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[Patch 1.0.0.124: Talon] General Discussion - Page 157

Forum Index > LoL General
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Craton
Profile Blog Joined December 2009
United States17303 Posts
Last Edited: 2011-09-07 20:14:39
September 07 2011 20:13 GMT
#3121
Kass + Nasus would be amusing. Riftwalk into someone and auto attack for half their hp while being fairly beefy with his ult. Assassins with tank kit or support kits in general are pretty broken. Consider an Orianna ult on anything with a leap, etc.
twitch.tv/cratonz
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
September 07 2011 20:14 GMT
#3122
Kassadin + Cassiopeia.
#1 cheap Riftwalks.
If you have a good reason to disagree with the above, please tell me. Thank you.
r.Evo
Profile Joined August 2006
Germany14081 Posts
September 07 2011 20:15 GMT
#3123
On September 08 2011 05:08 MoonBear wrote:
Show nested quote +
On September 08 2011 05:01 r.Evo wrote:
zzz, you guys. This suggestion is already in the @RiotGames thread, including a solid eplaination why.

Just read that thread now. My apologies. Real tired.

Afaik, the client does not announce d/c's straight away. It takes a little while for the server to process this info and give it to all clients. Sometimes it even takes a minute or two. For clarification, are you suggesting then that this time be extended as opposed to removing global d/c's?


The basic suggestion is this:

+ Show Spoiler +
The alternative I'd suggest is to only announce the disconnect to the affected team. The team without the disconnect should not be informed of any disconnect on the opposing team. Why? Because the only reason for them to know would be to instantly abuse that advantage and turn around games quickly.

I think everyone had games (usually above the 40 minute mark) where a single 1 minute disconnect can completely turn around a game because the opposing team can just force an immediate 5n4 and press that advantage. If they're no informed of that disconnect the defending team can stall the game easier and give the disconnected person a bigger timeframe to come back.

The only disadvantage to this would be that it's harder for the opposing team to report disconnected people after the game. This can either be ignored (since the disconnected person will get 4 reports from his team anyway), or countered by including a stat called "total time disconnected" in the end game screen.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
JackDino
Profile Joined July 2010
Gabon6219 Posts
September 07 2011 20:16 GMT
#3124
On September 08 2011 05:09 Vlanitak wrote:
I would like to make a petition to change Nunu's consume sound to this: http://ski.ihoc.net/gobble.wav

if you dont know what that sound is: it is the sound the Sasquatch, in the game Ski Free for windows, was supposed to make when it eats you.

Change it to the sound Zoidberg makes when he consume stuff :p
This isnt Broodwar so I dont owe anyone respect for beating me. -arb
STS17
Profile Joined April 2010
United States1817 Posts
September 07 2011 21:09 GMT
#3125
On September 08 2011 02:45 Iskusstvo wrote:
Just a theoretical exercise: If you could combine two champion's kits into one mutant version of both of them where you have 8 abilities (assuming 2 skill points per level), what would they be? As for me, I think it'd have to be Singed and Janna, because, apart from the ridiculous amount off CC you have, can you imagine the passive on her W on Singed? It would be just so good. I mean, just so good.


Gragas Orianna - move everyone everywhere.

Jax + pre-redesign kayle - ap gives ad/health while ad gives ap/health, never die 1 shot everyone not to mention empower and jax's ult at range and the complete and utter tower rape with GRB + triple pot

Mundo + Master Yi - mundo R plus meditate to absorb all burst, highlander + wu ju style + masochism to kill everything, then heal and repeat. Alpha strike and mundo files to peel and initiate.

Blitzcrank + Leona - everyone is disrupted all the time forever

Blitzcrank + Sion - shield -> rocket grab -> power fist -> shield boom -> cryptic gaze -> powerfist
Platinum Level Terran - Take my advice from that perspective
Lanzoma
Profile Joined February 2011
Mexico813 Posts
September 07 2011 21:11 GMT
#3126
On September 08 2011 04:37 Mogwai wrote:
She's undoubtably crazy strong in lane. I personally bounce between thinking that she sucks too hard midgame and thinking that she's secretly super OP. I think I've finally accepted that she is unquestionably a strong character when you have mid with her and Singed top, but outside of those circumstances, I really don't know.


