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[Patch 8.14] SSG Worlds Skin Release Discussion - Page 3

Forum Index > LoL General
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Prev 1 2 3 4 Next All
Uldridge
Profile Blog Joined January 2011
Belgium5232 Posts
July 20 2018 11:05 GMT
#41
Damn, what indicators were there for me to know you were sarcastic lol
The one-liner?
Taxes are for Terrans
Alaric
Profile Joined November 2009
France45622 Posts
July 20 2018 11:18 GMT
#42
It's Teut, it's always sarcasm, the question is whether it's directed at you or at the topic at hand.
Cant take LMS hipsters serious.
Slayer91
Profile Joined February 2006
Ireland23460 Posts
Last Edited: 2018-07-20 11:25:06
July 20 2018 11:22 GMT
#43
i mean i thought it should be obvious that you design games for the people playing it
there's a difference between not taking the average players opinion on what should be changed and watching how they actually play the game


aka Teutonica
Uldridge
Profile Blog Joined January 2011
Belgium5232 Posts
Last Edited: 2018-07-20 11:33:23
July 20 2018 11:27 GMT
#44
Thought it was a remark on how people are stupid and don't know what's right for them.
Edit: And you added something to your post that makes me look like someone that doesn't understand what you mean when you type stuff lol

I guess the "average league experience" could still be viewed as non indicative of how balanced the game is. They don't know what's strong or how to play the champion correctly so why take that into account? At the lowest level everything should kind of balance each other out because of ignorance and being inept.
It would be a pretty interesting experiment to release a convoluted champ with much depth and complexity, but only becomes broken once it's played close to optimally and see how it fares until mid diamond.
Taxes are for Terrans
Slayer91
Profile Joined February 2006
Ireland23460 Posts
July 20 2018 11:28 GMT
#45
I mean, if all the zed players are complaining about certain things it doesn't mean there's a problem, but if they all stop playing zed there might be
aka Teutonica
evilfatsh1t
Profile Joined October 2010
Australia8939 Posts
July 20 2018 12:23 GMT
#46
On July 20 2018 19:33 Uldridge wrote:
Why is soloq not a good indication of proper game design?
Sure you'll have preferences and people will still play what they feel like, but the large majority plays what is viable. No one wants to play something that feels weak AND unfun. And even if it's fun, if it's weak enough, it becomes unfun if you get clapped every time you play the game with that champion (or at the very least get clapped enough; >60% I guess, or should that be higher?)

because you determine whether a game is broken or not by judging the people who play it at the highest level and take the game seriously. soloq has so much trolling/fuck around factor in it that the quality of the games doesnt accurately represent the flaws/qualities that the game has.
tfblade being top of soloq doesnt mean akali, or assassins in general, is a "viable pick". if anything tf blade being at the top of soloq proves my point. the fact that one tricks can take a champ that isnt considered "meta" and stomp people with it show that soloq is in no way gameplay at the highest level. it just shows that for 99% of the playerbase, macro elements, team efforts to control vision and other team oriented actions that need to take place in progames are severely overrated at pub level, and the deciding factor is in fact just damage numbers and how reliably you can land your hits.
you can either take this as an indication that the standard of non-pro players is completely shit even at the highest ranks, or that players just dont take soloq seriously enough where you can draw conclusions from soloq statistics and claim it to be a reliable point of reference for game design.

personally i think its a case of both, but either way thats why you dont look at soloq results to check if your game is balanced well.
St3MoR
Profile Joined November 2002
Spain3256 Posts
July 20 2018 14:03 GMT
#47
On July 20 2018 20:28 Slayer91 wrote:
I mean, if all the zed players are complaining about certain things it doesn't mean there's a problem, but if they all stop playing zed there might be


