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[Patch 4.18] Sion Reborn General Discussion - Page 46

Forum Index > LoL General
Post a Reply
Prev 1 44 45 46 47 48 157 Next
Seuss
Profile Blog Joined May 2010
United States10536 Posts
October 13 2014 17:34 GMT
#901
Machete is 400g, and the first upgrade is 350g. That means for 1500g you have your choice of:
  • 45 AD, 8% Lifesteal.
  • 80 AP, 10% CDR.
  • 40% AS, 10% CDR. Passive: 24 magic damage on hit, 6% AS buff stacking 4 times.
  • 450 Health, 10% CDR, 5% Movement Speed.

Or if you want just the pure upgrade cost/benefits:
  • 700g: 35 AD.
  • 680g: 50 AP.
  • 250g: Passive: 24 magic damage on hit, 6% AS buff stacking 4 times.
  • 650g: 250 Health, 5% Movement Speed.

The AP/AD ones don't look underwhelming to me. They may not be your first priority but they all look good.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
739
Profile Blog Joined May 2009
Bearded Elder29905 Posts
October 13 2014 17:43 GMT
#902
Having no PC access for 1 week is a pain.
WriterSalty oldboy that loves memes | One and only back-to-back Liquibet Winner
Gahlo
Profile Joined February 2010
United States35174 Posts
Last Edited: 2014-10-13 18:01:13
October 13 2014 18:00 GMT
#903
On October 14 2014 02:34 Seuss wrote:
Machete is 400g, and the first upgrade is 350g. That means for 1500g you have your choice of:
  • 45 AD, 8% Lifesteal.
  • 80 AP, 10% CDR.
  • 40% AS, 10% CDR. Passive: 24 magic damage on hit, 6% AS buff stacking 4 times.
  • 450 Health, 10% CDR, 5% Movement Speed.

Or if you want just the pure upgrade cost/benefits:
  • 700g: 35 AD.
  • 680g: 50 AP.
  • 250g: Passive: 24 magic damage on hit, 6% AS buff stacking 4 times.
  • 650g: 250 Health, 5% Movement Speed.

The AP/AD ones don't look underwhelming to me. They may not be your first priority but they all look good.

Maybe it's just because it looks really weird to me that all but 1 has CDR.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
October 13 2014 18:29 GMT
#904
i dont like this whole chain of strong jungle monsters-make weaker with certain items-restrict those items to smite users-give jungle buffs to smite users etc


It just feels so artificial
Slusher
Profile Blog Joined December 2010
United States19143 Posts
October 13 2014 18:34 GMT
#905
I don't really get why Riot thinks early ganks are a bad thing, they can make the game dynamic. I get that like 2-3 junglers are way better at it than everyone else but that can be addressed at the hero level. In any case if ganking early is super risky in s4 I feel like jungle follow + 2v1s will be the undisputed best option for pro teams unless adc itemization gets hit pretty hard later in the preseason
Carrilord has arrived.
Velocirapture
Profile Blog Joined December 2010
United States983 Posts
October 13 2014 18:57 GMT
#906
On October 14 2014 03:34 Slusher wrote:
I don't really get why Riot thinks early ganks are a bad thing, they can make the game dynamic. I get that like 2-3 junglers are way better at it than everyone else but that can be addressed at the hero level. In any case if ganking early is super risky in s4 I feel like jungle follow + 2v1s will be the undisputed best option for pro teams unless adc itemization gets hit pretty hard later in the preseason


I don't think they hate early ganks, I think they dislike the idea of champions that hit their biggest power spike levels 1-5. The idea is that champs can all have different power curves but they should always have to earn it. How has Lee earned his huge level 3 power spike for early ganking? Every jungler should be similarly viable for the first 5 levels and only uptick after they have actually made some choices.

