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[Patch 5.13] Tahm Kench General Discussion - Page 23

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Caiada
Profile Joined January 2015
United States3052 Posts
July 13 2015 15:10 GMT
#441
The biggest issue is nearly every jungler is balanced around every laner having the ability to gtfo once every 5 minutes.
XDG Mata
Purge
Profile Joined November 2010
Canada372 Posts
July 13 2015 20:35 GMT
#442
On July 13 2015 14:35 cLutZ wrote:
Show nested quote +
On July 13 2015 14:08 Purge wrote:
On July 12 2015 13:43 cLutZ wrote:
On July 12 2015 07:49 Purge wrote:
On July 12 2015 07:13 cLutZ wrote:
On July 12 2015 06:41 Purge wrote:
You people are still going on about MF's boob size? ffs just move on - this is all so cringy.

Alaric just play things that are fun dude. If so many things annoy you this patch then dont play on it. Its not like you're missing much - 5.14 is gonna be so much more fun its insane. Or stop being so overly sensitive.

In other news, I love the AP item overhaul. I cant remember the last time i felt item paths were this flexible. Its awesome. Orianna is so much fun to play now. Anyone messed around with the more situational items (i.e. WotA/Nashors) yet? So much unexplored depth now :D


Its very fun to play AP now, but also makes playing ADC so frustrating now that AP has better/cooler item actives and significantly better build paths.



You gotta be shitting me. Im assuming you're one of those glass is half-empty type people. Stop being a stick in the mud and tell me what creative shit you managed to come up with this patch and how you're fighting against other peoples crazy shit.



??? I'm just saying Ap itemization was already more creative and fun, and now the buildups are also less frustrating.

Also my creative idea is eliminating jungle items, which is way more creative than making NLR reasonably priced.


Yeah i was getting a bit stir-crazy in the house yesterday and went a bit overboard with the sass. Apologies, but the whining here can be a bit ludicrous and it gets to me sometimes.

Otherwise the jungle items are an integral part of the game - they gate gold income from laners and creates the oppurtunity costs necessary for junglers to get a decent average income ingame. Oppurtunity as an item slot, as gold investment, oppurtunity cost as a stat bundle or playstyle enhancer. Admittedly currently the latter of those is not working right b/c cinderhulk is heads and above the most useful, but their basic concept is a core mechanic.

Here is why I disagree with you:

A) They have a summoner spell, smite, that should be capable of doing all of those things you describe.

B) The first problem with jungle items is that you either make junglers and jungle items shit (relegating junglers to 2nd class citizens), or laners buy them (and now take smite) and gain advantages in exactly the way that Riot was trying to fix after S2. Thus defeating the purpose of the jungle item.

C) Because a second (arguably first, but these are the 2 most important goals of post S2 jungle changes) is jungle diversity, you need to have parity among the jungle items, or create a single jungle item that makes all types of junglers equal. (As a reminder, the S2 finals patch had more junglers played competitively than any subsequent patch, often more than entire seasons spanning many patches). Typically, the jungle meta is dictated by what is the "op" jungle item of the day. It also eliminates from possible jungle play all champions that dont synergize well with a jungle item.

Because I'm tired, and might have been unclear. Jungle items suck because: They reduce jungle diversity (AP vs. AD. vs. Tank vs. Bruiser, etc), fuck up the lanes, and relegate junglers to a second class status.

Edit:
Show nested quote +
On July 13 2015 14:13 Purge wrote:
On July 13 2015 11:08 AsianEcksDragon wrote:
On July 13 2015 10:03 Sonnington wrote:
On July 13 2015 08:42 Amarok wrote:
On July 13 2015 08:13 Ketara wrote:
Sightstone is maybe okay.


Is it? What would a game without any vision tools but trinkets (no greens or pinks) play like? I mean the greater stealth totem is pretty much a sightstone lite anyway. Maybe buff red and blue trinkets and force teams to make meaningful tradeoffs. If you want loads of vision you have to sacrifice denial or ranged scanning. Giving supports/junglers another item slot is just gravy.

Vision is too homogenous imo. There's two sighstones on every team and hyper engage comps are required to start fights because both teams are basically maphacking.


The meta would switch to supports buying tons of wards prelevel 9 and never building any items. That's why they changed it to only 3 green wards on the map.


