On February 29 2012 16:58 BlackPaladin wrote:
I still don't get what's the point of making yi 2.0, now with boobs. :/
I still don't get what's the point of making yi 2.0, now with boobs. :/
To get the boobs, duh. Boobs sell, they want more moniez
Forum Index > LoL General |
Same rules apply, per usual. Please use the appropriate threads (QQ, Brag, Champion, etc) whenever appropriate. Keep the resident Banling content. Thanks. Happy Gaming. | ||
daemir
Finland8662 Posts
On February 29 2012 16:58 BlackPaladin wrote: I still don't get what's the point of making yi 2.0, now with boobs. :/ To get the boobs, duh. Boobs sell, they want more moniez | ||
Terranasaur
United States2085 Posts
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rwrzr
United States1980 Posts
On February 29 2012 17:09 gtrsrs wrote: Show nested quote + On February 29 2012 16:58 BlackPaladin wrote: I still don't get what's the point of making yi 2.0, now with boobs. :/ yi has abilities that scale off of AP. he's part of the old school of thought (or more correctly, no thought) of RIOT's. where they didn't make kits that made sense always. ap yi, ap trist, irelia having ap ratios, sion/gragas having high ap ratios (though, these turned out ok, just not as intended) are all examples of classic lol champs that are meant to be built one way but scale extensively off of a counterproductive stat riot is now starting to make champs that have more cohesion in their skills. shyvana: magic damage, but still scales off of AD so you're encouraged to not build her like a fumbling retard. talon: no real AP ratios. fiora. voli/sej/nautilus having self-health scaling skills and wanting you to build them tanky AD scaling spells seem to double dip. Most champions with AD scaling spells would be building AD anyways to improve their autoattack damage. Whereas I don't believe building AP nets you any benefits outside of ability scaling. (AND damage against turrets) Of course there is Lichbane, but that requires you to A) Buy the Item and B) Have enough AP to make it worth it (with your 0 Arpen) The closest 'double dipping' comparison would be Ryze. His high spell costs force him to build Mana, but unlike other APs he doesn't lose out because his skills scale off of Mana. As it happens Sheen and Manamune/AA are the only 2 non-tank mana items. So he gets damage and tankiness. | ||
Lorken
New Zealand804 Posts
Related: I like the Teemo and general changes | ||
ihasaKAROT
Netherlands4730 Posts
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Craton
United States17153 Posts
On February 29 2012 18:11 Lorken wrote: I was like 5 mins away from getting my first win of the day (only have time for 1 (sometimes 2) games after college and it shuts down to update! Related: I like the Teemo and general changes Bot games for quick fwotd. | ||
SnK-Arcbound
United States4423 Posts
On February 29 2012 18:25 Craton wrote: Olaf nerf thing is with regard to mr/armor vs flat reduction given how flat reduction applies after basically everything. Show nested quote + On February 29 2012 18:11 Lorken wrote: I was like 5 mins away from getting my first win of the day (only have time for 1 (sometimes 2) games after college and it shuts down to update! Related: I like the Teemo and general changes Bot games for quick fwotd. Bot dominion games. Takes between 7-10 minutes. | ||
freelander
Hungary4707 Posts
On February 29 2012 13:15 gtrsrs wrote: Show nested quote + On February 29 2012 12:48 Two_DoWn wrote: Riven- Hotfix Stats: Attack speed gain per level increased to 3.5 from 2.9. Base armor increased to 15 from 12. Broken Wings: bonus attack damage ratio increased to 0.7 from 0.6. Ki Shout: cast time decreased to 0.25 from 0.5. Valor: Shield strength increased to 60/90/120/150/180 from 40/70/100/130/160. Cooldown decreased to 10/9/8/7/6 from 11/10/9/8/7. Wind Slash: Cast time decreased to 0.25 from 0.5. Missile speed increased to 2200 from 2000. Im not sure those are what I would refer to as overbuffed, or that without these changes she was garbage. Remember, she still had an absurd hp/5 before AND after the changes. The only meaningful change in the hotfix was a buff to her shield, which basically translated to 20 shield and a 1 second cd drop. I dont really think you can qualify any of those as overbuffing her. Riven was a clear case of no one knew how to play her, then Westrice figured her out. the attack speed gains are huge for pushing towers with ult after you force someone out of lane base armor of 3 increase is an increase from 10.8% damage reduction to 13% damage reduction, an increase of 120% shield strength increases were insane, 20 more damage (150% more) per every cast, casts come 10% faster, that's another damage reduction of like 165%... and the spellcast times were nice. maybe a bit trivial but everything helps i definitely think people not knowing how to play her didn't help her case, but she was decidedly weak on release this.. math... 10.8% damage reduction to 13% damage reduction, an increase of 20% shield strength increases were insane, 20 more damage (50% more) per every cast fixed.. | ||
