On June 20 2014 13:40 wei2coolman wrote: So..... I queue up for a ranked game. Do picks/bans. Then blug splat on load screen. Okay.... Then I try to reconnect a couple of time, no go, the load screen just goes away. Okay, decide to log out of client, and re-log in.
Now I can't fucking log in. What the fucking hell. Anyone having this issue with this patch?
I think NA just died. Finished a game, couldn't get to lobby, got kicked out of client and can't log in.
k, finally got to log in, and finally in. ROFL, get into hte game 30 minutes in. They're up 33 kills to 14 kills, in a 4v5.
GODBLESS MY TEAMMATES ARE GOD. win game in 8 minutes. ROFL. THE BEST.
EDIT: Looks like they finally disabled ranked queues because of people experiencing the same issue that I was. Whewwww. well, I'll take my 15 LP and roll with it :D
On June 20 2014 10:43 Goumindong wrote: 1) readability/ease of understanding. If you have 10% cdr its really easy to realize what this means right now. Same for 1 armor. But it's not so easy for CDR with the proposed change.
I don't see this as being a good argument because of how Armor and MR already work.
Really if you had a "CDR Rating" stat that scaled CDR % the way Armor and MR scale your physical and magical % damage reduction, it would be fine.
The proposed CDR system where cooldown = base cooldown * 100/(100+CDR) would function exactly the same then
Incorrect. Under that model buying 10% CDR would result in a cooldown modifier of 90.90...%.
20% would lead to 83.3...% 30% would lead to 76.9120...% etc.
They want a 50% increase in DPS from spamming one skill with 50% "cdr rating" or for each *1.1x to be worth the same, like +10 armor always is.
That's exactly how armor functions, 30 armor makes you take 76.9% damage, not 70%.
80 armor makes you take 55.5% damage, not 20% damage.
It's just silly exponential scaling because CDR was implemented "backwards". Going from 0% CDR to 5% would be marginally over a 5% DPS increase, but going from 90% to 95% CDR would double dps - for the same cost in stats.
Imagine if going from 90 armor to 95 armor doubled your effective health - that would just be silly, but that's how scaling on CDR is right now. They have to have a cap, though it's somewhat easy to reach if you want it and also due to scaling, pretty much mandatory to hit if you get any CDR - to make your previous CDR investment scale better - but it could arguably function far better as a stat if it worked like armor, +100% CDR rating = +100% DPS from spamming q for example, instead of the way it does
You're looking at it the wrong way.
CDR isn't there to say "increase spell DPS by 10%" it's there to say "This is up 10% faster than base." 10% is 10% off cooldowns. Plain and simple, regardless of how much you have up until a hard cap. Under a 100/(100+CDR) system you aren't focusing on the actual stat you're supposed to be buying. You're no longer buying CDR, you're buying "Ability DPS." But even that's a lie because it only "works" if you're hitting with it all the time on time.
In the same way, resists always grant the same amount of EHP. 10 armor is ALWAYS be +10% EHP from base. That 10 armor is consistent.
The issue in league is that when it comes to health and resists, the community constantly refers to shifting reference points of "how big of an increase is this since the last time I bought Armor/MR?" In the same way, current CDR shifts from 10% to 20% can be said to provide an 11.1...% CD change. That is the issue with not comparing things to the base.
CDR isn't there to say "increase spell DPS by 10%" it's there to say "This is up 10% faster than base."
But it's not up to 10% faster than base, 20% CDR lets you cast spells 1.25x as often and 50% CDR lets you cast spells 2x as often
Under that system it has to be hard capped at a low value otherwise it would be completely broken, so you have the champions like Nidalee and Kayle who CDR cap like 10 minutes into the game and then the champions that don't get any CDR at all, because it's not worth nearly as much per % if you're not getting that -40% (to cast 1.67x as often)
If you get +100 armor, you doubled your EHP. If you get +100 armor, you doubled your EHP again, it's always true
but if you get +10% CDR, then +10% CDR again.. The first will give let you cast almost 11% more often. Eventually, the same gold cost of stats, one +10%, lets you cast spells twice as often. It has to be capped before that, but the exponential curve is still quite poorly balanced
On June 20 2014 15:39 Cyro wrote: If you get +100 armor, you doubled your EHP. If you get +100 armor, you doubled your EHP again, it's always true
No, that's not true.