What if we introduce a consumable item that lets the drinker see wards and lets him control the entire vision of the map until the item expires or the user dies? We can give it to the guy who roams the most on the team...like the jungler.

Riot pls hire me now.


Oracles is waay too strong when you are ahead because it effectively means you can permaclear wards around objectives. And useless when behind because you just get focused and die even easier than normal because you are spending 400 gold every death on an item that gives no stats. If it gave stats everyone would get it because it makes no sense to not have it if it's a statistically good choice on a tank or something similar.

Which is why its gone. Or was this a joke i missed. Probably the latter. Sorry.

I agree, but come to a different result, because IMO oracles was 90% of the S2 jungle problems.



Again, they exist to mitigate laner influence on jungler gold by making it suboptimal for laners to take a jungle camp in every scenario where the jungler can reasonably take the same camp (i.e. reach it to kill it bf it respawns). All of the other shit (smite types, enchantments) is fluff to add depth to the jungler role and to create mechanisms by which to balance jungler types against each other (because they have to commit to the item slot to maximize their gold gain irrespective of the jungler type). So i personally dont have a problem with jungler items, because this solution is the best solution imo to the jungler dilemma and gives a modicum of depth to the role that didnt exist before, while also opening up the champ pool.

All y'all are just salty that laners are taking smite, but if this wasnt the case you'd all be salty that we only saw 3 jungle champions and no depth to the pool at all. At least in the current scenario you can see Olaf, Zac, Lee Sin, Jarvan etc all situationally in comps designed to exploit their strengths, which is closer to an idealistic level of balance. Not to mention that now hypercarries in all positions have value because dominant laners cannot cruise control through teams and now fall off, Top Lane carry champs are viable because the burden of damage soaking can be put onto another role (Yay Smeb Riven Penta!), and assassins cannot perform the role of mages anymore in teamcomps because they dont have the ability to kill tanks nearly as effectively. Cinderhulk and this jungle meta has been the best thing that happened to league in years.

The only real criticism that i see is Gahlo's smite complaint, which is valid. But it because laners are tied to their lanes to maximize gold gain they cannot really use Smite's objective control to its fullest extent for 9/10ths of the game for example in buff invades, no-tp dragon contests, counterjungling and of course just clearing your own damn jungle. They always have a trade off to using smite (laning) where a jungler just does not. Not to mention that they also have a shit summoner for most of the early game and if you cannot abuse their awful laning phase then you take a top lane tank of your own, which mutes a large portion of top-lane smites impact.

In the mid-late game i see your point that it sucks, but I think its a relatively fair tradeoff that creates a pretty damning power trough in the early game.

Imo when they're done fixing up Warrior enchant we'll see teams abuse weak early game teams more. As it is, Cinderhulk is just too damn strong and nerfing it more than it has been nerfed is a bit unreasonable, so Warrior has to go up to compensate, as does Devourer. I dont see anyone playing out the devourer route though (im praying for ClearLove to prove me wrong) so all of the opportunity cost has to come from warrior.

Safe to say I think jungle items are fine, smite as a spell for utility is fine, and after things are balanced better enchants will be fine. Im not sure what I want from Riot right now other than Some Azir nerfs, Fiora Rework faster, Zil double Q to be a bit more reliable on a single target and for Assassins to maybe be a bit stronger (not much, but enough to see situational play). Otherwise Vayne and Olaf are viable picks again so Im happy :D
"Never do an enemy a small injury." - Machiavelli
Purge
Profile Joined November 2010
Canada372 Posts
July 13 2015 20:46 GMT
#443
On July 13 2015 23:55 M2 wrote:
I often thought how would league looks like without flash. Definitely it won't be 100% replaced by ghost. Most likely we will see a lot of different combinations: ignite/exhaust, ghost/ignite, heal/barrier. heal/ignite and etc. and etc. Not sure that it won't impact the balance of the game too much, but for sure it will make summoners more diverse



Naa, I think any champion that is squishy would get nerfed into the ground, assassins run rampant and that taking flash out of the game removes a ton of depth from champ combos (no more tauntflash, condemn repositions, etc). The whole reason that we have cheap, low cd dashes in the game is that you can counter them at least to some extent with flash. If this goes through you gotta give Anivia, Zyra and their ilk a speed tier shift at the very least, and udyr, nasus and their ilk more cc redux because shits gonna get hairy real quick on either extreme. Im not down for that personally, its gonna mess up so many things that its insane.

