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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 9.21: Live on Oct. 23, 2019
Team Fight Tactics Patch 9.21 Live on Oct. 23, 2019
+ Show Spoiler [Previous GD Threads & Patch Notes] +
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why does the link go to patch 9.20
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Pantheon remains a top-tier pick in more skilled games. We've decreased some of his early-game damage as it's more impactful in higher-skill ranked games. Also, a bugfix Proceed to leave lv 1 damage unchanged, and only nerf the base scaling, lv 3 Q does 10 less damage lmao. Rito logic at its finest here, even if its the wrong patch notes can't believe I missed this gem.
Kog buff is useless. But Lulu buff might bring him back Reddit believes Warwick needs bug fixes, not more buffs.
No Pantheon nerf, what is this. Champ is beyond broken right now, you win every match up and also outroam.
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The most meaningless patch I ever remembered. Regarding the pantheon, I am not sure that the Q damage is the issue, I mean he doesnt have any other source of damage, so 1 strong damage ability should be fine and he will probably be useless without it, however, the rest of his kit is ...not even overpowered, just too useful. In every composition, vs every composition, in every situation, with one, few or all 5-10 people there, pantheon can extract close to 100% effectiveness from his kit while his kit being very effective. Nerfing his numbers will just move him from god to nulity, something from his kit gotta give imo
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a longer cd on his q-tap would be good imo
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On October 23 2019 18:36 evilfatsh1t wrote: a longer cd on his q-tap would be good imo I've always thought that many many issues that riot had with champions hard and impossible to balance would have been easily fixed with just cooldowns adjustments. Is an ability too strong? too obnoxious? too akali invisibility-invulnerability-ineverything shroud? just make it on 20-30-40-50 sec cooldown and we are good to go. However, riot really wants league to be a non stop throwing abilities fiesta and probably this is one of the main things that makes the masses enjoy the game so much though
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I like the idea of strong abilities being given long CD. But you said it, the game has become balanced around low CD and exploiting the fact that being able to use a medium power ability twice in an engage >>> high power ability once. That's why Akali's triple Q is so insanely scary, a single Q doesn't do that much damage, it's the conditional zero CD part of it that we all hate. Playing around CD is a skill that good players use to their advantage, but lots of meta champions have reset abilities or conditonal kits that let them spam everything for a short while.
Champs that come to mind are Akali, Aatrox, Spear of Shojin abusers, Ryze, Vlad.
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People love URF mode. I've come to view LoL more as a fighting game than a strategic game lately, while Dota seems more strategic in nature? I don't actually know if Dota is more strategic than fighting based, or if it's a good mix of both, I do know it's more strategy based. The larger map partly has to do with this.
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Urf is there ? yeah  something to do while waiting new TFT season
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On October 23 2019 18:29 M2 wrote: Nerfing his numbers will just move him from god to nulity, something from his kit gotta give imo Hey I feel I've heard that before in the last months...
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On October 23 2019 19:37 Uldridge wrote: People love URF mode. I've come to view LoL more as a fighting game than a strategic game lately, while Dota seems more strategic in nature? I don't actually know if Dota is more strategic than fighting based, or if it's a good mix of both, I do know it's more strategy based. The larger map partly has to do with this.
dota is way more strategic at the cost of there being less chance of "mechanical outplays" in fights, and the reward for outplays being somewhat lower than lol. for players who are used to throwing skills every 5 seconds, dodging skillshots and seeing characters get deleted, dota is probably a bit too slow and frustrating even. the fights for example take forever to finish compared to lol
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Map positioning and team coordination seems far more important from the 5 total seconds of Dota I've ever seen.
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On October 23 2019 15:10 evilfatsh1t wrote: why does the link go to patch 9.20
Because i always forget to change both links and only change one :D Fixed it now.
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On October 23 2019 19:37 Uldridge wrote: People love URF mode. I've come to view LoL more as a fighting game than a strategic game lately, while Dota seems more strategic in nature? I don't actually know if Dota is more strategic than fighting based, or if it's a good mix of both, I do know it's more strategy based. The larger map partly has to do with this.
