On June 06 2014 05:37 onlywonderboy wrote:
Still better than Dota's low quality options :<
Still better than Dota's low quality options :<
Render quality is like the stupidest option of all time.
Wildstar Beta also had that option. I hated it.
Forum Index > LoL General |
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 | ||
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TheYango
United States47024 Posts
On June 06 2014 05:37 onlywonderboy wrote: Show nested quote + On June 06 2014 04:38 TheYango wrote: 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 :< Render quality is like the stupidest option of all time. Wildstar Beta also had that option. I hated it. | ||
Takkara
United States2503 Posts
On June 06 2014 05:31 TheYango wrote: Show nested quote + 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. I enjoyed readying it, at least :/ | ||
Numy
South Africa35471 Posts
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Goumindong
United States3529 Posts
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. Yea but that doesn't really work on champions whose primary purpose is dealing consistent dps and whose primary damage comes from multiplicative scaling items. The item actives would be more powerful on other champions who have primarily peel abilities or who rely on base ability damage rather than scaling damage in order to be effective. The primary champion differentiation in league is between base abilities and scaling. Champions with good base abilities but low scaling benefit from item actives and from tank items because they don't need the raw stats. Champions with high scaling benefit from raw stats comparatively more. You cannot simply add high utility, low stat items(edit: powerful enough to be designed for high scaling champions) and have then not be utilized by champions with good base abilities but low scaling. If they're strong enough to get an ADC by they're going to be hilariously overpowered when combined with a tank. For ADC's one build rules them all with the exception of 1) Timing: Timing can work because it exploits the other AD's weakness. Different AD = Different weakness = different optimal timing advantage 2) Defenses: defenses can work because it exploits the other teams advantage. Different enemy team= different incoming damage = different defensive choice. But you can't make people choose between offense and defense, that doesn't really work because for the most part the AD's tank will be tanking for them and choosing to be more survivable but do less damage is a strictly losing strategy; the enemy can ignore you and focus on peeling for their higher damage carry. On June 06 2014 05:36 obesechicken13 wrote: Show nested quote + On June 06 2014 05:00 Goumindong wrote: 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. The breakeven is 100 for ranged and 166 for melee. Doran's Blades give 3 hp/hit for ranged champions and 5 hp/hit for melee. Hitting the breakeven point is easier for ranged champions and especially easier for ranged champions looking for decent combat/post combat sustain but don't want to build BT. This makes doran's stacking better on ranged AD's since it allows them to transition into better scaling items that they might have been limited in picking up due to the need for sustain and Doran's are still pretty cheap in terms of raw stats. A Vamp sceptor will be 10 AD+10% lifesteal for 800 gold. Two DB's will be 14 AD, 6% lifesteal, and 140 HP for 880. Pretty good if you're looking to transition into a non Vamp item | ||
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onlywonderboy
United States23745 Posts
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TheYango
United States47024 Posts
On June 06 2014 05:42 Goumindong wrote: You cannot simply add high utility, low stat items and have then not be utilized by champions with good base abilities but low scaling. If they're strong enough to get an ADC by they're going to be hilariously overpowered when combined with a tank. You're missing what I'm going for. I'm not talking about high utility low stat items. I'm talking about high stat, high cost items that are differentiated by strong actives/passives rather than differences in stats. The item as a whole is still prohibitive for anyone outside the role to buy because of how the gold is still spent largely on the stats. The active serves as the differentiating factor between similar high-stat items with different appropriateness for different situations. | ||
Goumindong
United States3529 Posts
