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[Patch 5.23] League of Legends General Discussion - Page 16

Forum Index > LoL General
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Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2015-12-05 00:35:05
December 05 2015 00:33 GMT
#301
On December 05 2015 09:21 Gahlo wrote:
Show nested quote +
On December 05 2015 09:09 GrandInquisitor wrote:
On December 05 2015 08:18 Gahlo wrote:
On December 05 2015 07:32 GrandInquisitor wrote:
Maybe it's just because I'm playing Nasus, but I honestly have zero problem with Illaoi whatsoever. Her abilities are hugely telegraphed, very easy to dodge, and she has basically no mobility. The only time I've seen her be useful is when her opponent didn't watch the champion spotlight and has no clue what she does. (Also in 1v2 tower dives, she's pretty good at beating those.)

To be fair, I'm a big proponent of more simple kits, and I hate that every new champ has a 2-paragraph description for their abilities. But I don't really think she's a strong champion right now.

It also doesn't hurt that nasus can just A-Q-A the turret away and pick up extra stacks.

Hehehehehe...one jungler that tried to gank me found that out the hard way.


That video never actually starts for me.


It's basically a level 8 Olaf with an unstacked Devourer and boots trying to gank a level 12 Nasus with Frozen Heart and a Sheen.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Slusher
Profile Blog Joined December 2010
United States19143 Posts
Last Edited: 2015-12-05 00:44:03
December 05 2015 00:42 GMT
#302
On December 05 2015 09:09 GrandInquisitor wrote:
Show nested quote +
On December 05 2015 08:18 Gahlo wrote:
On December 05 2015 07:32 GrandInquisitor wrote:
Maybe it's just because I'm playing Nasus, but I honestly have zero problem with Illaoi whatsoever. Her abilities are hugely telegraphed, very easy to dodge, and she has basically no mobility. The only time I've seen her be useful is when her opponent didn't watch the champion spotlight and has no clue what she does. (Also in 1v2 tower dives, she's pretty good at beating those.)

To be fair, I'm a big proponent of more simple kits, and I hate that every new champ has a 2-paragraph description for their abilities. But I don't really think she's a strong champion right now.

It also doesn't hurt that nasus can just A-Q-A the turret away and pick up extra stacks.

Hehehehehe...one jungler that tried to gank me found that out the hard way.



does nasus ult cancel her E or is that just timing of when the video starts?

also lol @ devour on olaf wtf
Carrilord has arrived.
cLutZ
Profile Joined November 2010
United States19574 Posts
December 05 2015 01:16 GMT
#303
On December 05 2015 09:28 Caiada wrote:
Show nested quote +
On December 05 2015 09:07 cLutZ wrote:
On December 05 2015 07:32 GrandInquisitor wrote:
Maybe it's just because I'm playing Nasus, but I honestly have zero problem with Illaoi whatsoever. Her abilities are hugely telegraphed, very easy to dodge, and she has basically no mobility. The only time I've seen her be useful is when her opponent didn't watch the champion spotlight and has no clue what she does. (Also in 1v2 tower dives, she's pretty good at beating those.)

To be fair, I'm a big proponent of more simple kits, and I hate that every new champ has a 2-paragraph description for their abilities. But I don't really think she's a strong champion right now.


Why do people defend bad design if its not strong? That just means it will be OP if they give it the correct numbers, and the drafting system isn't complex enough to accommodate such kits.

On December 05 2015 07:35 nafta wrote:
Same. Unless your teamcomp is 4 melees so she can easily hit 4/5 people with ult she doesn't seem that strong from what I have seen so far.


^ Definition of bad design (without interwoven bans).


That sure is a loose definition right there, chief.


Indeed. It has to be because bad design is, in League, a much larger subset of possible design choices because of Riot's philosophy on pick/ban, powercurves, etc.
Freeeeeeedom
killerdog
Profile Joined February 2010
Denmark6522 Posts
December 05 2015 01:53 GMT
#304
On December 05 2015 10:16 cLutZ wrote:
Show nested quote +
On December 05 2015 09:28 Caiada wrote:
On December 05 2015 09:07 cLutZ wrote:
On December 05 2015 07:32 GrandInquisitor wrote:
Maybe it's just because I'm playing Nasus, but I honestly have zero problem with Illaoi whatsoever. Her abilities are hugely telegraphed, very easy to dodge, and she has basically no mobility. The only time I've seen her be useful is when her opponent didn't watch the champion spotlight and has no clue what she does. (Also in 1v2 tower dives, she's pretty good at beating those.)

