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[OGN] PandoraTV Champions Winter 2013-14 - Page 109

Forum Index > LoL Tournaments
Post a Reply
Prev 1 107 108 109 110 111 195 Next
UmberBane
Profile Joined March 2013
Germany5450 Posts
December 29 2013 09:57 GMT
#2161
Although I love Frost I think I'm secretly hoping for Samsung Ozone to majorly step it up again and get to the finals, so we might get another SKT vs Samsung match, with them being the only organization to ever beat them in a boX and all, would be pretty cool.
sataNik[pG]
Profile Joined July 2003
Greece724 Posts
December 29 2013 10:11 GMT
#2162
On December 29 2013 18:54 baekgom84 wrote:
Show nested quote +
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.


I was not a fan of S3, i was a huge fan of S1. S2 was decent too, it had nice items and masteries but it had the problem of the jungle being too poor in xp and gold rewards, resulting in the "camp top 2v1" meta. S4 gameflow is better than S3. What i really hate are the snowball masteries who give % gains which are doubled in number. Why would you reward the fed carry, the fed tank even more? They are fed anyway, it makes no sense. Remove those and you will see less snowball and more variety.
Gahlo
Profile Joined February 2010
United States35173 Posts
December 29 2013 10:32 GMT
#2163
On December 29 2013 18:29 sataNik[pG] wrote:
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.


Because the value of stats is bullshit. League wiki uses the most inflamatory that doesn't even remain consistant. Are you seriously going to sit here and tell me that 1HP5 is worth 36g? Because since rejuv bead is the only pure hp regen item there is. The only thing I could even try to equivicate it to is a health potion, whichrejuv bead needs to sit on for 12.5 minutes to make up for what pot does in 15 seconds for a fraction of the cost.

It assigns the 15% CDR on boots of lucidity 633g, where these is 0 basis for such a claim. Fuck, if you look at Spirit Visage's wiki page, the 20% CDR on it is given a value of 644g. On Black Cleaver, 10% is given 322g.

Fancy little chart on how their bullshit works out for increasing CDR step values.
10% 322g
15% 311g
20% 011g

The original Black Cleaver was a piece of shit that nobody ever bought because anybody with half a brain would have bought Last Whisper instead. BotRK was probably shipped weak because they were scared of BotWK/LW wrecking tanks sooner in the game than Riot thinks their limelight should be. Having statistically poor items isn't refreshing, they're just turds. Get out of nostalgia land.
baekgom84
Profile Joined May 2013
Korea (South)375 Posts
December 29 2013 10:38 GMT
#2164
On December 29 2013 19:11 sataNik[pG] wrote:
I was not a fan of S3, i was a huge fan of S1. S2 was decent too, it had nice items and masteries but it had the problem of the jungle being too poor in xp and gold rewards, resulting in the "camp top 2v1" meta. S4 gameflow is better than S3. What i really hate are the snowball masteries who give % gains which are doubled in number. Why would you reward the fed carry, the fed tank even more? They are fed anyway, it makes no sense. Remove those and you will see less snowball and more variety.


I didn't follow S1 so I can't comment on it much, but I wonder if there weren't balance flaws that simply weren't exposed because at that time, the top-tier players didn't have enough knowledge about the game to realise them? Just a thought though.

I agree with you about masteries. I wouldn't mind seeing masteries eliminated entirely, or at least grossly simplified. Personally I think they add unnecessary complexity which perhaps could be better implemented through items or runes. IMHO they probably only exist as an incentive for new players or smurfs to level up quicker, who are then encouraged to drop some Riot bucks on XP boosters.
sataNik[pG]
Profile Joined July 2003
Greece724 Posts
December 29 2013 11:09 GMT
#2165
On December 29 2013 19:32 Gahlo wrote:
Show nested quote +
On December 29 2013 18:29 sataNik[pG] wrote:
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.


Because the value of stats is bullshit. League wiki uses the most inflamatory that doesn't even remain consistant. Are you seriously going to sit here and tell me that 1HP5 is worth 36g? Because since rejuv bead is the only pure hp regen item there is. The only thing I could even try to equivicate it to is a health potion, whichrejuv bead needs to sit on for 12.5 minutes to make up for what pot does in 15 seconds for a fraction of the cost.

It assigns the 15% CDR on boots of lucidity 633g, where these is 0 basis for such a claim. Fuck, if you look at Spirit Visage's wiki page, the 20% CDR on it is given a value of 644g. On Black Cleaver, 10% is given 322g.

Fancy little chart on how their bullshit works out for increasing CDR step values.
10% 322g
15% 311g
20% 011g

The original Black Cleaver was a piece of shit that nobody ever bought because anybody with half a brain would have bought Last Whisper instead. BotRK was probably shipped weak because they were scared of BotWK/LW wrecking tanks sooner in the game than Riot thinks their limelight should be. Having statistically poor items isn't refreshing, they're just turds. Get out of nostalgia land.


You are absurd, nobody ever said anything about league wiki and their flawed system. I easily do the math myself in a logical manner and i sadly have the illusion that other ppl can do it too, my bad.
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2013-12-29 17:36:02
December 29 2013 17:35 GMT
#2166
Stats aren't easily and precisely calculable, the best you can manage without being delusional like LoLwiki's system is ballpark estimation. And ignoring the crap out of regen stats because they don't scale linearly (with game time OR gold) anyway.
cLutZ
Profile Joined November 2010
United States19574 Posts
December 29 2013 19:54 GMT
#2167
On December 29 2013 18:48 baekgom84 wrote:
Show nested quote +
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.


