|
On June 20 2014 03:12 Disengaged wrote: So, apparently that Ardent Censer item is bugged and gives global movespeed to your entire team.
Oddone says so. Yea thats so random lol.Surprising how it still isn't disabled.Discovered that first game since new patch today lol.
|
On June 20 2014 02:45 nafta wrote:Show nested quote +On June 20 2014 02:41 Goumindong wrote:On June 20 2014 02:06 nafta wrote:On June 20 2014 02:00 arb wrote:On June 20 2014 00:58 Uldridge wrote:+ Show Spoiler +On June 20 2014 00:43 Gorsameth wrote:Show nested quote +On June 20 2014 00:40 Uldridge wrote:anyone with natural lifesteal or shielding will do pretty well with new BT, and sion... Yeah I guess and it's cool since essence reaver simply makes Vi's mana problems in lane dissapear, although you do have to be careful untillyou have the item ofcourse, but when you have it, spam dat q&e mang. I haven't been able to try the new bt in a human game. They made it sound like it'd be shitty when you just got it but its shield scaling is pretty linear. To be honest I've never found the BT rework that bad, because now you don't have to build it up for 30 stacks (that's 5 waves man, or less if you kill some jungle camps with it, but it does take a long time, and chances are, if you're in a skirmish or a teamfight you will lose all the stacks). The now 10 more ad from the start makes it actually a stronger item when you buy it, even if it does cost like 300 more gold. A problem with BT is the shield decaying. Sure it will be there in lane but lategame I expect the shield will often not be up when a fight starts and your either building it up during the fight, which means you don't get hit and as such probably win the fight anyway, or you take damage right away and it will not build until the fight is already over. But the BT shield actually stays for quite a while, so it's actually not that bad as you make it sound. And IF the adc positions well he can get a hit off before he gets damaged and gets the shield around when the fight breaks out. I would still think about going BT first on Caitlyn for example even though IE might be a stronger opener now that it has gained 10 ad and lifesteal is back to dorans Dont get why people are saying the shield has no use, literally every game ive played tonight(diamond/plat mixtures) the adcs have got bt and the shield is always up pre fight lol. Not having to stack it but getting a 430 hp shield is fucking great. Thats lvl 18.Basically you are paying 3100 gold for 80 ad and ls and a ruby crystal in mid game instead of just getting ie or bork.That is just a waste.Seen a few people go bt and they do no damage every time. Yea, but as a 4th big item in complement with Scimitar it seems great. So you get IE, PD, LW, BT, Scimitar in that order. Which is huge for lategame AD itemization because they no longer need an explicitly defensive item. Its pretty bad early though Flat hp is the most underwhelming defensive stat by far.Only reason I would get it if bork doesnt really work in that situation.
Uhh no. Flat HP is almost by far the most efficient defensive item in the game unless you have a lot of sustain. And the key is that the flat HP gives you a necessary buffer that allows you to forgo the traditional defensive 6th item in favor of a mixed offensive/defensive item which while more expensive on the whole is a lot more slot efficient.
BV is 450 HP, 55 MR and is 83% gold efficient without its passive at 2750 gold. Scimitar is 45 MR, 80 AD, and is 99.5% gold efficient without its active at 3800 gold.
Blade of the Ruined King is 3200 gold and is 83% gold efficient without its passive and active at 3200 gold. BT is 105% gold efficient without its passive at 3500 gold. Counting the HP but not the lifesteal its 110% efficient, counting both its 140% efficient.
Sure BotRK and BV are good, but BT and Scimitar are just plain bigger items are a point when you care about slot efficiency more than gold efficiency
|
On June 20 2014 03:19 Alaric wrote:Show nested quote +On June 19 2014 19:45 Alaric wrote: Apparently Ardent Censer is bugged and gives MS? 8% global MS pretty stronk uh. I guess it's a must buy till it gets fixed, if only to counteract the enemy team's.
