[Patch 4.1] Season 4 Start General Discussion - Page 3
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lefty
United States1896 Posts
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Gahlo
United States35076 Posts
On January 15 2014 09:06 schmutttt wrote: Wait, where are the Kassadin nerfs? They were reverted a few PBE patches ago. Apparently Riot wasn't happy with em. On January 15 2014 07:56 Slayer91 wrote: hocky players are lefties? It's not uncommon for "handedness" to switch when it comes to things below the waist. For example, I am a lefty in anything and everything except 2 areas. Computers, because there was no left handed setup when I was learning to use computers, and hockey. Hockey was weird because, while I had access to left handed sticks, yet it felt as awkward to me to play lefty as it does to write righty. | ||
Ryuu314
United States12679 Posts
On January 15 2014 08:57 Kenpark wrote: Pretty good changes. Should have hit Mundo and Ziggs too. I dont care what the changes to towers are as long as I never have to face a 1on2 lane again. Just not fun. Also lol calling Annie an interesting pick. Mundo got hit by the Sunfire/Visage changes. Ziggs getting nerfed next patch. Likely a reversion/partial reversion of the Ziggs passive buffs a few patches ago. | ||
Cyro
United Kingdom20263 Posts
On January 15 2014 07:48 GrandInquisitor wrote: I usually believe that Riot knows what they're doing, but this change is just horrifying. I cannot imagine a more inelegant solution. This was the point where i said "dafuq riot" and tabbed to reddit comment thread which i had open but hadn't looked at.. top comment was already like 1k upvotes quoting it | ||
canikizu
4860 Posts
Turrets Outer turrets no longer gain bonus armor and magic resist for the first eight minutes of the game. Top and middle lane outer turrets now have 20 damage reduction from champion basic attacks Although this is a bandage fix, the change is more complicated than some people think. Originally, the outer turrets have 60 bonus armor (270 armor instead of 210) at the beginning of the game, then start to decay. So normally it has 73% reduced damage instead of 68% reduced damage. With the patch, the outer turrets don't have bonus armor anymore (it starts to gain armor after 8 minutes, which is the same time as other inner and inhibitor turrets). - So although top and mid turret reduced 20 damage from champion's basic attack, the bot turret is actually weaker than before. - It's harder for champions to attack the top and mid turret, but since the the turrets have lower armor, the minions will attack harder, not to mention that in early game, minions all have higher attack speed than champions, so if you somehow are able to push the lane and let the minions attack the turret, I don't think you see real different. While the change is kind of retarded, I'm a little curious to see how it's gonna go. | ||
kongoline
6318 Posts
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Ketara
United States15065 Posts
On January 15 2014 09:56 canikizu wrote: Although this is a bandage fix, the change is more complicated than some people think. Originally, the outer turrets have 60 bonus armor (270 armor instead of 210) at the beginning of the game, then start to decay. So normally it has 73% reduced damage instead of 68% reduced damage. With the patch, the outer turrets don't have bonus armor anymore (it starts to gain armor after 8 minutes, which is the same time as other inner and inhibitor turrets). - So although top and mid turret reduced 20 damage from champion's basic attack, the bot turret is actually weaker than before. - It's harder for champions to attack the top and mid turret, but since the the turrets have lower armor, the minions will attack harder, not to mention that in early game, minions all have higher attack speed than champions, so if you somehow are able to push the lane and let the minions attack the turret, I don't think you see real different. While the change is kind of retarded, I'm a little curious to see how it's gonna go. Also note that when LoL does "20 damage reduction" it happens before armor in all other cases. So, at 100 AD, a champion will do 25 damage instead of 12. It's the same mitigation as it was previously at about 105 AD. But considering that minions will now do more damage to towers, it's really the same at some number less than 105 AD. So basically top and mid lane towers will be a little bit tougher, but not very much. The big change is that the bot lane tower will be easier to kill. | ||
Ares[Effort]
DEMACIA6550 Posts
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Amui
Canada10567 Posts
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Dusty
United States3359 Posts
Another thing that people might not be thinking about is that it allows top lane to roam without fear of their tower being taken down in a wave by some champions with high as like rengar/jax for example. But yeah we'll see how this goes. | ||
Scip
Czech Republic11293 Posts
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UnKooL
Korea (South)1667 Posts
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Ryuu314
United States12679 Posts