Seuss
United States10536 Posts
On February 29 2012 18:02 sylverfyre wrote: Olaf Axe Throw Damage increased to 80-260 from 50-210 Scaling changed to +1.0 bonus AD from +0.5 total AD Base cooldown reduced to 8 seconds from 10 Cooldown reduction for picking up the axe reduced to 4.5 seconds from 6 Ragnarok now provides 30/45/60 Armor and Magic Resist instead of 20/30/40 flat damage reduction Movement Speed increased to 325 from 320 Poppy How is this a nerf? Armor & MR from ulti synergizes better with the fact that Olaf wants to build health, not armor. Free flat damage reduction scales better off of armor, resists scale better off of +HP. The ult change is mostly a nerf. The problem is that a 6 second defensive steroid on a 100 second cooldown isn't going to have a huge effect on your build. You can't just ignore Armor/MR for the other 94 seconds. Even champions who have defensive steroids with far better uptimes build Armor/MR. So ultimately 30/45/60 Armor/MR at level 6/11/16 isn't going to change how you build Olaf. The end result is that you'll be slightly tankier for a brief window early in the game, but at the cost of significant mid-late game survivability. | ||
GhoSt[shield]
Canada2131 Posts
Am quite excited about Teemo shroom laying buffs (easier slow kiting) as I really, really want to lay him against all the AD bruisers who popular in top-lane. Super teemo all day every day! I find it funny about the riot hotfix to Lee Sin Q dmg. i found no noticable loss in burst dmg but hey, I will take easier FB out of the jungle any day :3 | ||
Cedstick
Canada3336 Posts
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Kaniol
Poland5551 Posts
On February 29 2012 18:02 sylverfyre wrote: Olaf Axe Throw Damage increased to 80-260 from 50-210 Scaling changed to +1.0 bonus AD from +0.5 total AD Base cooldown reduced to 8 seconds from 10 Cooldown reduction for picking up the axe reduced to 4.5 seconds from 6 Ragnarok now provides 30/45/60 Armor and Magic Resist instead of 20/30/40 flat damage reduction Movement Speed increased to 325 from 320 Poppy How is this a nerf? Armor & MR from ulti synergizes better with the fact that Olaf wants to build health, not armor. Free flat damage reduction scales better off of armor, resists scale better off of +HP. Extra move speed for a champ with no gap closers is pretty cool. Axe CD is now shorter and scales better with equipment (And it gains more when you press W!) but less well from leveling up and gaining base attack damage. Assuming you only have atmogs at 18 with new olaf, you have more axe damage than previously. The Axe CD change still allows you to spam your axe quite a bit if you have max CDR and pick up your axe - if you somehow instantly picked up your axe with 40% CDR, you'd have a 0.3 second CD. Thus, the CDR changes to axe are pretty much purely a buff (a buff to everyone EXCEPT 40-cdr olafs who are throwing their axe at point blank range.. .and even then, you still spam your axe b/c the throw animation probably takes longer than 0.3 seconds.) Mathcraft: + Show Spoiler + So, let's assume we have a level 9 olaf who just maxed out Axe, and only has a wriggles lantern for items. Pre-nerf he would do 210+(89+23)/2 = 266 damage on a 10 second CD (4s if he picks up the axe) and now he does 260+23 = 283 damage on an 8 second CD (3.5s if he picks up the axe) That's not even while his W is active. Late game he'll probably have atmogs and gain even more off the new bonus-AD scaling. Not a nerf on any count. If you want, I'll mathcraft earlier and later levels, but I'm pretty sure the new olaf axe is better on almost all counts, except the ones where you build pure tanky, and even then it's close to even. I don't care about axe change, so not sure why you are talking about axe. It always was super strong ability and everyone knew that - buffing it will NOT solve other Olaf's problems. And his ulti got nerfed. AGAIN. 6 seconds in a teamfight isn't that huge, really. It's similar duration to trynd's ult and well... Trynd's ult gives him way more survivability (except for being weak to cc) | ||
