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United States37500 Posts
Welcome to this patch's General Discussion thread for the League of Legends subforum. This thread is for discussion around League of Legends. Free feel to talk about anything LoL related here that does not already have its own thread. While posting standards tend to be rather lax in this thread, pointless spam will not be tolerated.
Gameplay discussion should go in the Patch Discussion thread.
Non-League of Legends dicsussion should go in the LiquidLegends Lounge.
Certain topics are blacklisted from LoL General Discussion and they include:- "Elo hell"
- The Tribunal
- Bans, either from TL.net or LoL
Additionally, the TL LoL Ten Commandments are available for you to reference if you have any questions about this subforum.
Use the LoL Strategy subforum if you have game or champion specific questions. Lastly, confine QQing and bragging to their respective threads.
Kindred, the Eternal Hunters, will be released a bit later during Patch 5.19.
Patch 5.19: Live on Sept. 30th, 2015
+ Show Spoiler [Previous GD Threads & Patch Notes] +
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Garen was dealing 1% of his max health when he gets up to 4k in standard builds? Seems pretty strong.
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Why the hell is 5.19 so tamed in terms of balance? It's not like worlds is being played on 5.19?
Like, wtf? why such a huge patch in 5.16, 5.17, 5.18 right before worlds? and then super tiny patch in 5.19? wut?
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Because all the changes are gonna happen in preseason.
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On September 30 2015 09:59 nafta wrote: Because all the changes are gonna happen in preseason. They should have held off all the juggernaut changes til preseason as well. Just boggles my mind what Riot was thinking releasing such a major patch before worlds
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On September 30 2015 04:21 DarkCore wrote:Show nested quote +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.
This falls under the idea of "Riot changes the way towers are destroyed", but there's design space for it. In league, towers are typically taken by creating a scenario where you have champions killing a tower with no champions to defend it (winning a teamfight, poking them out, outrotating them, etc), but in a totally different siege heavy game like Age of Empires 2 you typically take objectives by pressuring with Trebuchets, which do big damage to towers and basically nothing to units (the shots are dodgeable (they actually miss automatically but you can in theory anti-dodge into them)), and by defending your trebuchets from your opponents main army units while also preventing them from setting up anti-trebuchet units (in theory the bombard cannon, but in practice it's just more trebuchets or cannon galleons).
In League, this would be the equivalent of clearing your opponents minion wave and then defending your minions while the minions kill the tower (which would probably need some kind of +300% damage to towers buff or something). You can sort of do this by using banner of command on heimerdinger to buff up the siege minion and then placing turrets to kill the tower (which won't switch aggro to the turrets from the slow-to-die siege minion), but this is awkward. Zz'rot portal is kind of like this, but it's rarely seen of course. It can exist in league and I've personally been hoping for a champ like this for an interesting take on siege mechanics.
On September 30 2015 05:39 wei2coolman wrote:Show nested quote +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. Mordekaiser works, not to mention there are plenty of cheezy as fuck double bruiser botlane that can kick quite a few botlane combos asses. I think with the new champ, I think Riot is trying to introduce a tower taker in the jungle position, so it can free up botlane for more combos.
Junglers are already kind of the best tower takers in solo queue, since gank -> kill tower is an easy and obvious thing to do. I actually really like Trundle as a jungler specifically because he's good at this as is. Obviously this is less true in teamfights though which is what you're talking about.
On September 30 2015 07:33 Goumindong wrote:Show nested quote +On September 30 2015 07:29 nafta wrote:On September 30 2015 07:27 Goumindong wrote:On September 30 2015 04:51 nafta wrote: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. Also attack range. AP with lichbane takes towers super fast, but not many AP's can get Lichbane in a reasonable amount of time. Really AD's get really good at taking down towers with 1-2 items and the third not really having much of an effect. Well I didn't mention the atk range cuz it depends. Right now with trist/jinx/kog all being popular there is a big difference but the other ads are close to the mages. Having a dash on low cd or spell shield can compensate for it since most mages don't have one as well. Well almost every AD has something to help them knock down towers. If its not range its an AS/AD steroid, or an attack reset, or the ability to build triforce well and get that sweet sweet bonus damage. The only marksman who don't have anything like that seem to be Quinn (unless creeps are around), Twitch (unrealistic to stealth to hit towers, but possible), and Kalista(actually legitimately no steroids against towers)
Twitch has a range (550 -> 850) and AD (20/30/40) steroid on his ult as well. People tend to forget about it, and you'd likely have excluded it even if you didn't, but it's the highest auto attack range in the game and can out-range turrets right at level 6 (earlier than anyone else).
