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[Patch 8.16] NERF.ZOE. General Discussion - Page 2

Forum Index > LoL General
Post a Reply
Prev 1 2 3 Next All
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
August 16 2018 19:58 GMT
#21
--- Nuked ---
cLutZ
Profile Joined November 2010
United States19574 Posts
August 16 2018 20:06 GMT
#22
I thought we were referring back to the initial rune changes that no one asked for. Certainly some of the things have been clamored for at intermediate stages. But the big picture stuff is almost entirely unsolicited IMO.
Freeeeeeedom
AdsMoFro
Profile Joined January 2015
Japan4761 Posts
August 16 2018 21:27 GMT
#23
I think runes needed to change. I think the rune rework as an idea was a success even though it obviously missed the mark.

What riot should do to get back players is revert Rek'sai rework. Thanks.
Que Sera Sera
cLutZ
Profile Joined November 2010
United States19574 Posts
August 16 2018 21:42 GMT
#24
On August 17 2018 06:27 AdsMoFro wrote:
I think runes needed to change. I think the rune rework as an idea was a success even though it obviously missed the mark.

What riot should do to get back players is revert Rek'sai rework. Thanks.


Meh, customization was not needed. A rune rework, if one were to exist at all, should have just been a 100% elimination of all pregame champ customization. There are so many champs that all these things do is cause balancing of one champion to blow out the problems of another (just like a 2nd form of item balancing).
Freeeeeeedom
Fildun
Profile Joined December 2012
Netherlands4123 Posts
August 16 2018 22:50 GMT
#25
The main problem with the runes is that the old rune+mastery system, but especially the runes, offered more customization options than the current system. The drawback of the old system was of course that you had to pay out the nose for them.
I still don't see the problem with just giving stats. Stats can be cool by themselves, you don't need to add ridiculously contrived things to them for them to be fun or interesting.

I also don't think there's too much damage in the game, just too much unpunishable damage, if that makes sense. There are a bunch of situations where the correct counterplay is not playing the game, which makes the game sometimes quite annoying. Most of this is just coming from playing vs new Akali though.
General_Winter
Profile Joined February 2011
United States719 Posts
Last Edited: 2018-08-16 23:02:41
August 16 2018 23:02 GMT
#26
On August 17 2018 06:42 cLutZ wrote:
Show nested quote +
On August 17 2018 06:27 AdsMoFro wrote:
I think runes needed to change. I think the rune rework as an idea was a success even though it obviously missed the mark.

What riot should do to get back players is revert Rek'sai rework. Thanks.


Meh, customization was not needed. A rune rework, if one were to exist at all, should have just been a 100% elimination of all pregame champ customization. There are so many champs that all these things do is cause balancing of one champion to blow out the problems of another (just like a 2nd form of item balancing).



I think the runes and customizing make the game a lot more approachable for people who don’t have the time to grind a million games. I can pick a champ and play it. If someone picks a champ that beats me up in lane, I can go resolve primary to survive and gathering storm secondary to scale. If it’s someone non threatening I can pick a greedy rune choice and punish that way. Instead of needing to learn three champs, I learn one champ and vary the runes. It makes the game more playable for busy people.
iCanada
Profile Joined August 2010
Canada10660 Posts
August 17 2018 20:08 GMT
#27
I liked the old stat runes better; I felt like stats were much more customizable and could help influence matchups more than the new runes.

New runes exacerbate strengths and make the game much more counter heavy imo.


I think just removing pregame customization would be better and more easily balanced.... because let's be real there is no real customization with the current set up regardless.
cLutZ
Profile Joined November 2010
United States19574 Posts
August 17 2018 20:26 GMT
#28
On August 17 2018 08:02 General_Winter wrote:
Show nested quote +
On August 17 2018 06:42 cLutZ wrote:
On August 17 2018 06:27 AdsMoFro wrote:
I think runes needed to change. I think the rune rework as an idea was a success even though it obviously missed the mark.

What riot should do to get back players is revert Rek'sai rework. Thanks.


Meh, customization was not needed. A rune rework, if one were to exist at all, should have just been a 100% elimination of all pregame champ customization. There are so many champs that all these things do is cause balancing of one champion to blow out the problems of another (just like a 2nd form of item balancing).



I think the runes and customizing make the game a lot more approachable for people who don’t have the time to grind a million games. I can pick a champ and play it. If someone picks a champ that beats me up in lane, I can go resolve primary to survive and gathering storm secondary to scale. If it’s someone non threatening I can pick a greedy rune choice and punish that way. Instead of needing to learn three champs, I learn one champ and vary the runes. It makes the game more playable for busy people.



That was more a function of the old runes. Against renekton? Full Armor runes. Scaling matchup? Gp5 or scaling runes.

