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[Patch 8.4] AP Items General Discussion - Page 2

Forum Index > LoL General
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Slusher
Profile Blog Joined December 2010
United States19143 Posts
February 22 2018 20:40 GMT
#21
Seems like a nerf to pure splitters as well who can put a clock on stalling teams
Carrilord has arrived.
Sent.
Profile Joined June 2012
Poland9331 Posts
February 22 2018 21:44 GMT
#22
What if they made Baron drop Eye of the Herald instead of making it give more bonus stats?
You're now breathing manually
DarkCore
Profile Joined March 2011
Germany4194 Posts
February 22 2018 21:45 GMT
#23
On February 23 2018 05:28 Numy wrote:
Is this the best way to help deal with stall fests? I fear it may start even more stall fests as Darkcore mentioned. This is the quickest/easiest fix but it may not be the best long term fix. Hopefully they keep an eye on it.

I've always felt that Riot has an incorrect view that adding snowball mechanics will shorten competitive game times. They have a very real risk to backfire, because said mechanics discourage 'risky' play and create snooze fest games where teams only go for easy objectives. Who knows, this might work out, but I have a feeling it's going to lead to some hilarious comeback games at the start, mixed in with some incredibly long games.
Fixed a bug where LeBlanc could lose
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
February 22 2018 21:50 GMT
#24
On February 23 2018 06:44 Sent. wrote:
What if they made Baron drop Eye of the Herald instead of making it give more bonus stats?

What if they made baron drop aegis of the immortal?
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
Fildun
Profile Joined December 2012
Netherlands4124 Posts
February 22 2018 22:04 GMT
#25
On February 23 2018 06:50 Ansibled wrote:
Show nested quote +
On February 23 2018 06:44 Sent. wrote:
What if they made Baron drop Eye of the Herald instead of making it give more bonus stats?

What if they made baron drop aegis of the immortal?

"I'd rather have an Amp Tome"
cLutZ
Profile Joined November 2010
United States19574 Posts
February 22 2018 22:06 GMT
#26
On February 23 2018 06:45 DarkCore wrote:
Show nested quote +
On February 23 2018 05:28 Numy wrote:
Is this the best way to help deal with stall fests? I fear it may start even more stall fests as Darkcore mentioned. This is the quickest/easiest fix but it may not be the best long term fix. Hopefully they keep an eye on it.

I've always felt that Riot has an incorrect view that adding snowball mechanics will shorten competitive game times. They have a very real risk to backfire, because said mechanics discourage 'risky' play and create snooze fest games where teams only go for easy objectives. Who knows, this might work out, but I have a feeling it's going to lead to some hilarious comeback games at the start, mixed in with some incredibly long games.


The other thing is that, like I mentioned in the LCK thread, the game is already very snowbally right now, its just that the snowball starts later, and isn't really based on lane outplays (although sometimes a good gank botlane does seem to create an unstoppable snowball). The snowballs are mostly based on teamcomp, and who gets more people to the fight first. Saying that the game needs more snowball mechanics based on teamfighting is ass-backwards. They need more snowball mechanics that aren't based on fog of war and a lucky CC hitting an out of place carry.
Freeeeeeedom
DarkCore
Profile Joined March 2011
Germany4194 Posts
February 22 2018 22:29 GMT
#27
Yeah, I agree that the game does have good snowball mechanics right now, the problem is that teams are afraid of acquiring them because if it fails, the snowball goes the other way. And laning phase has become quite boring, you get solo kills but most of the time it doesn't result in more than one or two kills and maybe a modest cs advantage of 10-30 by the 20 minute mark. Snowballing has become a macro oriented mechanic, the days of Riven shitting so hard on the top laner they can't even lane safely are gone: now top lane eeks out an advantage.

I still think TP needs to be removed and replaced with Dota style consumables which have activation cooldowns. Would make laning a lot more punishing. It might be a positive for split pushers because all of a sudden the enemy laner has to make the decision to either hold a lane they will slowly be pushed out of, or group up and force objectives faster than the split pusher can take turrets.
Fixed a bug where LeBlanc could lose
cLutZ
Profile Joined November 2010
United States19574 Posts
February 22 2018 23:04 GMT
#28
Yes, and the other thing that there is a serious problem with having 2 neutral objectives on the map for a majority of the game with so few wards available. You can't ward both up properly so everything takes longer.

