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Preseason 2016 Changes - Page 6

Forum Index > LoL General
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Ketara
Profile Blog Joined August 2010
United States15065 Posts
October 29 2015 09:18 GMT
#101
I don't think I can read this thread.

Bunch of kneejerk reactions up in here.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Alaric
Profile Joined November 2009
France45622 Posts
October 29 2015 09:30 GMT
#102
You go and tell me how a 425 range champion who has pause ~2s after 2 autos to reload, and whose autos damage in a cone so that's it's really easy for him to unintentionally take tower aggro, is going to siege?

Or farm, for that matter. Unless his passive is strong enough that he can walk up to minions and auto twice to kill the whole wave, the incidental AoE is going to mess with it a lot harder than, say, Tristana's E. The need to reload (on a timer longer than the tower's rate of fire early on) also means he can't actually last hit the whole wave.
Unless Q's damage, cooldown and mana cost allow him to spam it in conjunction with his autos, I don't really see him dealing with a Caitlyn shoving the wave for example, or Jinx with a support like Lulu.
The wording on E isn't clear, so for now I'll assume he retains the dash, because if he doesn't he's going to get shit on, having no mobility other than his ult to deal with someone with non-targetet dashes (or with a longer range than his W).

Or, y'kow, you can act all high and mighty on masteries than smug on whoever is disgruntled with whatever Riot's doing. You're pretty used to that.
Cant take LMS hipsters serious.
739
Profile Blog Joined May 2009
Bearded Elder29905 Posts
October 29 2015 09:31 GMT
#103
One of Keystone Masteries

Thunderlord's Decree
Your 3rd attack or spell on an enemy champion shocks the area around them, dealing 10 damage per level plus 20% of your Bonus Attack Damage and 10% of your Ability Power as Magic damage to enemies in the area (30 second cooldown)
WriterSalty oldboy that loves memes | One and only back-to-back Liquibet Winner
M2
Profile Joined December 2002
Bulgaria4186 Posts
October 29 2015 09:39 GMT
#104
interesting how the vision changes will impact the invisible assasins
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
gobbledydook
Profile Joined October 2012
Australia2605 Posts
Last Edited: 2015-10-29 10:31:54
October 29 2015 10:18 GMT
#105
On the plus side, Graves seems to be the adc counter to assassins, because he can delete the assassin faster than the assassin can do anything.

Also, anything can siege with Baron. It wasn't like Urgot comps couldn't end games in the Spring season. If Graves has enough burst to delete someone, then playing around Baron and 5 dragons is a possibility.
I am a dirty Protoss bullshit abuser
nafta
Profile Joined August 2010
Bulgaria18893 Posts
October 29 2015 10:35 GMT
#106
Riot are pushing the fiesta so hard. I got my clown shoes ready. I can't wait to play this shit though lol. Also lol at the guys "no ranked for me until shit settles in".
Amui
Profile Blog Joined August 2010
Canada10567 Posts
October 29 2015 10:50 GMT
#107
I'm not gonna say grave's reload is a bad mechanic, because thematically it makes sense.

Things I'm worried about though, are that if he's strong enough to survive diving, (I mean seriously, 425 puts you in range of just about everything), would he be oppressive in a 1v1 lane mid/top?

Aside from that, I feel like last hitting would be a bit of a learning curve. 2 second delay in between 2 autos, which also do splash damage is going to be a nightmare given that there are 3 of each type of minion in a wave.

I guess with the potential damage from each shot being (1+0.33*9)*0.75-1.1 tAD or up to 4xAD per shell, it is kinda understandable that it does scale ridiculously well. If my understanding of the mechanic is correct, if he builds AS he could fire off both shells incredibly quickly, such that you could W flash onto somebody, auto twice, E to reload a third, and then R out for some insane burst(6.0 to 12.0AD+Q+W+R damage).

