I'm not going to though.
Phreak kinda seems like one of these people with a very superficial knowledge of the game...
Forum Index > LoL Strategy |
Junglers, don't worry about the exp mastery so far down in the Utility tree. Riot plans to buff jungle minion experience. | ||
spinesheath
Germany8679 Posts
I'm not going to though. Phreak kinda seems like one of these people with a very superficial knowledge of the game... | ||
koreasilver
9109 Posts
? idgi | ||
mOnion
United States5651 Posts
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Mogwai
United States13274 Posts
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Unentschieden
Germany1471 Posts
On November 17 2011 05:53 MoonBear wrote: Also, I do have to agree with Mogwai over Phreak. A lot of the masteries atm are just so gold inefficient they're not worth taking at all. The problem is where to tweak those numbers though hm... Defensive stats have a relative discount to offensive ones since defense doesn´t provide farm. Thats also where the %reduction on CS comes from, to negate the discount without replacing all defense items. Guess what happend to the one pure defense HP item. That doesn´t mean that offense isn´t too good but it´ll always have more gold value. Phreak wasn´t adressing the goldvalue part though but the "Defense doesn´t feel like Defense". Soaking damage isn´t a role in this game but a means to an end. A champ that takes defense might do so because he wants to be a jungler so bladed armor and initiator makes sense. Shure it could simply negate all the extra damage the offense tree provides but that would be pretty boring wouldn´t it? I´m certain there will be some changes, especially regarding preserverance which feels like a stand in for "presence for the master" because I guess mastermind was supposed to be something else. | ||
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TheYango
United States47024 Posts
On November 17 2011 07:20 mOnion wrote: I would imagine it's almost impossible to be a developer for a game, and skilled enough at that game to please the entire competitive community, who will always be divided on every fucking issue. If you can't please the competitive community, you could at least make the numbers sensible enough that when someone complains about them, you have a valid argument, rather than skirting the issue because the gold value equivalencies of the mastery trees are obviously fucked. | ||
mOnion
United States5651 Posts
On November 17 2011 07:25 TheYango wrote: Show nested quote + On November 17 2011 07:20 mOnion wrote: I would imagine it's almost impossible to be a developer for a game, and skilled enough at that game to please the entire competitive community, who will always be divided on every fucking issue. If you can't please the competitive community, you could at least make the numbers sensible enough that when someone complains about them, you have a valid argument, rather than skirting the issue because the gold value equivalencies of the mastery trees are obviously fucked. Ya I agree, he really should have already had tons of data to present as a counter argument to the numbers mogwai came up with in just a few days. Honestly I'm taken aback that there's almost no evidence that riot did any sort of mathematical analysis on the numbers before just smashin' them in our face. | ||
wei2coolman
United States60033 Posts
Are the new masteries perfect? No, tha'ts obvious. Let them have time, Riot has been fairly proactive in keeping the game balanced. I just suggest everyone just chills out for a bit. | ||
Niton
United States2395 Posts
On November 17 2011 07:54 wei2coolman wrote: I think people need to chill the fuck out. Obviously they're going to tweak the mastery page once they start getting more feedback. Are the new masteries perfect? No, tha'ts obvious. Let them have time, Riot has been fairly proactive in keeping the game balanced. I just suggest everyone just chills out for a bit. Because this is a tournament patch, we'll be making relatively smaller changes to the game. On November 17 2011 06:25 spinesheath wrote: Show nested quote + On November 17 2011 06:18 TheYango wrote: Incidentally, if you look at the list of "tanks" and at the functions they perform (between initiator, defensive support, and anticarry), the ones that stopped getting played are the ones that can only perform one of those functions well, and the ones that are still played are the ones that bring more than just 1 function to the table. Examples: - Amumu is pretty much just an initiator. He does nothing as a defensive support or anticarry. He doesn't get played. - Malphite is pretty much just an initiator. He does nothing as a defensive support, and is a mediocre anti-carry. He doesn't get played. - Shen is pretty much just a defensive support. He's a poor initiator, and a poor anticarry. He doesn't get played. - Cho'gath is an iffy initiator, a good defensive support, and a reasonable anticarry. He gets played sometimes. - Rammus is a decent initiator, a fantastic anticarry, and a reasonable defensive support. He's the new OP. Amumu is a great anti-carry as long as you don't waste your Bandage to initiate. However, initiating by just straight up waddling into the enemy team requires balls and farm. In addition, Malphite is a fantastic anti-carry and one of the single strongest answers to autoattack hypercarries like Vayne or Kog'maw in the entire game. He was too weak to really be played in the role you'd want him in (jungler), but FH + Ground Slam floors a champion's attack speed, and Seismic Shard assures they're not getting away. Nunu plays somewhat similar, but his kit is far more toward support than tank. | ||
Two_DoWn
United States13684 Posts
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TheYango
United States47024 Posts
On November 17 2011 08:14 Niton wrote: In addition, Malphite is a fantastic anti-carry and one of the single strongest answers to autoattack hypercarries like Vayne or Kog'maw in the entire game. He was too weak to really be played in the role you'd want him in (jungler), but FH + Ground Slam floors a champion's attack speed, and Seismic Shard assures they're not getting away. I said he was a mediocre anti-carry because while Malphite is indeed good for dealing with fed ranged AD, his kit is comparatively worthless for dealing with fed AP carries. | ||
Niton
United States2395 Posts
On November 17 2011 08:23 TheYango wrote: Show nested quote + On November 17 2011 08:14 Niton wrote: In addition, Malphite is a fantastic anti-carry and one of the single strongest answers to autoattack hypercarries like Vayne or Kog'maw in the entire game. He was too weak to really be played in the role you'd want him in (jungler), but FH + Ground Slam floors a champion's attack speed, and Seismic Shard assures they're not getting away. I said he was a mediocre anti-carry because while Malphite is indeed good for dealing with fed ranged AD, his kit is comparatively worthless for dealing with fed AP carries. Has the terminology of anti-carry changed? I've only ever seen the term anti-carry be used to described the ranged autoattacking AD carries. Usually what you're talking about is anti-caster. | ||
Shiv.
