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[OGN] PandoraTV Champions Winter 2013-14 - Page 108

Forum Index > LoL Tournaments
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GozoShioda
Profile Joined October 2013
205 Posts
December 28 2013 05:28 GMT
#2141
thing that scares me about ktb is that they now play like skt

they lose 1 game for whatever reasons then magically fix every mistake and just tighten up and get serious

its like watching a soldier get shot but not die and all of the sudden he's pissed and adrenaline kicks in.... and he kills everyone lol
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
Last Edited: 2013-12-28 13:50:42
December 28 2013 13:47 GMT
#2142
they didn't really play tight for the games they won. problem with kt b is always that they run one system very well. but if that particular system is countered (fast push in ogn summer, some kind of heavy initiation right now) they are royally fucked.

without the coaching staff developing a system for them in a new patch, or in random skirmish games, they'll get crushed by skt
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
baekgom84
Profile Joined May 2013
Korea (South)375 Posts
December 28 2013 17:09 GMT
#2143
Are people honestly still complaining about the S4 meta? Do we really want to go back to S3 where games were decided after one team acquired a 3k+ gold lead, and then took another 20-30 minutes to cautiously close it out? If you ask me, S3 was awful for watching pro games and there were only a handful of games that were genuinely exciting for the majority of the game, most of which were enabled because of poor decision-making from the leading team (i.e. a throw). I'll admit that tanks could currently do with some tweaking, but the vision restrictions seem to have really hit the spot. We're actually seeing games now where the outcome is uncertain even around the 40-50 minute mark, and even when a team has secured a 5-10k gold advantage over the other team. That would be almost unthinkable in S3.
onlywonderboy
Profile Joined August 2012
United States23745 Posts
Last Edited: 2013-12-28 18:25:12
December 28 2013 18:22 GMT
#2144
So hyped for the semis. Finals be damned. Whoever wins that game should win the whole thing.

Edit: Also I didn't love the Ez right now in this meta, but god does Score play him really well.
RIP Ryan Davis / TL or Die / @onlywonderboy
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21244 Posts
Last Edited: 2013-12-28 19:52:29
December 28 2013 19:52 GMT
#2145
On December 28 2013 10:40 GhandiEAGLE wrote:
KT had awful initiation in game one, and it was one of the reasons they suffered


eve stepped on a trap and skt just focused her when she was 2 screens away from her team it wasn't really an initiation it was more like getting caught right before a team fight

that + the baron steal - kakao biggest feeder in game 1 hue
TranslatorBaa!
Gahlo
Profile Joined February 2010
United States35172 Posts
Last Edited: 2013-12-28 20:38:41
December 28 2013 20:37 GMT
#2146
On December 29 2013 03:22 onlywonderboy wrote:
So hyped for the semis. Finals be damned. Whoever wins that game should win the whole thing.

Edit: Also I didn't love the Ez right now in this meta, but god does Score play him really well.

It's gonna be like KR regionals was. It didn't matter what happened at worlds.

Maybe if Kakao had his leopard glasses he would have seen the trap.
cLutZ
Profile Joined November 2010
United States19574 Posts
December 28 2013 21:50 GMT
#2147
On December 29 2013 02:09 baekgom84 wrote:
Are people honestly still complaining about the S4 meta? Do we really want to go back to S3 where games were decided after one team acquired a 3k+ gold lead, and then took another 20-30 minutes to cautiously close it out? If you ask me, S3 was awful for watching pro games and there were only a handful of games that were genuinely exciting for the majority of the game, most of which were enabled because of poor decision-making from the leading team (i.e. a throw). I'll admit that tanks could currently do with some tweaking, but the vision restrictions seem to have really hit the spot. We're actually seeing games now where the outcome is uncertain even around the 40-50 minute mark, and even when a team has secured a 5-10k gold advantage over the other team. That would be almost unthinkable in S3.


The problem is that the game isn't less snowbally, its just more random. Its not like Amumu comps can force 5v5 fights from behind now, its simply that the team ahead can sometimes get caught out more often, and has to play super cautiously (which squanders leads).

The only thing that, IMO, has actually taken us in the right direction is Talisman. Talisman is awesome because if you are caught out of position by the support the team has the MS to finish the job.
Freeeeeeedom
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
December 29 2013 00:37 GMT
#2148
5 days until Frost plays :C

why so far away ;_;
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
December 29 2013 01:10 GMT
#2149
5 days left until the end of frost's season.

perspective is eveything
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
December 29 2013 01:15 GMT
#2150
On December 29 2013 10:10 oneofthem wrote:
5 days left until the end of frost's season.

perspective is eveything

You're a monster
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
sataNik[pG]
Profile Joined July 2003
Greece724 Posts
December 29 2013 02:43 GMT
#2151
On December 29 2013 02:09 baekgom84 wrote:
Are people honestly still complaining about the S4 meta? Do we really want to go back to S3 where games were decided after one team acquired a 3k+ gold lead, and then took another 20-30 minutes to cautiously close it out? If you ask me, S3 was awful for watching pro games and there were only a handful of games that were genuinely exciting for the majority of the game, most of which were enabled because of poor decision-making from the leading team (i.e. a throw). I'll admit that tanks could currently do with some tweaking, but the vision restrictions seem to have really hit the spot. We're actually seeing games now where the outcome is uncertain even around the 40-50 minute mark, and even when a team has secured a 5-10k gold advantage over the other team. That would be almost unthinkable in S3.