What i think would be a more interesting thought experiment is that at this point just giving everyone flash as an innate and then opening up the second slot again that way, instead of rebalancing the whole game for the existence of flash. All champions are balanced around flash anyway. Now that im looking at it though you would probably just see ghost replacing flash in all instances in this scenario, or at least heal/X and ghost/X, being optimal, with Exh/X seeing limited viability. is that really a better meta than the current one? im not entirely sure.
"Never do an enemy a small injury." - Machiavelli
DiracMonopole
Profile Joined May 2010
United States1555 Posts
July 13 2015 21:02 GMT
#444
I have to say, jungle vayne with devourer is absolutely hilarious. At one point I was able to just point blank brawl a shyvana.
cLutZ
Profile Joined November 2010
United States19574 Posts
July 13 2015 21:07 GMT
#445
On July 14 2015 05:35 Purge wrote:
Again, they exist to mitigate laner influence on jungler gold by making it suboptimal for laners to take a jungle camp in every scenario where the jungler can reasonably take the same camp (i.e. reach it to kill it bf it respawns). All of the other shit (smite types, enchantments) is fluff to add depth to the jungler role and to create mechanisms by which to balance jungler types against each other (because they have to commit to the item slot to maximize their gold gain irrespective of the jungler type). So i personally dont have a problem with jungler items, because this solution is the best solution imo to the jungler dilemma and gives a modicum of depth to the role that didnt exist before, while also opening up the champ pool.

Why not just put the mitigating of lane influence on jungle gold right onto smite? As stated before, that jungle items expand the jungle champiopn pool is objectively false, because it shrank immediately starting in S3, and has never recovered to even 50% of S2 levels of diversity. Which was pre-jungle item.

On July 14 2015 05:35 Purge wrote:
All y'all are just salty that laners are taking smite, but if this wasnt the case you'd all be salty that we only saw 3 jungle champions and no depth to the pool at all. At least in the current scenario you can see Olaf, Zac, Lee Sin, Jarvan etc all situationally in comps designed to exploit their strengths, which is closer to an idealistic level of balance. Not to mention that now hypercarries in all positions have value because dominant laners cannot cruise control through teams and now fall off, Top Lane carry champs are viable because the burden of damage soaking can be put onto another role (Yay Smeb Riven Penta!), and assassins cannot perform the role of mages anymore in teamcomps because they dont have the ability to kill tanks nearly as effectively. Cinderhulk and this jungle meta has been the best thing that happened to league in years.

Vlad, Jayce, Irelia, Jax, Darius, Nidalee, and Riven all played toplane, on one patch competitively pre-jungle items.

Literally, what you are complaining about is the shitty S3 and S4 jungle items, and are using their shittiness and the 3-4 champion jungle pool then to justify a slightly better situation we have now. Laners taking smite defeats the primary reason for jungle items to exist because, the point (that you said) is to "mitigate laner influence on jungler gold" if they can't even do that, they are just creating needless complexity (that Riot has systemically failed to account for).

On July 14 2015 05:35 Purge wrote:
The only real criticism that i see is Gahlo's smite complaint, which is valid. But it because laners are tied to their lanes to maximize gold gain they cannot really use Smite's objective control to its fullest extent for 9/10ths of the game for example in buff invades, no-tp dragon contests, counterjungling and of course just clearing your own damn jungle. They always have a trade off to using smite (laning) where a jungler just does not. Not to mention that they also have a shit summoner for most of the early game and if you cannot abuse their awful laning phase then you take a top lane tank of your own, which mutes a large portion of top-lane smites impact.

In the mid-late game i see your point that it sucks, but I think its a relatively fair tradeoff that creates a pretty damning power trough in the early game.

Probably, I don't care about the objective part.

On July 14 2015 05:35 Purge wrote:
Imo when they're done fixing up Warrior enchant we'll see teams abuse weak early game teams more. As it is, Cinderhulk is just too damn strong and nerfing it more than it has been nerfed is a bit unreasonable, so Warrior has to go up to compensate, as does Devourer. I dont see anyone playing out the devourer route though (im praying for ClearLove to prove me wrong) so all of the opportunity cost has to come from warrior.