I don't think early ganks will go away, I just think they will depend more on outplaying your opponent than outpicking him.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
October 13 2014 19:05 GMT
#907
On October 14 2014 03:29 LaNague wrote:
i dont like this whole chain of strong jungle monsters-make weaker with certain items-restrict those items to smite users-give jungle buffs to smite users etc


It just feels so artificial


If the artificial solution is fun I'll enjoy the artificial solution. Emergent gameplay is wonderful but extremely hard to get right when you have so many variables to deal with.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Amui
Profile Blog Joined August 2010
Canada10567 Posts
October 13 2014 19:10 GMT
#908
On October 14 2014 04:05 Seuss wrote:
Show nested quote +
On October 14 2014 03:29 LaNague wrote:
i dont like this whole chain of strong jungle monsters-make weaker with certain items-restrict those items to smite users-give jungle buffs to smite users etc


It just feels so artificial


If the artificial solution is fun I'll enjoy the artificial solution. Emergent gameplay is wonderful but extremely hard to get right when you have so many variables to deal with.

Doesn't really help when riot has a habit of nuking emergent gameplay.
Porouscloud - NA LoL
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
October 13 2014 19:17 GMT
#909
On October 14 2014 04:10 Amui wrote:
Show nested quote +
On October 14 2014 04:05 Seuss wrote:
On October 14 2014 03:29 LaNague wrote:
i dont like this whole chain of strong jungle monsters-make weaker with certain items-restrict those items to smite users-give jungle buffs to smite users etc


It just feels so artificial


If the artificial solution is fun I'll enjoy the artificial solution. Emergent gameplay is wonderful but extremely hard to get right when you have so many variables to deal with.

Doesn't really help when riot has a habit of nuking emergent gameplay.

Once things start rolling, there's no turning back from Riot-Approved-Meta style balancing unless you completely reinvent everything

Because almost by definition, strong emergent gameplay will be "toxic" because it is abusive corner cases that you didn't account for in development.

If you are writing a web app that is a runtime sandbox for some scripting language, the only functional bugs that come out are infrastructure (platform doesn't work, security holes let users execute malicious code on your webserver, etc) issues because what you are developing is a foundation for the user to do whatever they want.

If you are developing a particular functional piece, then "emergent behavior" with that will almost certainly be a functional issue/bug/"not a bug it's a feature!" because if you are designing something to be used in a particular way, if you didn't put in enough checks to make sure it can only be used that way, any divergent uses will cause things to break catastrophically
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
Slusher
Profile Blog Joined December 2010
United States19143 Posts
Last Edited: 2014-10-13 19:24:48
October 13 2014 19:23 GMT
#910
I don't understand how that explanation covers Soraka mid?

which was nerfed really hard near instantly (compared to say LB) both times it went fotm
Carrilord has arrived.
Slusher
Profile Blog Joined December 2010
United States19143 Posts
October 13 2014 19:30 GMT
#911
they also don't give time for things to develop at all

see:Skarner going live, appearing to be very strong and nerfing him literally 2 weeks later

what is the harm in letting it rock a bit when you have monthly patching
Carrilord has arrived.
ArchAngelSC
Profile Joined April 2012
England706 Posts
October 13 2014 19:35 GMT
#912
On October 14 2014 03:57 Velocirapture wrote:
Show nested quote +
On October 14 2014 03:34 Slusher wrote:
I don't really get why Riot thinks early ganks are a bad thing, they can make the game dynamic. I get that like 2-3 junglers are way better at it than everyone else but that can be addressed at the hero level. In any case if ganking early is super risky in s4 I feel like jungle follow + 2v1s will be the undisputed best option for pro teams unless adc itemization gets hit pretty hard later in the preseason


I don't think they hate early ganks, I think they dislike the idea of champions that hit their biggest power spike levels 1-5. The idea is that champs can all have different power curves but they should always have to earn it. How has Lee earned his huge level 3 power spike for early ganking? Every jungler should be similarly viable for the first 5 levels and only uptick after they have actually made some choices.

I don't think early ganks will go away, I just think they will depend more on outplaying your opponent than outpicking him.