this is a win in my book, no problem here, keep walking nothing to see here
Prophet in TL of the Makoto0124 ways
Uldridge
Profile Blog Joined January 2011
Belgium5232 Posts
July 20 2018 14:28 GMT
#48
The strategy in LoL is extremely low level. Macro is simply a result of 5 people being able to cooperate, nothing more.
You still need to land your abilities at the correct time and you still need to stand at the right place with the right people.
That doesn't change in soloq. If your backline stands in front like a moron they're going to be blown up regardless, doesn't matter if the macro is godlike or not.
LoL is basically some kind of fighting game that has strategical elements sprinkled in it. It's all about execution of your character and sure there's some basic thought involved like wave manipulation to open up overextension of your opponent. And you could argue that buying the right items and runing correct is strategic, but I think it says more about the player's intelligence, just like how you can be better at wave manipulation so that you let your opponent overextend. The pure balance aspect is champ interactions (and how champs utilize items); not map interaction.
For instance, you can't base a balance decision on the fact that Garen always overextends at lvl 2 because he E's the whole wave, gives FB in 99% of the games because he's overextended then and then chainfeeds into a loss, therefor Garen is in need of a buff on some of his stats/abilities, right?

To balance champions properly they should let every champion be processed by a machine learning algorithm, then let every champion interact with each other and balance until every 1 on 1 is 50% winrate lol. Or just hold a giant tournament by every OTP ever and tweak numbers until 50% winrate is achieved for every 1v1

And for the record, I absolutely think that assassins are a viable pick. They're just SO high risk that they can't be played reliably. It's the same in soloq. If your assassin whether that's TF Blade on Akali, LL Stylish on Zed, or Faker on LB doesn't get rolling, he's done for. Can't split and can't teamfight. The high risk is what people tend to avert, not the viability. It's the same reason why people don't invest in high risk high reward scenario's or why companies stop taking chances. They're scared of taking a leap of faith. It's a symptom of stability rather than an symptom of (im)balance. You have so much control when working as a team that assassins get an autonerf, but then it means that you need to induce a little more instability in your games to let assassins thrive. The higher levels have come so accustomed to played one way of playing the game (vision, cleaning vision, grouping for a siege, letting waves stackn ...) that they're unable to see different options, which makes for one dimensional gameplay. It's all in the name of "going for 80-20 plays" or something like that, when the play making decision making 100% changes with assassins, because they have greater outplay potential of you have a mechanically gifted player using them. Making an initial 40-60 a potential 70-30 if these conditions are met (which you could control, IF you're the better player).

I guess I'm starting to ramble a bit and that it's muddying my point, but I hope you understand what Im trying to say. The gist of it all is this: it's all a team/player mentality to not play assassins because they/he think(s) that it's going to be more risk averse of doing so, while risk in itself isn't something to be averted from. Being risk averse is basically being scared. And being scared of losing is a recipe for stagnation. If you'd get some reward for being exciting (crowdpleasing) we'd see way more diversity I bet. Too bad competition is so one dimensional.
Taxes are for Terrans
cLutZ
Profile Joined November 2010
United States19574 Posts
July 20 2018 14:51 GMT
#49
It seems odd to me that generally the same population of people who think soloQ gives you valuable insight into balance also generally say you can climb the ladder with any main. These positions are incompatible.
Freeeeeeedom
Kinie
Profile Joined December 2011
United States3106 Posts
July 20 2018 17:29 GMT
#50
Another design difference between Dota 2 and LoL is that Dota tends to "buff up" heroes and items that are not meta or considered "not viable," compared to LoL where they "nerf down" champions and items more often than not. When combined with a large pool of unique and powerful items for all roles in the game, this lets Dota have a much larger "viable hero pool" compared to League. Look at what current supports buy for items in League: a gold generation item (Spellthief's, Targons, etc.) that they can eventually turn into an item that spits out wards with some extra stats assigned to it, one or two party helping items (Redemption, Locket, Athenes, etc.) and then the rest of their gold is spent on true sight wards.

