[Patch 1.0.0.124: Talon] General Discussion - Page 157
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Craton
United States17233 Posts
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spinesheath
Germany8679 Posts
#1 cheap Riftwalks. | ||
r.Evo
Germany14079 Posts
On September 08 2011 05:08 MoonBear wrote: 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. | ||
JackDino
Gabon6219 Posts
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 | ||
STS17
United States1817 Posts
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 | ||
Lanzoma
Mexico813 Posts
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
United States13274 Posts
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Slayer91
Ireland23335 Posts
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STS17
United States1817 Posts
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Mogwai
United States13274 Posts
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'... | ||
STS17
United States1817 Posts
On September 08 2011 06:50 Mogwai wrote: 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 | ||
Ryuu314
United States12679 Posts
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Mogwai
United States13274 Posts
On September 08 2011 06:56 STS17 wrote: 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. | ||
Lanzoma
Mexico813 Posts
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
New Zealand58 Posts
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HyperionDreamer
Canada1528 Posts
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. | ||
Raelcun
United States3747 Posts
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. | ||
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739
Bearded Elder29903 Posts
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Ryuu314
United States12679 Posts
On September 08 2011 07:10 Lanzoma wrote: 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
United States3747 Posts
On September 08 2011 07:45 Ryuu314 wrote: 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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