On January 15 2014 10:25 Dusty wrote: Most people will look at this and say that the way they are choosing to "nerf" laneswaps is a really ugly way to do it, and while I agree it looks very bad, one of the reason MANY champions are not playable in competitive is because of how badly laneswaps shut them down so I'm really interested to see what competitive teams are going to be doing with their toplaners, not to mention the fact that sunfire-visage tanks got nerfed. Another thing that people might not be thinking about is that it allows top lane to roam without fear of their tower being taken down in a wave by some champions with high as like rengar/jax for example. But yeah we'll see how this goes. While I agree that a large portion of the champion pool is unplayable at the competitive level due to laneswaps, I don't think this will change much since laneswaps will still be very strong. Denying a champion farm and exp on the other team + giving your potentially weak lane duo effective free farm is very beneficial. On top of that, if this change forces teams to not laneswap and always do 2v2 bot lanes or face losing a fast bot tower, that only limits the champ pool by making it so weak duo lane champs can't be played or they get wrecked. | ||
TheYango
United States47024 Posts
On January 15 2014 10:11 Ketara wrote: So basically top and mid lane towers will be a little bit tougher, but not very much. The big change is that the bot lane tower will be easier to kill. Which consequently means that it's essentially impossible for a team that 2v1s top to take tower faster unless their bot solo is outrageously stronger at 2v1 than the other team's top solo. On January 15 2014 10:25 Dusty wrote: Most people will look at this and say that the way they are choosing to "nerf" laneswaps is a really ugly way to do it, and while I agree it looks very bad, one of the reason MANY champions are not playable in competitive is because of how badly laneswaps shut them down so I'm really interested to see what competitive teams are going to be doing with their toplaners, not to mention the fact that sunfire-visage tanks got nerfed. I don't think that killing lane-swaps actually helps, because it then puts pressure on the support/AD champ pool. The support champ pool is in pretty iffy shape already thanks to the pre-season, but bear in mind that it's been a long time since AD carry picks have been characterized the way it was in the past where laning limitations basically restricted the competitive AD pool to 3 champions or less. AD carry selection only really opened up once lane swaps allowed for more diverse selections of ADs that might be weaker in lane. Prior to that every major version of the game had been characterized by things like the affectionately-known "holy trinity". | ||
cLutZ
United States19571 Posts
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beefhamburger
United States3962 Posts
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wei2coolman
United States60033 Posts
It's not like every game is 2v1, there's a nice balance of 2v2 and 2v1 games right now, and I don't like how they're asymmetrically changing shit on the map, which makes no sense. It turned the fast push 2v1 lane ideas, into "hurr durr, only 2v1 to deny" as opposed to "early gold, with strong map pressure, leading into map advantages" Also, it's fucking really disgustingly terribly inelegant way to get things accomplished. Actually, this entire season changes have been hugely inelegant. For example, with the spellsy stuff that was posted last GD. Rather than changing jungle the way they did with 3.14, they could have just restricted vision changes, and Junglers would still be getting very similar amount of gold income, without having to change everything up. At this point, Riot is just fucking adding stupid shit on top of stupid shit, leading to really obtuse and un-intuitive design. That being said, the changes to SS items to homogenize them will be nice for AD caster junglers. (and makes Wriggles even more fucking useless). | ||
Shiznick
United States2200 Posts
On January 15 2014 11:17 wei2coolman wrote: I seriously don't get that change, does Riot really hate 2v1's that much??? It's not like every game is 2v1, there's a nice balance of 2v2 and 2v1 games right now, and I don't like how they're asymmetrically changing shit on the map, which makes no sense. It turned the fast push 2v1 lane ideas, into "hurr durr, only 2v1 to deny" as opposed to "early gold, with strong map pressure, leading into map advantages" Also, it's fucking really disgustingly terribly inelegant way to get things accomplished. Actually, this entire season changes have been hugely inelegant. For example, with the spellsy stuff that was posted last GD. Rather than changing jungle the way they did with 3.14, they could have just restricted vision changes, and Junglers would still be getting very similar amount of gold income, without having to change everything up. At this point, Riot is just fucking adding stupid shit on top of stupid shit, leading to really obtuse and un-intuitive design. That being said, the changes to SS items to homogenize them will be nice for AD caster junglers. (and makes Wriggles even more fucking useless). trinkets still takes the cake for inelegant fixes to perceived game issues imo | ||
TheYango
United States47024 Posts
On January 15 2014 11:10 cLutZ wrote: Yea, laneswaps basically turned off "counterpicks" for botlane, but it also has turned off 2 kinds of champs in toplane: weak vs. 2v1, and easily counterpicked. I think, if they are going to enforce the 2v2 meta, lategame AD Carries need serious buffs. It makes them situational champs to draft based on how the opponent drafts and it makes the champs that are good at both stable 1st/2nd picks--it doesn't "turn off" those champs because based on the bot lane picks because your opponent cannot punish everything at once. A weak 1v1 matchup can't be punished if the bot lane picks force you to 2v1, and likewise a weak 1v2 can't be punished if you have to 2v2 the enemy bot lane. It adds overall depth to the draft to allow teams to freely 2v1 and 2v2, even if it makes certain champs harder to pick early. | ||
suicideyear
Ivory Coast3016 Posts
i don't know whether to laugh or cry or try it ingame and do my best admiralbulldog impression | ||
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