stun lock death

I think at the time thresh wasn't mega popular, so between correct ward/hawkshot/seed placement it was near impossible to gank it.


Thresh was either on the perm ban list, or didn't exist yet. Early Braum picks will bring back Ashe/Zyra because Zyra is really strong against Braum and Braum can't punish Ashe's lack of mobility (due to her counter slow) preventing Braum from closing) which makes Ashe strong against him too.

On June 05 2014 18:39 GolemMadness wrote:
Xpecial's thoughts on the ADC changes:

Alex Chu ‏@CurseXpecial 2h
People love to hate on Riot's balance team, but talking to them and seeing their reasoning, they have the right idea.


After Xpecial's video blog about like life and life stuff i am not sure how i can take anything he says with regards to "someone having the right idea" at a good thing

On June 05 2014 20:17 miicah wrote:
Ashe coming back is the only good thing about those lifesteal changes. Does riot really not consider changes like adding LS to dorans blade can affect other lanes? Like holy shit trundle is going to be even EASIER to play top with the dblade changes.


Well Doran's have less stats on them. Most importantly

Doran's for ranged is 100 AD for the break even point in terms of lifesteal

Doran's for melee is 166 AD for the break even point in terms of lifesteal.

So stacking Dorans, or early Doran's in general will only be stronger on ranged AD's who want to continue to stack non-lifesteal AD well past the 100 AD point. For a melee it should be weaker since you are getting less stats until you're significantly far into the game.
On June 05 2014 23:14 Ketara wrote:
Show nested quote +
On June 05 2014 23:04 yamato77 wrote:
On June 05 2014 22:52 Ketara wrote:
A month ago TLGD criticized Riot for the ADC role being too weak and there not being enough champion diversity amongst ADCs.

Now Riot proposes changes intended to increase ADC item build diversity, increase the power level of ADCs and increase the number of viable ADCs.

And before they even post the numbers of the changes TLGD says they're bad changes.

I swear, reading this thread makes me dumber.

These changes won't increase build diversity. They are essentially just nerfing BT, which will make it bought less, and the ADs that buy it often now played less. The ADs that will see a "power level increase" will be the ones that like the AS changes, like 2-3DBlade -> IE, or were played less because of the prevalence of the champions that bought BT often (which are now nerfed and played less). The number of viable ADCs might go up, but there will be a few that clearly benefit the most from these changes and will be played the most.

The problem with ADCs that people have been saying isn't their relative power to each other necessarily, it is with their relative power to the other roles in the game, which this won't change in any appreciable way.


Okay wait wait.

So right now every ADC builds BT first.

You agree that BT nerfs will make it so fewer ADs will build BT first, and more ADs will go 2-3Dblade -> IE.

But this is not increasing build diversity.

Okay.


Well truthfully because of the way that AD multiplicative scaling works the idea of "build diversity" in AD's is kind of dumb. Generally there will be one build to rule them all and tweaking the numbers of the items just potentially changes which build rules them all. This is because each champion will have an efficient burst/dps damage build path, straying from that path will be inefficient the vast majority of the time, and this is exacerbated for the class of champions whose primary purpose is to scale into lategame damage.

The only way to stop that that is to buff AD and AD items in a way that makes the efficient early items force them to choose between armor and mr as defensive stats. This will always exist because there will be one efficient offensive item for each champion, with the only way to differentiate between build orders and force variation is to make the tradeoff between different types of defense.

But this can almost never happen without also breaking bruisers/AD assassins (who would love efficient multiplicative scaling AD/defensive items), or breaking ADs(who, if the items aren't good enough, simply die on the vine because they're never relevant, or if AD base stats are too strong totally dominate the game because they cannot be killed and have inherent position advantages of being ranged).

This is inherent to the item progression (rather than base stat/ability progression) that League has chosen and the only way to stop it is to hard prevent certain champions from buying those items

Fake edit: Actually i take this back, there potentially way to do it but you have to dehomogenize and exploit item timing so that sometimes the lategame carry wants to build an early game item while the early game carry wants to build the lategame item.

On June 06 2014 01:02 wei2coolman wrote:
I've been touting around the idea of an item that gives no AS, but double the value of crit chance of it's PD/shiv counterparts for a while.

Like have the overall recipe be like 2 cloak of agility + 2 Brawler's glove, 60% crit chance, 5% ms. Everytime you crit you gain some cool effect, like a shield, or movespeed bonus.