The gameflow is decent, even though teams now can abuse it by selecting a superior lategame comp and stall as much as possible, but i dont mind that because its an interesting clash of strategies.
However, the one thing that is missing at the moment is versatility. Everybody is using the same boring masteries, the same op items, and the same op heroes (or heroes that are op only due to those op items). Far too many interesting items were removed and not replaced at all. Instead we have items which are brutally OP. There are also some items that are so useless that you would never see or make them. Undoubtly, the game benefits when a variety of strategic choices in mastery and item selection is available. Is anybody happy to see the exact same items every game? I could balance the items in 1 minute, how can they be so bad at calculating item price and statistics given? Do they do it on purpose?
Gahlo
Profile Joined February 2010
United States35172 Posts
December 29 2013 03:09 GMT
#2152
On December 29 2013 11:43 sataNik[pG] wrote:
Show nested quote +
On December 29 2013 02:09 baekgom84 wrote:
Are people honestly still complaining about the S4 meta? Do we really want to go back to S3 where games were decided after one team acquired a 3k+ gold lead, and then took another 20-30 minutes to cautiously close it out? If you ask me, S3 was awful for watching pro games and there were only a handful of games that were genuinely exciting for the majority of the game, most of which were enabled because of poor decision-making from the leading team (i.e. a throw). I'll admit that tanks could currently do with some tweaking, but the vision restrictions seem to have really hit the spot. We're actually seeing games now where the outcome is uncertain even around the 40-50 minute mark, and even when a team has secured a 5-10k gold advantage over the other team. That would be almost unthinkable in S3.


The gameflow is decent, even though teams now can abuse it by selecting a superior lategame comp and stall as much as possible, but i dont mind that because its an interesting clash of strategies.
However, the one thing that is missing at the moment is versatility. Everybody is using the same boring masteries, the same op items, and the same op heroes (or heroes that are op only due to those op items). Far too many interesting items were removed and not replaced at all. Instead we have items which are brutally OP. There are also some items that are so useless that you would never see or make them. Undoubtly, the game benefits when a variety of strategic choices in mastery and item selection is available. Is anybody happy to see the exact same items every game? I could balance the items in 1 minute, how can they be so bad at calculating item price and statistics given? Do they do it on purpose?

Uh, no, you couldn't.

Anytime you're given choices, there will be a "correct" choice. You want people to not use cookie cutter masteries? The only way to do that is get rid of them. WoW had this same issue with their talent trees, so they thought it'd be a neat idea to make it a 1-of-3 every 15 levels. Guess what happened? The best choice won.

Champions? 96 of them have been used in OGN winter group stage, 33 being pick/banned in more than 10% of games, while Rengar is disabled.

What items that were "interesting" got removed? Most of what I remember getting removed were bad items in the first place. Not to mention a few of these "op items" have nerfs in the near future coming up.
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
December 29 2013 06:14 GMT
#2153
On December 29 2013 10:10 oneofthem wrote:
5 days left until the end of frost's season.

perspective is eveything


5 days left until neo-retro-frost returns to to glory =')


also, I miss the old executioner's calling that was lifesteal/crit/.5heals4u, first item'd that on trynda all the time (though that was before Doran items) :D
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
sataNik[pG]
Profile Joined July 2003
Greece724 Posts
December 29 2013 06:30 GMT
#2154
On December 29 2013 12:09 Gahlo wrote:
Show nested quote +
On December 29 2013 11:43 sataNik[pG] wrote:
On December 29 2013 02:09 baekgom84 wrote:
Are people honestly still complaining about the S4 meta? Do we really want to go back to S3 where games were decided after one team acquired a 3k+ gold lead, and then took another 20-30 minutes to cautiously close it out? If you ask me, S3 was awful for watching pro games and there were only a handful of games that were genuinely exciting for the majority of the game, most of which were enabled because of poor decision-making from the leading team (i.e. a throw). I'll admit that tanks could currently do with some tweaking, but the vision restrictions seem to have really hit the spot. We're actually seeing games now where the outcome is uncertain even around the 40-50 minute mark, and even when a team has secured a 5-10k gold advantage over the other team. That would be almost unthinkable in S3.


