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Alaric
Profile Joined November 2009
France45622 Posts
December 03 2014 14:38 GMT
#1081
Please don't be so Romanian.
Cant take LMS hipsters serious.
Zdrastochye
Profile Blog Joined November 2010
Ivory Coast6262 Posts
December 03 2014 14:52 GMT
#1082
And you don't be so French!

WW is going to get gutted next patch/start of season 5. He's simply too good right now.
Hey! How you doin'?
GettingIt
Profile Joined August 2011
1656 Posts
December 03 2014 15:11 GMT
#1083
I haven't even seen WW this season what is so good about him now? Is it simply that he takes little damage from doing camps ?
Alaric
Profile Joined November 2009
France45622 Posts
December 03 2014 15:15 GMT
#1084
His ult applies on-hit, and Devourer's is stronger (and faster acquired) than release Feral Flare, so on top of his good sustain and not-that-bad clear speed (everyone gets trailblazer anyway) he has really high damage and an absurd 200+ additional burst damage on his ult.
So Riot guts his ult (base damage and cd) so that lanewick has his damage severely hampered at 6 (there's still the ratio and he still applies on-hit including his passive but the base damage is pretty much halved at level 1).
Cant take LMS hipsters serious.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
December 03 2014 15:21 GMT
#1085
Granted the Double Smite change is tooltip-only at the moment, but still.

Just off the top of my head here's a bunch of consequences of the mechanic:
  • It becomes much, much easier for laners to take Smite and quickly clear a small camp for fast level 2.
  • 2 * Chilling Smite deals 80% of Ignite's damage, takes 90 fewer seconds to charge, slows for 4 seconds, and can be split between targets or used at shorter intervals if necessary.
  • 2 * Challenging Smite is 12 seconds of dueling supremacy.
  • Spell Vamp champions can use Double Smite to heal for 800+ in an instant.
  • If you thought the objective-control of multi-Smite teams was ridiculous before...

Either there are going to be huge restrictions on this or it's never going live.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
M2
Profile Joined December 2002
Bulgaria4156 Posts
December 03 2014 15:52 GMT
#1086
On December 04 2014 00:21 Seuss wrote:
Granted the Double Smite change is tooltip-only at the moment, but still.

Just off the top of my head here's a bunch of consequences of the mechanic:
  • It becomes much, much easier for laners to take Smite and quickly clear a small camp for fast level 2.
  • 2 * Chilling Smite deals 80% of Ignite's damage, takes 90 fewer seconds to charge, slows for 4 seconds, and can be split between targets or used at shorter intervals if necessary.
  • 2 * Challenging Smite is 12 seconds of dueling supremacy.
  • Spell Vamp champions can use Double Smite to heal for 800+ in an instant.
  • If you thought the objective-control of multi-Smite teams was ridiculous before...

Either there are going to be huge restrictions on this or it's never going live.

This.

Exactly my thoughts. Double smite will probably affect laners more than junglers
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
Seuss
Profile Blog Joined May 2010
United States10536 Posts
December 03 2014 16:30 GMT
#1087
Indeed. Junglers benefit a bit but nowhere near as much as Laners.

Currently Lane-Smite is inhibited by its opportunity cost. Up until you finish Machete + Upgrade + Enchantment you're behind. Either your opponent has a combat summoner over you, or they're 750g ahead in combat stats/items. Even for champions who can quickly and easily clear a small camp using Smite for a fast level 2 that's a steep hill to climb.

However, with more champions being able to do that easy clear and with Smite upgrades creating a stronger, more spammable combat summoner Lane-Smite will totally be a thing.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
phyvo
Profile Blog Joined April 2009
United States5635 Posts
Last Edited: 2014-12-03 19:41:50
December 03 2014 16:46 GMT
#1088
Yeah, I get the feeling it's just a weird tooltip change that got in because of some internal test they did and they forgot to remove it.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
December 03 2014 16:51 GMT
#1089
I dunno, I feel like they could fix most of these issues with some clunky, unintuitive restrictions, like diminishing returns.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
wei2coolman
Profile Joined November 2010
United States60033 Posts
December 03 2014 17:10 GMT
#1090
Double smite with poachers on nunu would be hilarious. Just perma do enemy camps, charges only take 30 second as you double smite + consume each of your opponents camps.
liftlift > tsm
Seuss
Profile Blog Joined May 2010
United States10536 Posts
December 03 2014 17:12 GMT
#1091
Better fixes would be removing the stacking mechanic upon upgrading Smite and/or having a 10-15 second CD between charges.