3534 Posts
On November 17 2011 08:58 Niton wrote: Show nested quote + On November 17 2011 08:23 TheYango wrote: On November 17 2011 08:14 Niton wrote: In addition, Malphite is a fantastic anti-carry and one of the single strongest answers to autoattack hypercarries like Vayne or Kog'maw in the entire game. He was too weak to really be played in the role you'd want him in (jungler), but FH + Ground Slam floors a champion's attack speed, and Seismic Shard assures they're not getting away. I said he was a mediocre anti-carry because while Malphite is indeed good for dealing with fed ranged AD, his kit is comparatively worthless for dealing with fed AP carries. Has the terminology of anti-carry changed? I've only ever seen the term anti-carry be used to described the ranged autoattacking AD carries. Usually what you're talking about is anti-caster. Those are hypercarries. Anti-Carries are champs that are good at cleaning up carries. | ||
mOnion
United States5651 Posts
Irelia Xin Derp Akali Olaf etc I was under the assumption that an anti-carry was a champ that was good at ignoring CC and diving the big dmg, squishy champs, while having a kit or building tanky enough to not die, getting the fuck outta the fight (if low) and letting your own carry/other 3 players clean up. Irelia's the best example of an anti-carry imo. Build her tanky enough to not die, with a triforce for burst. Jump in, blow up ashe, heal heal heal ignore CC. In a higher level game where she's not stupid fed this is generally the extent of what she can do in a team fight, until later in the fight if your team's winning and she can hop back in towards the end of the fight for stuns and additional quick deeps. edit: lol we are so far off topic | ||
Niton
United States2395 Posts
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CeriseCherries
6170 Posts
On November 17 2011 04:37 Mogwai wrote: http://na.leagueoflegends.com/board/showthread.php?p=17301441 just me ranting about this shit o.o wow that was actually a good read... I don't think riot did as much math ._. | ||
brokor
Greece235 Posts
How come noone in riot has thought about PTR's. Generally every single game i have played with any competitive aspect at all has had Test Servers. From MMo's to RTS's even fucking DoTA in the sense that if you found smth that didnt satisfy you with the new patch you could play the approved,stable older one. If only LoL had a PTR server like SC2 before patches that make such huge differences. All these problems would be avoided and fanboys wouldnt have to resort to "riot always comes out on the good side in the end". I agree riot has rectified most imbalances and mistakes they have made during champion design or champion/item rebalance, but as a side-effect the game is regularly broken half the time. When Graves came out the game was unplayable hands down. they nerfed him 2 weeks later, nerfed him once again 2 weeks after that. Why wouldn't they introduce the champion in a secluded dedicated test server, so any volunteers could play? and leave the general population with the stable "balanced" version they have been playing. and after 1 week of testing, introduce it, but a bit changed. This concept could help riot in so many ways. Ofc it is possible they just dont care, they just wanna get the champions out to sell the double bundles quicker. alhough i doubt 1 week delay makes a huge diff. i am generally an easy person to talk and develop a dialogue, but in this case i don't see how anyone could argue against what i said. Sry for my english. PTR or allow us to play earlier versions, at least in custom games. i understand ladder ranking have to be based on current version but allow previous ones for custom play. | ||
Two_DoWn
United States13684 Posts
They USED to have an actual ptr that got balance changes, but they destroyed it because champs kits would always get leaked, as would balance changes, which everyone would bitch about without actually being able to play. Of course, the trade off between sifting through BS and actually getting feedback from people who can play the game well definitely makes it seem as though they need to go back to the way it was. There is just NO way anyone at riot can play this game with any level of skill whatsoever. | ||
Ian Ian Ian
913 Posts
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Two_DoWn
United States13684 Posts
On November 17 2011 10:12 Ian Ian Ian wrote: Anyone else feel like the last tier offensive mastery is kind of underwhelming? 6% damage on targets under 40% hp? :/ Its pretty good imo, especially when you consider that you get it on ap carries and assassins. | ||
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