The new runes don't really do that at all. Most champions have an optimal build or 2, and its not particularly matchup dependent. Instead, the matchups are rune dependent with every rebalancing of the runes wildly changing which matchups work and who are meta champions. If I am a Singed 1-trick my runes wont change if I am facing Kennen top vs. warwick top my runes will be the same. Just look at Impact's runes, they are the same vs. Poppy & Malz.

https://www.probuilds.net/pros/details/impact

Plus, if we are talking about making the game more approachable. There are few things more stressful in this game than trying to make sure your runes are correct as the champ-select timer ticks down, and new players aren't doing that at all.
Freeeeeeedom
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2018-08-17 23:06:15
August 17 2018 23:03 GMT
#29
The problem with the old runes was that most people didn't do any of that customization because spending your IP buying runes felt bad compared to grabbing a new flashy champ. Removing runes as an IP sink was definitely a good idea, customization should not be behind some form of paywall. However the new system reduced a lot of the possible customization and really missed the mark in what they wanted to achieve.

As a top laner I only really ever changed if I wanted second wind or that other minor rune. Each champ basically has one optimal rune setup and that's it. A few have a 2nd option like GP but even then Grasp just outperforms klepto in most instances.

Runes/masteries essentially fill the niche of the starting items you buy in dota. The new runes do a bit more than those small items but in a way they are far less interesting because of how little choice you actually have.
cLutZ
Profile Joined November 2010
United States19574 Posts
August 17 2018 23:10 GMT
#30
On August 18 2018 08:03 Numy wrote:
The problem with the old runes was that most people didn't do any of that customization because spending your IP buying runes felt bad compared to grabbing a new flashy champ. Removing runes as an IP sink was definitely a good idea, customization should not be behind some form of paywall. However the new system reduced a lot of the possible customization and really missed the mark in what they wanted to achieve.

As a top laner I only really ever changed if I wanted second wind or that other minor rune. Each champ basically has one optimal rune setup and that's it. A few have a 2nd option like GP but even then Grasp just outperforms klepto in most instances.

Runes/masteries essentially fill the niche of the starting items you buy in dota. The new runes do a bit more than those small items but in a way they are far less interesting because of how little choice you actually have.

I agree. The IP cost of runes sucked.
Freeeeeeedom
Jek
Profile Blog Joined July 2011
Denmark2771 Posts
August 18 2018 01:44 GMT
#31
On August 18 2018 05:26 cLutZ wrote:
Show nested quote +
On August 17 2018 08:02 General_Winter wrote:
On August 17 2018 06:42 cLutZ wrote:
On August 17 2018 06:27 AdsMoFro wrote:
I think runes needed to change. I think the rune rework as an idea was a success even though it obviously missed the mark.

What riot should do to get back players is revert Rek'sai rework. Thanks.


Meh, customization was not needed. A rune rework, if one were to exist at all, should have just been a 100% elimination of all pregame champ customization. There are so many champs that all these things do is cause balancing of one champion to blow out the problems of another (just like a 2nd form of item balancing).



I think the runes and customizing make the game a lot more approachable for people who don’t have the time to grind a million games. I can pick a champ and play it. If someone picks a champ that beats me up in lane, I can go resolve primary to survive and gathering storm secondary to scale. If it’s someone non threatening I can pick a greedy rune choice and punish that way. Instead of needing to learn three champs, I learn one champ and vary the runes. It makes the game more playable for busy people.



That was more a function of the old runes. Against renekton? Full Armor runes. Scaling matchup? Gp5 or scaling runes.

The new runes don't really do that at all. Most champions have an optimal build or 2, and its not particularly matchup dependent. Instead, the matchups are rune dependent with every rebalancing of the runes wildly changing which matchups work and who are meta champions. If I am a Singed 1-trick my runes wont change if I am facing Kennen top vs. warwick top my runes will be the same. Just look at Impact's runes, they are the same vs. Poppy & Malz.

https://www.probuilds.net/pros/details/impact

Plus, if we are talking about making the game more approachable. There are few things more stressful in this game than trying to make sure your runes are correct as the champ-select timer ticks down, and new players aren't doing that at all.