I'd be surprised if we actually see Double Smite hit the PBE without those sorts of restrictions, if it hits the PBE at all (I like phyvo's theory).
"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
December 03 2014 17:35 GMT
#1092
There are ways around that, such as 10s icd on smite, 2 charges with 60s regeneration time, etc.
Porouscloud - NA LoL
Kinie
Profile Joined December 2011
United States3106 Posts
December 03 2014 18:40 GMT
#1093
Were any of the OGN preseason games worth watching?

Also, has any other jungles been having MP sustain issues since new jungle came out? Like I'm trying to use the not OP junglers atm (WW, Panth, and Fiddles) because they are banned, and I seem to do ok HP-wise after the first back, but I'm running out of MP, or are so low that I can't gank lanes unless I sit and wait for 10-20s to let natural regen catch me up.
TheHumanSensation
Profile Joined September 2010
Canada1210 Posts
December 03 2014 20:18 GMT
#1094
I like the void gate thing a lot. It looks like non-pathable terrain from that one video on s@20, so even if the minions are useless (they aren't) I can dig the idea of building an item that creates a small piece of terrain.
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
December 03 2014 21:40 GMT
#1095
On December 04 2014 03:40 Kinie wrote:
Were any of the OGN preseason games worth watching?

Also, has any other jungles been having MP sustain issues since new jungle came out? Like I'm trying to use the not OP junglers atm (WW, Panth, and Fiddles) because they are banned, and I seem to do ok HP-wise after the first back, but I'm running out of MP, or are so low that I can't gank lanes unless I sit and wait for 10-20s to let natural regen catch me up.


You should be fine with ranger's.
http://na.op.gg/summoner/userName=FLABREZU
Amui
Profile Blog Joined August 2010
Canada10567 Posts
December 03 2014 23:32 GMT
#1096
On December 04 2014 03:40 Kinie wrote:
Were any of the OGN preseason games worth watching?

Also, has any other jungles been having MP sustain issues since new jungle came out? Like I'm trying to use the not OP junglers atm (WW, Panth, and Fiddles) because they are banned, and I seem to do ok HP-wise after the first back, but I'm running out of MP, or are so low that I can't gank lanes unless I sit and wait for 10-20s to let natural regen catch me up.

I liked them because liss is finally seeing a lot more play.

Pretty stompy, but fun to see.
Porouscloud - NA LoL
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
December 04 2014 00:05 GMT
#1097
--- Nuked ---
the p00n
Profile Joined September 2010
Netherlands615 Posts
December 04 2014 00:09 GMT
#1098
I think Fiora is pretty strong right now, less jungle pressure means that her lack of escapes matter less and the elixir of wrath is pretty strong on her due to the massive amount of leech you get. Went 24-5-9 in a ranked master tier game and even got a pentakill without snowballing from lane (game is here).

Additionally the 3 highest winrate champions are junglers (ww/panth/fidd) whereas the overwhelming majority of other junglers have below 50% winrate (diamond+ statistics that is but probably isn't much different in the hell elos). So far for 'diversifying' the jungle I guess. Trailblazers is also getting nerfed (or well, there is a nerf on the PBE right now)... I'd rather just have them buff other stuff up to the level of the strong stuff instead of nerfing strong stuff to the level of shitty stuff.
cLutZ
Profile Joined November 2010
United States19574 Posts
December 04 2014 00:25 GMT
#1099
On December 04 2014 09:09 the p00n wrote:
I think Fiora is pretty strong right now, less jungle pressure means that her lack of escapes matter less and the elixir of wrath is pretty strong on her due to the massive amount of leech you get. Went 24-5-9 in a ranked master tier game and even got a pentakill without snowballing from lane (game is here).