Well, I dont know. Most of the comebacks so far have been throws, or majic plays like in CJB v KTB Game 1.
Freeeeeeedom
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
December 29 2013 21:04 GMT
#2168
I am curious cause i didn't really follow the season 4 changes, why should lol be now less snowbally? Did they finally change the goldefficiency from late game items?
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
chalice
Profile Joined September 2010
United States1945 Posts
December 29 2013 23:08 GMT
#2169
more teamwide overall gold to lessen the impact of early gold leads and losing an inhibitor only affects minion strength in that lane instead of creating pressure in all 3 lanes.
Fusilero
Profile Blog Joined July 2011
United Kingdom50293 Posts
December 29 2013 23:41 GMT
#2170
On December 30 2013 08:08 chalice wrote:
more teamwide overall gold to lessen the impact of early gold leads and losing an inhibitor only affects minion strength in that lane instead of creating pressure in all 3 lanes.

Also an end to the ahead team buying 20 pinks meaning that the entire map is black for the behind team which snowballs a lead even further.
Glorious SEA doto
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
December 30 2013 04:20 GMT
#2171
to be fair, there are also some lategame outscaling "comebacks". not many but a couple
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
chalice
Profile Joined September 2010
United States1945 Posts
December 30 2013 04:30 GMT
#2172
i don't remember which game it was, but KTB won a group stage game after a really bad start just by being better than their opponents where i felt the game probably would have been decided in the first few minutes in season 3.
baekgom84
Profile Joined May 2013
Korea (South)375 Posts
December 30 2013 05:08 GMT
#2173
On December 30 2013 04:54 cLutZ wrote:
Well, I dont know. Most of the comebacks so far have been throws, or majic plays like in CJB v KTB Game 1.


Well, I think most comebacks in this game are enabled by throws of some sort; that's just the nature of these kind of games, in which successful actions rely on some sort of mistake by your opponents. But whereas a throw in S3 usually consisted of some sort of unnecessary and ultimately catastrophic decision at baron, or a late-game teamfight that just goes horribly wrong, a S4 throw can simply be a 50/50 call that ends up backfiring due to a lack of information.

I also think 'magic plays' were extremely rare in S3 from a team playing from behind, simply because their lack of strength and information prevented them from attempting anything other than passive defence. I really hope we see teams start to do more interesting things with vision, and learn how to make aggressive plays with a gold deficit.
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
December 30 2013 10:34 GMT
#2174
usually comebacks are the result of volatility in team fights, or lineup having lategame power curve.

in league teamfight volatility can be controlled by having map control (so you control the lane pressures and choose to engage when the opponent has to clear wave pressure elsewhere), vision control, getting strong siege or forced initiation lineups etc. teams pick their lineup always with the question of "how do we close a game" in mind, and as a result no matter how you patch the game to introduce more volatility, pro teams will choose lineups that minimize volatility in sieging when they have advantage.
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
cLutZ
Profile Joined November 2010
United States19574 Posts
December 30 2013 14:27 GMT
#2175
I would say the core problem is still the same, it is just hidden a bit. Basically, what it comes down to is that the team that is winning never has to take risks, and still the team behind is left in a situation where it cannot make plays (or the plays it wants to). The difference is that gold snowballs less, and without strong vision control the winning team plays more safely, which means the optimal strategy isn't really snowballing in that way.
Freeeeeeedom
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
December 30 2013 15:31 GMT
#2176
On December 30 2013 23:27 cLutZ wrote:
I would say the core problem is still the same, it is just hidden a bit. Basically, what it comes down to is that the team that is winning never has to take risks, and still the team behind is left in a situation where it cannot make plays (or the plays it wants to). The difference is that gold snowballs less, and without strong vision control the winning team plays more safely, which means the optimal strategy isn't really snowballing in that way.


But if the gold differences are harder to achieve (that is right, no?) that kinda means that you have more time to make plays etc.
Gold snowball is like the only real snowball that matters i feel, if you have a harder time getting a gold and therefore item lead it gives the team that is a little bit behind time to close the gap again.
Nonetheless i would love to see riot look at their lategame items and change the efficiency a little bit, i love the concept of items which are efficient per place and not per gold for the lategame.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
sataNik[pG]
Profile Joined July 2003
Greece724 Posts
December 31 2013 14:12 GMT
#2177
The main reason that teams cant snowball their advantage with ease in S4 is the removal of oracle. In S3 and before once a team achieved combat superiority they could just clear wards with oracle all day long and keep enemies in the dark, threatening to do drake/nash, setting traps, keeping vision control+map control, even getting gold from it. This strategy was just silly strong, low risk, annoying, lame, incredibly boring to watch and everybody should be glad it no longer exists. If a team wants to do something similar now, they can only rely on pinks and sweepers. This is hardly game deciding since pinks are visible and sweepers have moderate cd + you give away your trinket.
WiseBagus
Profile Joined September 2011
Canada452 Posts
January 01 2014 05:26 GMT
#2178
My only resolution is too watch Xenics win and move on to the final.
"When you come at the King, you best not miss"
Inflicted
Profile Blog Joined January 2011
Australia18228 Posts
January 01 2014 07:19 GMT
#2179
On January 01 2014 14:26 WiseBagus wrote:
My only resolution is too watch Xenics win and move on to the final.


And then 3-0 an undefeated SKT K
Liquipedia"Expert"
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
Last Edited: 2014-01-01 07:35:43
January 01 2014 07:32 GMT
#2180
watched some scrims of xenics against skt s and they got crushed in 20 minutes. the unequal group stage distribution makes them seem stronger than they really are.

frost and the jin air teams are so bad
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
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