I'm seeing mostly only Gragas/RekSai using Cinderhulk. Obviously they are a tier, then Eve, then the Nunu/Nidalee/Lee/Ekko which makes it seem that there is already a huge earlygame focus in jungle picks.
Freeeeeeedom
Purge
Profile Joined November 2010
Canada372 Posts
July 13 2015 22:00 GMT
#446
Why not just put the mitigating of lane influence on jungle gold right onto smite? As stated before, that jungle items expand the jungle champiopn pool is objectively false, because it shrank immediately starting in S3, and has never recovered to even 50% of S2 levels of diversity. Which was pre-jungle item.


I dont see the point to aspiring to S2 jungle diversity because junglers had next to no gold by comparison to now and were entirely dependent on ganking results. If we go back to that meta junglers are the poorest role on the team because now supports have more gold from gp10 items. Whats more, i Im actually fairly sure that S3 is just an optimized form of S2 and that we'd just see the best junglers who function under low gold totals happen. Like things that made tanks work in that meta (Double gp10, HoG) arent coming back. So im not sure what it is exactly you want to happen there.

Putting the gold onto the smite doesnt stop laners from getting smite, it encourages them to get it. They get it and they get a free % increase in gold gain from jungling. Assuming you arent going to remove smite buffs, you still see it in top lane to help tanks push with krug turret buff and gromp poison. Ignite is useless to them and if they can get away without having flash it gives them all of the current bonuses that they dont have to pay to get, + more gold and an extra item slot compared to live.

Probably, I don't care about the objective part.


Dont see how you can not care about the objective part when its a core gameplay aspect in the mid to late game. Says alot.

I'm seeing mostly only Gragas/RekSai using Cinderhulk. Obviously they are a tier, then Eve, then the Nunu/Nidalee/Lee/Ekko which makes it seem that there is already a huge earlygame focus in jungle picks.


Olaf and Zac arent bad. After Elise's changes sink in she should be meta again or they'll keep buffing her till she is. Champs like Rammus and Skarner wont ever be meta unless something radically changes or Devourer is godly on him (in Skarners case). Nocturne in specific circumstances is very nice :D Ive seen QG run an epic Nocturne comp that was fun to watch, tho i think it requires putting priority on jungler pick in draft so you'll probably rarely see him given that mid lane is so important to counter. And Diana needs a rework and Cho is better AP.

I miss anyone? Right now i think jungler picks are skewed really heavily because Rek and Gragas are crowding out a ton of viable picks (esp Rek, she's like Lee Sin 2.0 sometimes), but there is space in the meta for more champs when they get put in their appropriate place. Im not sure Riot knows how to appropriately balance Rek tho.

Honestly with the ancilliary effects of Cinderhulk being a paradigm shift in midlane picks and increased botlane viabilties im not sure i personally care if we only have 3-4 junglers until Rek and Gragas get toned down. Its a better meta than S3, S4 and S2 imo and it has all the tools we need to see improvement. But thats just me.

And thats just pro play. There is a ton of shit that is viable outside of pro play, none of this has almost any bearing on that.
"Never do an enemy a small injury." - Machiavelli
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
Last Edited: 2015-07-13 22:03:08
July 13 2015 22:03 GMT
#447
On July 14 2015 06:02 DiracMonopole wrote:
I have to say, jungle vayne with devourer is absolutely hilarious. At one point I was able to just point blank brawl a shyvana.

Please don't play Jungle Vayne :|
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
July 13 2015 22:30 GMT
#448
--- Nuked ---
cLutZ
Profile Joined November 2010
United States19574 Posts
July 13 2015 22:31 GMT
#449
On July 14 2015 07:00 Purge wrote:
Show nested quote +
Why not just put the mitigating of lane influence on jungle gold right onto smite? As stated before, that jungle items expand the jungle champiopn pool is objectively false, because it shrank immediately starting in S3, and has never recovered to even 50% of S2 levels of diversity. Which was pre-jungle item.


I dont see the point to aspiring to S2 jungle diversity because junglers had next to no gold by comparison to now and were entirely dependent on ganking results. If we go back to that meta junglers are the poorest role on the team because now supports have more gold from gp10 items. Whats more, i Im actually fairly sure that S3 is just an optimized form of S2 and that we'd just see the best junglers who function under low gold totals happen. Like things that made tanks work in that meta (Double gp10, HoG) arent coming back. So im not sure what it is exactly you want to happen there.