Who knows, we might have an ADC assassin on our hands.
Porouscloud - NA LoL
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
October 29 2015 10:53 GMT
#108
Since no one seems to have posted this, here are potentially the new masteries https://www.reddit.com/r/leagueoflegends/comments/3qo4r8/new_s6_masteries_found/
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2015-10-29 11:41:46
October 29 2015 11:41 GMT
#109
I want more context to that list of masteries because it seems really awkward.

Based on that it only took me a couple minutes to figure out a highest possible damage Lux setup. Which is contrary to their stated goals.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
nafta
Profile Joined August 2010
Bulgaria18893 Posts
October 29 2015 11:43 GMT
#110
Pretty sure the goal isn't to find the highest possible damage but the most useful combination lol. Obviously it is gonna be insanely easy to just find the best damage setup.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
October 29 2015 11:46 GMT
#111
Yeah but when your use in the game is to do damage, the most useful setup is the highest damage setup.

Even if that's not the intention its how players will approach it.

Hopefully there's more to it than what's in that thread.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
nafta
Profile Joined August 2010
Bulgaria18893 Posts
October 29 2015 11:54 GMT
#112
That isn't true at all. What if there is a mastery in the bottom tier of say utility that makes your laning much safer/easier. Then you have to decide do you need it or is the damage trade worth it. I am not saying their system can acomplish this.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2015-10-29 12:00:27
October 29 2015 11:59 GMT
#113
Well, Soraka has raid-wide DS with that utility mastery. Karma as well with mantra E, and maybe Ali.

Fervor of Battle [10] : Your basic attacks and spells grant you a stack of Fervor for 5 seconds (max 10 stacks). Each stack of Fervor adds 1-8 bonus physical damage to your basic attacks against champions, based on your level.

This is going to be really scary for the Yi mains out there....
Porouscloud - NA LoL
JazzVortical
Profile Joined July 2013
Australia1825 Posts
Last Edited: 2015-10-29 12:07:45
October 29 2015 12:07 GMT
#114
On October 29 2015 20:41 Ketara wrote:
I want more context to that list of masteries because it seems really awkward.

Based on that it only took me a couple minutes to figure out a highest possible damage Lux setup. Which is contrary to their stated goals.

The key is to not look at Riot's stated goals, because they aren't reliably accomplished.

I guess the theory is that it is also match up dependent and even on a safe champ like Lux you would surely want to spec slightly differently and the new mastery set up will accommodate that. In theory.

GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
Last Edited: 2015-10-29 12:24:21
October 29 2015 12:19 GMT
#115
On October 29 2015 18:18 Ketara wrote:
I don't think I can read this thread.

Bunch of kneejerk reactions up in here.

You act like this is any different from other pre-seasons. My suggestion is just to wait it out, and let all the brilliant minds of TL declare confidently that, for example, trinkets will ruin the game:

Trinket. Ward item with a specific 7th ward item slot for it.
I don't need the specifics: the concept in itself shows that Riot goes in the wrong direction from the start.


Or how trinkets and the new support items were going to make people switch to DotA:

Show nested quote +
I havn't played DotA for probably 6 years now, I feel like I should just go play it, it seems to cater to the things I enjoy/want out of LoL anyway.

It's funny because people are up in arms about DotA 6.79 being too much like LoL, and while it's true that 6.79 made DotA more LoL-like, it's true in the best way possible. Icefrog clearly is paying attention to LoL and trying to take elements of the game that have made it so successful.

Meanwhile, despite some of these systemic issues in LoL being things DotA dealt with 3-4 years ago (vision issues, support itemization), Riot is intent on copying bad ideas from other shit MOBA games that nobody likes or cares about (vision item slot from Smite, last-hit "assist" gold from Strife) rather than trying to use how DotA dealt with the issue as a starting point.

I despise this change more so than any other. It was already a stretch that they gave gold on harass damage, but now they want to give shared gold? I hoped it would never make it through, but considering that they announced it, it's a definite thing. There's not many people complaining about it either, which really scares me. I don't understand why people are accepting this change so easily.