Excutioner's calling is basically this. It doesn't have double the crit of PD/Shiv but its got AD and Crit in the same item. The problem with calling is that its too cheap so its never slot efficient. Champions who want crit and AD at the same time are basically only ranged AD's who either already have some bonus attack speed, or don't ever really need attack speed. While these champions exist (Kog'Maw, Quinn, Lucian, Draven) there isn't ever a point you can justify dropping 1900 gold on a relatively gold inefficient item which is also stat inefficient.

On June 06 2014 02:00 wei2coolman wrote:
Show nested quote +
On June 06 2014 01:45 ticklishmusic wrote:
These potential changes just reinforce my theory that the Riot balance team makes decisions based on playing against each other and LCS highlight reels.

This BT change is absolutely stupid. Having a pseudo-shield is just going to make melee characters who buy it annoyingly tanky and make it so fights are won basically based off which team has more BT's and has them more charged up. Adding a bunch of basically free hp to probably 2 or even 3 champs on each team is dumb, and Riot should have already learned that from the problems with Yasuo's shield, or when they nerfed runic bulwark into the ground.

We have no idea what the numbers are or the final cost. I'd still think the extra auto attack from Hydra is too good to pass up on melee's.


It definitely will. You have to have pretty absurd ratios and also a fully stacked BT for BT>Hydra unless you already have a hydra.

On June 06 2014 03:44 AsmodeusXI wrote:
Game changer kids. Here's something to discuss (sry Gahlo)

http://www.surrenderat20.net/2014/06/update-to-summoners-rift-headed-to-pbe.html



Edit: Hot damn that's pretty sexy.


They need to brighten it up, the contrast* on creeps/jungle monsters/champions feels too low from watching that and can make actually watching/playing the game worse. The soft lines rather than hard cuts doesn't help either as it makes it harder to distinguish important shapes. Maybe it will be fixed by really good, bright, selection UI but it doesn't really look like its going to since that type of differentiation needs to be up pretty consistently.

*The absolutely shitty art design with respect to color palate is one of the worst things about DotA. This isn't nearly as bad as DotA is but at first glance it looks worse than the current iteration.

On June 06 2014 04:32 Sufficiency wrote:
I only care about how SR VU affects blue side advantage.


The blue color they've used is closer on a color wheel to the background than the red(not sure about the purple for the colorblind mode), so playing into blue minions will make clicking them harder and should confer a slightly larger advantage. Probably not nearly as large as the vision angle differences though.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
June 05 2014 20:03 GMT
#507
Having a blander map allows skills and champions to stand out more.
Disengaged
Profile Joined July 2010
United States6994 Posts
June 05 2014 20:06 GMT
#508
Now I get to turn down the settings even more.

Nice.
Duvon
Profile Joined October 2011
Sweden2360 Posts
June 05 2014 20:10 GMT
#509
On the topic of UI, it would be cool to have your own portrait/inventory in the top left, enemy in top right (to alleviate the blue side advantage;)
Nothing is impossible, only some things for some people.
SilentShout
Profile Joined March 2011
686 Posts
June 05 2014 20:10 GMT
#510
Really excited to play it, in season 5. Trying to keep my arrival expectations low so I can be delightfully surprised.
TheYango
Profile Joined September 2008
United States47024 Posts
June 05 2014 20:13 GMT
#511
Fake edit: Actually i take this back, there potentially way to do it but you have to dehomogenize and exploit item timing so that sometimes the lategame carry wants to build an early game item while the early game carry wants to build the lategame item.

Well the alternative is to diversify their non stat-oriented utility such that even the numerically weaker item has its value made up for by the appropriateness of it's utility to the given game.

But that involves introducing vastly stronger item actives and unique non-damage passives into the game--they have to be strong enough that they can outweigh inferiority of stats, which is not a road I'm sure Riot is willing to go down.
Moderator
wei2coolman
Profile Joined November 2010
United States60033 Posts
June 05 2014 20:21 GMT
#512
On June 06 2014 05:13 TheYango wrote:
Show nested quote +
Fake edit: Actually i take this back, there potentially way to do it but you have to dehomogenize and exploit item timing so that sometimes the lategame carry wants to build an early game item while the early game carry wants to build the lategame item.

Well the alternative is to diversify their non stat-oriented utility such that even the numerically weaker item has its value made up for by the appropriateness of it's utility to the given game.

But that involves introducing vastly stronger item actives and unique non-damage passives into the game--they have to be strong enough that they can outweigh inferiority of stats, which is not a road I'm sure Riot is willing to go down.

sounds like a bitch to balance.