Putting the gold onto the smite doesnt stop laners from getting smite, it encourages them to get it. They get it and they get a free % increase in gold gain from jungling. Assuming you arent going to remove smite buffs, you still see it in top lane to help tanks push with krug turret buff and gromp poison. Ignite is useless to them and if they can get away without having flash it gives them all of the current bonuses that they dont have to pay to get, + more gold and an extra item slot compared to live.

Show nested quote +
Probably, I don't care about the objective part.


Dont see how you can not care about the objective part when its a core gameplay aspect in the mid to late game. Says alot.

Show nested quote +
I'm seeing mostly only Gragas/RekSai using Cinderhulk. Obviously they are a tier, then Eve, then the Nunu/Nidalee/Lee/Ekko which makes it seem that there is already a huge earlygame focus in jungle picks.


Olaf and Zac arent bad. After Elise's changes sink in she should be meta again or they'll keep buffing her till she is. Champs like Rammus and Skarner wont ever be meta unless something radically changes or Devourer is godly on him (in Skarners case). Nocturne in specific circumstances is very nice :D Ive seen QG run an epic Nocturne comp that was fun to watch, tho i think it requires putting priority on jungler pick in draft so you'll probably rarely see him given that mid lane is so important to counter. And Diana needs a rework and Cho is better AP.

I miss anyone? Right now i think jungler picks are skewed really heavily because Rek and Gragas are crowding out a ton of viable picks (esp Rek, she's like Lee Sin 2.0 sometimes), but there is space in the meta for more champs when they get put in their appropriate place. Im not sure Riot knows how to appropriately balance Rek tho.

Honestly with the ancilliary effects of Cinderhulk being a paradigm shift in midlane picks and increased botlane viabilties im not sure i personally care if we only have 3-4 junglers until Rek and Gragas get toned down. Its a better meta than S3, S4 and S2 imo and it has all the tools we need to see improvement. But thats just me.

And thats just pro play. There is a ton of shit that is viable outside of pro play, none of this has almost any bearing on that.


So to start, S2 jungle gold was low partially because the gold was low (fixed by putting gold on smite, if needed) and also because of Oracles murdering your gold pool. Sometimes, if they didn't die, a jungler would end up with a healthy amount of gold because it wasn't, basically, a 400G tax every 5 minutes. That tax is why they became a 2nd support, because they had such low gold amounts, that they couldnt effectively utilize or farm up more gold.

I would certainly eliminate the smite buffs, thats another stupid thing that makes early jungle routes more static and adds another needless complexity to the jungle that riot can't balance. So once again, can put the gold on smite, if its too low.

I don't care for the objective part because I think the whole concept of stealing an objective should be removed. Super annoying ingame or watching a game. At the very least, if teams want to dedicate extra summoner slots to buff control and objective control, I think that is a fine idea. The problem currently is that the lane champs that gain that advantage don't sacrifice enough for it. Thats a tweakable problem. Not systemic or anything.

I agree that Rek Sai crowds out a lot of junglers, which has happened since S3, usually that being Lee or Elise. But if she wasn't, history tells us someone else likely would. Olaf is fine, clearly T2 though, and I haven't seen ZAC be anything interesting or that Nocturne game.
Freeeeeeedom
Caiada
Profile Joined January 2015
United States3052 Posts
Last Edited: 2015-07-13 22:53:17
July 13 2015 22:51 GMT
#450
Jungle's probably got more champs in it than ever before, competitively. It's just that no one cares to ban Rek/Grag in a majority of games because mid and ADC are easier to focus.

Smite buffs are probably the most successful part of the whole jungle rework. Every single buff gets used and at variable, clearly delineated times. I can't see a reason to give a shit about there only being two/maybe three first-clear paths.
XDG Mata
DiracMonopole
Profile Joined May 2010
United States1555 Posts
July 13 2015 22:55 GMT
#451
On July 14 2015 07:03 Ansibled wrote:
Show nested quote +
On July 14 2015 06:02 DiracMonopole wrote:
I have to say, jungle vayne with devourer is absolutely hilarious. At one point I was able to just point blank brawl a shyvana.

