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On December 13 2013 03:06 Celial wrote: Fuck man. I need to improve my strategic gameplay. Any tips for practicing?
Situation almost every single game: I'm going even or winning lane, my team keeps getting picked off. All the god damn time. Getting caught in stupid spots or engaging in pointless fights. NEVER going for objectives but only trying to kill the enemy team. Chasing until the world ends or lingering until their whole team collapses on them. This is a constant issue in my games, so I figure it has something to do with me. I mean, I'm doing everything I can, I splitpush, ping/take objectives/peel or dive.
So something has to be off with my decisions ingame. I'm playing all positions sufficient to go even or win lane every game. My opponents range from mid silver to low gold. I'm aware of how the game "should" be played ideally, prioritizing objectives, stalling for time with splitpushing and stuff.
when i played solo support games i found that if i was vocal early about objectives, the game and whatever. it got people more in the mindset to follow instruction rather than only jumping in with suggestions later/when things go bad.
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Edit: I just re-read the wiki, and damn, his passive will have to be nerfed. The scaling on his shield is so strong, especially considering that once he gets points in W it's going to reload super fast in teamfights as he uses multiple Es in a row (less so as people die, but still, that's a 400+ HP shield without having to pay anything for it (needs 230+ AP on Janna, 400+ AP on Orianna, or 1000+ bonus HP on Nautilus just to equate that). He also gains bonus armour penetration against everyone, the first wording lead to believe that he only gained it against people hit by his ult. And his Q's cooldown is reduced by bonus AS too, not just the cast time as we initially thought. Damn. With his good AS%/level it already makes it rather ridiculous.
On December 13 2013 02:58 NotYango wrote: Is the projectile blocking of Yasuo's wall bidirectional? I.e. does the opposite face of the wall block projectiles coming from behind? Yes, it is bidirectional.
And keep in mind that the wall doesn't block projectiles, it destroys them. Fizz's ult is one of the very rare exceptions, with Orianna's Q and E (her Q stops there, I don't know if her E "resets" on her or her initial target). Ziggs' ult is blocked depending on distance: if it's far enough it'll leave the map and go over the wall (maybe it can go over the wall without leaving the map), otherwise it's blocked. Draven's autos are destroyed so no bouncing axe. Maokai's W goes through the wall because the "projectile" is actually the champion itself. That's why Malphite's ult goes through too. Nautilus, Amumu, Leona, etc. won't because they need to connect to start moving, and the wall will destroy the projectile before it does so (assuming you're hidden behind, of course).
As with "na it's not that useful against ults", well it depends: initiation ults like Varus' or Ashe's are easily blocked and if you're far enough you can react to them (since the wall is instant, because CertainT wanted that "reactionary play" factor, nope dude, you've got to remove something somewhere else to make up for how broken no cast time is on such an ability, imagine the difference between Wither and ECA for Sivir's spellshield). You can also block a lot of follow-up like MF's ult, cocoon, Nidalee spears or Blitz/Thresh grabs on a cc'd ally, Jarvan's EQ combo...
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On December 13 2013 03:10 Nos- wrote:Show nested quote +On December 13 2013 02:58 NotYango wrote: Is the projectile blocking of Yasuo's wall bidirectional? I.e. does the opposite face of the wall block projectiles coming from behind? Was wondering what would happen if the wall was between ori and her ball and she casts her E on herself. The ball ends up back on Ori once it hits the wall and if the target was on the other side no one gets any defensive steroids.
The only real way is to have someone run with the ball through the wall.
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On December 13 2013 03:06 Celial wrote: Fuck man. I need to improve my strategic gameplay. Any tips for practicing?
Situation almost every single game: I'm going even or winning lane, my team keeps getting picked off. All the god damn time. Getting caught in stupid spots or engaging in pointless fights. NEVER going for objectives but only trying to kill the enemy team. Chasing until the world ends or lingering until their whole team collapses on them. This is a constant issue in my games, so I figure it has something to do with me. I mean, I'm doing everything I can, I splitpush, ping/take objectives/peel or dive.