Just noticed there's a challenger guy in NA running smite/TP jungle AD TF. :< Yes, it's been put on the fora (and I guess reddit) already. I wonder which item they based it off of to get a global %MS buff on an item supposed to buff allies' AS. x) could be a typo in an aura call which leads to Janna's old passive instead?
|
Does anyone know what Seraph's new account is? Apparently Kina got banned or sth and I didn't have a chance to watch his stream the last week.
|
Deadspin has a article about Robert Morris offering lol scholarships. It actually uses faker in the same sentence with Jordan, I'd link, but I'm on my phone.
|
On June 19 2014 23:40 Uldridge wrote: Been playing a few Vi games top with Essence Reaver and Bloodthirster, feels really good. Getting a 600-700 shield at lvl 18 is really nice
How do you play Vi in top lane? I tried it way back during s3 but just got dumpstered every time I tried to do it. Maybe the new Reaver and BT can help with that, but that's like 6k gold on offensive items, when she jungles you spend ~3.5k gold for very similar stats (not as much AD or the BT shield, but you get more CDR, jungle passive, and the dot on Lizard).
|
I think i am about to drop this in Riot NA GD
+ Show Spoiler +In the last patch, Riot did a once over on AD itemization and they did some pretty interesting and valuable things for AD's. And at the same time they did a pretty bad thing for supports. In this thread i want to talk about why that is and about how Riot needs to think about itemization, and support itemization in particular, in the future.
Generally we can think that there are three types of efficiency a) gold efficiency b) slot efficiency and c) build efficiency. Efficiency is a statistic which is relative, defined not by absolute values, but by the relative value compared to other items. Typically we want to think about stats like health, resistances, ability power, and attack damage as more valuable than things like HP/5 and MP/5 because sustain items aren't valuable now. After all if you spend a lot of gold and slots on MP/5 and HP/5 someone who has only a handful of immediate power will out fight you and be able to use that advantage to snowball
1) Gold efficiency: Raw Power per point of gold. Items which are very gold efficient are things like Doran's items. Things that are very inefficient are things like Ardent Coin, or Tear of the Goddess.
2) Slot efficiency: Raw power per point of slot. Items which are very slot efficient are things like Triforce, Infinity Edge, Mercurial Scimitar, Bloodthirster, Deathcap, DFG... Pretty much most big completed items and the more expensive it is the more slot efficient it is. Items which are very slot inefficient are things like Rejuv beads.
3) Build Efficiency: This one is a bit harder to define. It is basically the amount of deadspace in the build leading up to the item. This comes in two ways, slot and gold. An item which uses up more slots before its purchased is build inefficient and an item which costs large amounts of gold between value is build inefficient
A great example of an item which is build efficient is Twin Shadows. It takes up at most two items in your inventory at any time in its build path and the largest price jump is 630 gold. Which means that if you ever have to go back with >630 gold you can progress towards the item so long as you have the slots.
A good example of an item which is build inefficient is Warmog's Armor. Warmog's armor takes up at most 4 slots of space and its highest component cost is 1050 gold (1410 if you don't purchase the very slot inefficient. A good example of an item which is gold build inefficient is Deathcap. The smallest portion is 840 gold and the largest is 1600.
-----
Obviously different efficiencies matter more at different points in the game. Gold efficiency matters most early when you have a bunch of open slots. Build efficiency matters more in the mid game where you have to balance your ability to build into an item with gold and slot considerations both about equally important. And of course slot efficiency matters most in the end game when you're finalizing builds.
Similarly different champion types have different efficiency concerns at all points in the game. Carries are most concerned with slot efficiency, because they're concerned mainly about purchasing multiplicative stats (E.G. AP, Mpen, DFG Active, Deathcap Bonus Scaling damage) for the end of the game. Because they get the most gold on average due to farm priority they're less concerned with having to wait for a big item. Supports are more concerned with gold and build efficiency similarly, because they never have all that much gold and waiting for a big purchase leaves a very large hole in your power.
Additionally some item types have systematic efficiencies which represent this. AP and AD damage items are the highest slot efficiency items in the game. While there do not exist particularly any slot efficient tank items as the most expensive pure tank item in the game costs 3000 gold (Randuin's Omen) while the most efficient pure damage items cost upwards of 3830 gold. At the end of the game when slots matter most an AD carry can hold upwards of 3000 extra gold worth of items. That is pretty big, and part of that was accomplished by making Scimitar and BT partially defensive while still being good AD items so that an AD can forgo a traditional 6th defensive item in favor of a mixed option.