To be fair, I'm a big proponent of more simple kits, and I hate that every new champ has a 2-paragraph description for their abilities. But I don't really think she's a strong champion right now.


Why do people defend bad design if its not strong? That just means it will be OP if they give it the correct numbers, and the drafting system isn't complex enough to accommodate such kits.

On December 05 2015 07:35 nafta wrote:
Same. Unless your teamcomp is 4 melees so she can easily hit 4/5 people with ult she doesn't seem that strong from what I have seen so far.


^ Definition of bad design (without interwoven bans).


That sure is a loose definition right there, chief.


Indeed. It has to be because bad design is, in League, a much larger subset of possible design choices because of Riot's philosophy on pick/ban, powercurves, etc.

So any champion that's weak against specific team comps is bad design now?
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
December 05 2015 02:39 GMT
#305
On December 05 2015 09:42 Slusher wrote:
Show nested quote +
On December 05 2015 09:09 GrandInquisitor wrote:
On December 05 2015 08:18 Gahlo wrote:
On December 05 2015 07:32 GrandInquisitor wrote:
Maybe it's just because I'm playing Nasus, but I honestly have zero problem with Illaoi whatsoever. Her abilities are hugely telegraphed, very easy to dodge, and she has basically no mobility. The only time I've seen her be useful is when her opponent didn't watch the champion spotlight and has no clue what she does. (Also in 1v2 tower dives, she's pretty good at beating those.)

To be fair, I'm a big proponent of more simple kits, and I hate that every new champ has a 2-paragraph description for their abilities. But I don't really think she's a strong champion right now.

It also doesn't hurt that nasus can just A-Q-A the turret away and pick up extra stacks.

Hehehehehe...one jungler that tried to gank me found that out the hard way.



does nasus ult cancel her E or is that just timing of when the video starts?

also lol @ devour on olaf wtf


also lol at olaf flashing right before death
(╯°□°)╯︵ ┻━┻
justiceknight
Profile Blog Joined May 2008
Singapore5741 Posts
December 05 2015 02:53 GMT
#306
any1 has the link to the explaination on XP gain on kills + bounties and gold reset?
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
Last Edited: 2015-12-05 03:19:16
December 05 2015 03:19 GMT
#307
On December 05 2015 10:16 cLutZ wrote:
Show nested quote +
On December 05 2015 09:28 Caiada wrote:
On December 05 2015 09:07 cLutZ wrote:
On December 05 2015 07:32 GrandInquisitor wrote:
Maybe it's just because I'm playing Nasus, but I honestly have zero problem with Illaoi whatsoever. Her abilities are hugely telegraphed, very easy to dodge, and she has basically no mobility. The only time I've seen her be useful is when her opponent didn't watch the champion spotlight and has no clue what she does. (Also in 1v2 tower dives, she's pretty good at beating those.)

To be fair, I'm a big proponent of more simple kits, and I hate that every new champ has a 2-paragraph description for their abilities. But I don't really think she's a strong champion right now.


Why do people defend bad design if its not strong? That just means it will be OP if they give it the correct numbers, and the drafting system isn't complex enough to accommodate such kits.

On December 05 2015 07:35 nafta wrote:
Same. Unless your teamcomp is 4 melees so she can easily hit 4/5 people with ult she doesn't seem that strong from what I have seen so far.


^ Definition of bad design (without interwoven bans).


That sure is a loose definition right there, chief.


Indeed. It has to be because bad design is, in League, a much larger subset of possible design choices because of Riot's philosophy on pick/ban, powercurves, etc.


As much as I think Riot caters to casuals/CertainlyT too hard at the detriment of the competitiveness and stability (longevity?) of their game, your statement here is like wei2coolman levels of shitposting of picking cliche things to be anti-riot on and just stringing them together without a coherent argument.
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
cLutZ
Profile Joined November 2010
United States19574 Posts
Last Edited: 2015-12-05 08:23:57
December 05 2015 08:19 GMT
#308
On December 05 2015 12:19 Zess wrote:
Show nested quote +
On December 05 2015 10:16 cLutZ wrote:
On December 05 2015 09:28 Caiada wrote:
On December 05 2015 09:07 cLutZ wrote:
On December 05 2015 07:32 GrandInquisitor wrote:
Maybe it's just because I'm playing Nasus, but I honestly have zero problem with Illaoi whatsoever. Her abilities are hugely telegraphed, very easy to dodge, and she has basically no mobility. The only time I've seen her be useful is when her opponent didn't watch the champion spotlight and has no clue what she does. (Also in 1v2 tower dives, she's pretty good at beating those.)