There must be more to the champ. She has such a good potential with that early game dominance that I refuse to believe that's all she can do.

The part that makes her OP is that she wrecks sustained dps fights because you can't compete with the shield + damage + heal, but situations where people get 100 to 0'd (either defensively or offensively) you're useless. Long, spread, drawn-out fights are best, so you probably need a comp that lends itself to that (heal-poke? janna/gragas?).

Or maybe she just need a metagame shift to shine. I dunno.
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
September 07 2011 21:14 GMT
#3127
Singed, it always comes back to Singed.
mogwaismusings.wordpress.com
Slayer91
Profile Joined February 2006
Ireland23461 Posts
September 07 2011 21:19 GMT
#3128
I imagine singed fling an AD carry into a karma RE Q is just instant win for teamfight because then singed can't even die.
aka Teutonica
STS17
Profile Joined April 2010
United States1817 Posts
September 07 2011 21:30 GMT
#3129
I think the larger problem with Karma in later stages of the game is, because she's limited by her mantra stacks (which there should be more of, perhaps getting extra stacks at higher levels) she does some good damage up front in a fight but then is delegated to a largely support-ish role as the fight drags on, and she becomes exceedingly squishy if she shields someone other than herself.
Platinum Level Terran - Take my advice from that perspective
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
September 07 2011 21:50 GMT
#3130
On September 08 2011 06:30 STS17 wrote:
I think the larger problem with Karma in later stages of the game is, because she's limited by her mantra stacks (which there should be more of, perhaps getting extra stacks at higher levels) she does some good damage up front in a fight but then is delegated to a largely support-ish role as the fight drags on, and she becomes exceedingly squishy if she shields someone other than herself.

you're bad at Karma if you think drawn out late game fights are her weakness. Just sayin'...
mogwaismusings.wordpress.com
STS17
Profile Joined April 2010
United States1817 Posts
September 07 2011 21:56 GMT
#3131
On September 08 2011 06:50 Mogwai wrote:
Show nested quote +
On September 08 2011 06:30 STS17 wrote:
I think the larger problem with Karma in later stages of the game is, because she's limited by her mantra stacks (which there should be more of, perhaps getting extra stacks at higher levels) she does some good damage up front in a fight but then is delegated to a largely support-ish role as the fight drags on, and she becomes exceedingly squishy if she shields someone other than herself.

you're bad at Karma if you think drawn out late game fights are her weakness. Just sayin'...


I didn't say she was bad in long drawn out fights. I said her role changes somewhat in those fights
Platinum Level Terran - Take my advice from that perspective
Ryuu314
Profile Joined October 2009
United States12679 Posts
September 07 2011 22:03 GMT
#3132
I think they should have Karma's ulti scale with levels. So it starts out with like 1 max mantra stack, then it increases to 2, then 3 at levels 7 and 13 respectively.
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
September 07 2011 22:09 GMT
#3133
On September 08 2011 06:56 STS17 wrote:
Show nested quote +
On September 08 2011 06:50 Mogwai wrote:
On September 08 2011 06:30 STS17 wrote:
I think the larger problem with Karma in later stages of the game is, because she's limited by her mantra stacks (which there should be more of, perhaps getting extra stacks at higher levels) she does some good damage up front in a fight but then is delegated to a largely support-ish role as the fight drags on, and she becomes exceedingly squishy if she shields someone other than herself.

you're bad at Karma if you think drawn out late game fights are her weakness. Just sayin'...


I didn't say she was bad in long drawn out fights. I said her role changes somewhat in those fights

but it doesn't really, you get a fresh mantra charge like every 9 seconds and you still have a lot of game changing damage/shielding in those fights. I dunno, I feel like she's crazy strong in those fights and still feels like a carry more than most because she's not crutched by a long CD ult.
mogwaismusings.wordpress.com
Lanzoma
Profile Joined February 2011
Mexico813 Posts
Last Edited: 2011-09-07 22:11:09
September 07 2011 22:10 GMT
#3134
On September 08 2011 07:03 Ryuu314 wrote:
I think they should have Karma's ulti scale with levels. So it starts out with like 1 max mantra stack, then it increases to 2, then 3 at levels 7 and 13 respectively.