OK so what does this have to do with Supports? Well if you have three kinds of item efficiency and efficiency is a relative stat then some obvious structure about how items should be balanced should appear. The problem is that support items do not conform to this structure and the needs of support champions
A) An item which is slot efficient, build efficient, and gold efficient will be OP. After all it has no downsides at any point in its build path. You can buy it early, without sacrificing potions and wards, and then end up with an item which you never need to get rid of. Because its gold efficient and build efficient you don't suffer at all for having a superior 6 item build. More or less everyone who can make use of an item like this will buy it early
B) An item which is slot inefficient, build inefficient, and gold inefficient will be terrible. After all it has no upsides at any point. You can't buy it early without sacrificing potions and wards, there are long periods with no power increases and when you do get power increases they're weak.
C) An item which has only one efficiency has to have it in spades and so two is the gold standard of efficiencies for most items. Items should be slot efficient and gold efficient, but not gold efficient. Good examples of these are the big AD/AP carry items, all of which have significant build lulls due to the 1500-1600 per unit cost of BF Sword and NLR.
So while ADC's need items which are gold efficient and slot efficient. Supports need items which are gold efficient and build efficient. Slot efficiency doesn't much matter because you're almost never going to fill up. For this reason the change to Mikaels was terrible. While it used to be gold efficient and build efficient and very slot inefficient (because it only had some MR and MP/5 on it besides the active) now its gold inefficient (more MP/5 than you could possibly use filled with other items which give MP/5, CDR which caps, and ok some MR that isn't too bad) and almost build inefficient as well (870 to upgrade). Maybe the active still makes it worth it, its a pretty good one. But in terms of our structure of items the exact opposite of what we would want happen to items happened to Crucible.
So why don't support items fit this mold? Besides specific problems with specific items* the answer comes down largely to Cooldown Reduction and MP/5. A significant chunk of the gold efficiency of every support item is tied up in CDR and many have MP/5. Support masteries emphasize CDR. Oh and of course there is a hard CDR and effective MP/5 cap. So all the items which supports should consider building, that is the build and gold efficient items which end up being slot efficient, that is items which a carry or tank would not consider past the very early game are suddenly gold inefficient as well. And 1 out of 3 isn't good enough unless the 1 is amazing. The only way to make a really good build efficient item given that its gold inefficient and slot inefficient is if it builds yourself in your inventory as you gain gold, letting you effectively shop from the middle of the lane.
Clearly that isn't going to happen. And because of it, the support items need a complete redesign:
1 )There can only be a few support oriented items which have high amounts of CDR on them. Maybe they can be, more or less, mutually exclusive items that you would not tend or want to buy together because their only stat is CDR and they don't build into anything but 20% CDR and an active for 1000 gold.
2) There can only be a few support oriented items which have high amounts of mana sustain on them. They need to be more or less mutually exclusive with each other so that you probably aren't going to stack them
3) Other items need to not have CDR or sustain and provide immediate "now" stats. Sustain stats for supports should not be smattered around on all of the items, because when this happens the gold you're paying for the sustain rapidly becomes as worthless as gold you're paying for CDR when you're capped.
4) All of these items need to be gold efficient and build efficient but not slot efficient.
*Like the 1700 gold gulf between the valuable part of Zeke's Herald and the finished item. A finished item which offers a decent amount of team power but holy lord when are you going to have the time to wait on a 1700 gold item on a support with zero farm priority? And holy lord how do you use the massive 20% CDR on it without capping later in the game? The carries who would use this most would probably have Talisman which means they're now capped at 40% CDR with two items not counting and 2 other slots worth of support items which have CDR which they're probably going to build and the fact that they also are probably strongest with CDR boots because they don't get much out of the other options. If they have 0% CDR in masteries the items they would otherwise want to build at 6 items would give them 75% CDRwhich is a whole mess of wasted stats
Comments?
edit: updated it a bit
|
Have fun seeing it drop to 3rd page within a minute because of the spam of shit, the LCS threads since NA's is on, etc. It's really long too so most probably anyone opening it will immediatly close it if he doesn't downvote it.
|
Yea, i know But damnit i feel like i have to try.
|
I've posted a few threads but between regularly upping them and still nothing, and the bug ones not even being acknowleded (including in their big "bugs reports summary" threads), I just gave up. It takes to much time formulating thughts and trying to be as clear and thougtful as possible, and researching bugs/finding videos/VoDs/etc. for the nothingness it brings about.
|
On June 20 2014 03:55 AsnSensation wrote: Does anyone know what Seraph's new account is? Apparently Kina got banned or sth and I didn't have a chance to watch his stream the last week.
