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United States47024 Posts
On October 08 2014 07:37 Sufficiency wrote: I kind of want to see a Tear + health item for S5. It would mirror Muramana and Archangel's, but the secondary stat is health, not AD or AP. What niche does a charging HP+Mana item fill that isn't already filled by RoA?
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On October 08 2014 08:10 TheYango wrote:Show nested quote +On October 08 2014 07:37 Sufficiency wrote: I kind of want to see a Tear + health item for S5. It would mirror Muramana and Archangel's, but the secondary stat is health, not AD or AP. What niche does a charging HP+Mana item fill that isn't already filled by RoA?
Any tank that isn't AP?
I bet a ton of top laners would like it.
But it would probably either be useless or make Singed Ridiculously OP.
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Well if you take it this way there are a lot of utility items that could benefit from that treatment too. For example an AP/tanky equivalent to Scimitar, removing the AP inclination of Ohmwrecker/Twin Shadows, etc.
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On October 08 2014 08:00 cLutZ wrote: S2 jungle was basically like that. And the problem of the S2 jungle wasn't lack of champion diversity, it was that Oracles was so strong (and drained jungler gold), jungle gold and exp were too low, and tanking lane minions made a successful (or sometimes even unsuccessful) top/bottom lane gank snowball really hard. Thus, the strategic diversity was low. I actually miss the S2 times, being full build support once you had Shurelia,boots 2 and a plethora of wards. The small war vision was everybit as intense as a full blown teamfight and just ad important; having a Rito blessed maphack active for your team was the easiest way to carry.
Also the whole feel of having to work with so little, is much more fun for me, compared to games I can randomly pick up Deathcap on Janna.
I'd love to see Riot taking a new approach to the jungle, whereby basically all camps feats a miniboss which yields a short duration ala Nunu's consume (30s max) buff you can then either chose to make a play or farm more efficient. I think It'd open up for some new junlger routes and thus but more stress in the vision war and securing said mini-buffs.
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On October 08 2014 07:53 Jek wrote:Show nested quote +On October 08 2014 07:37 Sufficiency wrote: I kind of want to see a Tear + health item for S5. It would mirror Muramana and Archangel's, but the secondary stat is health, not AD or AP. Do you really want Ryze to be any more tanky? Would probably be equally silly on Singed, but anything that helps Singed is fine with me. Inc 1 tear item restriction.
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RE: The Morde talk from a few pages back. I remember seeing a guide way back when that suggested running spell vamp quints so you could skip Hextech entirely and go straight for AP items instead. Has anyone given that a shot lately? It's one of those things I'd love to give a go if runes weren't a complete kick in the dick to buy.
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ok, since there is pretty much almost no counters vs. Morde, what do I pick when enemy team picks Morde?
The mids I can play with: Fizz, Diana, Swain, Zed, Wukong, Yasuo, Lux, Kass
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Viktor should be good. Lux is your next bet. You want someone ranged who can cs without standing in creeps.
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Lux destroys Morde so hard.
Probably one of the easiest lanes in the game for her.
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Woah.
Rito talking about making a jungle item that allows smite to be used on Champions with a utility effect (Ie stun/slow/damage).
Neat. Will be a pain in the ass to figure out what jungle items will be good though.
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Damn after watching nightblue stream the new sion looks incredibly dissapointing.Doubt the champ will get picked much if at all.
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On October 08 2014 09:26 iCanada wrote: Woah.
Rito talking about making a jungle item that allows smite to be used on Champions with a utility effect (Ie stun/slow/damage).
Neat. Will be a pain in the ass to figure out what jungle items will be good though.
Don't worry Riot will make sure that your meaningful choice will be clear cut by the end of preseason for S5.
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On October 08 2014 09:03 parkufarku wrote: ok, since there is pretty much almost no counters vs. Morde, what do I pick when enemy team picks Morde?
The mids I can play with: Fizz, Diana, Swain, Zed, Wukong, Yasuo, Lux, Kass
Lux counters Morde really hard, although Swain might be the "easier" counterpick.
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On October 08 2014 09:26 iCanada wrote: Woah.
Rito talking about making a jungle item that allows smite to be used on Champions with a utility effect (Ie stun/slow/damage).
Neat. Will be a pain in the ass to figure out what jungle items will be good though. That sounds incredibly toxic, like Hunter's Machete levels of terrible game design
I still don't understand why if the goal is to change up income streams (mids to stop taking wraiths, supports to get gold), you can't just change the incentives behind the current income distribution rather than adding these random walls to what you can or cannot do to the game
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On October 08 2014 09:49 xes wrote:Show nested quote +On October 08 2014 09:26 iCanada wrote: Woah.
Rito talking about making a jungle item that allows smite to be used on Champions with a utility effect (Ie stun/slow/damage).
Neat. Will be a pain in the ass to figure out what jungle items will be good though. That sounds incredibly toxic, like Hunter's Machete levels of terrible game design I still don't understand why if the goal is to change up income streams (mids to stop taking wraiths, supports to get gold), you can't just change the incentives behind the current income distribution rather than adding these random walls to what you can or cannot do to the game One of those options is easier than the other, and doesn't require changing the way the game works.
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Do you mean how instead of creating interesting high utility low slot-efficiency items for supports they just straight-up created items with the sole purpose of giving the supports more gold?
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On the Q&A they're talking about how Summoner Spells are an anti-snowball mechanic against gold disadvantage, but another great anti-snowball mechanic would be if BF Sword didn't give twice the AD of Pickaxe at less than double the cost so that if you were just a tad better in lane (denies, jungler help, etc) you come back even stronger than the gold disparity would indicate.
Having real itemization would fix literally every problem (gold accumulation, lack of comeback mechanics/snowballing, build diversity). And they could get there through the same experimental bullshit that has the game change 9 months out of the year to prepare for one single elim tournament of "international competition" by just thinking about what makes something like Shurelya's or Locket so good that Top/Junglers buy it instead of nerfing everything and then wondering why supports don't have fun items to buy and just buy wards.
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On October 08 2014 09:56 Alaric wrote: Do you mean how instead of creating interesting high utility low slot-efficiency items for supports they just straight-up created items with the sole purpose of giving the supports more gold?
Nothing dents the faith I have in Riot's ability to keep the game interesting and competitive long-term more than their handling of the support rework. It blows my mind that they passed up that chance, it seemed like the game was in a perfect place to introduce that kind of itemization at the time. I'd love to know what their thought process was as a whole that led to that decision, because I really, really don't get it.
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Just as an aside, it does make little sense that you can only have 1 gold gen item. Particularly when they have different actives that all could be good in unison. Its like if you couldnt have DFG and Zhonyas at once.
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