The gameflow is decent, even though teams now can abuse it by selecting a superior lategame comp and stall as much as possible, but i dont mind that because its an interesting clash of strategies.
However, the one thing that is missing at the moment is versatility. Everybody is using the same boring masteries, the same op items, and the same op heroes (or heroes that are op only due to those op items). Far too many interesting items were removed and not replaced at all. Instead we have items which are brutally OP. There are also some items that are so useless that you would never see or make them. Undoubtly, the game benefits when a variety of strategic choices in mastery and item selection is available. Is anybody happy to see the exact same items every game? I could balance the items in 1 minute, how can they be so bad at calculating item price and statistics given? Do they do it on purpose?

Uh, no, you couldn't.

Anytime you're given choices, there will be a "correct" choice. You want people to not use cookie cutter masteries? The only way to do that is get rid of them. WoW had this same issue with their talent trees, so they thought it'd be a neat idea to make it a 1-of-3 every 15 levels. Guess what happened? The best choice won.

Champions? 96 of them have been used in OGN winter group stage, 33 being pick/banned in more than 10% of games, while Rengar is disabled.

What items that were "interesting" got removed? Most of what I remember getting removed were bad items in the first place. Not to mention a few of these "op items" have nerfs in the near future coming up.


Rofl. BC to warmogs to BOTRK to visage.
Gahlo
Profile Joined February 2010
United States35172 Posts
December 29 2013 06:38 GMT
#2155
On December 29 2013 15:30 sataNik[pG] wrote:
Show nested quote +
On December 29 2013 12:09 Gahlo wrote:
On December 29 2013 11:43 sataNik[pG] wrote:
On December 29 2013 02:09 baekgom84 wrote:
Are people honestly still complaining about the S4 meta? Do we really want to go back to S3 where games were decided after one team acquired a 3k+ gold lead, and then took another 20-30 minutes to cautiously close it out? If you ask me, S3 was awful for watching pro games and there were only a handful of games that were genuinely exciting for the majority of the game, most of which were enabled because of poor decision-making from the leading team (i.e. a throw). I'll admit that tanks could currently do with some tweaking, but the vision restrictions seem to have really hit the spot. We're actually seeing games now where the outcome is uncertain even around the 40-50 minute mark, and even when a team has secured a 5-10k gold advantage over the other team. That would be almost unthinkable in S3.


The gameflow is decent, even though teams now can abuse it by selecting a superior lategame comp and stall as much as possible, but i dont mind that because its an interesting clash of strategies.
However, the one thing that is missing at the moment is versatility. Everybody is using the same boring masteries, the same op items, and the same op heroes (or heroes that are op only due to those op items). Far too many interesting items were removed and not replaced at all. Instead we have items which are brutally OP. There are also some items that are so useless that you would never see or make them. Undoubtly, the game benefits when a variety of strategic choices in mastery and item selection is available. Is anybody happy to see the exact same items every game? I could balance the items in 1 minute, how can they be so bad at calculating item price and statistics given? Do they do it on purpose?

Uh, no, you couldn't.

Anytime you're given choices, there will be a "correct" choice. You want people to not use cookie cutter masteries? The only way to do that is get rid of them. WoW had this same issue with their talent trees, so they thought it'd be a neat idea to make it a 1-of-3 every 15 levels. Guess what happened? The best choice won.

Champions? 96 of them have been used in OGN winter group stage, 33 being pick/banned in more than 10% of games, while Rengar is disabled.

What items that were "interesting" got removed? Most of what I remember getting removed were bad items in the first place. Not to mention a few of these "op items" have nerfs in the near future coming up.


Rofl. BC to warmogs to BOTRK to visage.

Lawl. Nerfed to nerfed to nerfed to nerfed next patch.
sataNik[pG]
Profile Joined July 2003
Greece724 Posts
Last Edited: 2013-12-29 07:31:10
December 29 2013 06:42 GMT
#2156
On December 29 2013 15:38 Gahlo wrote:
Show nested quote +
On December 29 2013 15:30 sataNik[pG] wrote:
On December 29 2013 12:09 Gahlo wrote:
On December 29 2013 11:43 sataNik[pG] wrote:
On December 29 2013 02:09 baekgom84 wrote:
Are people honestly still complaining about the S4 meta? Do we really want to go back to S3 where games were decided after one team acquired a 3k+ gold lead, and then took another 20-30 minutes to cautiously close it out? If you ask me, S3 was awful for watching pro games and there were only a handful of games that were genuinely exciting for the majority of the game, most of which were enabled because of poor decision-making from the leading team (i.e. a throw). I'll admit that tanks could currently do with some tweaking, but the vision restrictions seem to have really hit the spot. We're actually seeing games now where the outcome is uncertain even around the 40-50 minute mark, and even when a team has secured a 5-10k gold advantage over the other team. That would be almost unthinkable in S3.


