• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 12:47
CET 18:47
KST 02:47
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Rongyi Cup S3 - RO16 Preview3herO wins SC2 All-Star Invitational10SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0
Community News
Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)19Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
StarCraft 2 not at the Esports World Cup 2026 [Short Story] The Last GSL Oliveira Would Have Returned If EWC Continued Stellar Fest "01" Jersey Charity Auction PhD study /w SC2 - help with a survey!
Tourneys
OSC Season 13 World Championship $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) $70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
[ASL21] Potential Map Candidates BW General Discussion Gypsy to Korea Which foreign pros are considered the best? BW AKA finder tool
Tourneys
Azhi's Colosseum - Season 2 [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2 Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026!
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Canadian Politics Mega-thread NASA and the Private Sector Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Esports Advertising Shap…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1791 users

[Patch 4.18] Sion Reborn General Discussion - Page 30

Forum Index > LoL General
Post a Reply
Prev 1 28 29 30 31 32 157 Next
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2014-10-11 07:03:21
October 11 2014 07:01 GMT
#581
On October 11 2014 15:58 Slusher wrote:
I actually like high ground miss chance, but I like critical strikes so call me crazy

i never understood the hate against RNG in league. skillshots are inherently out of your control whether they hit or not as well except in certain situations. predicting the behavior of your opponent is as random or guess based as the PRD of crit chance. a weighted chance based on past performance.
On October 11 2014 16:01 TheYango wrote:
Show nested quote +
On October 11 2014 15:56 PrinceXizor wrote:
On October 11 2014 15:55 TheYango wrote:
On October 11 2014 15:50 Goumindong wrote:
Buy back and teleport and courier negates team map pressure and movement strategies.

You're going to have tout some pretty impressive theorycraft about a game you don't play to convince me on this one because empirically there is nothing further from the truth.

he's also going to need to show some serious proof that the option to adjust high ground miss chance vanished from the global variables part of the war3 editor.

I ignored the high ground miss chance part because honestly, that topic got talked to death at SC2's inception, with no real definitive conclusion.

Oh i'm not talking about whether its positive or negative for the game. only his claim that its only in there because its a result of the warcraft 3 engine. you can set high ground miss chance to 0 or even 100% on any map you want. its at 50% because icf frog wanted it at 50%.
cLutZ
Profile Joined November 2010
United States19574 Posts
October 11 2014 07:04 GMT
#582
On October 11 2014 15:51 PrinceXizor wrote:
Show nested quote +
On October 11 2014 15:48 cLutZ wrote:
I saw a lot of people were talking about potential Ryze changes (nerfs). I think the very fact that they are targeting his scaling shows us the direction they intend to go in. That is, they cannot figure out how to properly balance ranged and melee in the top lane, and cant make a strong earlygame champion fall off properly. So, I expect more of the "normal" tops to be the desired goal of Riot next season.

it could also be a result of most jungles wont be able to early gank outside of a couple. and not being able to punish his early game is a reason for the change

That might be a possible explanation if Nasus, Amumu, and Yi were the jungles driving this change, but it is Lee, Khazix, and Elise.

No the problem is that no champions that lose the early game by any significant margin are competitively relevant, so those that do have strong mid or later game power end up becoming the fotm champions.

Like someone said, Renekton was the last super good early game top, and he was so good that in any matchup against equally skilled players, his early advantage would last till at least 35 minutes.
Freeeeeeedom
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
October 11 2014 07:06 GMT
#583
On October 11 2014 16:04 cLutZ wrote:
That might be a possible explanation if Nasus, Amumu, and Yi were the jungles driving this change, but it is Lee, Khazix, and Elise.

No the problem is that no champions that lose the early game by any significant margin are competitively relevant, so those that do have strong mid or later game power end up becoming the fotm champions.

Like someone said, Renekton was the last super good early game top, and he was so good that in any matchup against equally skilled players, his early advantage would last till at least 35 minutes.

