[Patch 4.11] Maokai Rework General Discussion - Page 24
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GolemMadness
Canada11044 Posts
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kongoline
6318 Posts
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obesechicken13
United States10467 Posts
On July 04 2014 10:08 kongoline wrote: u also need 16 champions to start laddering I thought they gave a few for free now. | ||
GolemMadness
Canada11044 Posts
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krndandaman
Mozambique16569 Posts
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iremnant3847
Taiwan269 Posts
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GolemMadness
Canada11044 Posts
http://forums.na.leagueoflegends.com/board/showthread.php?t=3066825 | ||
cLutZ
United States19573 Posts
20,000 + 25,200 + 45600 = 90800. What is the actual amount you end up with? | ||
GolemMadness
Canada11044 Posts
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PrinceXizor
United States17713 Posts
On July 04 2014 10:20 cLutZ wrote: You also...like...want to have fun...right? Pre LVL 30 accounts should probably get an IP boost, enough so that they can get 2 rune pages (lets round it to 20k, because its silly to assume the cheapest stuff), 3-4 "impulse buy" champs (lets assume these are 6300 champs), and at least a rounded out 16 champ pool consisting of "average" IP cost champs ~ 3800-3900 right now. 20,000 + 25,200 + 45600 = 90800. What is the actual amount you end up with? 67000-ish with half of that being 225 first win of the day bonuses. so if you have 49 first win of the days, aka you play all your games in 7 weeks of time, then you have 40k | ||
wei2coolman
United States60033 Posts
On July 04 2014 10:20 cLutZ wrote: You also...like...want to have fun...right? Pre LVL 30 accounts should probably get an IP boost, enough so that they can get 2 rune pages (lets round it to 20k, because its silly to assume the cheapest stuff), 3-4 "impulse buy" champs (lets assume these are 6300 champs), and at least a rounded out 16 champ pool consisting of "average" IP cost champs ~ 3800-3900 right now. 20,000 + 25,200 + 45600 = 90800. What is the actual amount you end up with? I think stuff like rune pages should be level rewards imo, like 1 runepage at level 10, another one at level 20. Let's face it, if you're new to the game, are you going to buy a runepage for 6300ip? or are you going to get that new fancy champion that roflstomps in every game? | ||
cLutZ
United States19573 Posts
On July 04 2014 10:29 GolemMadness wrote: Sure, if you randomly decide that you have to only buy 6,300 IP champions (if you're buying 450 IP champions and 6,300 champions evenly, even then the average is only 3,375) and for some reason spend an extra 5k on runes (how is it silly to get the optimal runes for a 2 page setup?) and also spend no money on the game, it's obviously going to cost a lot more IP. I don't think this is being debated. I just averaged the cost of the entire cast to get 3800. I mean, you can obviously go cheap mode and just be like "Im playing Kayle/Jax/Ryze/Morgana all day, but honestly that is something that you do on a smurf, not something that people actually enjoy doing. I'm just saying to actually give new players a good experience, not what is optimal for smurfs who just want to crush bronzies with Eve. | ||
PrinceXizor
United States17713 Posts
On July 04 2014 10:37 wei2coolman wrote: I think stuff like rune pages should be level rewards imo, like 1 runepage at level 10, another one at level 20. Let's face it, if you're new to the game, are you going to buy a runepage for 6300ip? or are you going to get that new fancy champion that roflstomps in every game? You shouldn't even get runes unlocked until lvl 20 and on. lvls 1-10 should unlock every summoner spell by level 10, with it taking very few games to get there. 11-20 should unlock masteries at a rate of 2 mastery points a level combine with the initial ten from the first levels, 21-30 should unlock the rune slots 1 of each color per level while adding a quint at lvl 21, 25, 30. a new player doesn't need to be distracted by runes for the first 20 levels, which amount to half of your leveling time or 100 hours. this way a player is gaining a meaningful advantage every level for the first 20 levels, and is able to develop their own grasp of masteries over the next 10 levels, instead of not being able to get used to their own power level until 30. then after 20, introduce runes, and give them a large boost of runes available per level at 3 or 4 per level. the later levels are where you earn the most IP anyway, so let them spend their first 20 levels of Ip on champ unlocks instead of potentially having players fall into the pit of buying lower tier runes. then when they have their comfort champs, they can learn to use masteries with em, as they unlock runes and learn what they need to buy to shore up the weaknesses. | ||
wei2coolman
United States60033 Posts
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Velocirapture
United States983 Posts
On July 04 2014 12:39 wei2coolman wrote: So... How is new maokai? I have been following a few pros who are giving him a fair chance and I think the consensus is that his clear is better and his new ult lets him be both tanky and mobile but there is no good way to get a lot of damage out of him so you reach a point where you are just ignored. tl:dr: He is better but falls off super hard late and that doesn't fit the meta. | ||
iCanada
Canada10660 Posts
:O | ||
GolemMadness
Canada11044 Posts
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Slusher
United States19143 Posts
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VayneAuthority
United States8983 Posts
so thats why I took to laning him. But then they killed that with these changes so now he is an ok jungler and horrid laner | ||
iremnant3847
Taiwan269 Posts
On July 04 2014 13:34 GolemMadness wrote: Saint said that Maokai is tier 2 (behind Lee, Elise and Eve). He has great peeling for your carries. Yeah, once he gets a W on you it's kind of hard run away because he can just Q and E, then W you again. The sapling slow isn't huge but it does make life a bit harder. | ||
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