So something has to be off with my decisions ingame. I'm playing all positions sufficient to go even or win lane every game. My opponents range from mid silver to low gold. I'm aware of how the game "should" be played ideally, prioritizing objectives, stalling for time with splitpushing and stuff. You can ping more, because it's annoying and people eventually listen to shut you up.
Sometimes doing the ideal thing by yourself is not as good as doing dumb things as a team.
Also, more wards because people are bad at identifying risk in these games. It's easier for someone not to chase when they can obviously see 4 people headed their way.
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On December 13 2013 04:21 xes wrote:Show nested quote +On December 13 2013 03:10 Nos- wrote:On December 13 2013 02:58 NotYango wrote: Is the projectile blocking of Yasuo's wall bidirectional? I.e. does the opposite face of the wall block projectiles coming from behind? Was wondering what would happen if the wall was between ori and her ball and she casts her E on herself. The ball ends up back on Ori once it hits the wall and if the target was on the other side no one gets any defensive steroids. The only real way is to have someone run with the ball through the wall. wait what? The wall just kills her ball and then it has to reappear on her as if she ran out of leash range?
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On December 13 2013 04:52 kainzero wrote:Show nested quote +On December 13 2013 03:06 Celial wrote: Fuck man. I need to improve my strategic gameplay. Any tips for practicing?
Situation almost every single game: I'm going even or winning lane, my team keeps getting picked off. All the god damn time. Getting caught in stupid spots or engaging in pointless fights. NEVER going for objectives but only trying to kill the enemy team. Chasing until the world ends or lingering until their whole team collapses on them. This is a constant issue in my games, so I figure it has something to do with me. I mean, I'm doing everything I can, I splitpush, ping/take objectives/peel or dive.
So something has to be off with my decisions ingame. I'm playing all positions sufficient to go even or win lane every game. My opponents range from mid silver to low gold. I'm aware of how the game "should" be played ideally, prioritizing objectives, stalling for time with splitpushing and stuff. You can ping more, because it's annoying and people eventually listen to shut you up. Sometimes doing the ideal thing by yourself is not as good as doing dumb things as a team. Also, more wards because people are bad at identifying risk in these games. It's easier for someone not to chase when they can obviously see 4 people headed their way. You would think so... Clearly you've never played in plat I though.
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Surely he will have to be squishy as fuck with terrible stats/numbers to compensate. Surely.
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On December 13 2013 04:53 Nos- wrote:Show nested quote +On December 13 2013 04:21 xes wrote:On December 13 2013 03:10 Nos- wrote:On December 13 2013 02:58 NotYango wrote: Is the projectile blocking of Yasuo's wall bidirectional? I.e. does the opposite face of the wall block projectiles coming from behind? Was wondering what would happen if the wall was between ori and her ball and she casts her E on herself. The ball ends up back on Ori once it hits the wall and if the target was on the other side no one gets any defensive steroids. The only real way is to have someone run with the ball through the wall. wait what? The wall just kills her ball and then it has to reappear on her as if she ran out of leash range?
That is definitely what happens if you try to W someone through the wall. It does not happen if you W on your side and they waltz through.
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This has probably been talked about countless times, but another manaless champion? Do the designers not recognize a problem? I feel like its' starting to spiral out of control.
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On December 13 2013 05:24 lefty wrote: This has probably been talked about countless times, but another manaless champion? Do the designers not recognize a problem? I feel like its' starting to spiral out of control.
I wonder how much communication or cooperation there is between the champion designers and the balance team. The impression I get is that each champion is a small number of designers' pet projects, and then it's up to the balance team to tweak numbers and minor changes and stuff to make sure the character fits in the game well.
I believe people at riot have mentioned manaless champs being a problem before, so does that mean that the balance team is like pulling their hair out everytime another resourceless champ is introduced? Or is that 'problem' something the designers are aware of and actively try to avoid in their champs?