bokeevboke
Singapore1674 Posts
On February 29 2012 16:17 Bladeorade wrote: I was actually like haha Na...then i saw Luxanna and actually was like haha. lol, i didnt see what he did there | ||
R04R
United States1631 Posts
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anmolsinghmzn2009
India1783 Posts
I primarily started playing junglers when the new jungle was implemented so I'm not sure how it used to be before. But right now, usually it seems I keep farming wolves, wraiths & buffs and plenty of times I feel like going to small golems just takes too much time. So I end up skipping small gols plenty of time (especially when I'm playing single target jungles like warwick) and usually only bother doing them when I'm going in that area anyways like for a gank or something. Am I doing something wrong? Or doing small gols evrytime they're up isn't optimal now? | ||
Wala.Revolution
7579 Posts
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mr_tolkien
France8631 Posts
On February 29 2012 19:46 anmolsinghmzn2009 wrote: A question regarding the jungle:- I primarily started playing junglers when the new jungle was implemented so I'm not sure how it used to be before. But right now, usually it seems I keep farming wolves, wraiths & buffs and plenty of times I feel like going to small golems just takes too much time. So I end up skipping small gols plenty of time (especially when I'm playing single target jungles like warwick) and usually only bother doing them when I'm going in that area anyways like for a gank or something. Am I doing something wrong? Or doing small gols evrytime they're up isn't optimal now? Depends on your jungler but yeah there are 3 camps, each linked to a lane. If you're not ganking the lane, most of the times you won't clear the camp. Except if you're Shyvana where you can TP from one camp to another and one shot everything. | ||
anmolsinghmzn2009
India1783 Posts
''Atmogs is something I wanna chew up but we want to put more appropriate fighter items in first so they don't just leave the game'' Pretty interesting to say the least. @mrtolkein yeah, with udyr and shyvanna I don't really have that problem. With warwick etc its different. | ||
-Zoda-
France3578 Posts
I'm also interested to see how the mana regeneration on jungle creeps will affect junglers. It should make more viable AP-based junglers. And also, about the discussion of champions prices of the last GD, a way to make champs cheaper without annoying people who bought them full price would simply be to increase IP rates, don't you think ? | ||
SnK-Arcbound
United States4423 Posts
On February 29 2012 19:46 anmolsinghmzn2009 wrote: A question regarding the jungle:- I primarily started playing junglers when the new jungle was implemented so I'm not sure how it used to be before. But right now, usually it seems I keep farming wolves, wraiths & buffs and plenty of times I feel like going to small golems just takes too much time. So I end up skipping small gols plenty of time (especially when I'm playing single target jungles like warwick) and usually only bother doing them when I'm going in that area anyways like for a gank or something. Am I doing something wrong? Or doing small gols evrytime they're up isn't optimal now? All the camps give the same xp, though they don't all give the same gold, golems giving closer to 75-80 gold while wraiths and wolves give 60. Naturally you want to gank your carry lanes, since damage items out scale defense items which puts you behind if you gank the bruiser lane when the opponent ganks the carry lane. If you're blue side farming golems wouldn't put you into an advantagous gank position since it's close to top, while purple side they would put you close to bottom lane. I find myself not clearing wolves but doing wraiths and double golems often because those two will always be physically closer to lanes for you to gank/counter gank. Also since it is bottom lane that controls dragon, and not the jungler, ganks happening bottom will produce better results (two possible kills and a dragon, compared to only one kill in either other lane). This is why I find purple side has a huge advantage over blue side for the first 20 or so minutes of the game. A little above what you asked but hopefully it's helpful. | ||
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