That would take away her strong laning, killing the already questionable viability of the hero.
chubbly
Profile Joined March 2011
New Zealand58 Posts
September 07 2011 22:12 GMT
#3135
I'm curious as to what Karma players think must change in her kit for her to be more viable. Not being a Karma player myself, I presume just giving her another mantra at 11 and 16 would make her crazy OP?
HyperionDreamer
Profile Blog Joined June 2011
Canada1528 Posts
September 07 2011 22:27 GMT
#3136
Yeah, giving her 4 mantra stacks would make her absolutely hella OP. I honestly think that's the only thing preventing her from becoming the hardest hard carry in the entire game (the maximum number of mantra stacks part).

Her late game I'm not a huge fan of, since your number of mantra stacks greatly affects your team's ability to fight. If you get initiated on with no stacks (or just 1), your team is in a bit of trouble.

I'm still of the opinion that she's real strong right now, cause she can do crazy burst, push lanes and make the opposing mid lose CS, and thus provide a lot of dragon control.
BW4life! Jaedong ~ Savior ~ Shine ; "drowning sorrows in late night infomercials" - bnYsooch
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
Last Edited: 2011-09-07 22:38:04
September 07 2011 22:37 GMT
#3137
Didnt think this deserved a new thread but I'm calling out whoever started the CauthonLuck rumor about the CauthonLuck on LoL not being the one from sc2 beta.

Everyone keeps saying that the CauthonLuck in LoL who's around 1950 elo isn't the same from from SC2 beta. I want to know who started this because you're completely wrong. I was in ROOT during the beta and played with CatZ qxc CauthonLuck some of our management staff etc.. I've had him on my friends list ever since then and the same CauthonLuck that I've had friended since playing with him on beta is the ~1950 player who appears on streams randomly. Yet everytime I see reference to him here it's full of posts saying that it's not him....

I'm confused about this and whoever started this rumor you're a baddie.
739
Profile Blog Joined May 2009
Bearded Elder29905 Posts
September 07 2011 22:42 GMT
#3138
Serious business.
WriterSalty oldboy that loves memes | One and only back-to-back Liquibet Winner
Ryuu314
Profile Joined October 2009
United States12679 Posts
September 07 2011 22:45 GMT
#3139
On September 08 2011 07:10 Lanzoma wrote:
Show nested quote +
On September 08 2011 07:03 Ryuu314 wrote:
I think they should have Karma's ulti scale with levels. So it starts out with like 1 max mantra stack, then it increases to 2, then 3 at levels 7 and 13 respectively.


That would take away her strong laning, killing the already questionable viability of the hero.

How so? During laning phase you never need more than 1 mantra stack at a time. You only ever mantra your E; almost never Q. I suppose with only 1 mantra stack max you'd have to wait quite a while between harass exchanges, but perhaps cdr runes?
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
September 07 2011 22:46 GMT
#3140
On September 08 2011 07:45 Ryuu314 wrote:
Show nested quote +
On September 08 2011 07:10 Lanzoma wrote:
On September 08 2011 07:03 Ryuu314 wrote:
I think they should have Karma's ulti scale with levels. So it starts out with like 1 max mantra stack, then it increases to 2, then 3 at levels 7 and 13 respectively.


That would take away her strong laning, killing the already questionable viability of the hero.

How so? During laning phase you never need more than 1 mantra stack at a time. You only ever mantra your E; almost never Q. I suppose with only 1 mantra stack max you'd have to wait quite a while between harass exchanges, but perhaps cdr runes?


Have you ever laned Karma? She's about sustainability and burst, you heal by mantraing your Q while damaging your opponent at the same time and frequently you'll mantra your E at the same time to burst them really hard while healing. This is what makes her good at laning if you take away one of her mantra stacks then she can only mantra her Q's which is much shorter range and easier to avoid than her Mantra E's. Hence taking away her laning presence.
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