To be fair he was against Mundo in the Malzahar game.
It's Elo not ELO - Every statiscian playing League
Bladeorade
Profile Joined August 2010
United States1898 Posts
August 18 2018 01:56 GMT
#32
I think they need to revert single target spells drawing minion aggro so Pantheon is playable again
Jek
Profile Blog Joined July 2011
Denmark2771 Posts
August 18 2018 02:29 GMT
#33
On August 18 2018 10:56 Bladeorade wrote:
I think they need to revert single target spells drawing minion aggro so Pantheon is playable again

And give Teemo back his 700 base damage with +100% AP shrooms too while we're at it.
It's Elo not ELO - Every statiscian playing League
Bladeorade
Profile Joined August 2010
United States1898 Posts
Last Edited: 2018-08-18 03:05:12
August 18 2018 02:41 GMT
#34
On August 18 2018 11:29 Jek wrote:
Show nested quote +
On August 18 2018 10:56 Bladeorade wrote:
I think they need to revert single target spells drawing minion aggro so Pantheon is playable again

And give Teemo back his 700 base damage with +100% AP shrooms too while we're at it.

Sure whatever

Did they really use to be 700 base damage? That sounds wrong

edit: So they did but we're talking April 2011 lmao. I didn't quit SC2 until August 2011 so I never even played versus 700 damage shrooms. Pantheon change was recent and killed him in lane.
AdsMoFro
Profile Joined January 2015
Japan4761 Posts
August 18 2018 03:13 GMT
#35
They probably won't revert it and instead rework him.
Que Sera Sera
Ethelis
Profile Blog Joined September 2008
United States2397 Posts
August 18 2018 03:30 GMT
#36
On August 18 2018 10:56 Bladeorade wrote:
I think they need to revert single target spells drawing minion aggro so Pantheon is playable again


Riot: In oUr TeStInG nO cHaMp WaS nEgAtIvElY ImPaCtEd
Disabled gamer - Diamond 3 (LoL) D+ Rank scrublord on BW. Bisu doesnt need DTs, He uses probes. just ask Flash.
cLutZ
Profile Joined November 2010
United States19574 Posts
August 18 2018 03:56 GMT
#37
On August 18 2018 10:56 Bladeorade wrote:
I think they need to revert single target spells drawing minion aggro so Pantheon is playable again


I disagree. Its actually smart. All they need to do is balance him around minion aggro, like ADCs are.

This would have the benefit of giving them cover to bring back old Ryze, aka single target Q, movespeed AOE ult Ryze
Freeeeeeedom
dsyxelic
Profile Joined May 2010
United States1417 Posts
August 18 2018 07:47 GMT
#38
On August 18 2018 11:41 Bladeorade wrote:
Show nested quote +
On August 18 2018 11:29 Jek wrote:
On August 18 2018 10:56 Bladeorade wrote:
I think they need to revert single target spells drawing minion aggro so Pantheon is playable again

And give Teemo back his 700 base damage with +100% AP shrooms too while we're at it.

Sure whatever

Did they really use to be 700 base damage? That sounds wrong

edit: So they did but we're talking April 2011 lmao. I didn't quit SC2 until August 2011 so I never even played versus 700 damage shrooms. Pantheon change was recent and killed him in lane.


i've been having really good success with him in jungle though
I think he's an underrated pick there especially vs squishy teams
TL/SKT
Jek
Profile Blog Joined July 2011
Denmark2771 Posts
August 18 2018 23:27 GMT
#39
On August 18 2018 11:41 Bladeorade wrote:
Show nested quote +
On August 18 2018 11:29 Jek wrote:
On August 18 2018 10:56 Bladeorade wrote:
I think they need to revert single target spells drawing minion aggro so Pantheon is playable again

And give Teemo back his 700 base damage with +100% AP shrooms too while we're at it.

Sure whatever

Did they really use to be 700 base damage? That sounds wrong

edit: So they did but we're talking April 2011 lmao. I didn't quit SC2 until August 2011 so I never even played versus 700 damage shrooms. Pantheon change was recent and killed him in lane.

It was beyond cancer. Squishy supports could die by literally just stepping on a single shroom.

Was the minion aggro change really that big of a hit to pantheon, didn't the rune changes make up for it?
It's Elo not ELO - Every statiscian playing League
iCanada
Profile Joined August 2010
Canada10660 Posts
August 20 2018 06:49 GMT
#40
On August 19 2018 08:27 Jek wrote:
Show nested quote +
On August 18 2018 11:41 Bladeorade wrote:
On August 18 2018 11:29 Jek wrote:
On August 18 2018 10:56 Bladeorade wrote:
I think they need to revert single target spells drawing minion aggro so Pantheon is playable again

And give Teemo back his 700 base damage with +100% AP shrooms too while we're at it.

Sure whatever

Did they really use to be 700 base damage? That sounds wrong

edit: So they did but we're talking April 2011 lmao. I didn't quit SC2 until August 2011 so I never even played versus 700 damage shrooms. Pantheon change was recent and killed him in lane.

It was beyond cancer. Squishy supports could die by literally just stepping on a single shroom.

Was the minion aggro change really that big of a hit to pantheon, didn't the rune changes make up for it?


Says the Janna player. X_X
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