Plus, it feels like people don't take dragons once baron spawns (unless it is a solo dragon) so you get like a 10 minute dead period until teams have enough items to safely do baron.
Freeeeeeedom
Uldridge
Profile Blog Joined January 2011
Belgium5232 Posts
Last Edited: 2018-02-22 23:20:41
February 22 2018 23:17 GMT
#29
So what we need in a sense is more volatility, without adding more snowball potential to it per se?
Teams need an incentive to take the risk without being afraid of it backfiring, so more low/moderate risk - low/moderate rewards need to be there in order to make the current assessment of advantage less obvious (first tower gold; giving up kill streak gold; top turret armor)
What if TP can only be used on a special item that's bought in the game, for like 150-200 gold?
Also, I don't know how I feel about 50/50 barons. On one hand they might be super risky and the initiator (power play/currently ahead team) loses its advantage -> too risky therefore don't do baron (or wait too long); on the other hand: it can reward decisive teamplay (from both sides) and start a potentially unstoppable (counter) snowball.
People need to start more fights, need to be more willing to all in, need to do more barons on spawn.
What if minions have shit gold rate if you just kill them when being passive, but ramp up if you kill champions in your lane (more gold for you, but also more for the opponent, but like 50% less)?
Taxes are for Terrans
Slusher
Profile Blog Joined December 2010
United States19143 Posts
February 22 2018 23:45 GMT
#30
That’s way more complicated than just shifting ambient gold to minions, but I can’t see Riot implementing that change, because they seem to want support to be powerful, which makes sense but it does have side effects
Carrilord has arrived.
cLutZ
Profile Joined November 2010
United States19574 Posts
Last Edited: 2018-02-22 23:53:15
February 22 2018 23:52 GMT
#31
Just as a threshold matter for minions, reverting the change that moved gold out of them and into the passive Gp5 could give advantages to more decisive play in lane. However, pros will demand more warding options before they go down that route because its too risky to aggressively zone at that level 1v1 unless you have 3 or so paths warded (indeed, doing so just gives away your jungler's location in modern times).

The other thing I think would be a decent option is just lowering the burden on teams doing rift/dragon early (and IMO early dragon rewards are too crappy). At lvl 6 you should be able to force a fight there if you want if that is your powerspike. Currently its also too risky. Part of that is the lack of wards which makes pick comps just worse, and part of it is nerfs to pick champions.

Another thing I think about the "problem" of games going too long is just people complaining about good lategame teamcomps being good in the lategame. There was that super long Jin Air-SKT game where SKT had Kassadin-Ez vs. Sivir-Azir. with 2 super tanks. Guess what hombres? SKT has to win that before those carries get online or else they are gonna have a hard time hitting structures, that is the comp. Ez will never kill Ornn or TK late, Kass hasn't been a lategame champ in 3 seasons.
Freeeeeeedom
Slusher
Profile Blog Joined December 2010
United States19143 Posts
February 23 2018 00:01 GMT
#32
I think presence of mind extends Kass’s usefulness quite a lot tbh
Carrilord has arrived.
cLutZ
Profile Joined November 2010
United States19574 Posts
February 23 2018 02:22 GMT
#33
Maybe, really his problem late is getting the first kill, so its more a win more thing for him lategame. Because of his AOE I'd be happy trading 1-1 as Kass lategame for any of the other team's carries (unless I'm super fed).
Freeeeeeedom
evilfatsh1t
Profile Joined October 2010
Australia8938 Posts
February 23 2018 03:30 GMT
#34
out of curiosity, everyone seems to hate stalled games and drawn out games. does that mean everyone would be against the implementation of a buy back mechanic like in dota?
ive always thought lol should introduce it, due to the lack of a gold sink in the late game and because its lame as fuck that literally ONE teamwipe after 40mins is just insta lose.
cLutZ
Profile Joined November 2010
United States19574 Posts
February 23 2018 03:36 GMT
#35
Buyback without tp scrolls would be a disaster
Freeeeeeedom
iCanada
Profile Joined August 2010
Canada10660 Posts
February 23 2018 03:46 GMT
#36
I want Volibear to be good so bad, but he is garbage. Zzz...

Just can't clear fast enough at all.

Plz rework.
Slusher
Profile Blog Joined December 2010
United States19143 Posts
February 23 2018 05:10 GMT
#37
Just give him his level 1 q back so he can be played at least in solo q
Carrilord has arrived.
DarkCore
Profile Joined March 2011
Germany4194 Posts
February 23 2018 07:50 GMT
#38
Really like the idea of more consumables in the game. So TP scroll, smite scroll (to cheese your way to an early dragon), clairvoyance scroll, temporary minion buff scroll (like a mini baron buff), there are lots of ways that Riot could add more flavour to the game. These mini items would allow for more flexibility and interesting scenarios in the early/mid game. Riot has basically removed every cheap, T2 final build item in the game, like Wriggle's Lantern, Brutalizer, Haunting Guise before Torment. These items used to be incredibly powerful powerful when you first built them, but because they were only T2, they would fall off late game.

Bringing back elixir starts is also a nice idea I think. They were high risk/reward items that allowed for lane dominance, but if you didn't get a substantial lead they were pretty detrimental.
Fixed a bug where LeBlanc could lose
phyvo
Profile Blog Joined April 2009
United States5635 Posts
February 23 2018 12:15 GMT
#39
AP kaisa is kind of hilarious. W poke is less damage than a max range Nid spear, and it has a much longer cd if you miss, but it has an extra 1000 range, reveals fog of war, and travels faster. And it scales with both AD and AP. Probably not good enough to base a build around but it's still funny.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
February 23 2018 12:30 GMT
#40
On February 23 2018 12:46 iCanada wrote:
I want Volibear to be good so bad, but he is garbage. Zzz...

Just can't clear fast enough at all.

Plz rework.

His winrate massively spiked on this patch.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
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