Compare this to Dota 2, where most support heroes (aka the position 5 role) can have items like Mekansm, Urn of Shadows, Arcane Boots, Force Staff, Glimmer Cape, Ghost Sceptre, Vlads, Pipe of Insight, Spirit Vessel, Medallion of Courage, Solar Crest, or Euls to keep themselves alive, an ally, or be used to help win a team fight. And these are all items that are relatively cheap (I think the most expensive is in the 3.5-4k range) and not unreasonable for them to get in a normal length game. And this is on top of them having to buy items like wards (vision and true sight), smoke of deceit, dust, and gem of true sight.
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
July 20 2018 18:28 GMT
#51
https://euw.leagueoflegends.com/en/page/samsung-galaxy-worlds-skins

holy shit that's expensive.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
chipmonklord17
Profile Joined February 2011
United States11944 Posts
July 20 2018 18:30 GMT
#52
On July 21 2018 03:28 Ansibled wrote:
https://euw.leagueoflegends.com/en/page/samsung-galaxy-worlds-skins

holy shit that's expensive.


That Ezreal skin is a 12/10 though
Sent.
Profile Joined June 2012
Poland9331 Posts
July 20 2018 19:45 GMT
#53
On July 21 2018 03:28 Ansibled wrote:
https://euw.leagueoflegends.com/en/page/samsung-galaxy-worlds-skins

holy shit that's expensive.


Why does Riot insist on not showing how the skins they want to sell look in game? I mean why do they want me to type in "ssg ezreal" in google instead of just showing it on the page announcing the skins?
You're now breathing manually
chipmonklord17
Profile Joined February 2011
United States11944 Posts
July 20 2018 19:48 GMT
#54
On July 21 2018 04:45 Sent. wrote:
Show nested quote +
On July 21 2018 03:28 Ansibled wrote:
https://euw.leagueoflegends.com/en/page/samsung-galaxy-worlds-skins

holy shit that's expensive.


Why does Riot insist on not showing how the skins they want to sell look in game? I mean why do they want me to type in "ssg ezreal" in google instead of just showing it on the page announcing the skins?


That link has a youtube video embedded in it that shows off the skins in game
Sent.
Profile Joined June 2012
Poland9331 Posts
Last Edited: 2018-07-20 19:57:20
July 20 2018 19:55 GMT
#55
I know, but most of it is "the SSG players putting their own personal flair into these skins". Why not something like this?

You're now breathing manually
Slusher
Profile Blog Joined December 2010
United States19143 Posts
July 20 2018 20:10 GMT
#56
It’s $~103.40 based on buying $50 of rp at a time
Carrilord has arrived.
chipmonklord17
Profile Joined February 2011
United States11944 Posts
July 21 2018 00:03 GMT
#57
So has anyone else run into a bug where it gives your team/the enemy team the option to 3 minute surrender despite having all 5 members in game? I just traded kills with the enemy top laner, only for them to trigger the 3 minute surrender and have the game say their top laner wasn't there.
DarkCore
Profile Joined March 2011
Germany4194 Posts
Last Edited: 2018-07-21 19:14:24
July 21 2018 19:13 GMT
#58
Were they a 5 man premade? That sounds like a possible exploit, as it's usually not possible.

To balance champions properly they should let every champion be processed by a machine learning algorithm, then let every champion interact with each other and balance until every 1 on 1 is 50% winrate lol.


You're never going to get a usable result from machine learning for LoL, because it's just going to spit out scenarios and setups that don't get used in real games, if it even works at all. Otherwise pro teams would be running automated simulations to figure out optimal builds and comps.
Fixed a bug where LeBlanc could lose
chipmonklord17
Profile Joined February 2011
United States11944 Posts
July 21 2018 21:00 GMT
#59
No it was solo/duo, the team couldn't figure out what they did that let the surrender vote trigger, and it let all 5 players vote
Gahlo
Profile Joined February 2010
United States35174 Posts
Last Edited: 2018-07-31 18:37:14
July 31 2018 18:36 GMT
#60
knits
Now that August is rolling around, time for me to start playing this game again.
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