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: lv 2 renekton 600 auto, lv6 renekton 1200 auto, lv 11 renekton 2400 auto, lv18 renekton 7800 auto
what am i supposed to do if there is renekton in enemy team ? go aFK before match starts and hope match ends in a remake after 5 min ? nice balance. Renekton flash 600 auto at lv2 has bigger range than xp range. So the only way to survive to lv3 is to go afk, and wait for another 30 min match.
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TTekkers (EUW)
: Are you really? That's nice. I'm still trying to come with a concise way of answering without ripping everything you've written into tiny little ribbons. I acknowledge that we disagree, I honestly think you're stupid but am willing to see a bit more analysis on your part to prove that you're actually right. But you seem to want my in-depth thought, so here they are. ___ The first major issue I disagree on is that you think towers are currently not treated as a core gameplay element by Riot. In fact, I think they treat them as so core that you don't even notice that the whole game is structured around them. In the early game people spread out across 3 lanes to defend all towers. In mid game you really focus on getting objectives and breaking into the enemy base any way you can, by taking down towers. And late game you have to break past the hardest towers of the lot defended by the structural feature that is the base walls. The second thing is the role of "pusher", this already exists, but it's not as simple as "this champ is really good at killing minions and/or getting allied minions to the tower effectively" it's more like this guy is better at pushing, zoning, poking, duelling and can utilise these to get the allied minions to the tower, and then use their high innate tower destroying potential to destroy the tower. Camille is a good example of good duelling, clearing and tower destroying, Ziggs is a good example of zoning, poking and tower destroying. But it's not as simple as my champ is good at this, therefore we do it - it's our team is better at doing these things than the enemy team. The third thing is your entire analysis of tower diving, creep block and tower shot/aggro mechanics. I pretty much disagree with the whole lot, especially where you say these things create imbalance. No. They create opportunities to outplay the tower and your opponent. A well timed stun will completely decimate most tower dive attempts in the early game, and if a late game tank initiates the dive, well, that's what they're designed to do. The next thing is your suggestions regarding destroying towers - while I kinda understand where you're coming from given everything you've said so far, towers falling slower in the early game and faster in the late game is how games end. Early game, losing a minion wave for getting killed is a huge penalty - that's a level disadvantage and a couple hundred gold, but the later the game goes, two things change. The impact of losing minion waves decreases dramatically since combat ability is far more tied to items than levels at this stage and secondly the game needs to start to get closer to ending, otherwise 90 minute games will become a thing. So towers having fixed defensive ability to not be destroyed too fast early, but that leaving an ADC alone with a wave and a tower in late will see the tower down in seconds is a core feature of gameplay. Next the mountain drake, I kinda agree that arbitrarily tying it to AS is a bit crap, but how else would you do it? I hate to be negative, but I really hate your idea (if I understand it correctly). It's also not just for towers, it's also exceptionally good for Baron/Elder drake. Next up, dust. Do we want more complexity in league? Also, this will massively snowball, since a free wave while pushing is a huge advantage mid-late game, and if you're winning you're not forced to spend it defensively essentially giving you another set of tools to push and end the game. And we all like being able to comeback from behind rather than just submit to the unstoppable snowball. Now onto minions not being able to attack towers without a champion nearby. Are you familiar with the concept of wave manipulation? Killing minions in such a way to set your wave to get larger and then be able to push on its own, without champion interference, even a banner/zzrot?? This is a HUGE skill that far too many players don't understand and/or completely ignore and can be used to set up for sieging towers or just punish the enemy team for responding to you being in other places. That change would completely cut that skill from the game, and that's a bad thing. And finally, your pushing masteries are something that I think are a horrible idea - combat effectiveness correlates directly to being able to push. It enables you to exert pressure and get minion waves into towers, if your champion can push the wave and destroy a tower, that's great. But if they get caught and have no combat effectiveness, so will die if caught, and can't really contribute to fights, that's useless. In comparison, you could take some masteries from the Red tree to up your straight combat power, so that the other team either have to multi-person gank you, or watch you destroy their base, that's pushing power.