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In fairness, I don't think the *number* of manaless champs is the problem. Rather it's the existence of manaless champions and how they are relevant enough that mana management has to be balanced with respect to them.
Once you have a couple relevant manaless champs, additional ones don't suddenly make this case more problematic.
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So, I guess the Rammus and Fiddle nerfs will go through... hmpf.
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United States15536 Posts
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On December 13 2013 05:28 Eiii wrote:Show nested quote +On December 13 2013 05:24 lefty wrote: This has probably been talked about countless times, but another manaless champion? Do the designers not recognize a problem? I feel like its' starting to spiral out of control. I wonder how much communication or cooperation there is between the champion designers and the balance team. The impression I get is that each champion is a small number of designers' pet projects, and then it's up to the balance team to tweak numbers and minor changes and stuff to make sure the character fits in the game well. I believe people at riot have mentioned manaless champs being a problem before, so does that mean that the balance team is like pulling their hair out everytime another resourceless champ is introduced? Or is that 'problem' something the designers are aware of and actively try to avoid in their champs?
Clearly Mana is toxic and anti-fun. Explains the ult mana buffs too.
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Defending towers and stalling until late game will be just as easy with Yasuo as it is with Anivia. Wind wall gives your team a free 3 seconds to clear the wave, effectively stalling out a siege unless they want to take tower aggro. With this almost guaranteed gold coming in late game comps will probably become the norm again in NA/EU unless teams are able to close out games in 20 mins like the Koreans.
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On December 13 2013 05:37 AsmodeusXI wrote:Darkness also inc. Where are the patch notes? Or is this just the Snowdown Showdown and no balance changes?
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United Kingdom50293 Posts
On December 13 2013 05:41 JazzVortical wrote:Show nested quote +On December 13 2013 05:28 Eiii wrote:On December 13 2013 05:24 lefty wrote: This has probably been talked about countless times, but another manaless champion? Do the designers not recognize a problem? I feel like its' starting to spiral out of control. I wonder how much communication or cooperation there is between the champion designers and the balance team. The impression I get is that each champion is a small number of designers' pet projects, and then it's up to the balance team to tweak numbers and minor changes and stuff to make sure the character fits in the game well. I believe people at riot have mentioned manaless champs being a problem before, so does that mean that the balance team is like pulling their hair out everytime another resourceless champ is introduced? Or is that 'problem' something the designers are aware of and actively try to avoid in their champs? Clearly Mana is toxic and anti-fun. Explains the ult mana buffs too. Sometimes it really does feel like that, especially in top lane. Not even energy any more yay for mundo/shyv/rango/renekton.
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On December 13 2013 05:45 Ghost-z wrote:Where are the patch notes? Or is this just the Snowdown Showdown and no balance changes? He's the Asmo that cried darkness.
srs though, later tonight.
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On December 13 2013 05:50 Fusilero wrote:Show nested quote +On December 13 2013 05:41 JazzVortical wrote:On December 13 2013 05:28 Eiii wrote:On December 13 2013 05:24 lefty wrote: This has probably been talked about countless times, but another manaless champion? Do the designers not recognize a problem? I feel like its' starting to spiral out of control. I wonder how much communication or cooperation there is between the champion designers and the balance team. The impression I get is that each champion is a small number of designers' pet projects, and then it's up to the balance team to tweak numbers and minor changes and stuff to make sure the character fits in the game well. I believe people at riot have mentioned manaless champs being a problem before, so does that mean that the balance team is like pulling their hair out everytime another resourceless champ is introduced? Or is that 'problem' something the designers are aware of and actively try to avoid in their champs? Clearly Mana is toxic and anti-fun. Explains the ult mana buffs too. Sometimes it really does feel like that, especially in top lane. Not even energy any more yay for mundo/shyv/rango/renekton.
I commend Riot for having different systems, they are interesting and adds flavour. I like that Mana champs have to be prudent in lane, while energy champs suffer in teamfights. But they are just out of whack at the moment. Top lane is ruined. And then of course, with everyone screeching about how bad resourceless champs are, they release another one.
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