No i mean. in the new jungle. you really can't gank early outside of a couple junglers. you get super super low.and miss out on alot of xp. not to mention buffs dont spawn until 2:30.
Slusher
Profile Blog Joined December 2010
United States19143 Posts
October 11 2014 07:07 GMT
#584
well thanks for agreeing with me I guess, but calling hitting skillshots and picking up on player patterns as well as training players to react to you a certian way RNG, pretty sure this is proven false simply by how some players have consistantly beaten others but ok lol
Carrilord has arrived.
TheYango
Profile Joined September 2008
United States47024 Posts
October 11 2014 07:08 GMT
#585
On October 11 2014 16:01 PrinceXizor wrote:
i never understood the hate against RNG in league. skillshots are inherently out of your control whether they hit or not as well except in certain situations. predicting the behavior of your opponent is as random or guess based as the PRD of crit chance. a weighted chance based on past performance.

There are some scenarios where it has disproportionate impact on the gameplay (mainly early game laning crits) coupled with it being tied to aspects of the game that are not directly controllable by you as a player (the other guy's rune page).

High ground miss chance is fine because being terrain-based means that it's controllable while setting up interesting positioning play on certain parts of the map (the existence of wards in a MOBA limits the efficacy of a vision-only high ground advantage like the one in SC2), while not having too large of an impact in scenarios that can not directly be controlled by the player. Countermeasures also exist in the game through itemization options if it's necessary in a particular situation. Analogous non-RNG mechanics that could accomplish the same thing are not nearly as transparent or intuitive.
Moderator
wei2coolman
Profile Joined November 2010
United States60033 Posts
October 11 2014 07:09 GMT
#586
On October 11 2014 15:55 TheYango wrote:
Show nested quote +
On October 11 2014 15:50 Goumindong wrote:
Buy back and teleport and courier negates team map pressure and movement strategies.

You're going to have tout some pretty impressive theorycraft about a game you don't play to convince me on this one because empirically there is nothing further from the truth.

Teleport and courier lets you stay on the map far longer than if you didn't have those things, often stalling out, and making harder to punish. But, I'd still say there are big enough map movement gaps even with these two things that they can still be punished, aka RAT DOTO.
liftlift > tsm
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2014-10-11 07:12:58
October 11 2014 07:10 GMT
#587
On October 11 2014 16:07 Slusher wrote:
well thanks for agreeing with me I guess, but calling hitting skillshots and picking up on player patterns as well as training players to react to you a certian way RNG, pretty sure this is proven false simply by how some players have consistantly beaten others but ok lol

inherently every player has the option of dodging one way or the opposite. so unless you hit specific situations (which is what most players who hit almost all of their skillshots do) like on a stunned target, or when they are up against a wall or when if they juke one direction they will die anyway, all other skillshots are a guess on which way they will dodge, or if they will at all. and altering your guess based on their past behavior isn't much different from the PRD making it more/less likely for you to crit based on the past behavior of the crit.

while yes low values of crit can cause dumb situations using that to explain that all crits are bad isn't always going to be right. radiation is bad for you but its also very useful when used properly.
Embir
Profile Joined January 2011
Poland567 Posts
October 11 2014 07:10 GMT
#588
On October 11 2014 15:21 Goumindong wrote:
I wouldn't say DotA does everything worse. But the art direction and strategic structure are clearly worse (larger map, buy back, secret shop, courier, tank/damage on every stat, the host of other design decisions that were made during all stars because it was "cool"), the legacy systems from Warcraft 3 need to be updated/removed

Almost most of all I can't stand champion turn speed. But that is just me.


Amen to that.
I tried DotA and had exactly same feelings. Especially cumbersome heroes movement was something really off putting. LoL is ahead of DotA in terms of gameplay dynamic and playability.

P.S. Also, I heard a lot about DotA superior graphics - I just don't see this, LoL graphic is much more clearer and pleasant for the eye. DotA graphics seems a little bit blurry.

Literally all of my friends, except one dude, play LoL instead of DotA - despite trying both games.
cLutZ
Profile Joined November 2010
United States19574 Posts
October 11 2014 07:11 GMT
#589
On October 11 2014 16:06 PrinceXizor wrote:
Show nested quote +
On October 11 2014 16:04 cLutZ wrote:
That might be a possible explanation if Nasus, Amumu, and Yi were the jungles driving this change, but it is Lee, Khazix, and Elise.

