[Patch 5.18] League of Legends General Discussion - Page 24
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WiseBagus
Canada452 Posts
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Sufficiency
Canada23833 Posts
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Zess
Adun Toridas!9144 Posts
Same goes for for "best" way to level up skills, since the highest winrate ability order on most junglers seems to be any ranged CC even if it blows for clearing, presumably because you invaded lvl 1 and got something. | ||
Sufficiency
Canada23833 Posts
On September 30 2015 02:13 Zess wrote: After actually playing some League, it seems like the "most common" and "highest winrate" item builds on Champion.gg are usually woefully optimistic and seem to suffer from this weird retrospective data selection bias. Same goes for for "best" way to level up skills, since the highest winrate ability order on most junglers seems to be any ranged CC even if it blows for clearing, presumably because you invaded lvl 1 and got something. Which is why I only look at popular builds, not highest win rate. | ||
Sufficiency
Canada23833 Posts
On September 29 2015 10:01 WiseBagus wrote: Has anyone from Toronto heard anything about a worlds viewing party? http://tinyurl.com/nky4uzy | ||
Ansibled
United Kingdom9872 Posts
4. The entire power curve of weak early, strong late can make counterplay hard to solve. It's not counterplay to say "You shoulda stopped me 20 minutes ago, bro." This seems kind of dumb to me. | ||
Nos-
Canada12016 Posts
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VayneAuthority
United States8983 Posts
Its lame because late game champs are the only champs I enjoy, its really satisfying to grind out a hard 20-30 minutes and then be able to take the other team on 1v3. problem is they are terrible at making these kinds of champ and they usually end up as "minor or nonexistant struggle and then 1v3 anyway" | ||
DarkCore
Germany4194 Posts
On September 30 2015 03:34 Ansibled wrote: So when asked about problems with ADCs on AskFM Ghostcrawler said this. 4. The entire power curve of weak early, strong late can make counterplay hard to solve. It's not counterplay to say "You shoulda stopped me 20 minutes ago, bro." This seems kind of dumb to me. Uh, I thought scaling and hyper carries were a fundamental aspect of the game. I mean, I could understand if he said 'A champion should not be a strong lane bully and also outscale their counterpart', but what he said seems sort of strange because it would mean they'd have to uproot the game from the bottom up... I also don't see how he'd do it. Remove lategame? | ||
Gahlo
United States34964 Posts
On September 30 2015 03:34 Ansibled wrote: So when asked about problems with ADCs on AskFM Ghostcrawler said this. 4. The entire power curve of weak early, strong late can make counterplay hard to solve. It's not counterplay to say "You shoulda stopped me 20 minutes ago, bro." This seems kind of dumb to me. Here' the full copy pasta instead of just picking and choosing things TL will get mad over: + Show Spoiler + I often still see people calling Marksmen (ADC's) whiny for wanting their role to be changed but riot are doing some Marksmen changes. What do you personally think is the main issues and problems with the role? if any at all? 1. Being auto-attack focused can easily lead to lack of differentiation among all the other champs that are also auto-attack focused. 2. The need for Marksmen to take towers makes it really hard to evaluate whether they are too weak or not. Assassins just disappear when they aren't viable. Marksmen will likely never disappear. They just limp along if weak. 3. The player vision for "carry" can carry (ahem) some unrealistic expectations. We get some amount of "I'm not getting pentas, so I must be weak." 4. The entire power curve of weak early, strong late can make counterplay hard to solve. It's not counterplay to say "You shoulda stopped me 20 minutes ago, bro." 5. Lack of interesting item choices. 6. Overreliance on the RNG of crit. 7. Can't effectively play different roles or lanes but has a monopoly on bot lane (except for Morde). 8. They can kill squishies in so few shots late game that we kind of hit a power wall where we can't add any more power. 9. Ranged squishy means duels can be very one-sided. If I kite, I take no damage. If melee close, I deal no damage. 10. Built heavily into a team-fight role. This is overall a good thing for design, but tough on solo queue where you can't rely on coordination from a team to keep the Marksman alive. 11. So reliant on gaining gold and XP early that you can feel like you're playing your own minigame before actually joining the game later. This one is debatable and could be argued that it's interesting overall. 12. Always lots of interest in AP builds, but we struggle to make them feel balanced. 13. Since we're thematically tied to "dude with gun or bow" it can make new champion design challenging. This is more of a whiny developer problem and I'd say we did pretty well with Kindred. | ||