Its SeraphXD
http://na.op.gg/summoner/userName=SeraphXD
|
On June 20 2014 05:16 Kinie wrote:Show nested quote +On June 19 2014 23:40 Uldridge wrote: Been playing a few Vi games top with Essence Reaver and Bloodthirster, feels really good. Getting a 600-700 shield at lvl 18 is really nice How do you play Vi in top lane? I tried it way back during s3 but just got dumpstered every time I tried to do it. Maybe the new Reaver and BT can help with that, but that's like 6k gold on offensive items, when she jungles you spend ~3.5k gold for very similar stats (not as much AD or the BT shield, but you get more CDR, jungle passive, and the dot on Lizard).
Essence Reaver, Bloodthirster, Black Cleaver, Frozen Heart, Warmogs/Banshees. Gives you 40% CDR (ult every 48s lvl 16+ I think) around 190 armor and 3k+ hp. I've played it in ranked going reaver into bt, but that's a nono I think since you just get crushed if you go in (it was against a braum/ez/lucian/panth/singed team though) so I guess rush essence reaver and then get some tankstats second, then go for bt maybe. As gameplay I open with e then q, then maybe w, then max r>q>e>w, can max w after q if they go for alot of hp and you want to fight alot. Cool thing is though you get a shitton of %hp from your ad so you end up at like (don't quote me on this though) 15% every third aa. I run ad runes, but I might try tankrunes to see what it's like. Only started playing it today so it's still in experimental phase ^^
|
United States47024 Posts
On June 20 2014 06:01 Goumindong wrote:Yea, i know  But damnit i feel like i have to try. You're more likely to get a meaningful response on Reddit than on LoL official forums.
I'm pretty sure that's always been true.
|
Czech Republic11293 Posts
Come on TS3 guys I want to watch this LCS game last time I found NoName's jungling to be extremely educational
|
On June 20 2014 06:43 Scip wrote: Come on TS3 guys I want to watch this LCS game last time I found NoName's jungling to be extremely educational But you're not on TS :<
Such false advertising
|
|
Managed to get two tickets to LCS on Sunday :D
Had to get both in order to buy them though, so now I need to find someone to come with me. Anyone in london fancy covering one of the tickets and coming? (£20~ got em for a pretty fair price)
|
CDR is just a terrible stat to have to balance for. If you have 0% CDR, that next 1% is worthless. If you had (hypothetical) 99% CDR, the final 1% is godly
|
On June 20 2014 07:31 xes wrote:CDR is just a terrible stat to have to balance for. If you have 0% CDR, that next 1% is worthless. If you had (hypothetical) 99% CDR, the final 1% is godly
Oh I agree, but the same thing would happen if there was an AD cap or a bonus health cap. Suppose there was a max AD at 300. But every ADC item that had attack speed and crit also gave AD such that it was more or less impossible to buy the stats you wanted (crit/attack speed) without wasting money on AD as you finished your build.
The issue is less that CDR is a pain to balance and so needs a cap, and more that because all of the support items have CDR on them you cannot be gold efficient while still building support items. You simply run out of your CDR allocation(and do so very fast)
|
On June 20 2014 05:16 Kinie wrote:Show nested quote +On June 19 2014 23:40 Uldridge wrote: Been playing a few Vi games top with Essence Reaver and Bloodthirster, feels really good. Getting a 600-700 shield at lvl 18 is really nice How do you play Vi in top lane? I tried it way back during s3 but just got dumpstered every time I tried to do it. Maybe the new Reaver and BT can help with that, but that's like 6k gold on offensive items, when she jungles you spend ~3.5k gold for very similar stats (not as much AD or the BT shield, but you get more CDR, jungle passive, and the dot on Lizard).
It takes awhile to get going on vi top. It works but it's a touch unreliable. Think irelia without the ability to jump last hit. Once you have an item though you can really truck kids. Catches lots of people off guard.
She loses lots of lanes hard though.
|
|
|
|