The first 100 increased your EHP by 100% of your HP. The second 100 increased it by 100% again.
If you started at 0 armor, you went from 100->200->300% of your HP as EHP. Going from 200->300% didn't double your EHP.
People ALWAYS ALWAYS ALWAYS get this wrong. 1 point of armor does not increase your EHP by 1%. It increase your EHP by 1% of your max HP. Which is only a 1% increase to your EHP going from 0->1 armor.
Well shifting reference points makes it easier to talk about optimal ratios and multiplicative power (it also to make the calculus easier though not sure specifically about league). So it's not surprising that we talk about things in terms of variable vantage points. And not bad either.
Its too late to think about the intuitive system I will do so tomorrow
Just noticed I've been using low mouse accel and mouse speed for like a few weeks. Ughh. Tried a new aim booster game and turned off mouse accel and upped the speed and found my performance increased dramatically.
I can't do any of the challenges well but people like Box box play Osu like they were born for it. Some of that is practice but some players are just so mechanically skilled I don't think I'd ever catch up to them. Like my reaction times aren't going to improve much.
I don't want this to turn into a discussion on natural talent in league or a laundry list of high scores cluttering GD but since many of TL's old mouse cursor training games were taken down, you might find this one very nicely polished. Mouse acceleration is dumb even out of game. Ugh.. http://www.aimbooster.com/
This reminds me of the days of the Holy Trinity where I just got sick of it and banned Grave, Ezreal, and Corki. It was double amusing that my team thought it was hilarious and the opposing team was butthurt in all chat.
That is for every point of cdr the final value depreciates at a rate of 1% on a continual basis. If you have 40% cdr then the final value = base * e^-.4 = base * 0.67.
But this still probably runs into balance problems unless cdr is severely limited as max CDR would be (assuming cdr boots) 1.4 raw (5 20% cdr items, cdr boots, 10% from masteries, 15% from runes) 0.753%
Which is enough to make a good number of abilities into perma stun/roots/cc of various sorts.
Does anyone know the new standard start for bruisers on the twisted treeline? I used to always do Doran's Blade plus cloth armor and 2 health potions. Does anyone have any good alternatives or do people still go Doran's Blade?
The thing is that going from 0% to 1% of CDR is less useful than going from 39% to 40%. This is a bit of a problem because it means that 40% is optimal and if you're going to get CDR, you should just cap it. Instead of diminishing returns, it has increasing returns and at 40% CDR it's a ridiculously efficient stat. Personally I'm not a huge fan of increasing returns even existing at all because you practically only have two real choices: Get it to cap or get none.
Compare this to armor for example, that's effectively got diminishing returns, making it weaker the more you have of it(even if 1 point of armor always gave you 10 effective hp, going from 100 effective hp to 200 is a lot more significant than going from 3500 effective hp to 3600). With these stats you at least need to balance armor and hp and after a certain point it might be more efficient to just get damage because the extra benefit you get off armor when you already have a ton is so much smaller. Diminishing returns promote much more interesting decisionmaking.
If the game used a different resource system than mana(Something like Energy), then you could interestingly balance CDR and energy regeneration. However as is, you just want cap cap cap because mana is infinite. Some characters don't even have mana.
By the way, with the BotRK calculations, using "average damage" for the passive is incorrect. You're quite rarely going to actually be attacking the same target in teamfights from full to death. With BotRK, you generally get the enemy low in an extremely short time and then take a long time finishing them off. However, if your teammates are able to finish the low health opponents off quickly, then you get far more attacks off against targets with high health. It also is a lot more useful to bring to health of every opponent low rapidly as at that point they cannot fight / commit properly.
The main reason it's so incorrect is that in a teamfight where someone is finishing the hurt opponents off for you, your average damage dealt is actually higher, but in a straight 1v1 with no help, your actual average damage dealt is way, way below the 50% of their max hp point because you attack many more times when the opponent is at a low health while you bring them down from full extremely quickly.
Now, how to fix CDR? Instead of "reducing the cooldown by so and so much", make it "increase the rate at which the skill comes off cooldown" by so and so much.