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On November 05 2015 07:31 Slusher wrote:Show nested quote +On November 05 2015 07:08 Ryuu314 wrote: What I don't understand is that Riot even gave people the option to truly be an all-around player...that's what the "fill" option is for... Because if dungeon finder in wow has taught us anything, fill=support If it was literally 20% chance at each role I'd be so down but that's just not how these things end up working. I personally like the changes but the roulette wheel is gone for when you are down for whatever (much less of a problem then when you want to play something specific or nothing at all which happens too) With the possibility of joining 3+ premades I actually think support will be a lot more contested, as is premades are already largely adc/support.
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I can't really understand the drama with dynamic Q, good players will be good solo and in groups, trolls and bad players will be bad in solo and groups, can't see anything change significantly, outside of the fact that when you want you can play with more friends, which is mostly a good alternative IMO
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3) We've upgraded the Report System to completely wipe out the power of Premade 4 reports ganging up on a player, and given the solo player "equal power" reports in this scenario.
Nice and simple, solves my biggest concern with 4mans.
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Yeah that basically makes me want to be the solo player with a toxic four man.
The whole game I'd be having wet dreams about my reports counting as four. Such delicious revenge.
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Maybe I'm weird here but I don't really care, at all, about who gets reported or not after the game... I care if the game itself is fun.
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On November 05 2015 23:24 Ansibled wrote: Maybe I'm weird here but I don't really care, at all, about who gets reported or not after the game... I care if the game itself is fun. Yes you are weird, you know it's standard to go "reported xDDD" and use all chat to make sure the other team knows you are reporting the 0/2 zed
Real talk though, it's fun to feed super hard while deranking, get someone to rage at you, then see the "a player you reported has been punished, thanks for making league better" message.
As for most other people who enjoy reporting, it's because they rage when losing and need an outlet, that outlet usually being the report button; why do you think people still say "report for unskilled" after they get wrecked? Lyte even said somewhere the chronic reporters tend to be toxic.
User was warned for this post (flaunting intentional feeding to be edgy)
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Yeah, the whole anecdote Lyte uses here is pointless.
What kind of player gets in a Game with Lyte and isn't on his absolutely best behavior? I think his 4800 games as a solo player don't really compare to the mean experience. Maybe that's just me though.
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Depends on whether he was playing as "RiotLyte" or "Lyte" or incognito. Even if it was as Lyte I'd imagine most players wouldn't make the connection because most players don't even read patch notes, let alone dev posts.
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On November 06 2015 01:18 Seuss wrote: Depends on whether he was playing as "RiotLyte" or "Lyte" or incognito. Even if it was as Lyte I'd imagine most players wouldn't make the connection because most players don't even read patch notes, let alone dev posts.
Yeah, I guess. He probably plays on an anonymous smurf.
I have lulzy visions of flames realizing they just torched the head of player behavior. That would be a reaction video I'd love to watch.
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With Lyte though you have to worry about calling his taric play "truely truely outrageous".
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Dynamic queues were one of the worse aspect of the hero of the storm ladder. It was so painfully bad that Blizzard back-pedalled (something they rarely do) and accepted the fact that solo/duo ala LoL was the best way to go.
How ironic that now LoL tries to do what Blizzard failed.
By the way it seems Riot is copying more and more things from HotS, between out of game hero levels, dynamic queues, bonus xp(ip) for playing with friends, increasing the death timers in long games etc. They're pretty much taking all the good things from hots l0l. Now they just need to copy the map pool thing and start creating new maps !
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Riot have been making maps longer than HotS has been around though. If you mean rotating map pool then I disagree, that's not something the game needs. You can't balance the game around maps like HotS since HotS has far fewer parameters going on that changing one that big doesn't break everything else like it does in League/dota.
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I mean I can install hots if I want to play hots I'd rather they stop making the game more like it. (the global bounty system reminds me of the global xp/no item system which killed my interest in hots)
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On November 06 2015 03:24 RouaF wrote: Dynamic queues were one of the worse aspect of the hero of the storm ladder. It was so painfully bad that Blizzard back-pedalled (something they rarely do) and accepted the fact that solo/duo ala LoL was the best way to go.
How ironic that now LoL tries to do what Blizzard failed.
By the way it seems Riot is copying more and more things from HotS, between out of game hero levels, dynamic queues, bonus xp(ip) for playing with friends, increasing the death timers in long games etc. They're pretty much taking all the good things from hots l0l. Now they just need to copy the map pool thing and start creating new maps ! Queues will always work better in lol because of increased player count. But we will see.
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Slippery slope's usually not a good way to argue something nuanced like game design. There are vast differences between LoL and HotS
Map skins would be nice but are probably a pipe dream given Riot's priorities.
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I think that weird mechanics like global bounties are par for the course for Riot. When Riot's wanted to nudge the game one way or another they've added weirder and often more invisible mechanics in the past. Stuff like adding catchup XP for junglers who are behind, fiddling with XP for duo lanes, making tower take less damage early game, assist streak gold, and probably five other things I'm forgetting that people don't notice while they're playing. I think it's obvious this is another one of Riot's nudge mechanics rather than a conscious attempt to remove gold, items, and xp differences from the game.
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United States47024 Posts
I mean, removing assist streaks means the combined bounty change is both a net decrease in complexity and increase in transparency.
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On November 06 2015 05:52 TheYango wrote: I mean, removing assist streaks means the combined bounty change is both a net decrease in complexity and increase in transparency.
Also shows a complete 180 in design philosophy from last season where they removed global tower gold so one snowballing lane didn't also snowball other lanes..
Ironically this change actually has a greater effect there. If I rememeber the numbers right, a tower gave 125 global gold? Now ending a killing spree grants 190 global goal. The assassin in your top lane now hurts your lane by winning his lane, because inevitably he will get ganked.
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Is there a post with the numbers on how bounties were changed? I'd like to see the details.
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