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[Patch 8.14] SSG Worlds Skin Release Discussion

Forum Index > LoL General
Post a Reply
1 2 3 4 Next All
AdsMoFro
Profile Joined January 2015
Japan4761 Posts
July 18 2018 02:35 GMT
#1
Welcome to this patch's General Discussion thread for the League of Legends subforum. This thread is for discussion around League of Legends. Free feel to talk about anything LoL related here that does not already have its own thread.

Non-League of Legends discussion should go in the LiquidLegends Lounge.

Certain topics are blacklisted from LoL General Discussion and they include:
  • "Elo hell"
  • The Tribunal
  • Bans, either from TL.net or LoL

Additionally, the TL LoL Ten Commandments are available for you to reference if you have any questions about this subforum.

Use the LoL Strategy subforum if you have game or champion specific questions. Lastly, confine QQing and bragging to their respective threads.

Patch 8.14: Live on July. 18, 2018

+ Show Spoiler [Previous GD Threads & Patch Notes] +

Patch 8.13 Aatrox Rework General Discussion
Patch 8.12 Shield Champ Nerfs General Discussion
Patch 8.11 Pyke General Discussion
Patch 8.10 Jungle Changes Discussion
Patch 8.9 Mage Item Adjustments
Patch 8.8 Leblanc General Discussion
Patch 8.7 Irelia Rework General Discussion
Patch 8.6 Duskblade General Discussion
Patch 8.5 Kai'Sa Release General Discussion
Patch 8.4 AP Items General Discussion
Patch 8.3 Swain Remake General Discussion
Patch 8.2 RIP Malzahar General Discussion
Patch 8.1 Welcome to Season 8 General Discussion
Patch 7.24 Snowdown Showdown General Discussion
Patch 7.23 Zoe General Discussion
Patch 7.22 Runes Reforged General Discussion
Patch 7.21 RIP Ardent Censer General Discussion
Patch 7.20 Evelynn Remake General Discussion
Patch 7.19 Post Worlds 2017 General Discussion
Patch 7.18 Worlds 2017 Patch General Discussion
Patch 7.17 Ornn General Discussion
Patch 7.16 Battle Boss General Discussion
Patch 7.15 Urgot General Discussion
Patch 7.14 Kayn General DIscussion
Patch 7.13 SKT Skins General Discussion
Patch 7.12 Support Items General Discussion
Patch 7.11 10 Ranked Bans General Discussion
Patch 7.10 Surrender @ 15 General Discussion
Patch 7.9 Tank Update General Discussion
Patch 7.8 Xayah & Rakan General Discussion
Patch 7.7 The Yeti is Here General Discussion
Patch 7.6 Galio Update General Discussion
Patch 7.5 RIP LeBlanc General Discussion
Patch 7.4 Lethanlity Nerfs General Discussion
Patch 7.3 Sandbox General Discussion
Patch 7.2 Warwick Rework General Discussion
Patch 7.1 Welcome to Season 7 General Discussion
Que Sera Sera
AdsMoFro
Profile Joined January 2015
Japan4761 Posts
July 18 2018 02:37 GMT
#2
Rek'sai buffs! Poggers!

Gif undodgeable ult plz
Que Sera Sera
Gahlo
Profile Joined February 2010
United States35174 Posts
July 18 2018 02:52 GMT
#3
"I found out how to fix funneling! We change jungle items in a way that hurts junglers!"

Fuck you, Riot.
geript
Profile Joined February 2013
10024 Posts
July 18 2018 03:51 GMT
#4
On July 18 2018 11:52 Gahlo wrote:
"I found out how to fix funneling! We change jungle items in a way that hurts junglers!"

Fuck you, Riot.

Does that change actually drastically affect jugglers though? Are jugglers often the highest gold on their team? Doesn’t it only affect their gold from lane minions?
JonnyLaw
Profile Blog Joined May 2010
United States3482 Posts
July 18 2018 04:29 GMT
#5
It could affect junglers who don't complete the jungle item later in the game. If they get fed and want to split.they'll be getting reduced gold still.
cLutZ
Profile Joined November 2010
United States19574 Posts
July 18 2018 04:29 GMT
#6
On July 18 2018 11:52 Gahlo wrote:
"I found out how to fix funneling! We change jungle items in a way that hurts junglers!"

Fuck you, Riot.


Jungle items need to be removed. They were a mistake when introduced in S3, and remain so to this day.
Freeeeeeedom
Gahlo
Profile Joined February 2010
United States35174 Posts
July 18 2018 04:39 GMT
#7
On July 18 2018 13:29 cLutZ wrote:
Show nested quote +
On July 18 2018 11:52 Gahlo wrote:
"I found out how to fix funneling! We change jungle items in a way that hurts junglers!"

Fuck you, Riot.


Jungle items need to be removed. They were a mistake when introduced in S3, and remain so to this day.