Please don't play Jungle Vayne :|


But the silver bolts on every other attack (((
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2015-07-13 23:47:41
July 13 2015 23:22 GMT
#452
As someone who plays immobile mages.
Fuck that new Luden's holy shit.
It's shitting so hard on Viktor, in that last game there were both a Kog and a Diana. Hard to get close to Kog, hard to get away from Diana (not to say impossible).

That 10% MS is more than a pair of boots, even post-reductions (I think when I finally completed mine I went from 387 to 423 MS I think?). That's bonkers. I'm basically forced to buy it if anyone on the other team has it, just to keep up.

Kog just hit his Rylai's. The guy's really, really bad (we're losing a game while outplaying everyone because they picked Ezreal and Renekton into AP Kog, Jinx and Gnar, basically), but once he got Rylai's it stopped mattering at all. Going from 15% to 40% slow is pretty ridiculous, and makes it impossible for him to miss any one skillshot. Even with a dash or stuff, he's going to hit at least 2 Rs for any spell hitting a target.
The current patch hits LCS next week, right? I'm really curious to see who they'll use again with the items changes, but that new Rylai's on AP Kog is going to be bonkers.

User was temp banned for this post.
Cant take LMS hipsters serious.
Purge
Profile Joined November 2010
Canada372 Posts
July 14 2015 00:27 GMT
#453
On July 14 2015 07:31 cLutZ wrote:
Show nested quote +
On July 14 2015 07:00 Purge wrote:
Why not just put the mitigating of lane influence on jungle gold right onto smite? As stated before, that jungle items expand the jungle champiopn pool is objectively false, because it shrank immediately starting in S3, and has never recovered to even 50% of S2 levels of diversity. Which was pre-jungle item.


I dont see the point to aspiring to S2 jungle diversity because junglers had next to no gold by comparison to now and were entirely dependent on ganking results. If we go back to that meta junglers are the poorest role on the team because now supports have more gold from gp10 items. Whats more, i Im actually fairly sure that S3 is just an optimized form of S2 and that we'd just see the best junglers who function under low gold totals happen. Like things that made tanks work in that meta (Double gp10, HoG) arent coming back. So im not sure what it is exactly you want to happen there.

Putting the gold onto the smite doesnt stop laners from getting smite, it encourages them to get it. They get it and they get a free % increase in gold gain from jungling. Assuming you arent going to remove smite buffs, you still see it in top lane to help tanks push with krug turret buff and gromp poison. Ignite is useless to them and if they can get away without having flash it gives them all of the current bonuses that they dont have to pay to get, + more gold and an extra item slot compared to live.

Probably, I don't care about the objective part.


Dont see how you can not care about the objective part when its a core gameplay aspect in the mid to late game. Says alot.

I'm seeing mostly only Gragas/RekSai using Cinderhulk. Obviously they are a tier, then Eve, then the Nunu/Nidalee/Lee/Ekko which makes it seem that there is already a huge earlygame focus in jungle picks.


Olaf and Zac arent bad. After Elise's changes sink in she should be meta again or they'll keep buffing her till she is. Champs like Rammus and Skarner wont ever be meta unless something radically changes or Devourer is godly on him (in Skarners case). Nocturne in specific circumstances is very nice :D Ive seen QG run an epic Nocturne comp that was fun to watch, tho i think it requires putting priority on jungler pick in draft so you'll probably rarely see him given that mid lane is so important to counter. And Diana needs a rework and Cho is better AP.

I miss anyone? Right now i think jungler picks are skewed really heavily because Rek and Gragas are crowding out a ton of viable picks (esp Rek, she's like Lee Sin 2.0 sometimes), but there is space in the meta for more champs when they get put in their appropriate place. Im not sure Riot knows how to appropriately balance Rek tho.

Honestly with the ancilliary effects of Cinderhulk being a paradigm shift in midlane picks and increased botlane viabilties im not sure i personally care if we only have 3-4 junglers until Rek and Gragas get toned down. Its a better meta than S3, S4 and S2 imo and it has all the tools we need to see improvement. But thats just me.

And thats just pro play. There is a ton of shit that is viable outside of pro play, none of this has almost any bearing on that.


So to start, S2 jungle gold was low partially because the gold was low (fixed by putting gold on smite, if needed) and also because of Oracles murdering your gold pool. Sometimes, if they didn't die, a jungler would end up with a healthy amount of gold because it wasn't, basically, a 400G tax every 5 minutes. That tax is why they became a 2nd support, because they had such low gold amounts, that they couldnt effectively utilize or farm up more gold.