No the problem is that no champions that lose the early game by any significant margin are competitively relevant, so those that do have strong mid or later game power end up becoming the fotm champions.

Like someone said, Renekton was the last super good early game top, and he was so good that in any matchup against equally skilled players, his early advantage would last till at least 35 minutes.

No i mean. in the new jungle. you really can't gank early outside of a couple junglers. you get super super low.and miss out on alot of xp. not to mention buffs dont spawn until 2:30.

I doubt that level of foresight of involved, or even needed to decide there should be ryze changes.
Freeeeeeedom
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2014-10-11 07:15:40
October 11 2014 07:12 GMT
#590
On October 11 2014 16:10 PrinceXizor wrote:
Show nested quote +
On October 11 2014 16:07 Slusher wrote:
well thanks for agreeing with me I guess, but calling hitting skillshots and picking up on player patterns as well as training players to react to you a certian way RNG, pretty sure this is proven false simply by how some players have consistantly beaten others but ok lol

inherently every player has the option of dodging one way or the opposite. so unless you hit specific situations (which is what most players who hit almost all of their skillshots do) like on a stunned target, or when they are up against a wall or when if they juke one direction they will die anyway, all other skillshots are a guess on which way they will dodge, or if they will at all.

Ehhh, it really depends though, with champs like thresh/elise/blitz, you can bait out so many things if you play out the stun correctly. Like madlife figured out you have a larger hitbox if you throw the hooks out diagonally, and predicting enemy cooldowns on flash, and their distances. It's pretty crazy how all these small things can actually make your opponent think they're in control, when they're actually playing into your hands.
On October 11 2014 16:10 Embir wrote:
Show nested quote +
On October 11 2014 15:21 Goumindong wrote:
I wouldn't say DotA does everything worse. But the art direction and strategic structure are clearly worse (larger map, buy back, secret shop, courier, tank/damage on every stat, the host of other design decisions that were made during all stars because it was "cool"), the legacy systems from Warcraft 3 need to be updated/removed

Almost most of all I can't stand champion turn speed. But that is just me.


Amen to that.
I tried DotA and had exactly same feelings. Especially cumbersome heroes movement was something really off putting. LoL is ahead of DotA in terms of gameplay dynamic and playability.

P.S. Also, I heard a lot about DotA superior graphics - I just don't see this, LoL graphic is much more clearer and pleasant for the eye. DotA graphics seems a little bit blurry.

Literally all of my friends, except one dude, play LoL instead of DotA - despite trying both games.

Dota feels clunky because of turn speed, but the actual controls are 100% sharp, it just plays to mechanics of the game.

As far as in game art design, I sort of wish they kept a lot of the WC3 models, I really liked them, and some of them changed too much for my tastes. In terms of skill distinctions I don't have much of an issue with Dota, everything has a slightly darker theme, but I wouldn't say any of the spells are hard to see. They're much more distinct than HoN, which was just shiny shit.
liftlift > tsm
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-10-11 07:22:27
October 11 2014 07:14 GMT
#591
On October 11 2014 16:09 wei2coolman wrote:
Show nested quote +
On October 11 2014 15:55 TheYango wrote:
On October 11 2014 15:50 Goumindong wrote:
Buy back and teleport and courier negates team map pressure and movement strategies.

You're going to have tout some pretty impressive theorycraft about a game you don't play to convince me on this one because empirically there is nothing further from the truth.

Teleport and courier lets you stay on the map far longer than if you didn't have those things, often stalling out, and making harder to punish. But, I'd still say there are big enough map movement gaps even with these two things that they can still be punished, aka RAT DOTO.

How does this have to do with what he said, lol.

On October 11 2014 16:10 PrinceXizor wrote:
while yes low values of crit can cause dumb situations using that to explain that all crits are bad isn't always going to be right. radiation is bad for you but its also very useful when used properly.