Would make something like DFG, so damage amplification is like 40%, but only gives like 20 ap.
liftlift > tsm
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-06-05 20:26:44
June 05 2014 20:24 GMT
#513
You don't have to make the stats suck, you just have to make it so that the strength of the active outweighs the inferior stats. Gutting the stats doesn't do that. In fact, if you make the stats suck, you make it more likely that it's still going to be worse than the raw stat item.

On the whole you'd either need to systematically lower the power level of all items, or accept that doing so would power creep the overall strength of items in the game.
Moderator
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2014-06-05 20:26:36
June 05 2014 20:25 GMT
#514
On June 06 2014 05:24 TheYango wrote:
You don't have to make the stats suck, you just have to make it so that the strength of the active outweighs the inferior stats. Gutting the stats doesn't do that. In fact, if you make the stats suck, you make it more likely that it's still going to be worse than the raw stat item.

On the whole you'd either need to systematically lower the power level of all items, or accept that doing so would power creep the overall strength of items in the game.

Sounds like an extra level of balance. I don't think Rito would ever do that for large farm priority roles. However, it would definitely be the right approach for support itemization, strong actives, but weak base stats, at low cost.
liftlift > tsm
TheYango
Profile Joined September 2008
United States47024 Posts
June 05 2014 20:28 GMT
#515
I mean the big place where that really clashes with Riot's design philosophy is that if you make situational item appropriateness more meaningful, you inevitably also increase the effect that correct/incorrect itemization has on the game, which consequently means poor item selection is game-losing more of the time.
Moderator
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
June 05 2014 20:29 GMT
#516
On June 06 2014 04:36 wei2coolman wrote:
Show nested quote +
On June 06 2014 04:34 Sufficiency wrote:
On June 06 2014 04:32 wei2coolman wrote:
On June 06 2014 04:32 Sufficiency wrote:
I only care about how SR VU affects blue side advantage.

i'll laugh if it ends up being more unfair.


Looking back to Riot's track record so far, I would not be surprised.....

"having blue side advantage is unfun, so we've changed the map so this becomes less of an issue"
*blammo* new map comes out.
blue side winrates jumps up even more.
"Going to start buffing top and middle turret so going 2v1 lanes happen less, and blueside winrate will drop"

you can quote me on this when this happens.

It'll only be for the first 10 minutes of the games that the towers get buffed though. And only if champions like Jax and Singed get picked vs someone like Cait. And only in LCS games if the game takes place on a Tuesday Wednesday or Friday.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
June 05 2014 20:29 GMT
#517
Remember the part of this thread where Yango was bored at Yamato's comments about design because it was something that's been said 50some times already?
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
TheYango
Profile Joined September 2008
United States47024 Posts
June 05 2014 20:31 GMT
#518
On June 06 2014 05:29 Scip wrote:
Remember the part of this thread where Yango was bored at Yamato's comments about design because it was something that's been said 50some times already?

I got baited by someone who made a long post sounding like he hadn't.
Moderator
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
Last Edited: 2014-06-05 20:38:05
June 05 2014 20:36 GMT
#519
On June 06 2014 05:00 Goumindong wrote:
Show nested quote +
On June 05 2014 15:07 obesechicken13 wrote:
That's a huge nerf to early dorans and to BT. 70-100 damage -> 80.


Actually a large bonus to early Doran's for AD's since they get the %lifesteal benefit for longer. Whereas previously stacking Doran's wasn't efficient because you never got that much effective lifesteal out of it now it can be. Once you pass 100 AD 3%>3 HP, so Doran's stacking becomes better.

I said early dorans. And back when Dorans gave 100hp, 3% lifesteal, and 10 AD for 475, it was still not as strong early game as the 5 hp on hit one with the same stats.

Why would you use 100AD as an example when the breakeven is 166 AD? You need a bit more than an IE or the new 80 damage BT (numbers have been out since at least this morning on the reign of gaming article) to reach this breakeven.

I like the new VU and hopefully the tweet is correct that the game runs smoother.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
onlywonderboy
Profile Joined August 2012
United States23745 Posts
June 05 2014 20:37 GMT
#520
On June 06 2014 04:38 TheYango wrote:
Show nested quote +
On June 06 2014 04:19 mr_tolkien wrote:
Low quality settings exist. I don't see how new high res models would impact low-end PCs outside of a bigger game folder.

Generally low-quality assets that are designed around being low quality look better than high quality assets scaled back to low quality settings.

Still better than Dota's low quality options :<
RIP Ryan Davis / TL or Die / @onlywonderboy
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