A cheesy level 6 tactic that isn't super important to know is that you can use your ult to poke the tower, clear the wave, and do big poke to defending champs at the same time kind of like MF's ult. With Q active and AS quints, you have 1.146 AS at level 6 (not for the full 7s though), which is enough to get 6-7 autos, which is enough to clear the wave and do big damage to champs if you hit any, while also doing good free damage to a tower. Later in the game Twitch can backdoor damaged towers easily with Q/R since you outrange them and kill them quickly. So Twitch is actually pretty decent-good at tower killing (relative to other ADCs), it just works a little differently to get the best mileage out of it.
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I think the issue with Critical Strike is grossly exaggerated.
But I do expect Riot to increase crit chance and lower crit damage for Season 6 just to soothe the angry mobs.
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5.18 wasn't a large patch. People's brains just condensed 5.16-18 into one thing because of Juggernaut salt.
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On September 30 2015 11:45 Caiada wrote: 5.18 wasn't a large patch. People's brains just condensed 5.16-18 into one thing because of Juggernaut salt. The fact that the impact from 5.16 is still ridiculously overtuned despite 2 more patches is why people group 5.18 with 5.16/5.17
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Bearded Elder29876 Posts
Cosmic Reaver and Spirit Fire skins are glorious.
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United States37500 Posts
I thought it was going to be Arclight Kassadin.
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On September 30 2015 14:03 NeoIllusions wrote: I thought it was going to be Arclight Kassadin.
It's Kassadin, not Vassadin. Can't be Arclight....
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Sufficiency, can you whip something similar up with, like, 400k games instead of 4k...? I mean I'm pretty dumb, but even I know that 4k games are not really a representative amount of games. Idk if its feasible in terms of time investment, or if you even have the time.
http://www.goldper10.com/stat/2420-what-role-should-i-main-to-climb.html
Edit: EUW would be most appreciated cuz its my server, but you are from Canada so I guess you have better data for NA. Shouldn't be that much difference in soloqueue meta tho I guess.
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On September 30 2015 09:57 wei2coolman wrote: Why the hell is 5.19 so tamed in terms of balance? It's not like worlds is being played on 5.19?
Like, wtf? why such a huge patch in 5.16, 5.17, 5.18 right before worlds? and then super tiny patch in 5.19? wut?
Worlds is on 5.18. All the people involved in balance are currently working on pre-season and seasonal changes.
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4k games are probably way more representative than you think.
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On September 30 2015 10:39 Sufficiency wrote: I think the issue with Critical Strike is grossly exaggerated.
But I do expect Riot to increase crit chance and lower crit damage for Season 6 just to soothe the angry mobs. Pls crit is the biggest problem in this game and always has been. It doesn't help create anything except problems.
That "what should i main" is stupid. Obviously bot lane is gonna have the best % because 2 people get gold instead of 1 when they are winning. Realistically jungle and mid are the 2 best. Bot is good only if you duo.
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I don't think it's crit on it's own that's the issue. It's Crit+AD+AS+Arpen that makes it an issue. The fact that 4 offensive items is vastly more powerful than 3 offensive etc. because of the way stats scale instead of 4 being like the jump from 2->3 it's more like a jump from 3->6 yet only 1 item more.. Well that and the fact that the defensive items are so powerful that the only way to deal with a "full tank" is to go full offensive but then again you could say they so powerful because offensive itemization is so powerful which just goes full circle.
Basically itemization is league is way too broken to just call out crit as an issue. The two polar opposites are far too strong and are only kept in check because they are so strong. They'd have to redo their whole item philosophy from the ground up to fix it which I doubt is something they would do. They had an opportunity to change the way itemization works with support rework but instead went for the cheap fix of introducing a new economic system just for supports.
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No the problem with crit is that assassins can get it and can decide games with a 15% chance.
The crits on ad are stupid too but not as bad.
Also laning vs yasuo/trynd. Or old gp with 2% crit in offensive masteries.
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