The implication he made before when this topic came up last time was that the nature of teamfights in League is such that the number of involved autoattacks/timescale are such that the PRD is not practically manipulable because "waiting" for an almost assured crit after 5-6 attacks at moderate crit values is still not practically possible--which I consider to be pretty questionable, but whatever.
Moderator
Slusher
Profile Blog Joined December 2010
United States19143 Posts
October 11 2014 07:15 GMT
#592
he's on a roll.
Carrilord has arrived.
wei2coolman
Profile Joined November 2010
United States60033 Posts
October 11 2014 07:20 GMT
#593
On October 11 2014 16:14 TheYango wrote:
Show nested quote +
On October 11 2014 16:09 wei2coolman wrote:
On October 11 2014 15:55 TheYango wrote:
On October 11 2014 15:50 Goumindong wrote:
Buy back and teleport and courier negates team map pressure and movement strategies.

You're going to have tout some pretty impressive theorycraft about a game you don't play to convince me on this one because empirically there is nothing further from the truth.

Teleport and courier lets you stay on the map far longer than if you didn't have those things, often stalling out, and making harder to punish. But, I'd still say there are big enough map movement gaps even with these two things that they can still be punished, aka RAT DOTO.

How does this have to do with what he said, lol.

it's not hard to imagine... Imagine doto with no tp scrolls/buy backs/couriers. Every time someone backs, the enemy team can have way more map pressure, it's essentially a 5v4 on the map for the entire duration of whenever it takes the other person to get back on the field. VS current Dodo, which allows for TP/buyback/courier, that means there's less likelyhood of a 5v4 power play.

If you ever watch hockey, that's essentially a powerplay when the opponent has someone serving out a penalty, and there's a player # mismatch. Couriers/teleport/buybacks essentially shorten penalty duration significantly in this analogy.
liftlift > tsm
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
October 11 2014 07:23 GMT
#594
On October 11 2014 16:20 wei2coolman wrote:
it's not hard to imagine... Imagine doto with no tp scrolls/buy backs/couriers. Every time someone backs, the enemy team can have way more map pressure, it's essentially a 5v4 on the map for the entire duration of whenever it takes the other person to get back on the field. VS current Dodo, which allows for TP/buyback/courier, that means there's less likelyhood of a 5v4 power play.

If you ever watch hockey, that's essentially a powerplay when the opponent has someone serving out a penalty, and there's a player # mismatch. Couriers/teleport/buybacks essentially shorten penalty duration significantly in this analogy.

So recall is also a problem? or what?
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-10-11 07:27:06
October 11 2014 07:24 GMT
#595
Except TP has a CD of over a minute, so putting TPs on CD already allows for map pressure in the way you describe. TP CDs limiting particular players' map movement in the short term is precisely used for this all the time at all levels of DotA play.

Saying that TPs being in the game prevents that kind of power play is as asinine as a brainless DotA player saying that Flash makes ganking useless.

It's also matches what I said exactly a page ago about the larger map being necessary to prevent the game from becoming too claustrophobic with these options in play.
Moderator
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2014-10-11 07:36:42
October 11 2014 07:26 GMT
#596
On October 11 2014 16:23 PrinceXizor wrote:
Show nested quote +
On October 11 2014 16:20 wei2coolman wrote:
it's not hard to imagine... Imagine doto with no tp scrolls/buy backs/couriers. Every time someone backs, the enemy team can have way more map pressure, it's essentially a 5v4 on the map for the entire duration of whenever it takes the other person to get back on the field. VS current Dodo, which allows for TP/buyback/courier, that means there's less likelyhood of a 5v4 power play.

If you ever watch hockey, that's essentially a powerplay when the opponent has someone serving out a penalty, and there's a player # mismatch. Couriers/teleport/buybacks essentially shorten penalty duration significantly in this analogy.

So recall is also a problem? or what?

Yeah, recall also has the problem,and early game teleport also. But, I will say League's small map, also makes it insanely easy to punish mistimed recalls in the midgame. I'm not saying any of Dota's mechanics are bad, or lead to lack of punishment for backing. I'm just saying Goumindog isn't completely off basis when he says these item/gameplay mechanics prevent punishment. I think Dota teams have figured out ways to play around these mechanics to get things done. The problem is, sometimes it's rat dota that happens.
On October 11 2014 16:24 TheYango wrote:
Except TP has a CD of over a minute, so putting TPs on CD already allows for map pressure in the way you describe. TP CDs limiting particular players' map movement in the short term is precisely used for this all the time at all levels of DotA play.