I would not be against this if I was confident Riot wouldn't colossally fuck up their attempt to do so.
iCanada
Profile Joined August 2010
Canada10660 Posts
Last Edited: 2018-07-18 05:49:18
July 18 2018 05:34 GMT
#8
Why exactly is funneling gold a bad thing? I still don't really understand that.

And if it is a horrible awful thing, say because it is too passive and / or boring, then bring back real carries that can play against it. You want to play a wet noodle mid and feed a Master Yi while you stall the game? Great, the free farmed Kog with a Janna laughs in your face.

Alternatively, you could get rid of everyone's free vision and let the other jungler take over the game.

Idk, I don't understand. They made changes because games were too fast and exciting and people didn't like not having control, now they mad that games not fast and exciting. Isn't this what you wanted?

Also, am I correct in noticing that Jinx and Twitch now have more HP than the average bruiser at level 1? Wtf? I'm old and dont play much these days, but that seems to be symptomatic of a game thats jumped the shark a bit.
cLutZ
Profile Joined November 2010
United States19574 Posts
July 18 2018 06:03 GMT
#9
On July 18 2018 14:34 iCanada wrote:
Why exactly is funneling gold a bad thing? I still don't really understand that.

And if it is a horrible awful thing, say because it is too passive and / or boring, then bring back real carries that can play against it. You want to play a wet noodle mid and feed a Master Yi while you stall the game? Great, the free farmed Kog with a Janna laughs in your face.

Alternatively, you could get rid of everyone's free vision and let the other jungler take over the game.

Idk, I don't understand. They made changes because games were too fast and exciting and people didn't like not having control, now they mad that games not fast and exciting. Isn't this what you wanted?

Also, am I correct in noticing that Jinx and Twitch now have more HP than the average bruiser at level 1? Wtf?


Funneling is a problem because the game has been, for 5 years, balanced in a way that makes funneling a problem.

The most obvious example is Master Yi. This champion was intentionally balanced around the idea that it was very difficult for him to get ahead (or even stay even) of the enemy CC. Theoretically hes always been able to R-Alpha and wipe teams, but in most games that was not even a thought. Once it was able to occur it was an issue because the game was never balanced for a champ like Yi to get that much gold, because in the normal game, a Yi would get stomped if he went into either of the 3 lanes as a primary farmer. There have always been champs that would be OP if they got sick early farm without contest (for instance, playing Tryndamere) but the issue has been that sacrifices were never balanced for. Thus once there was a chance to sacrifice, there was a good chance that people would be affected.
Freeeeeeedom
lilwisper
Profile Joined April 2010
United States2515 Posts
Last Edited: 2018-07-18 09:05:09
July 18 2018 09:04 GMT
#10
On July 18 2018 11:35 Seuss wrote:
The Akali rework looks okay except for the ult, it's needlessly complicated.


That's the only thing I'd have issue with too. I would have loved if they kept old ult, trim the dmg on it to make it fair w/ the new kit but keep all the functionality.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
July 18 2018 14:04 GMT
#11
The new ult is Riot Design™ to a tee. It can't just do one obvious thing, it has to do a dozen different things which don't really make it better. It doesn't need to stun, do two different types of damage, have two different dash speeds/animations, do AoE on one dash but only hit one target on the second, etc. Two dashes is fine, especially for interplay with her passive .Two dashes with a thousand bells and whistles dumped on top for no cohesive reason is silly.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
geript
Profile Joined February 2013
10024 Posts
July 18 2018 18:31 GMT
#12
I think the real irony of the jungle item change is that it’s been “standard” for years on end for laners to steal jungle farm. But once it’s become standard for the reverse to be true then it’s something they’ve gotta address.
Uldridge
Profile Blog Joined January 2011
Belgium5232 Posts
July 18 2018 18:52 GMT
#13
Actually kind of a good point. Why do they just nerf the lane gold for junglers and not the jungle gold for people with a non-jungle item? Exp is already reduced for them, why not give it an extra incentive to not take it?
Taxes are for Terrans
St3MoR
Profile Joined November 2002
Spain3256 Posts
July 18 2018 19:04 GMT
#14
but we want to take it
Prophet in TL of the Makoto0124 ways
Gahlo
Profile Joined February 2010
United States35174 Posts
July 18 2018 19:24 GMT
#15
On July 19 2018 03:52 Uldridge wrote:
Actually kind of a good point. Why do they just nerf the lane gold for junglers and not the jungle gold for people with a non-jungle item? Exp is already reduced for them, why not give it an extra incentive to not take it?

Because junglers aren't the problem.
NpG)Explosive
Profile Joined January 2003
France994 Posts
July 18 2018 19:30 GMT
#16
On July 19 2018 03:31 geript wrote:
I think the real irony of the jungle item change is that it’s been “standard” for years on end for laners to steal jungle farm. But once it’s become standard for the reverse to be true then it’s something they’ve gotta address.


