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[Patch 7.2] Warwick Rework General Discussion - Page 10
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NeoIllusions
United States37500 Posts
l0l... | ||
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Jek
Denmark2771 Posts
On February 07 2017 01:56 NeoIllusions wrote: https://twitter.com/LSXYZ9/status/828625650395316228 l0l... The only thing I noticed was he used the minimap more and how I really need to revert my Lulu VA to Korean again~ | ||
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Disengaged
United States6994 Posts
And yeah, he used the minimap more and thats pretty much it that I noticed other then his skill/mechanics. Its Faker, what else is there to say? | ||
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iCanada
Canada10660 Posts
He's talking about his "DI" thing, which I think is reasonable. Whole idea is not to let game automate because you can path more optimally and change directions more fluidly. I don't think it's that out to lunch, even if he is typically. | ||
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Alaric
France45622 Posts
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cLutZ
United States19574 Posts
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iCanada
Canada10660 Posts
But it's pretty minor and a win more kind of thing compared to other mechanics and skills. Maybe nets you an extra kill / getaway every 10 games? Or do I just give him too much credit and he's on some total other ridiculous tirade? | ||
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General_Winter
United States719 Posts
On February 07 2017 08:38 cLutZ wrote: Isn't that a Smash term with an actual meaning? Yeah DI or directional influence is a technical term from smash melee. It may have also been used for later smash games, but I kinda fell out of the smash scene after brawl came out (game just wasn't as fun as melee). In melee, when you get hit a hexagon flashes on screen at the point of impact for a few frames. During that time if you tilt the control stick in a direction it will adjust the angle you go flying off in by a little bit. If you smash the control stick in a direction you'll adjust your angle more. DI was super important to survive because it's a rectangular battle area and DIing towards corners lengthened the distance you could get knocked back without leaving. At lower damage levels you could also juke the enemy by DIing down to hit the ground and get a chance to tech the bounce. | ||
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Scip
Czech Republic11293 Posts
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GrandInquisitor
New York City13113 Posts
On February 07 2017 10:03 General_Winter wrote: Yeah DI or directional influence is a technical term from smash melee. It may have also been used for later smash games, but I kinda fell out of the smash scene after brawl came out (game just wasn't as fun as melee). In melee, when you get hit a hexagon flashes on screen at the point of impact for a few frames. During that time if you tilt the control stick in a direction it will adjust the angle you go flying off in by a little bit. If you smash the control stick in a direction you'll adjust your angle more. DI was super important to survive because it's a rectangular battle area and DIing towards corners lengthened the distance you could get knocked back without leaving. At lower damage levels you could also juke the enemy by DIing down to hit the ground and get a chance to tech the bounce. Good example of the effect of DI: ![]() | ||
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Alaric
France45622 Posts
Maybe he's bet- less bad about it now 'cause I value my ears too much to have listened to his commentary in the last few weeks, but he kept talking about it like it was an ever-present crucial aspect. Pretty sure I heard him use it in context of rotation as well as champion control too. With a different meaning than when he used it in starcraft too. He just makes it sound like he found a couple of words that sounded knowledgeable when strung together and decided to spam them to try and give himself a smarter vibe. | ||
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AlterKot
Poland7525 Posts
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GrandInquisitor
New York City13113 Posts
When in reality, it just means spam move click, second nature to anyone that has ever tried to get a bunch of dragoons up a ramp. | ||
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Scip
Czech Republic11293 Posts
On February 07 2017 13:10 GrandInquisitor wrote: Yes, it stands for "direct input", because you are 'directly inputting' where you want to go. It is pretty retarded but you know, people lap that shit up because it sounds smart and obviously it's just mastering these high elo secret concepts that'll get them into Gold finally, the same impulse that makes overweight women in their 50s buy Cosmo's latest promising ten weird tricks that'll lose fat and gain muscle guaranteed. When in reality, it just means spam move click, second nature to anyone that has ever tried to get a bunch of dragoons up a ramp. All you have to do is eat cold foods, your body will burn energy having to heat it up! | ||
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iCanada
Canada10660 Posts
When against someone who doesn't do it you get one extra auto for or one less against when moving through a thick wave. That about sums it up. Most players even at high plat and low diamond would get way more out of mechanically executing combos better. Or positioning better. Or being in place to fight objectives more consistently. Or csing better. Or knowing lane matchups better. Or purchasing more efficient items. Or picking better synergies in their comp. Or skillshot training... or..... | ||
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dsyxelic
United States1417 Posts
On February 07 2017 16:01 iCanada wrote: I mean he's not wrong that it is theoretically better to use 20 move commands instead of one in most cases, he just exaggerates it's usefulness greatly. When against someone who doesn't do it you get one extra auto for or one less against when moving through a thick wave. That about sums it up. Most players even at high plat and low diamond would get way more out of mechanically executing combos better. Or positioning better. Or being in place to fight objectives more consistently. Or csing better. Or knowing lane matchups better. Or purchasing more efficient items. Or picking better synergies in their comp. Or skillshot training... or..... to play devil's advocate it's the low hanging fruit takes almost 0 effort to pick up and pretty brainless might not be very important but something very easy to fix much easier to have someone just spam move commands more than to have them think about item efficiency or when to take certain objectives | ||
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evilfatsh1t
Australia8842 Posts
hes been streaming on azubu for ages and it was even restreamed live on youtube. and as a ex-dota player, i used to think apm >200 was pretty unnecessary unless playing a hero with multiple units, but in lol i dont think its the case. lol definitely requires much higher apm at the highest level and its something i noticed that was a pretty big difference between korean pros and western pros. faker does it best but bang, pray, peanut and every other top tier korean pro just have so much better movement in and out of fights than western pros, probably because their click frequency and accuracy (awareness as well) is just on a different level | ||
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cLutZ
United States19574 Posts
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Alaric
France45622 Posts
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geript
10024 Posts
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