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[Patch 4.18] Sion Reborn General Discussion - Page 16

Forum Index > LoL General
Post a Reply
Prev 1 14 15 16 17 18 157 Next
miicah
Profile Joined February 2011
Australia2470 Posts
October 10 2014 04:20 GMT
#301
These changes are nuts
@miicah88
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2014-10-10 04:25:58
October 10 2014 04:22 GMT
#302
On October 10 2014 12:55 kongoline wrote:
Show nested quote +
On October 10 2014 12:40 Sufficiency wrote:
Nasus's late game is pretty mediocre. If he just splitpush he is pretty strong 1v1, but if he needs to fight 5v5 he will run into a a lot of problems... since in late game there are a lot of tools to deal with him.

hes a tank with potential for infinite dmg and good cc + aoe, how the hell is he mediocre he outscales every single bruiser in game including jax,irelia,mao its not like hes squishy melee carry like trynd or yi which are shit in team fight and can only splitpush, nasus is a tank who can easily zone backline for a long time that by default means hes a good team fighter

Because the support cleanses the wither while he gets kited. He brings very little initiation and doesn't do anything if he's being kited. His major weaknesses show because at some point, it doesn't matter that your Q does 1000+ damage if you struggle to resolve it on a squishy champion, and wither isn't as strong when the support has Crucible and there is more than one high damage threat on the enemy team. He particularly struggles against AD carries that have have multiple gap openers so they can keep him away during wither.

He's strongest at 2-3 items, especially when it comes to securing objectives very quickly, and before the whole game is full items and he gets to leverage his solo lane high-farm style against others.

I'd take a 6 item Kayle over a 6 item Nasus any day. That invulnerability ult is incredibly powerful in late game teamfights, and she does a shitload of damage extremely fast.
Goumindong
Profile Joined February 2013
United States3529 Posts
Last Edited: 2014-10-10 04:24:30
October 10 2014 04:23 GMT
#303
Almost all of these changes are really, really dumb.

70% more scaling stats with no item compensation? Really?

Neutral buffs that wander around the river and grant a speed shrine? Because holding the river on a baron/dragon fight wasn't powerful enough? But now we get to determine which side of this has the advantage depending on luck of the draw from when you arrive (if its a speed shrine that advantages the attackers/defenders basically)

A jungle that is insanely opaque? Jungle items which turn smite into an enemy damaging ability, negating the ability to take roughly anything but those options because you will get 1v1'd by the other jungler if you don't?

People weren't sweeping enough wards so they made it impossible to ward the enemy wraith camp.

ZZ'rot portal just in general?! Its got armor and MR in a game where the design philosophy is to not have both because you should get health instead in that situation. It spawns creeps for you so you don't have to worry about lane manipulation.

Mejai's starts with 5 stacks so there is literally no downside to buying it.

Then on top of it all they nerf Janna's W because they hate fun.

Just jesus christ who came up with this shit?
Frolossus
Profile Joined February 2010
United States4779 Posts
October 10 2014 04:25 GMT
#304
how do i undo the anivia targeting and particle change? thanks
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2014-10-10 04:29:49
October 10 2014 04:27 GMT
#305
On October 10 2014 13:23 Goumindong wrote:
Almost all of these changes are really, really dumb.

70% more scaling stats with no item compensation? Really?

Neutral buffs that wander around the river and grant a speed shrine? Because holding the river on a baron/dragon fight wasn't powerful enough? But now we get to determine which side of this has the advantage depending on luck of the draw from when you arrive (if its a speed shrine that advantages the attackers/defenders basically)

A jungle that is insanely opaque? Jungle items which turn smite into an enemy damaging ability, negating the ability to take roughly anything but those options because you will get 1v1'd by the other jungler if you don't?

People weren't sweeping enough wards so they made it impossible to ward the enemy wraith camp.

ZZ'rot portal just in general?! Its got armor and MR in a game where the design philosophy is to not have both because you should get health instead in that situation. It spawns creeps for you so you don't have to worry about lane manipulation.

Mejai's starts with 5 stacks so there is literally no downside to buying it.

Then on top of it all they nerf Janna's W because they hate fun.

Just jesus christ who came up with this shit?

You're misreading it. Your final stats at 18 are only marginally different - 68% of your PER LEVEL gain in stats - approximately 50 more HP and <1 armor/MR. You aren't ending up with 70% more total scaling stats - you're ending up with 1700% stats gained over 17 levels, which is the same as current. The difference is, the gain from level 1-2 is smaller than the gain from 9 to 10 etc. The only difference is that those extra stats from level 1 are still there.

Your level 1 stats are slightly higher. Your stats gained per level at pre-10 levels are lower. Your stats gained post-10 are higher.

This means the levels with the biggest gaps in stats (eg:between level 1 and 2) is slightly smaller.
onlywonderboy
Profile Joined August 2012
United States23745 Posts
October 10 2014 04:27 GMT
#306
Let's keep in mind they've been very clear a lot of these changes are experimental and might not make it into the actual Season 5 changes.
RIP Ryan Davis / TL or Die / @onlywonderboy
Ketara
Profile Blog Joined August 2010
United States15065 Posts
October 10 2014 04:30 GMT
#307
On October 10 2014 13:27 onlywonderboy wrote:
Let's keep in mind they've been very clear a lot of these changes are experimental and might not make it into the actual Season 5 changes.


