[Patch 4.18] Sion Reborn General Discussion - Page 112
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Volband
Hungary6034 Posts
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Alaric
France45622 Posts
10% bonus MS is basically more than boots1 unless you're already over the cap, so for the slower/immoibile champions who already don't have it easy it's a worse thing than for the rest, on top of putting emphasis on really hard initiation to dive the t3, which is currently sorely lacking (I mean Malphite exists but that doesn't make him easier to fit in a draft than Ziggs/Braum/Yasuo/Nami). The other issue for me is how hamfisted it is. To sum up there are changes: - making splitpushing easier (runes, scuttlecrab) - making splitpushing more potent (items to increase tower-killing power, improving minions) - making splitpushing less interactive and harder to deal with (the swarmhost item that forces you to get out of position to find the portal or get perma-pushed) - making diving harder (t2 shield, base aura, t3 punishing tanking it unless you can swap aggro in an enclosed area) - making poking down towers more potent (DoT on hitting towers) - making pushing/clearing harder (MR moved to HP to keep the same EHP while making MPen useless) They could have done moderate stuff, but instead they push from one end to pull from the other, for team splitpushing and taking pot shots at towers without daring to actually fight. When even recently they were talking about how they want the game to be about exciting fights and that it's why they don't want laning (and especially early levels) to influence the game too much. But in that case why help the defending team not need to fight, and give the sieging team tools to not need to fight either while making it harder if they decide to do it anyway? (And I won't start about the whole clusterfuck that their "champions gain more stats per level early on, less on the later levels, overall the average gain remains the same" and what it's going to do to powercurve, smoothing and how early and midgame-oriented champions will get fucked over by that.) | ||
Sufficiency
Canada23833 Posts
On October 28 2014 19:54 PrinceXizor wrote: in BW a player could only play 3 games and be done for the whole season in proleague. I mean, LCS has a huge mess of problems. a step toward LCS without addressing them is a step backwards. In BW you can play 0 games in a season. Because you are on the B team. The team as a whole plays a lot of games due to proleague. | ||
wei2coolman
United States60033 Posts
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droserin
127 Posts
On October 28 2014 23:25 Alaric wrote: (And I won't start about the whole clusterfuck that their "champions gain more stats per level early on, less on the later levels, overall the average gain remains the same" and what it's going to do to powercurve, smoothing and how early and midgame-oriented champions will get fucked over by that.) I thought it was lower at early levels and higher at later levels. | ||
Alaric
France45622 Posts
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Sufficiency
Canada23833 Posts
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nafta
Bulgaria18893 Posts
Champion base stats and stat growth per level adjusted to help reduce the impact of early level advantages Roughly, characters will start the game with an additional 68% of their per level statistic compared to live. Each level, characters will gain from 72 to 128% of their per level statistic compared to live, totalling to 1700% of your per level statistic. In other words fuck everything you know about trading.Why isn't everything consistent that is so dumb. | ||
Alaric
France45622 Posts
On October 29 2014 00:09 Sufficiency wrote: That seems to trivialize early laning even more. Well that's the point. "Oh you picked Karma or Pantheon to fuck me before 6 and then try to roam/do stuff/snowball? Na sorry, snowball and acquiring a lead and bullying is bad mkay, you're not allowed to do that." Well fuck you Riot, so much for diversity. But we already knew that. | ||
Osmoses
Sweden5302 Posts
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NeoIllusions
United States37500 Posts
What is with this dearth of information... | ||
Zdrastochye
Ivory Coast6262 Posts
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nafta
Bulgaria18893 Posts
On October 29 2014 00:22 Osmoses wrote: Uh, sure you're 68% more durable or whatever at lvl 1 but Panth/Karma also has 68% more oomph in their stuff, right? Well the ap champs don't really get more damage out of more base stats.Only champs with total ad ratios get a damage increase early levels.Honestly all this does is make top lane literal hell.How do you kill a mundo or a maokai with this lol? But with increased armor doubt there is a champion that does more damage compared to now. | ||
Osmoses
Sweden5302 Posts
edit: I dunno man, I wanna try it though. | ||
Zdrastochye
Ivory Coast6262 Posts
On October 29 2014 00:25 nafta wrote: Well the ap champs don't really get more damage out of more base stats.Only champs with total ad ratios get a damage increase early levels.Honestly all this does is make top lane literal hell.How do you kill a mundo or a maokai with this lol? But with increased armor doubt there is a champion that does more damage compared to now. Yeah but nobody cares about top lane, islands aren't cool unless they're Pen Island. | ||
Alzadar
Canada5009 Posts
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Inflicted
Australia18228 Posts
Bot lane is too ridiculous right now. Plain stupid that if you hit level 2 earlier and manipulate the waves properly, you can force a 30 CS advantage. | ||
Alaric
France45622 Posts
Per level stat scaling is usually better defensively while leveling skills is better offensively. The latter isn't changed. On October 29 2014 00:22 Osmoses wrote: Uh, sure you're 68% more durable or whatever at lvl 1 but Panth/Karma also has 68% more oomph in their stuff, right? To keep it brief (yes I can do that) it's bad for champions whose kit relies on early strength, compared to base stats, which is the case for Pantheon, Karma, Wukong, etc. in terms of laning. You can't leverage hitting a level first as much (in terms of pressure, not necessarily of pure "I have 60 more HP you die to the all-in"), people get more stats over the first few levels which mitigates a possible item advantage from your pressure a bit. But more importantly it's grossly inelegant (even DotA has fixed stats growth, despite some wonkiness in how skills upgrade per level, see Ember Spirit's Searing Chains for example), and as someone said it puts a huge strain on players to basically relearn which timings and such could be changed in multiple match-ups from stats differences. It violates a lot of Riot's heralded principles, which seems to be the most core of them all behind their decisions in the end. | ||
chalice
United States1945 Posts
On October 29 2014 00:31 Alzadar wrote: What happens if two Sions charge at each other? the awkward movement control of sion's ult causes them to miss each other and go speeding down the lane in opposite directions. | ||
Gahlo
United States35118 Posts
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