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
Forum Index > LoL Tournaments |
GozoShioda
205 Posts
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
Cayman Islands24199 Posts
without the coaching staff developing a system for them in a new patch, or in random skirmish games, they'll get crushed by skt | ||
baekgom84
Korea (South)375 Posts
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onlywonderboy
United States23745 Posts
Edit: Also I didn't love the Ez right now in this meta, but god does Score play him really well. | ||
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Carnivorous Sheep
Baa?21243 Posts
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 | ||
Gahlo
United States35153 Posts
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
United States19574 Posts
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. | ||
GTPGlitch
5061 Posts
why so far away ;_; | ||
oneofthem
Cayman Islands24199 Posts
perspective is eveything | ||
GhandiEAGLE
United States20754 Posts
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 | ||
sataNik[pG]
Greece722 Posts
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
United States35153 Posts
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
5061 Posts
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 | ||
sataNik[pG]
Greece722 Posts
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
United States35153 Posts
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]
Greece722 Posts
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
United States35153 Posts
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]
Greece722 Posts
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baekgom84
Korea (South)375 Posts
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
Korea (South)375 Posts
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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