Won't stop TLGD from calling them retarded before they're even on PBE.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
Last Edited: 2014-10-10 04:41:18
October 10 2014 04:41 GMT
#308
On October 10 2014 13:30 Ketara wrote:
Show nested quote +
On October 10 2014 13:27 onlywonderboy wrote:
Let's keep in mind they've been very clear a lot of these changes are experimental and might not make it into the actual Season 5 changes.


Won't stop TLGD from calling them retarded before they're even on PBE.

I think TLGD has a pretty good track record for calling things out on items. Less so on champion changes because there are a lot more numbers there and you have to also be actually good at the game to have better judgement of how a kit of a champion works.

But item design is basically a numbers game on various dimension axes and so far playing the skeptic has worked pretty well on how "effective" Riot's jungle changes through forced itemization works out.
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
RagequitBM
Profile Joined November 2011
Canada2270 Posts
October 10 2014 04:41 GMT
#309
Super excited for almost every single change. Hopefully most make it through.
Twitch.tv/Ragequitbm for all the fans
wei2coolman
Profile Joined November 2010
United States60033 Posts
October 10 2014 04:44 GMT
#310
On October 10 2014 13:30 Ketara wrote:
Show nested quote +
On October 10 2014 13:27 onlywonderboy wrote:
Let's keep in mind they've been very clear a lot of these changes are experimental and might not make it into the actual Season 5 changes.


Won't stop TLGD from calling them retarded before they're even on PBE.

I don't like that they're completely changing the game. Again....
liftlift > tsm
Gahlo
Profile Joined February 2010
United States35144 Posts
Last Edited: 2014-10-10 04:46:24
October 10 2014 04:45 GMT
#311
Not happy about the crabs sight unplayed. That isn't a camp and royally screws over junglers that don't have slows or snares if they cant chase it down and bash it to death.

Mostly dislike the "Everything is a cloth/null-magic item!" approach as well. Everything else I'm neutral or better about.
iCanada
Profile Joined August 2010
Canada10660 Posts
October 10 2014 04:47 GMT
#312
Holy shit. I actually really like the jungle changes. These new jungle items sound significantly better than the old ones. Much more variety, much more utility, and if you don't want the utility it can grant you a much stronger clear.

This also marks the return of like shy, mundo, etc to the jungle. Shy shy with that slow will be amazing.

I'm actually so hyped.
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
October 10 2014 04:48 GMT
#313
On October 10 2014 13:41 xes wrote:
Show nested quote +
On October 10 2014 13:30 Ketara wrote:
On October 10 2014 13:27 onlywonderboy wrote:
Let's keep in mind they've been very clear a lot of these changes are experimental and might not make it into the actual Season 5 changes.


Won't stop TLGD from calling them retarded before they're even on PBE.

I think TLGD has a pretty good track record for calling things out on items. Less so on champion changes because there are a lot more numbers there and you have to also be actually good at the game to have better judgement of how a kit of a champion works.

But item design is basically a numbers game on various dimension axes and so far playing the skeptic has worked pretty well on how "effective" Riot's jungle changes through forced itemization works out.

Idk if we're good at predicting item usefulness as much as we always assume they're going to be shitty, and lo and behold they items are always shitty. I think if a good item change rolled around we'd still call it shitty.
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Goumindong
Profile Joined February 2013
United States3529 Posts
October 10 2014 04:49 GMT
#314
We thought feral flare was going to be ridiculous, and it was
Ketara
Profile Blog Joined August 2010
United States15065 Posts
October 10 2014 04:53 GMT
#315
Preeeeeeetty sure most of you guys thought Feral Flare was going to be shitty.


TL thinks everything is going to be shitty all of the time. It's old and tired, and wrong most of the time.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Gahlo
Profile Joined February 2010
United States35144 Posts
October 10 2014 04:57 GMT
#316
I remember getting flamed for saying Flare was going to be good because good players wouldn't let a jungler farm it out.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
October 10 2014 05:03 GMT
#317
I remember people saying that nobody would buy Flare because Elder Lizard would do more damage until like 40 minutes into the game, explaining with math that this was bullshit, and being flamed for it anyway.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
Last Edited: 2014-10-10 05:06:02
October 10 2014 05:05 GMT
#318
Small pet peeve of mine, but does anyone know how to turn back from original -"Username" slains "Username"- from the "Ally" slains "Enemy"?

Like, am I blind and its somewhere in Interface or something?
Forever Young
Ketara
Profile Blog Joined August 2010
United States15065 Posts
October 10 2014 05:07 GMT
#319
On October 10 2014 14:05 sung_moon wrote:
Small pet peeve of mine, but does anyone know how to turn back from original -"Username" slains "Username"- from the "Ally" slains "Enemy"?

Like, am I blind and its somewhere in Interface or something?


They changed it in this patch because people complained that the old icons were taking up too much of the screen.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-10-10 05:12:12
October 10 2014 05:10 GMT
#320
The tower changes are interesting. The main thing that seems weird to me at the outset is that it's convoluted for different towers to have different defender mechanics. It would be easier on a new player if the inner and inhibitor towers have the same mechanics but numerically tuned for their respective needs.

Having to learn Beam and Shielding as separate mechanics seems needlessly convoluted to me.

The bonus MS/resistance in base is essentially analogous to high ground miss chance, but with the RNG component removed. A little boring, but not a bad direction to go.
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