Saying that TPs being in the game prevents that kind of power play is as asinine as a brainless DotA player saying that Flash makes ganking useless.

It's also matches what I said exactly a page ago about the larger map being necessary to prevent the game from becoming too claustrophobic with these options in play.

TP in isolation isn't, but I think an argument could be made about TP+Courier+Buyback as a combo could be a bit too much. Even in LoL in the 1v1 in top lane, you can see how powerful TP+recall is, in comparison to vs just Recall+offensive summoner.
On October 11 2014 15:44 Jek wrote:
Holy moly, Gangplank's ultimate is now litterally a global Rumble ult with IMO a better shape. Just come from a game where a toplane Gangplank wrecked us in botlane by just casually throwing an ult at our poor adc in the epicenter whenever it was off cooldown.

I reckon he had flat CDR glyphs and quints, it was litterally one every single minute.

Show nested quote +
On October 11 2014 15:34 krndandaman wrote:
playing sion in normals has one of the most fun i've had on league in a while. the champ is so fucking troll lmao

Ever since the remake playing as Sion, with Sion or against Sion leads to some hilarious games. :D

time to buy liandries+sorc shoes+voidstaff on gp.
liftlift > tsm
arb
Profile Blog Joined April 2008
Noobville17921 Posts
October 11 2014 07:47 GMT
#597
On October 11 2014 15:50 Goumindong wrote:
Show nested quote +
On October 11 2014 15:23 PrinceXizor wrote:
... I actually cant say that any of those things you listed are negative. most are pretty positive. some are neutral...

saying they are clearly worse is just your opinion.

Yes but some people don't think that high contrast colors are important and think that having multiple colors instead of static icons is a good thing too. So you can see how much your input matters on these issues.

The only thing that is opinion really is turn speed. That is a personal preference of mine. Buy back and teleport and courier negates team map pressure and movement strategies. Kind of like how the teleport CD reduction when used on a tower negated top lane pressure strategies. Secret shop is useless burdensome knowledge.

The legacy WC3 shit is terrible (high ground miss chance! It's like crit but worse and for everyone!) and serves no purpose but to be there because it was a limitation of the map modification system in WC 3. It would be like league adding mechanics from Starcraft just because.


no miss chance is something that killed sc2 for me tbh. It can be frustrating in Dota but theres alot more things that annoy me more than miss chance.

getting perma bashed perma missing shit like that is way worse than miss chance, but its part of the game and i like it alot.

Not going to talk about crit, because i think its a good mechanic tbh.

Alot of things bother me in league but the lack of item diversity is what kills me the worst. and what has ultimately turned me off to league and more into dota recently
Artillery spawned from the forges of Hell
Goumindong
Profile Joined February 2013
United States3529 Posts
October 11 2014 07:51 GMT
#598
On October 11 2014 16:01 PrinceXizor wrote:
i never understood the hate against RNG in league. skillshots are inherently out of your control whether they hit or not as well except in certain situations. predicting the behavior of your opponent is as random or guess based as the PRD of crit chance. a weighted chance based on past performance.


No. Skillshots are in both players control in multiple ways. (how and when you shoot them determines the enemies possible avoidance paths which means that skillshots can be aimed to be unavoidable and aimed to force enemy movement to move advantageous positions). Players can be better at avoiding and shooting skill shots. Its not random in the least.


On October 11 2014 16:01 TheYango wrote:
I ignored the high ground miss chance part because honestly, that topic got talked to death at SC2's inception, with no real definitive conclusion.


Its different in an RTS where you've typically got enough units for the miss chance to even out very quickly though hysteresis is still a potential issue.

Its the difference between an average and a sum. With the same probability the average converges but the sum is a random walk, and random walks don't converge. This is important because fights are not won be averaging a teams damage, but by summing it. Normalization makes this a bit better, but not much.

On October 11 2014 16:01 PrinceXizor wrote:
Oh i'm not talking about whether its positive or negative for the game. only his claim that its only in there because its a result of the warcraft 3 engine. you can set high ground miss chance to 0 or even 100% on any map you want. its at 50% because icf frog wanted it at 50%.