On June 06 2014 05:49 TheYango wrote: Show nested quote + On June 06 2014 05:42 Goumindong wrote: You cannot simply add high utility, low stat items and have then not be utilized by champions with good base abilities but low scaling. If they're strong enough to get an ADC by they're going to be hilariously overpowered when combined with a tank. You're missing what I'm going for. I'm not talking about high utility low stat items. I'm talking about high stat, high cost items that are differentiated by strong actives/passives rather than differences in stats. The item as a whole is still prohibitive for anyone outside the role to buy because of how the gold is still spent largely on the stats. The active serves as the differentiating factor between similar high-stat items with different appropriateness for different situations. Oh, ok. Yea that makes sense. My bad | ||
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TheYango
United States47024 Posts
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Gahlo
United States35091 Posts
On June 06 2014 04:32 wei2coolman wrote: Show nested quote + 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. I read that they intend to shift the camera angle to a more bottom screen friendly position with the rework. On June 06 2014 04:46 Duvon wrote: Booo on the ground and cliff texture changes IMO. Buildings, creatures look a lot better though. Curious how the "camp activate when you come" will work out with out.of vision skillshots, or it might just be spawn-graphics? I think that's just supposed to be the animation that plays when they spawn. | ||
Goumindong
United States3529 Posts
+ Show Spoiler + ![]() | ||
Alaric
France45622 Posts
On June 06 2014 05:31 TheYango wrote: Show nested quote + 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. I could take lessons from him. :< | ||
Alaric
France45622 Posts
Vi ult pls. So many glitches. | ||
thenexusp
United States3721 Posts
On June 06 2014 06:07 Gahlo wrote: Show nested quote + 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. I read that they intend to shift the camera angle to a more bottom screen friendly position with the rework. We are also making a slight change to the game camera angle. This change is aimed at making skill-shots more accurate as they approach the edges of the screen as well as slightly increasing the amount of camera space at the bottom of the screen. | ||
ketchup
14521 Posts
On June 06 2014 06:11 Goumindong wrote: I am not seeing the same color palate issues i saw in the video as I do in this picture, so maybe it was just tuning or my eyes. + Show Spoiler + ![]() It looks like they decreased minion size to make room in lane for movement? I don't really like how small minions look now, but I can't really complain about more movement room in lane. | ||
JimmiC
Canada22817 Posts
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Gahlo
United States35091 Posts
On June 06 2014 06:11 Goumindong wrote: I am not seeing the same color palate issues i saw in the video as I do in this picture, so maybe it was just tuning or my eyes. + Show Spoiler + ![]() Keep in mind, pre-beta quality right now. | ||
YouGotNothin
United States907 Posts
On June 06 2014 06:41 JimmiC wrote: Show nested quote + On June 06 2014 00:01 Scip wrote: like yango please have you never heard like annoying girls talk? I think you just mean like girls talk. The only difference between the annoying ones and the non annoying ones, is the ones you don't wish to bang, and the ones you do. Yay! Chauvinism, just what TL GD was missing from every other internet gaming community ever. | ||
Amui
Canada10567 Posts
On June 06 2014 06:39 ketchup wrote: Show nested quote + On June 06 2014 06:11 Goumindong wrote: I am not seeing the same color palate issues i saw in the video as I do in this picture, so maybe it was just tuning or my eyes. + Show Spoiler + ![]() It looks like they decreased minion size to make room in lane for movement? I don't really like how small minions look now, but I can't really complain about more movement room in lane. I dislike the minion size change. Feels unnecessary. | ||
Slayer91
Ireland23335 Posts
On June 06 2014 07:00 YouGotNothin wrote: Show nested quote + On June 06 2014 06:41 JimmiC wrote: On June 06 2014 00:01 Scip wrote: like yango please have you never heard like annoying girls talk? I think you just mean like girls talk. The only difference between the annoying ones and the non annoying ones, is the ones you don't wish to bang, and the ones you do. Yay! Chauvinism, just what TL GD was missing from every other internet gaming community ever. you sound like a beta male chode keyboard jockey who never gets any girls because you are trying to be nice to them so you try to whitekinght on other guys. you need to alpha up and wingman up with your Casanova Crew and start negging and Find Meet Attract Close (FMAT) | ||
JimmiC
Canada22817 Posts
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