Additionally the 3 highest winrate champions are junglers (ww/panth/fidd) whereas the overwhelming majority of other junglers have below 50% winrate (diamond+ statistics that is but probably isn't much different in the hell elos). So far for 'diversifying' the jungle I guess. Trailblazers is also getting nerfed (or well, there is a nerf on the PBE right now)... I'd rather just have them buff other stuff up to the level of the strong stuff instead of nerfing strong stuff to the level of shitty stuff.


Still confused why people (including Riot) expected the changes to diversify the jungle. Harder jungle monsters = fewer viable junglers. More jungle items = fewer optimal junglers. S3 and S4 taught us this. The best way to diversify the jungle is to make it really easy (you can make it take a long time, but if you do so it has to be about equally long for everyone) to clear, but make the camps fairly far away from the lanes.

This way the tradeoff is time spent clearing vs. time spent ganking. The issue with S2 was not the jungle being too easy (perhaps mid could take wraiths/wolves too quickly). It was that denying EXP/gold from enemy laners was effective even with a crappy gank, that the jungle provided too little gold for junglers, and that oracles was really expensive, but necessary (and set you terribly behind if you died with it).

Problem 1 was partially addressed with other changes to lane minions, 2 was fixed (kinda), 3 was removed entirely, and the laners taxing junglers was not really fixed anyways, but probably could have, and should have, been fixed by moving the camps away from the lanes (which would have helped fix #1 as well).
Freeeeeeedom
droserin
Profile Joined September 2014
127 Posts
Last Edited: 2014-12-04 01:00:08
December 04 2014 00:59 GMT
#1100
On December 04 2014 09:25 cLutZ wrote:
Show nested quote +
On December 04 2014 09:09 the p00n wrote:
I think Fiora is pretty strong right now, less jungle pressure means that her lack of escapes matter less and the elixir of wrath is pretty strong on her due to the massive amount of leech you get. Went 24-5-9 in a ranked master tier game and even got a pentakill without snowballing from lane (game is here).

Additionally the 3 highest winrate champions are junglers (ww/panth/fidd) whereas the overwhelming majority of other junglers have below 50% winrate (diamond+ statistics that is but probably isn't much different in the hell elos). So far for 'diversifying' the jungle I guess. Trailblazers is also getting nerfed (or well, there is a nerf on the PBE right now)... I'd rather just have them buff other stuff up to the level of the strong stuff instead of nerfing strong stuff to the level of shitty stuff.


Still confused why people (including Riot) expected the changes to diversify the jungle. Harder jungle monsters = fewer viable junglers. More jungle items = fewer optimal junglers. S3 and S4 taught us this. The best way to diversify the jungle is to make it really easy (you can make it take a long time, but if you do so it has to be about equally long for everyone) to clear, but make the camps fairly far away from the lanes.

This way the tradeoff is time spent clearing vs. time spent ganking. The issue with S2 was not the jungle being too easy (perhaps mid could take wraiths/wolves too quickly). It was that denying EXP/gold from enemy laners was effective even with a crappy gank, that the jungle provided too little gold for junglers, and that oracles was really expensive, but necessary (and set you terribly behind if you died with it).

Problem 1 was partially addressed with other changes to lane minions, 2 was fixed (kinda), 3 was removed entirely, and the laners taxing junglers was not really fixed anyways, but probably could have, and should have, been fixed by moving the camps away from the lanes (which would have helped fix #1 as well).

There is a difference between "this champion can clear the jungle" and "this champion is a good jungler". Making it possible for more champions to clear doesn't mean that there are more good junglers. The problem was that the jungle was so easy to clear that the only thing that really determined if a champion was a good jungler or not was how good their ganks were. The idea is to make it so that having sustain or not is an tradeoff that you have to consider when choosing a jungler. Of course, there are champions like Elise who have good sustain and ganks, so I'm not sure how well it will work out.
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