The gameflow is decent, even though teams now can abuse it by selecting a superior lategame comp and stall as much as possible, but i dont mind that because its an interesting clash of strategies.
However, the one thing that is missing at the moment is versatility. Everybody is using the same boring masteries, the same op items, and the same op heroes (or heroes that are op only due to those op items). Far too many interesting items were removed and not replaced at all. Instead we have items which are brutally OP. There are also some items that are so useless that you would never see or make them. Undoubtly, the game benefits when a variety of strategic choices in mastery and item selection is available. Is anybody happy to see the exact same items every game? I could balance the items in 1 minute, how can they be so bad at calculating item price and statistics given? Do they do it on purpose?

Uh, no, you couldn't.

Anytime you're given choices, there will be a "correct" choice. You want people to not use cookie cutter masteries? The only way to do that is get rid of them. WoW had this same issue with their talent trees, so they thought it'd be a neat idea to make it a 1-of-3 every 15 levels. Guess what happened? The best choice won.

Champions? 96 of them have been used in OGN winter group stage, 33 being pick/banned in more than 10% of games, while Rengar is disabled.

What items that were "interesting" got removed? Most of what I remember getting removed were bad items in the first place. Not to mention a few of these "op items" have nerfs in the near future coming up.


Rofl. BC to warmogs to BOTRK to visage.

Lawl. Nerfed to nerfed to nerfed to nerfed next patch.


Overnerfed to overnerfed to balanced at last to lets see.

It took them months(!) to realise the most obvious of imbalances, which anyone can find out in 20 seconds with the help of a calculator. This cant be by accident or they are truly incompetent... i mean how can they not understand its OP before they release it, they cant do math or something? Dont play with my intelligence plz...
Gahlo
Profile Joined February 2010
United States35172 Posts
December 29 2013 08:37 GMT
#2157
BC: Not overnerfed at all, it's still a solid 2nd item for fighters, the group of champions that it was designed for.
1.0.0.153: First round of nerfs. It took Riot 10 days. The only reason it seemed longer is because the patches hit slower on the tournament server.

Warmogs: Overshadowed and invalidated by Black Clever.
1.0.0.154- The last preseason patch, Riot had a lot more to focus on than an item that probably hadn't really caught on yet.
3.01- About 2 weeks later, nerfed.
3.02- BotRK and Lyandri's got buffed, but it still wasn't enough.
3.03- Regen took a hit and BotRK got attack speed.
The reason Warmogs fell off as much as it did isn't the result of it being nerfed too much, but it's checks being buffed to a competant level.

What does a calculator have to do with finding imbalences? Don't say gold value, because that's one of the biggest bullshit statistics relating to the game.
sataNik[pG]
Profile Joined July 2003
Greece724 Posts
Last Edited: 2013-12-29 09:30:41
December 29 2013 09:29 GMT
#2158
Dude, seriously how can you not understand it, its simple. When you buy an item you give gold and you get stats, hence the stats are worth gold. The gold worth of these stats is easily and precisely calculatable in every single item. Then you add to the sum a logical prediction of the value of the various passives and actives of the items and some other parameters related to the ease of item path, functionality, synergy with other items, etc. This is the only thing that you can fail to correctly estimate, but even then the item would be slightly underpriced/overpriced. The original BC and BORK were almost 1k gold underpriced. This was a fresh experience, being used to how much better they were at balancing items during S1 and S2.
baekgom84
Profile Joined May 2013
Korea (South)375 Posts
December 29 2013 09:48 GMT
#2159
On December 29 2013 06:50 cLutZ wrote:
The problem is that the game isn't less snowbally, its just more random. Its not like Amumu comps can force 5v5 fights from behind now, its simply that the team ahead can sometimes get caught out more often, and has to play super cautiously (which squanders leads).


Seems fine to me? The restrictions on vision require teams to play more carefully even with a gold lead, and allow more opportunities to teams playing from behind. It might need a little tinkering, but once the teams adjust to the new vision mechanics I think a lot of the crazy randomness will cease to be an issue.
baekgom84
Profile Joined May 2013
Korea (South)375 Posts
December 29 2013 09:54 GMT
#2160
On December 29 2013 11:43 sataNik[pG] wrote:
However, the one thing that is missing at the moment is versatility. Everybody is using the same boring masteries, the same op items, and the same op heroes (or heroes that are op only due to those op items).


Was this any different in S3? I agree that League's balancing tends to be too narrowly focused on a particular spectrum of champs/items, but I also can't remember when this wasn't an issue. The main issue for me was the absurd snowballing of competitive games (especially in OGN), which S4 appears to have largely improved.
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