He earned it by the sheer fact of him being Lee. The whole reason you pick lee is for early game control and sacrificing late game power. What you're saying is that all junglers should be weak early game and strong late game? Sounds fun ./sarcasm
wei2coolman
Profile Joined November 2010
United States60033 Posts
October 13 2014 19:43 GMT
#913
On October 14 2014 04:35 ArchAngelSC wrote:
Show nested quote +
On October 14 2014 03:57 Velocirapture wrote:
On October 14 2014 03:34 Slusher wrote:
I don't really get why Riot thinks early ganks are a bad thing, they can make the game dynamic. I get that like 2-3 junglers are way better at it than everyone else but that can be addressed at the hero level. In any case if ganking early is super risky in s4 I feel like jungle follow + 2v1s will be the undisputed best option for pro teams unless adc itemization gets hit pretty hard later in the preseason


I don't think they hate early ganks, I think they dislike the idea of champions that hit their biggest power spike levels 1-5. The idea is that champs can all have different power curves but they should always have to earn it. How has Lee earned his huge level 3 power spike for early ganking? Every jungler should be similarly viable for the first 5 levels and only uptick after they have actually made some choices.

I don't think early ganks will go away, I just think they will depend more on outplaying your opponent than outpicking him.

He earned it by the sheer fact of him being Lee. The whole reason you pick lee is for early game control and sacrificing late game power. What you're saying is that all junglers should be weak early game and strong late game? Sounds fun ./sarcasm

League of Poppy
liftlift > tsm
Ketara
Profile Blog Joined August 2010
United States15065 Posts
October 13 2014 19:54 GMT
#914
It's hard to read you guys discussing Lee when you've been all "Oh Lee will never be played again" on about three seperate occasions.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
wei2coolman
Profile Joined November 2010
United States60033 Posts
October 13 2014 19:56 GMT
#915
On October 14 2014 04:54 Ketara wrote:
It's hard to read you guys discussing Lee when you've been all "Oh Lee will never be played again" on about three seperate occasions.

Considering all his other peers got nerfed too, that's the only reason he still sees play.
liftlift > tsm
Slusher
Profile Blog Joined December 2010
United States19143 Posts
October 13 2014 19:58 GMT
#916
I don't see anywhere in my post where I said Lee was done for, not to mention these changes aren't anywhere near live, but if they went in as is, in pro play specifically, I simply said 2v1 would seem ideal since the jungler can't pressure as much anyway, and a lot of teams intentionally play Lee whist planing to lane swap currently
Carrilord has arrived.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
October 13 2014 20:01 GMT
#917
The invade smite seems really silly. No combat benefit and 50% bonus gold off one monster in an enemy camp is sort of meh, especially when you consider the enemy could have a combat smite that makes them destroy you in engagements. Encouraging counterjungling when you aren't the stronger one, when counterjunging is generally done if you're stronger... Yeah, it just makes no sense.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Gahlo
Profile Joined February 2010
United States35174 Posts
October 13 2014 20:03 GMT
#918
On October 14 2014 05:01 Shikyo wrote:
The invade smite seems really silly. No combat benefit and 50% bonus gold off one monster in an enemy camp is sort of meh, especially when you consider the enemy could have a combat smite that makes them destroy you in engagements. Encouraging counterjungling when you aren't the stronger one, when counterjunging is generally done if you're stronger... Yeah, it just makes no sense.

The point is to ward their jungle and counterjungle while they can't even get there to fight you.
wei2coolman
Profile Joined November 2010
United States60033 Posts
October 13 2014 20:12 GMT
#919
On October 14 2014 05:03 Gahlo wrote:
Show nested quote +
On October 14 2014 05:01 Shikyo wrote:
The invade smite seems really silly. No combat benefit and 50% bonus gold off one monster in an enemy camp is sort of meh, especially when you consider the enemy could have a combat smite that makes them destroy you in engagements. Encouraging counterjungling when you aren't the stronger one, when counterjunging is generally done if you're stronger... Yeah, it just makes no sense.

The point is to ward their jungle and counterjungle while they can't even get there to fight you.

Oh boy. I get 20 extra gold now! Meanwhile in botlane, 'Ally has been slain. Ally has been slain. DOUBLE KILL.'
liftlift > tsm
FinestHour
Profile Joined August 2010
United States18466 Posts
October 13 2014 20:12 GMT
#920
boots shiv ie TF hydra LW is that max possible damage parley build u mathnerds
thug life.                                                       MVP/ex-
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