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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.
Non-League of Legends discussion 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.
Patch 8.12: Live on June. 13, 2018
+ Show Spoiler [Previous GD Threads & Patch Notes] +
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You know what everyone needs? 2 or more forms of CC, a dash maybe 2, some kind of pull... extra MS oh and rez and ah fuck it more damage - Rito
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surprised to see lucian untouched, i dont think ive seen him lose a single soloq game. but ez gets nerfed hm
irelia untouched too
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Reworked Aatrox when he's not in ult form looks so bleh.
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I guess riot really didn't like karma/lulu banner mid.
Shields nerfed, itemisation nerfed and banner removed all in the same patch :p
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Yeah, this is a textbook example of Riot enforcing the meta, they completely ended the shield support meta. Can't complain though, I'm happy there's going to be less Janna around.
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I don't mind it but nerfing the items and the champions in the same patch is classic riot
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I mind. There is a need for these Ori/Lulu/Karma (bleh Karma is stupid but still) midlaners, particularly for pro play. They, particularly when paired with aggressive ADCs are needed to keep certain very boring playstlyes in check where AOE is very strong and range/mobility are overly important for damage dealers.
I'd argue that most good metas have at least 1 of them as a top 3 midlaner, and 2 in the top 8.
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I don't mind in so far they've felt dominant for long enough that change could be good, but I would have done one or the other to start
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When was the Ori/Lulu/Karma midlane the meta?
I will admit I think the Yi mid/jungle with a support does intrigue me because I've always loved the idea of hardcarries coming back.
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Emotes now show up on screen even if the user is far away from you.
I wonder if I can block that.
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I will admit I think the Yi mid/jungle with a support does intrigue me because I've always loved the idea of hardcarries coming back.
Idk, it feels very cheesy and skewed too greatly in the favor of the team that runs it. Basically if Yi gets just a bit fed, he wins the game. At the same time, if Yi just gets to farm for 15-20 minutes, he will end up in the same position. It's like Juggermaw except it comes online faster and arguably scales harder. There needs to be another weakness to the strategy except 'Get Yi behind/ Win the early game super hard'.
Only good thing is that in pro play, it's a lot harder to get through the draft phase, or you can counter draft it.
I wonder if I can block that.
Patch notes mention it can be turned off.
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The shields wasn't super bad by themselves, it was the crazy stacking that was bad to me. If anything shields should have diminishing effectiveness when stacked, kind of like how stacking AS gives diminishing returns.
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I’m a little sad to lose banner. From the jungle, banner was a good way to build around the problem of laners who would randomly wander off after successful ganks rather than taking objectives. With banner you could gank, push wave , banner minnion, and that would probably get a tower even if the laner decides the best follow up to a gank is to go look closely at the raptor camp but not attack it. Edit: I understand it was an issue in the larger sense and I’m not saying it was actually good for the game, just that it made life in the jungle a little bit less frustrating
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On June 13 2018 16:15 DarkCore wrote: There needs to be another weakness to the strategy except 'Get Yi behind/ Win the early game super hard'. . That is generally the strategy against hard carries.
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On June 14 2018 00:12 cLutZ wrote:Show nested quote +On June 13 2018 16:15 DarkCore wrote: There needs to be another weakness to the strategy except 'Get Yi behind/ Win the early game super hard'. . That is generally the strategy against hard carries.
True, I was thinking the same when I wrote the sentence, but the difference between Yi and other hard carries is that they often have clear weaknesses in either laning or team fighting. The whole point of Taric Yi is that you can't really stop him from farming, and that they hard carry team fights because no one in the game can last more than 5 seconds vs a lategame Yi. And that said lategame starts at the 15 minute mark if you just let him sit and farm. Teams have to be extremely proactive against him, and that involves risky play, because Yi already roflstomps at lv 6 if he gets to AA for a few seconds.
Basically, Yi comes online too early imo. The strategy isn't invincible, it can be beaten, but it feels super oppressive to play against, like the worst days of Juggermaw.
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Yi/Taric Nunu/Karthus Kayle/someone else This is a glorious age of the balance team being lost in the woods imo. They completely broke the game. There's 20+ or more champs that used to be from meta to barely viable on the brink of being completely ueless, with only a handful of champs being able to replace them. OR is there even more viabilty now?
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I think the change that made a massive impact that is barely talked about is baron. You can now easily take it at 20 mins with 3 guys. And with 5 you can start it anytime you are ahead and want a team fight. Because baron barely hurts you, just turn the fight. Or if they don't come get baron and turn your lead into a massive one.
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