On October 13 2016 05:02 Jek wrote:
Have there ever been a pre-season where they didn't make major jungle overhauls?
Have there ever been a pre-season where they didn't make major jungle overhauls?
No, because its a mess.
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cLutZ
United States19574 Posts
On October 13 2016 05:02 Jek wrote: Have there ever been a pre-season where they didn't make major jungle overhauls? No, because its a mess. | ||
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Fildun
Netherlands4123 Posts
First FotM, now Locket gone for tank junglers, I hope they get something in return. | ||
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nafta
Bulgaria18893 Posts
On October 13 2016 05:58 Fildun wrote: Hmmm, I don't like how they bind the "I want to make my allies die slower" thing to supports only. First FotM, now Locket gone for tank junglers, I hope they get something in return. One of the consistent things about riot is that the jungle changes never work out how they want them to. I wouldn't worry too much. Honestly I do like the general direction that riot have been moving the game in as far as soloq/5s are concerned. Kinda ironic this is the season I have played the least though lol. | ||
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JimmiC
Canada22817 Posts
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kongoline
6318 Posts
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Sent.
Poland9290 Posts
Enter Plants. We’re introducing interactive plants into the game and spawning them with some degree of variance. These plants should give junglers - and to some degree, other players - impactful decisions to make, without tying those choices to Smite. Even more jungle resources for midlaners, yay! | ||
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dsyxelic
United States1417 Posts
On October 12 2016 22:20 Jek wrote: Oppressor is for movement impairment, which blind is not. It work with his shrooms. If you start with Guradian's I think you should wait for corrupting potion (huuuuge advantage for early trades) it only take 10 seconds iirc. It's the cheesy 1v1 version of the current "wait for aegis" meta on tanks in regular aram. I'd go for hybrid reds instead, especially if you're not going full AP which I honestly think would be bad as you can just go Cowl+sustain into Visage and wear the AP variant down for the gg ez. Another alternative could be AS reds too to win the early push forcing the opponent to either tank minion damage or allow some easy chip damage. AD reds if you start with LS seems like a better option. After some consideration LS quints would probably the best and allow you to stay in lane forever. Sustain is king when you cannot recall for health. I think Shiv (or hurricane I suppose) would probably be the best first buys simply because you can push so much faster without using mana. Dont look to trade, look to push and chip damage get the sustain from masteries instead of additional items. For masteries I'd go 12/7/12 if you wait for corrupting. Stash+Corruping = super good good. the 11 and 12 for Vampirism and Perserverance. Resolves and Ferocity's 12th point seem bad for 1v1. and 18/0/12 if you dont wait for corrupting Warlord and Perserverance or 9/17/4 For Vampirism, Percision and Recovery. Fervor is only really worth if you look for kills, which you shouldn't - no reason to play risky when a sustain build would just do small trades and win over time. If the opponent is going AP just grab banner and upgrade all cannons. rip i tried this strat and lost the early game was really really strong. however the big flaw was that the other guy will always outdamage you and win the fight. so if you get slowed by 1 random shroom, he will chase you down and kill you. also you can't poke him down or win trades since your damage sucks. he will win trades and the sustain is just playing catch up. he has his enough sustain from masteries/item/health relics. it was so dumb, one shroom hit = death | ||
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Scip
Czech Republic11293 Posts
Normally I actually have a decent amount of faith in Riot but let me wager they severely underestimate the amount of strength variance required for this to happen. | ||
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Frolossus
United States4779 Posts
On October 13 2016 05:02 Jek wrote: Have there ever been a pre-season where they didn't make major jungle overhauls? not yet On October 13 2016 06:54 nafta wrote: Show nested quote + On October 13 2016 05:58 Fildun wrote: Hmmm, I don't like how they bind the "I want to make my allies die slower" thing to supports only. First FotM, now Locket gone for tank junglers, I hope they get something in return. One of the consistent things about riot is that the jungle changes never work out how they want them to. I wouldn't worry too much. Honestly I do like the general direction that riot have been moving the game in as far as soloq/5s are concerned. Kinda ironic this is the season I have played the least though lol. the only consistent thing about the jungle throughout the years are their stated goals of wanting diverse picks and wanting junglers to make lots of decisions on the fly | ||
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Yorbon
Netherlands4272 Posts