> I honestly think you're stupid but am willing to see a bit more analysis on your part I think your whole post is a "Defense on Riot" argument, therefore forcing stagnation and refusing to move on. Without proving why some gameplay element is "good", "healthy" or "fun". You state how things currently work, ie only the mechanics, but do not give any "insight" on how it affects the game. Arguments cannot be formed with facts alone, you need to reach a conclusion. Example Relation: Fact => Conclusion. You said: Fact Only. Therefore you proved "1=1", which is "True" and we already know, before the universe was formed. > In the early game people spread out across 3 lanes to defend all towers Why? if none goes to towers and none defends them, no one would notice it. The enemies wouldn't even score a dent of damage to towers, so why go laning at all. You can go penta jungle for all purposes. The only thing that forces laning is the crappy xp system, you would be lv1 vs lv6 if you go pentajungle = 1shotted. > I think they treat them as so core that you don't even notice Which is to say, it is as if they don't exist. Limited options for pushing. It is disconnected from the rest of the game, jungle buffs eg Wolf Kill, Toad kill, Wrath Kill Buffs -> Dont help in tower siege. It is the usual strategy of riot when they don't achknoledge an element, treat as an 5% dmg buff. Fizz, Vlad, Zed, Warrick, Galio reworked can towerdive, deal 100% hp dmg, and escape with 95% hp. This is the 5% dmg buff from riot's part. You can just safely ignore towers and treat the game as towerless, nothing would change. > They create opportunities to outplay the tower They create false sense of security and dumb the game down by granting "Free kills" due to bad execution on riot's part. So simple. Khazix can even do a ranged Q during a double E, he doesn't even provoke tower aggro at all. > A well timed stun Wouldn't happen, it has 1 sec cast time, you would be dead before it even happens. Notice double E flying khazix coming? No, he is invisible, and you get the "You are dead network packet" before you see him on your screen. You first die, then he becomes visible from the tower. > late game tank initiates the dive I did not mention tanks, because they are not part of the problem. It's the glasscannons that are not punished from towers at all. > towers falling slower in the early game and faster in the late game is how games end. It seems like a "Crude Hack" to "Fix a Gameplay Bug". Did riot game designers even analyze this? Why have finite amount of towers vs infinite Towers? It seems like plain lazyness just to artifically close games. There are ways to close games even with infinite towers. > The impact of losing minion waves decreases dramatically since combat ability is far more tied to items than levels at this stage If that is the case, why do people abandon 5vs5 teamfights to go farming. Propably because farming minions is more ludicrus than farming champions (Getting Farmed). YES, LOOK AT THOSE SHINIES, items that you won't reach, just because you consolidated yourself in a single lane, whos minions are grabbed by the ap mid's aoe spells. Therefore ad carry has no reason to participate in teamfights at all, EVER. > Next up, dust. Do we want more complexity in league? The explosive bugs in the jungle were a welcome addition, no longer do you have to "waste flash" at those specific spots. And you won't feel like a immobile tower when slowed. > Also, this will massively snowball, since a free wave while pushing is a huge advantage mid-late game, and if you're winning you're not forced to spend it defensively essentially giving you another set of tools to push and end the game. So now you are starting to blame the game for arriving at a conclusive end? Before there were "90 minutes games". What is worse, is from those 90 minute games, only the last 2 minutes mattered. 88 Minutes of my life lost... Lets analyze your word "Snowball": Mistakes are punished with temporary loss of vision, pushbacking and tower domain. Mistakes don't result in extra gold or xp loss. The new towers don't give them on death. Until now, it is "Fair" fighting, you have all the tools to fight back in the next confortation. You are right, in that the "Lost" spot, would propably require attention from other lanes, eg the new spot will be vulnurable to the enemy jungler, so your jungler should assist you. At least, it would make it predictable where the next enemy gank will come. Therefore, you can should ward. In fact, you raised an important point. This could be a gameplay point. When a tower gets destroyed, you get free vision of the surrounding area. Why? so that your jungler has the ability to timely arrive to save you from enemy ganks. > Now onto minions not being able to attack towers without a champion nearby. Are you familiar with the concept of wave manipulation? Killing minions in such a way to set your wave to get larger and then be able to push on its own, without champion interference, even a banner/zzrot?? Nice strategy, okay let's make it part of the gameplay. By spending the dust of a fully repaired tower you get the following buff: Minions of your lane get increased movement speed and the ability to damage towers even when no champion is present. > And finally, your pushing masteries are something that I think are a horrible idea - combat effectiveness correlates directly to being able to push You are right, one way to push currently is to get the offensive masteries. Defensive masteries are another way to allow you to escape the gank. Early game health regen and mana regen = pushing by not returning back to base. Talent: Greater Homeback: You can teleport from base to any tower, at no cooldown. However it has 10 sec channeling time. I admit, this seems like dota... Balance: The channeling should be > The time to reach tier 2 towers by moving on foot. By saying, tier 2 towers i mean the second layer of defenses. Talent: Stored Pushing Advantage: (From Bloodthirster Item), Killing a minion, grants you 15/30/45 "Shield Points". Tower kills count as 10 minion kills. Cap 300/600/900 shield. The shield is be permanently active like bloodthirster.