At least we're not Reddit ... right?
What fun is it being cool if you can’t wear a sombrero?
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
Last Edited: 2015-10-29 13:41:34
October 29 2015 13:41 GMT
#116
I feel like all the new stuff looks way stronger than the old stuff, which is cool but I wonder if some champions/items are going to get left in the dust.

I like the new mastery approach, although I'm sure it'll still be fairly cookie cutter anyway.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
Kaethis
Profile Joined January 2015
Netherlands112 Posts
October 29 2015 13:42 GMT
#117
I actually like the Graves changes. Yes it's insane, but we have so many fucking characters in the game that having some more insanity can only be a good thing. They are right when they say that Graves currently just feels like a strict up- or downgrade to other AD's (making the choice to play him almost purely a numbers-based one).

Whether it'll be good or not is completely secondary. Numbers they can fiddle with, but he actually became interesting with this.
Merlin the Tuna
Profile Joined May 2011
United States57 Posts
October 29 2015 14:26 GMT
#118
Biggest question mark on masteries, IMO, is why they think people want to fiddle with them match by match in the first place. They've always been a part of the game that's more tolerated than enjoyed, and redoing all of your pages at the beginning of each season is a pain in the butt that is invariably solved by "look at what my favorite pro uses & copy it exactly." Yeah, Riot perpetually whiffs on executing all their jungle diversity/whatever ideas. But here, even the stated goal mostly just means extra busy work before every match. Having a handful of "keystone" choices is a reasonable idea, but more so if you cut the number of mastery points from 30 to, like, 3.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
October 29 2015 14:29 GMT
#119
I like that Riot is trying to differentiate champions. While strategy will always be dictated to some extent by which champions are strongest, having more variety creates opportunities for alternative strategies to shine because X champion has a niche in which they're better than the "strongest".

Other than that it's hard to gauge any of these changes, but in general they seem to be pointed in a positive direction.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Alaric
Profile Joined November 2009
France45622 Posts
October 29 2015 14:42 GMT
#120
On the other hand they compare Graves to Corki. Apart from their midgame spike then falling off, you can't really compare them, Corki deals mixed damage, has poke, both decent burst and sustained damage, and falls off lategame because he doesn't deal as much auto damage as other champions (wasn't so much the case when his passive scaled with crit and spellblade).
Graves has pretty bad sustained damage because of his range and base AS, all his abilities are short-ranged so he can't really poke or siege either, he compensates it with a burst both stronger (esp. against squishy targets) and AoE, and he falls off really hard for all these reasons (plus no split damage).

Lucian is a lot closer to Graves, although he has an easier time hitting farther targets, better sustained damage and mobility (his E is straight-up better and also has a shorter cd), and better sieging/clear thanks to his ult (lower cd, more damage, and losing his ult is a lesser deal than for Graves). On the other hand he doesn't have as much burst and it's single-target mainly.

With the changes Graves is nothing like he used to be, so even if he becomes viable somehow, that's still going to be a champion ceasing to exist.


As for the trinket/support changes, they're still a design failure. Apart from Thresh, and maybe Blitz and Alistar, I see no support building more than a single branch, so it's still dictated by your champion over the team comps/state of the game.
Coin's income punishes roaming, roaming which should be tied to the champ more than his item choice.
Just look at how much people use their trinkets, or upgrade them. The whole "vision is a team thing" is a failure in soloQ, while it hasn't changed much competitively apart from reduced level 1 vision (which also leads to less invade, can be argued as a good thing as it avoids blow-out games starting 3-0).
Finally, Riot's solution was "let's just throw gold at supports" instead of the more elegant "let's create pauper items focused on utility and gold efficiency over slot efficiency", which they clearly intend to keep doing.

At least there are more item options at the 1k-1.5k price point, which is good... if the build paths allow players not to lock themselves in a single item/path as soon as they buy their component. Stuff like reducing Tiamat's price and stats to provide the better waveclear is good.
Cant take LMS hipsters serious.
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