I can't make sense of what you're saying. In pro play, it's mostly the "carrying" players that have taken the "jungle role" so they can farm both the jungle and the lane, so who gets farmed within the team is the same guy. In soloQ, laners steal camps but I wouldn't pretend junglers never take lane farm either.
Slayer91
Profile Joined February 2006
Ireland23460 Posts
July 18 2018 19:46 GMT
#17
On July 18 2018 12:51 geript wrote:
Show nested quote +
On July 18 2018 11:52 Gahlo wrote:
"I found out how to fix funneling! We change jungle items in a way that hurts junglers!"

Fuck you, Riot.

Does that change actually drastically affect jugglers though? Are jugglers often the highest gold on their team? Doesn’t it only affect their gold from lane minions?


well it depends on how you play but it's irritating if you're doing well having to juggle between either keeping your gold lower, not farming lane minions, or finishing a fast enchant
aka Teutonica
Kinie
Profile Joined December 2011
United States3106 Posts
Last Edited: 2018-07-18 19:48:24
July 18 2018 19:47 GMT
#18
On July 19 2018 03:52 Uldridge wrote:
Actually kind of a good point. Why do they just nerf the lane gold for junglers and not the jungle gold for people with a non-jungle item? Exp is already reduced for them, why not give it an extra incentive to not take it?


Because they don't want junglers to be a carry threat anymore. Riot Design right now thinks that carry junglers are "Bad Design" because it's passive play leading to massive power spikes faster than "Good Design" laning.

They want to turn junglers into the "position 4" role of Dota 2, where they are basically supports with slightly more gold. Riot Design right now wants to break up this notion of "tank top, mage mid, ADC bot" and turn things more into Dota 2's Position 5 - Position 1 role.

The problem behind that philosophy is that League's champions don't have nearly the same set of skills or items to allow for that to occur. The only buyable ward is a permanent, true-sight version that only one champion can place at a time. Items like Blink Dagger, BKB, MKB, Satanic, and Divine Rapier either don't exist or are so wildly different they can't be used in the same fashion. Battle Fury (the thing most akin to jungler items in Dota 2) also affects enemy heroes, where-as League's jungle items only work on a third of the things you can hit (jungle monsters vs. lane creeps and enemy champions).

Riot Design - in my eyes - is trying to emulate the success Dota 2 has had in the past few years, but League's fundamental game design doesn't allow it to occur without massive changes (see 8.11), and the only time these massive changes should occur is after Worlds.
cLutZ
Profile Joined November 2010
United States19574 Posts
July 18 2018 19:57 GMT
#19
Even if they want to go in a more Dota-style (which I don't think is true) I don't see how this would get them there. Jungle has always been "position 4" in LOL and it was just for a few patches that jungle (which really was mid in many ways) became a position 1 thing. Position fluidity like jungle being 1 or 4 is very Dota, jungle always being 4 is very undota.
Freeeeeeedom
Slayer91
Profile Joined February 2006
Ireland23460 Posts
Last Edited: 2018-07-18 20:04:43
July 18 2018 20:02 GMT
#20
On July 19 2018 04:47 Kinie wrote:
Show nested quote +
On July 19 2018 03:52 Uldridge wrote:
Actually kind of a good point. Why do they just nerf the lane gold for junglers and not the jungle gold for people with a non-jungle item? Exp is already reduced for them, why not give it an extra incentive to not take it?


Because they don't want junglers to be a carry threat anymore. Riot Design right now thinks that carry junglers are "Bad Design" because it's passive play leading to massive power spikes faster than "Good Design" laning.

They want to turn junglers into the "position 4" role of Dota 2, where they are basically supports with slightly more gold. Riot Design right now wants to break up this notion of "tank top, mage mid, ADC bot" and turn things more into Dota 2's Position 5 - Position 1 role.

The problem behind that philosophy is that League's champions don't have nearly the same set of skills or items to allow for that to occur. The only buyable ward is a permanent, true-sight version that only one champion can place at a time. Items like Blink Dagger, BKB, MKB, Satanic, and Divine Rapier either don't exist or are so wildly different they can't be used in the same fashion. Battle Fury (the thing most akin to jungler items in Dota 2) also affects enemy heroes, where-as League's jungle items only work on a third of the things you can hit (jungle monsters vs. lane creeps and enemy champions).

Riot Design - in my eyes - is trying to emulate the success Dota 2 has had in the past few years, but League's fundamental game design doesn't allow it to occur without massive changes (see 8.11), and the only time these massive changes should occur is after Worlds.


What are you talking about
this isnt about junglers being a carry threat
its about laners who can easily farm both mid and jungle with a support to get a huge gold/xp boost over everyone

yi was kind of an exception here but he's not much of a jungler anyway they just gave a bunch of free monster damage on his Q because his kit is too bad to lane
aka Teutonica
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