TTekkers (EUW)
: I starting reading this post thinking it would be a sensible evaluation of why towers are a poor gameplay mechanic (I disagree btw). I was wrong. I'm not even sure what this post is, it's some salt, some misconceptions, some weird ideas and some complete disregard for some skill elements.
I am dumbfounded by the level of analysis you used.
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: Nerf yasuo
a tank yasuo pressed R. he got penta, dealing 2000 aoe dmg. nerfs mean nothing. the tank build has adapted.
: why no Azir buffs
why no azir nerfs ? tank azir permaslowing, and killing you in 2 q.
: Can you tell me which idiot is responsible for Illaoi?
she dies in 1 click, stop playing soraka, and play something with more dmg
: Janna Gutted. Nerfed to oblivion.
that 1k shield, is removed in a 4k Rengar R. So your adc will die in 0.5 sec, instead of 0.1 sec, big deal. Still 0 presence. And rengar R is aoe, too bad, you were near his shout to die by a 4k ap rengar double shout
Daeix (EUW)
: This game is all about snowball at the moment
Rengar, khazix can do that in 0.1 sec while invisible. You must be talking for really weak champions like soraka, to be mentioning 0.5 sec? That is a huge number. Who waits that match ? Were you afk, or did you just disconnect and show 0.5 sec instead 0.1 sec ?
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: lvl 11 max hp 1200? WAT
yes that is how much hp fiora has at lv11. Nidalee has even less.
SoulBawz (EUW)
: zed untargetable for that long and can cast spels while untargetable? you are either talking BS or its a huge gamebreaking bug
then how come my autoattack never happened ? look at my attack speed with e, it is less than any zed skill animations. This means he can cast skills while untargetable and immune = Stronger than tryndamyre R since he cannot be cced.
: 1. That has literally the same effect as giving gold to enemies, except it makes your ally completely useless and _more likely to feed_ 2. No. 3. No (to the whole pimp my tower idea). 4. So, literally make an item that specifically states 'this champ isn't allowed to use it'. No.
1 in solo queue it will reduce snowballing, because when the enemy goes to gank other lanes he wont have access to the extra gold required to gain an extra kill. Also maybe it should also tax your xp, instead granting xp to the enemies. 4 exactly, problematic champions can be addressed just as simple as that "do not use if your name is karthus or your gold is wasted".
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: Azir...And Zed
this game isn't balanced around "solo queue". Dying at lv6 does not matter. In fact you hug your tower to avoid death, buy potions + teleport. Avoid hypercarry build, instead focus on tankiness. Now azir? easy. stun him twice. E knockback, R knockback. He will get scared and escape with R. Bug: you cannot kill him. Just accept it, it is uneven game. Now what matters endgame is what you provide to your team ? Damage? nope he presses R to escape. Knockback ult? go afk behind your adc and press R when it is targeted and hope it is fed enough to "do your job", since u would be lagging and dealing 0 damage. all you do is just leach and hope your double stuns are enough for your adc. This means you have to alter your playstyle. You are support now not a mage.
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: RFE: Keyboard Controls
hi thanks for the quick answer, last time i played before 6 months, there was no such client option. maybe riot already implemented such an option while i was missing from the game.
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Elýzium (EUW)
: uhm... are you really complaining about Karma? Really? Karma is super weak and has probably lower winrate than Nid. Also, Nid is very strong atm, you just have to play her right. She is no longer the spear bot that she used to be, now she is more of an assasin that deals incredible damage and is very annoying. I think the last thing we need is a Nid buff or a Karma nerf. Stop judging champs based on one game where you were playing Nid and got stomped by an enemy Karma...
because karma is the new "Spearbot" now that nidalee is nerfed to oblivion
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maxthebestmega

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