To be fair, I'm a big proponent of more simple kits, and I hate that every new champ has a 2-paragraph description for their abilities. But I don't really think she's a strong champion right now.


Why do people defend bad design if its not strong? That just means it will be OP if they give it the correct numbers, and the drafting system isn't complex enough to accommodate such kits.

On December 05 2015 07:35 nafta wrote:
Same. Unless your teamcomp is 4 melees so she can easily hit 4/5 people with ult she doesn't seem that strong from what I have seen so far.


^ Definition of bad design (without interwoven bans).


That sure is a loose definition right there, chief.


Indeed. It has to be because bad design is, in League, a much larger subset of possible design choices because of Riot's philosophy on pick/ban, powercurves, etc.


As much as I think Riot caters to casuals/CertainlyT too hard at the detriment of the competitiveness and stability (longevity?) of their game, your statement here is like wei2coolman levels of shitposting of picking cliche things to be anti-riot on and just stringing them together without a coherent argument.


I respectfully disagree. If a champion is rubbish when countered by a teamcomp, but amazing when the enemy teamcomp feeds into its strengths that simply does not work in competitive when bans are frontloaded(which is all I ever comment on with respect to bad design), it doesn't work in our current iterations.

Typically, either its good enough to be pickable into even counteing teamcomps (Worlds Morde) or it ends up being relegated to nothingness for a long time (Udyr). Theoretically its possible for a champion like this to be a last pick, teamwide counterpick, like S4 Ziggs vs. 4 melle, S5 Worlds Tahm Kench (before people realized) vs. pick comps, Kayle at various times, etc, but that is rare because League, by design, is balanced on the edge of a blade. Even in that case, its not really great for the game, because a lastpick can make the entire game frustrating for viewers and players. That this is so rare has historically been one of Riot's strong points, because they typically just nerf these champions into oblivion, such as most of the recently reworked juggernaughts. They basically changed baron to fix one of these issues (the Ziggs issue), they have changed towers over and over to try and address another, similar, issue of earlygame fastpush.

IMO this is one of Riot's best balance areas, in that they rarely design champions that are counters to a specific teamcomp, because it is mostly incompatible with their design choices overall. My issues with their design choices revolve more around manaless champions (powercurve issues) and the jungle (who can be viable in it).

Edit: That said, IMO it is difficult to design a unique champion for league right now because: A) Powercurve limitations; B) Generally enforced lane distributions (2-1-1-1); C) Pick/Ban; and D) What I said above.
Freeeeeeedom
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
December 05 2015 12:58 GMT
#309
--- Nuked ---
kongoline
Profile Joined February 2012
6318 Posts
Last Edited: 2015-12-05 13:12:50
December 05 2015 13:09 GMT
#310
On December 05 2015 17:19 cLutZ wrote:

IMO this is one of Riot's best balance areas, in that they rarely design champions that are counters to a specific teamcomp, because it is mostly incompatible with their design choices overall. My issues with their design choices revolve more around manaless champions (powercurve issues) and the jungle (who can be viable in it).


they just released tahm and kindred both are like a big fuck you to assassins and super unfun to play against, if anything riot got a lot worse with designing new champions, add to it fuckups like morde, fiora, darius and adding bullshit %true dmg to everything even tho they said in the past its bad design makes me convinced they dont know what they are doing
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
December 05 2015 14:49 GMT
#311
Just tried Devourers -> BotRK Kindred jungle instead of Warrior->Ghostblade. Actually quite nice.
Stop procrastinating
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
December 05 2015 15:09 GMT
#312
--- Nuked ---
nafta
Profile Joined August 2010
Bulgaria18893 Posts
Last Edited: 2015-12-05 15:44:24
December 05 2015 15:39 GMT
#313
On December 06 2015 00:09 JimmiC wrote:
Show nested quote +
On December 05 2015 22:09 kongoline wrote:
On December 05 2015 17:19 cLutZ wrote:

IMO this is one of Riot's best balance areas, in that they rarely design champions that are counters to a specific teamcomp, because it is mostly incompatible with their design choices overall. My issues with their design choices revolve more around manaless champions (powercurve issues) and the jungle (who can be viable in it).


they just released tahm and kindred both are like a big fuck you to assassins and super unfun to play against, if anything riot got a lot worse with designing new champions, add to it fuckups like morde, fiora, darius and adding bullshit %true dmg to everything even tho they said in the past its bad design makes me convinced they dont know what they are doing


unfun to play against is a opinion not a fact. So often do people here state opinions as facts. I think TK is hilarious. Kindred is meh but I think some people like the idea of a adc out of the jungle. Not every champ is going to be a homerun to everyone but making blanket negative statements based on your outlook is pointless.