Ice Frog wasn't even a developer when miss chance entered into DoTA. And if you're wondering i believe it was 2003 when that was editable with the release of Frozen Throne expanded the world editor. Sure they could have taken it out. They could have taken a lot of things out. They still can. They haven't. That doesn't mean those systems aren't legacy.

On October 11 2014 16:08 TheYango wrote:
Show nested quote +
On October 11 2014 16:01 PrinceXizor wrote:
i never understood the hate against RNG in league. skillshots are inherently out of your control whether they hit or not as well except in certain situations. predicting the behavior of your opponent is as random or guess based as the PRD of crit chance. a weighted chance based on past performance.

There are some scenarios where it has disproportionate impact on the gameplay (mainly early game laning crits) coupled with it being tied to aspects of the game that are not directly controllable by you as a player (the other guy's rune page).

High ground miss chance is fine because being terrain-based means that it's controllable while setting up interesting positioning play on certain parts of the map (the existence of wards in a MOBA limits the efficacy of a vision-only high ground advantage like the one in SC2), while not having too large of an impact in scenarios that can not directly be controlled by the player. Countermeasures also exist in the game through itemization options if it's necessary in a particular situation. Analogous non-RNG mechanics that could accomplish the same thing are not nearly as transparent or intuitive.


Damage reduction is just as transparent as intuitive without any of the randomness
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-10-11 07:56:54
October 11 2014 07:56 GMT
#599
Goumindoug I'm curious about your opinion about Poker as a competitive game given your apparent disdain for RNG-based mechanics.

EDIT: Though that's not appropriate for this thread, so PM me your answer, lol.
Moderator
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
October 11 2014 08:14 GMT
#600
Ice frog is the reason its in the map now. ice frog is the reason dota has become as competitive as it is. if he wanted to remove miss chance he's has hundreds of opportunities. and he has not. i removed miss chance from maps myself, its one of the easiest things to do. its easier to remove miss chance than make a working summon. and thats saying something.

it doesn't matter its origin. all that matters is that every version went by in dota and it wasn't removed. its intended. its not a holdover. a holdover would be DOta 2's UI.
Prev 1 28 29 30 31 32 157 Next
Please log in or register to reply.
Live Events Refresh
Big Brain Bouts
17:00
#104
Percival vs Gerald
Serral vs MaxPax
RotterdaM1000
IndyStarCraft 260
TKL 241
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1000
IndyStarCraft 260
TKL 241
ProTech148
BRAT_OK 105
Livibee 103
UpATreeSC 82
MindelVK 28
StarCraft: Brood War
Calm 3687
Shuttle 457
GuemChi 366
Soulkey 225
firebathero 156
JYJ 101
Hyuk 88
Hyun 47
Shine 25
Sexy 21
[ Show more ]
scan(afreeca) 20
910 18
Free 16
Dota 2
420jenkins386
Counter-Strike
fl0m2452
SPUNJ41
Other Games
gofns11133
Grubby1261
Fnx 1228
FrodaN1182
Beastyqt628
Liquid`Hasu164
KnowMe97
QueenE92
Mew2King88
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Laughngamez YouTube
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 21
• Michael_bg 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade1299
Other Games
• Shiphtur318
Upcoming Events
RongYI Cup
17h 13m
SHIN vs Creator
Classic vs Percival
OSC
19h 13m
BSL 21
21h 13m
RongYI Cup
1d 17h
Maru vs Cyan
Solar vs Krystianer
uThermal 2v2 Circuit
1d 18h
BSL 21
1d 21h
Wardi Open
2 days
Monday Night Weeklies
2 days
OSC
3 days
WardiTV Invitational
3 days
[ Show More ]
WardiTV Invitational
4 days
The PondCast
5 days
Liquipedia Results

Completed

Proleague 2026-01-20
OSC Championship Season 13
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Rongyi Cup S3
Underdog Cup #3
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025

Upcoming

Acropolis #4 - TS4
Escore Tournament S1: W6
Escore Tournament S1: W7
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Nations Cup 2026
Tektek Cup #1
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.