On October 13 2016 08:53 Scip wrote: I'm afraid that they'll make certain jungle paths mandatory for some junglers, and decreasing the depth of pathing in general. In addition its probably a pain to balance."We want to introduce more variance between the camps, so players can have stronger preferences about which camps to prioritize, rather than merely clearing whatever is nearby and available." Normally I actually have a decent amount of faith in Riot but let me wager they severely underestimate the amount of strength variance required for this to happen. | ||
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ticklishmusic
United States15977 Posts
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PrinceXizor
United States17713 Posts
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iCanada
Canada10660 Posts
On October 13 2016 08:53 Scip wrote: "We want to introduce more variance between the camps, so players can have stronger preferences about which camps to prioritize, rather than merely clearing whatever is nearby and available." Normally I actually have a decent amount of faith in Riot but let me wager they severely underestimate the amount of strength variance required for this to happen. Oh god that sounds awful. | ||
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DiracMonopole
United States1555 Posts
On October 13 2016 09:15 ticklishmusic wrote: seems like this favors junglers who have the ability to dash/ blink or otherwise travel across walls somehow. idk how i feel about the added randomness either. Riot making changes that favor lee sin/elise/nidalee, how could anyone have predicted this? | ||
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PrinceXizor
United States17713 Posts
On October 13 2016 11:24 DiracMonopole wrote: Show nested quote + On October 13 2016 09:15 ticklishmusic wrote: seems like this favors junglers who have the ability to dash/ blink or otherwise travel across walls somehow. idk how i feel about the added randomness either. Riot making changes that favor lee sin/elise/nidalee, how could anyone have predicted this? I dunno i'd need some sort of list of the latest junglers released by riot to show their bias. + Show Spoiler + Ivern, Kindred, Rek Sai, Aatrox, Zac, Elise, Kha zix, Rengar, Then Diana and Hecarim, then Nautilus Sejuani. The last jungler released without any dash/wall movement at all is Volibear, in 2011. | ||
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Scip
Czech Republic11293 Posts
split each jungle camp into 2 different ones: let's say next to wolves you'd have like a really tanky turtle that dealt very little damage hitting 1 part of the camp doesn't aggro the other part as soon as you kill anyone from one half of the camp, the entire second part of the camp runs away, disappearing giving no gold and exp. This allows for more jungle diversity, allowing both AoE and single target junglers to kill the parts of the camp with a lot of small dudes/one big dude respectively, it allows for both tanky and low sustain junglers by providing both camps with high hp low dmg and low hp high damage in the end giving more or less the same rewards to everyone and rename it from jungle to the swedish forest embrace the equality of outcome | ||
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cLutZ
United States19574 Posts
On October 13 2016 14:32 Scip wrote: How about this: remake the whole map split each jungle camp into 2 different ones: let's say next to wolves you'd have like a really tanky turtle that dealt very little damage hitting 1 part of the camp doesn't aggro the other part as soon as you kill anyone from one half of the camp, the entire second part of the camp runs away, disappearing giving no gold and exp. This allows for more jungle diversity, allowing both AoE and single target junglers to kill the parts of the camp with a lot of small dudes/one big dude respectively, it allows for both tanky and low sustain junglers by providing both camps with high hp low dmg and low hp high damage in the end giving more or less the same rewards to everyone and rename it from jungle to the swedish forest embrace the equality of outcome Decent idea. I do think they need to remake the map if they want to fix the jungle. One thing they consistently fret about is the laners taxing jungle camps. Maybe they shouldn't have 3/5 camps immediately adjacent to and easily accessible from a lane. Hell that even kills 2 birds with 1 stone because junglers actually have to make a meaningful choice between farming and being in gank/countergank position. | ||
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iCanada
Canada10660 Posts
-.- If you don't like jungling that's fine, but some of us do. | ||
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cLutZ
United States19574 Posts
On October 13 2016 16:11 iCanada wrote: I don't think the jungle is broken. -.- If you don't like jungling that's fine, but some of us do. I don't like watching the current version of the jungle in pro games. Any future jungle will probably support whatever way you like to play, unless you really love lvl 1-3 ganks, which are probably going to be less good. | ||
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Gahlo
United States35172 Posts
On October 13 2016 16:56 cLutZ wrote: Show nested quote + On October 13 2016 16:11 iCanada wrote: I don't think the jungle is broken. -.- If you don't like jungling that's fine, but some of us do. I don't like watching the current version of the jungle in pro games. Any future jungle will probably support whatever way you like to play, unless you really love lvl 1-3 ganks, which are probably going to be less good. tfw laners can do more impactful early ganking | ||
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