Them being specialised champs is also a fact. If you honestly think that riot haven't been making specialised champs lol.

The only problem comes from those champs being incredibly overtuned like kalista or azir so people think they are generalist champs.

Most tanks make running 3/4 melee comps garbage anyway it isn't like it is a new concept.

iCanada
Profile Joined August 2010
Canada10660 Posts
December 05 2015 17:03 GMT
#314
On December 05 2015 23:49 padfoota wrote:
Just tried Devourers -> BotRK Kindred jungle instead of Warrior->Ghostblade. Actually quite nice.


Yeah, if you can get away with it it feels great. Hell, 60% of the time it feels unstpoppable.

Then you'll get that one game where you have that one lane that is just getting cleaved and the enemy lee sin kills the other two on spawn, and you lose control of your jungle at like 7 stacks, and you are just completely useless.

I only build Devourers on Junglers with tempo (Like Shyv), or if like the other Jungler has no gank pressure. Too risky otherwise, you just lose too many games without having a chance to impact it. Kind of like playing Kogmaw right now, actually. Like game gets to 30 minutes, sweet; Otherwise you just lose.
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
December 05 2015 18:07 GMT
#315
I've played Devourers + Strength of Ages on Xin and Jax a bit and feels really good. Used to be I would feel squishy if I tried to get sheen early after, but the hp really makes life a lot easier.
(╯°□°)╯︵ ┻━┻
MooMooMugi
Profile Blog Joined January 2011
United States10531 Posts
December 05 2015 21:45 GMT
#316
Was it Sufficiency who made the 0RP algorithm? I forgot who but it was someone on LL https://www.reddit.com/r/leagueoflegends/comments/3vk7js/i_dont_know_if_reddit_is_aware_but_there_is_a_0/
|LoL & SC2 IGN both my username| Just livin' the baylife| Hearthstone ID: MooMooMugi#1544| Dank Memer since 2011
AlterKot
Profile Blog Joined January 2014
Poland7525 Posts
December 05 2015 21:50 GMT
#317
If you check FAQ on the website it gives contact info to him.
Americans don't like to use unblockables, it is considered not honest. You press a button at the wrong time and hit the other person, you are random, not a top player. You DP Sim's far fierce, it is random and not honest.
Gahlo
Profile Joined February 2010
United States35174 Posts
December 05 2015 21:50 GMT
#318
On December 06 2015 06:45 MooMooMugi wrote:
Was it Sufficiency who made the 0RP algorithm? I forgot who but it was someone on LL https://www.reddit.com/r/leagueoflegends/comments/3vk7js/i_dont_know_if_reddit_is_aware_but_there_is_a_0/

Yeah. The site even has his handle on it.
chalice
Profile Joined September 2010
United States1945 Posts
December 05 2015 21:59 GMT
#319
On December 06 2015 03:07 ticklishmusic wrote:
I've played Devourers + Strength of Ages on Xin and Jax a bit and feels really good. Used to be I would feel squishy if I tried to get sheen early after, but the hp really makes life a lot easier.

i go Devourer + SoA on Fizz as well, that 300hp really opens up your 2nd item purchasing options.
Maluk
Profile Joined August 2011
France987 Posts
December 05 2015 23:05 GMT
#320
To me a champion's design is bad if, when you imagine that champion, or a champion with relatively similar abilities, ten times on Summoner's Rift, the game becomes an utter clusterfuck and impossile to keep track of.

Having one Kindred on the rift is fine ; now if I imagine ten kindreds, with each one marking one camp on the map, the minimap becomes kind of a mess. If I imagine ten Illaois battling 5v5 with all ults activated it's obvious that no one's ever going to understand what is actually going on. On the other hand of the spectrum, take 10 Luxes, the game will still be clearly readable ; same for Udyr.

LoL is already overly complicated because of the mere existence of a great number of champions. Creating, on top of that, champions that are complicated themselves, is a bit much. I'm also worried when I read 2 page long descriptions for the new champions ; I wish abilities could be described in a couple of short sentences.

Maybe I'm just too retarded to enjoy complicated things though.
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