I would certainly eliminate the smite buffs, thats another stupid thing that makes early jungle routes more static and adds another needless complexity to the jungle that riot can't balance. So once again, can put the gold on smite, if its too low.

I don't care for the objective part because I think the whole concept of stealing an objective should be removed. Super annoying ingame or watching a game. At the very least, if teams want to dedicate extra summoner slots to buff control and objective control, I think that is a fine idea. The problem currently is that the lane champs that gain that advantage don't sacrifice enough for it. Thats a tweakable problem. Not systemic or anything.

I agree that Rek Sai crowds out a lot of junglers, which has happened since S3, usually that being Lee or Elise. But if she wasn't, history tells us someone else likely would. Olaf is fine, clearly T2 though, and I haven't seen ZAC be anything interesting or that Nocturne game.


I think we agree to disagree at this point. You want things to go back to a pure S2 form of the game (well without oracles) and Im telling you not only is it never gonna happen because that meta was awful but we are moving towards a meta that is much more rich and full of things to players to do and play with. If you are gonna remove complaints about objective control your argument I think you're hamstringing yourself by trivializing your own argument tbh. but I digress.

said jungle noct game.


"Never do an enemy a small injury." - Machiavelli
Purge
Profile Joined November 2010
Canada372 Posts
July 14 2015 00:54 GMT
#454
On July 14 2015 08:22 Alaric wrote:
As someone who plays immobile mages.
Fuck that new Luden's holy shit.
It's shitting so hard on Viktor, in that last game there were both a Kog and a Diana. Hard to get close to Kog, hard to get away from Diana (not to say impossible).

That 10% MS is more than a pair of boots, even post-reductions (I think when I finally completed mine I went from 387 to 423 MS I think?). That's bonkers. I'm basically forced to buy it if anyone on the other team has it, just to keep up.

Kog just hit his Rylai's. The guy's really, really bad (we're losing a game while outplaying everyone because they picked Ezreal and Renekton into AP Kog, Jinx and Gnar, basically), but once he got Rylai's it stopped mattering at all. Going from 15% to 40% slow is pretty ridiculous, and makes it impossible for him to miss any one skillshot. Even with a dash or stuff, he's going to hit at least 2 Rs for any spell hitting a target.
The current patch hits LCS next week, right? I'm really curious to see who they'll use again with the items changes, but that new Rylai's on AP Kog is going to be bonkers.


I love this Ludens - its just about the best roaming item for the midlane. Awesome item :D

Kog in all honesty is probably broken as shit right now, i could see that being a thing. That and yo you only need it against poke champs otherwise you shouldnt need it if the other laner has it in an absolute sense b/c if you build dcap you just deal more damage.
"Never do an enemy a small injury." - Machiavelli
Nos-
Profile Blog Joined February 2011
Canada12016 Posts
July 14 2015 01:19 GMT
#455
Is kalista's ult supposed to leash the hero back after they get thrown out? Also damn it knocks up for 2 whole seconds jesus
Bronze player stuck in platinum
Slusher
Profile Blog Joined December 2010
United States19143 Posts
July 14 2015 01:45 GMT
#456
I mean the ult is bullshit, but that said 2 sec makes sense considering 0 damage
Carrilord has arrived.
droserin
Profile Joined September 2014
127 Posts
July 14 2015 02:04 GMT
#457
You jump back your auto range after hitting a champ with Kalista ult.
Caiada
Profile Joined January 2015
United States3052 Posts
July 14 2015 02:40 GMT
#458
New Luden's design is actually kind of a cool item now that it doesn't fit into every build ever. Also it makes Sivir weaker by proxy so I'm all over that shit.
XDG Mata
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
July 14 2015 10:01 GMT
#459
I got eaten by Tahm Kench and then he got Kalista ulted. It was a confusing experience at first.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
Alaric
Profile Joined November 2009
France45622 Posts
July 14 2015 11:33 GMT
#460
Re: Luden's. Depends. You need it against assassins if you can't just gtfo because they can just walk in range and aggro you.
And if they're poke champs and you're lower ranged you need it if you're not LB or something because you won't get in range either. Bleh.
Cant take LMS hipsters serious.
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