Nos-
Canada12016 Posts
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Gahlo
United States34964 Posts
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DarkCore
Germany4194 Posts
2. The need for Marksmen to take towers makes it really hard to evaluate whether they are too weak or not. Assassins just disappear when they aren't viable. Marksmen will likely never disappear. They just limp along if weak. I don't see how that's really a problem you can address. Towers are taken down by AA, not spells. Therefore champions that can AA a lot take down towers. Marksman builds towards hitting a lot of AA, therefore Marksman kills towers the best. Unless Riot changes the way towers are destroyed I don't see how that would change. 11. So reliant on gaining gold and XP early that you can feel like you're playing your own minigame before actually joining the game later. This one is debatable and could be argued that it's interesting overall. That depends on how you play, some players prefer grouping and other prefer farming (Talking about soloQ here). Although it is true you want to farm most of the time, it's not like other lanes don't want to do the same, unless there's a better gold source somewhere (aka killing enemies and taking objectives). 5. Lack of interesting item choices. Idk why Riot isn't willing to release ADC items with similar stats but different perks. Game needs more damage items that have more interesting abilities. Ex: reduced CC, a shield, on hit magic dmg, bonus AS on crit, a mini flash, temporary stealth blah blah blah. If the items have similar build paths, then you can't stack them so you can't have everything and have to choose smartly. Instead we're stuck with Berserkers/IE/SS/LW/BT as core, throw in a defensive item or BotRK, all those items give only raw damage as a stat, except BT shield and BotRK active. Riot dug their own grave in that regard. | ||
Alaric
France45622 Posts
On September 30 2015 03:34 Ansibled wrote: So when asked about problems with ADCs on AskFM Ghostcrawler said this. 4. The entire power curve of weak early, strong late can make counterplay hard to solve. It's not counterplay to say "You shoulda stopped me 20 minutes ago, bro." This seems kind of dumb to me. How about the slew of "we're gonna make all these weaker early and stronger later" in most buffs, eh? Na, Viktor, Darius, etc. don't exist. | ||
Seuss
United States10536 Posts
On September 30 2015 04:21 DarkCore wrote: I don't see how that's really a problem you can address. Towers are taken down by AA, not spells. Therefore champions that can AA a lot take down towers. Marksman builds towards hitting a lot of AA, therefore Marksman kills towers the best. Unless Riot changes the way towers are destroyed I don't see how that would change. I miss old Heimerdinger grenades. | ||
739
Bearded Elder29875 Posts
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nafta
Bulgaria18893 Posts
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ticklishmusic
United States15977 Posts
"Should have stopped me 20 minutes ago" isn't really a valid point. If the enemy team is gonna draft a lategame carry, you counter that by picking a comp that's strong earlier on to gain a lead and delay or deny their carry from coming online. That's how having champs with different power curves work. Does Riot want to go to League of Bruisers again or something? | ||
Fildun
Netherlands4118 Posts
On September 30 2015 04:41 nafta wrote: I still don't understand why has nobody mentioned how adcs completely dominate bot lane with support 2v2 as a big reason for them being here AND being much better at zoning from the wave after freezing. Unless your name is Teutonica and you carry with Fiora ADC. | ||
nafta
Bulgaria18893 Posts
On September 30 2015 04:47 ticklishmusic wrote: I don't think AD's are all that great at taking towers until they hit like 3 items though... a mid with some AP or some other role who builds damage/has sheen or even an AA reset takes towers better until around midgame or later. "Should have stopped me 20 minutes ago" isn't really a valid point. If the enemy team is gonna draft a lategame carry, you counter that by picking a comp that's strong earlier on to gain a lead and delay or deny their carry from coming online. That's how having champs with different power curves work. Does Riot want to go to League of Bruisers again or something? Actually the difference in atk speed is very important for walking up hitting once and walking out. | ||
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