There was an article few years ago how a scripter in league could be silver elo and reach master for sure and sometimes even challenger with a script that lands and dodges skillshots. 0 knowledge about the game, just as the guy above mentioned, fighting abilities. Meanwhile in dota with similar scripts a person could advance approximately a tier, lets say from silver to gold, because the game is balanced around strategy, game knowledge, map movements etc. However, people perceive strategy as hard and boring, but fighting and urf as easy, fun and interesting, thats why League has way way bigger player base, while dota is way more competitive and competitively balanced
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Eh, I don't think you can hit Grandmaster (old Masters) with only a dodge script anymore. But you can certainly make it to mid/high diamond, since the game is balanced a lot around skillshots and mechanical ability. Wouldn't say it's a bad thing, it makes pro play super exciting when TheShy makes his opponent look like a boosted animal. Big difference between the game now and back in S2/3/4 is that all pros have great mechanics (remember how Hai got recycled solely for 'shotcalling'?), but even today you can still see the gap between some people, allows for an extra dimension to the game that I don't think Dota entirely has (might be wrong though, was just my experience when trying the game out).
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On October 23 2019 18:36 evilfatsh1t wrote: a longer cd on his q-tap would be good imo
No. I think you increase his E CD if anything.
He already does basically no damage.
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On October 24 2019 02:02 iCanada wrote:Show nested quote +On October 23 2019 18:36 evilfatsh1t wrote: a longer cd on his q-tap would be good imo No. I think you increase his E CD if anything. He already does basically no damage. But he only uses E once per fight anyway. I would say, make E vulnerable either to abilities or to basic shots or at least have a number of things it can block, like the old passive 2-3 autos or turrets, it could translate to 3 things, maybe 4 when empowered, the number will be adjusted, but the idea is important
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On October 24 2019 00:19 DarkCore wrote: Eh, I don't think you can hit Grandmaster (old Masters) with only a dodge script anymore. But you can certainly make it to mid/high diamond, since the game is balanced a lot around skillshots and mechanical ability. Wouldn't say it's a bad thing, it makes pro play super exciting when TheShy makes his opponent look like a boosted animal. Big difference between the game now and back in S2/3/4 is that all pros have great mechanics (remember how Hai got recycled solely for 'shotcalling'?), but even today you can still see the gap between some people, allows for an extra dimension to the game that I don't think Dota entirely has (might be wrong though, was just my experience when trying the game out).
I actually think both strategic and mechanical skill expression has been decreased at the pro level. Things like less wards, turret plates, rift herald, and elder dragon have made the game's progression much more formulaic. Similarly, the huge number of spammy champs makes outplays less likely for exactly the reason you stated earlier (1 big skillshot is worse than 2 small ones). Also the move of mages to botlane has gutted twitchy skill expression from what was previously the most twitchy role, as well as the introduction of a guy like Jihn, who is an ADC made for people with fat fingers.
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On October 24 2019 04:30 M2 wrote:Show nested quote +On October 24 2019 02:02 iCanada wrote:On October 23 2019 18:36 evilfatsh1t wrote: a longer cd on his q-tap would be good imo No. I think you increase his E CD if anything. He already does basically no damage. But he only uses E once per fight anyway. I would say, make E vulnerable either to abilities or to basic shots or at least have a number of things it can block, like the old passive 2-3 autos or turrets, it could translate to 3 things, maybe 4 when empowered, the number will be adjusted, but the idea is important
Alternatively; make it only block a percentage of damage unless you're empowering it. I'd like that better.
I still feel like his damage is too low. I'd trade a lot of Es defensive power to get his old AD Caster / assassin feel back. New pantheon feels like the Volkswagen New Beetle compared to the original Beetle. I know he's better at everything, more powerful, more efficient, more modern, more.... Everything. But he's just not the same. If that makes sense.
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On October 24 2019 06:15 iCanada wrote:Show nested quote +On October 24 2019 04:30 M2 wrote:On October 24 2019 02:02 iCanada wrote:On October 23 2019 18:36 evilfatsh1t wrote: a longer cd on his q-tap would be good imo No. I think you increase his E CD if anything. He already does basically no damage. But he only uses E once per fight anyway. I would say, make E vulnerable either to abilities or to basic shots or at least have a number of things it can block, like the old passive 2-3 autos or turrets, it could translate to 3 things, maybe 4 when empowered, the number will be adjusted, but the idea is important Alternatively; make it only block a percentage of damage unless you're empowering it. I'd like that better. I still feel like his damage is too low. I'd trade a lot of Es defensive power to get his old AD Caster / assassin feel back. New pantheon feels like the Volkswagen New Beetle compared to the original Beetle. I know he's better at everything, more powerful, more efficient, more modern, more.... Everything. But he's just not the same. If that makes sense. yeah I like that idea too and I also liked the old panth more, he was my main main and the last from a row of mains which riot reworked and after I saw the rework, I thought that I would actually like the new panth and that he is so much like the old panth, but no matter how much I tried, I never managed to like the new version and I had to concede and renew my entire mains roster.
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