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Yeah, exactly. I have never really had that feeling of "Okay, we better win this early, because their lategame is way better." in LoL.
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I've had games where I basically ignored my team and just farmed the whole time. From experience, I can tell you it doesn't work that well if the other team is actively ganking and pushing. Passive farming as a strategy kind of only works if everyone is doing it, including the other team. The games where I've made the most difference have been when I ganked often enough to create more map control for my team and create a big gold advantage.
Also, like I said, I've maxed my farm out on a number of champions recently and been unable to win lategame even in 1v1s; some champs have a CLEAR scaling advantage. For example, Poppy, Tryndamere, Warwick and Ashe. Your maxed out Cho'Gath is not going to be a big threat compared to my maxed out Corki. On the other hand, even a maxed Yi isn't unstoppable if the other team plays well and has good team comp (tanky DPS, disables.) |
Just finished a game as Mundo where I maxed out my farm.
I was able to go where I pleased, which was right up to their inner towers and inhibs and knock them down with little problems. :D EDIT: http://na.leagueoflegends.com/board/...3&d=1314841402 Assuming that's Arctic Warfare Caitlyn. Do I like that skin enough to buy an actual magazine? I didn't even realize those things still existed. |
the problem with kat is that all of her artwork looks great - only new janna has a better 'figure' - but all of her in-game artwork is basically a palette swap. it's kind of great because they make her look like this death goddess and then all you see is this crazy hair-scarf-thingie.
i don't play cait enough to want a skin for her, as ranged AD champs represent my worst gameplay in LoL. i used to have a yearly subscription to PC Gamer for roughly 3$ a year, but i got sick of the useless articles and the fact that - gasp - game informer was usually better researched, had more information, and better and more introspective commentary...which isn't saying much, i know. plus PC Gamer feels like it's written on toilet paper, and is clearly marketing to underage boys (see above picture). |
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also the concept of 'build complete' doesn't really make much sense because it implies that every character has a single viable build which is definitely not the case
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And yeah of course each individual fight and each individual player would factor in but it is in my opinion, in the case of Cho vs. Corki, given what I took as Zircon's assumptions listed above, that Cho would win out more often than Corki. Winning doesn't necessarily entail killing. This is the general starting point, or template, of deciding when to engage, chase, run, or stall. You stress unique details in every fight. They indeed are important, in combination with generalizations. Humans use heuristics and shortcuts to make decisions and use the small details to fill in the gaps. My general thinking is that I can win in a fight versus Corki. |
Oh I didn't mean 1v1, I meant in terms of the champ's contribution to the game. If your team has a 5k gold Corki and 14k gold Cho, that will be less useful 45 minutes in than a 5k gold Cho and 14k gold Corki. Cho can always disable and silence regardless of his items. Corki heavily relies on items to do.. anything.
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Yes, they get gold for towers and team members killed while you're passively farming. But if your team is decent, they won't get them easy, and they might not even get those towers at all. If they're carry is occupied with this engage, then they're not last-hitting while you are. If your team is good their carry will walk away from the push without much gold due to not being able to get a kill, the tower, or a decent farm. Yet this whole time you're last-hitting to the best of your ability, pushing your lane, and are closer to that IE than the carry who didn't choose to farm. I agree with you that gold advantage plays a big component in winning games, but if both teams are about equal in skill level and aggression, then not a lot of gold are going to be made from careless kills/ganks and easy mistakes. Think about it: ten minutes in and somehow everyone is 0-0. The player with the most gold at this point would be the player with the highest CS. Mid or late game, however, I agree that farming isn't all that important IF everyone's doing pretty darn okay. If you have a player that's going 0/5/1, and is 2 levels behind the lowest level champ on the other team and your carry isn't 17/3/12 facerolling at this point, best be sure to tell that player to farm. Nothing else they can do. Especially if you're the carry. What the heck: are you doing trying to gank without your IE yet? You're not doing any damage because they've already bought Funfires and Warden's Mails to counter your currently-pitiful AD. Don't jump in there without your Deathcap. Oh, but that's right, you got Tibbers stun! Shoot, but they've farmed up to Banshee's and Merc. Treads. All of a sudden that one stun becomes obsolete and your skills barely scratch. Farm doesn't matter late game, but that seems to only be if you've already gotten your core and are doing pretty well. I guess if I was to make a point, I'd say that I agree that making gold is a big game-changer, and farming is the most reliable and safe way to do it. |
In my experience, carries definitely exist in lol - and im glad its not to the 'extreme' of classic DOTA (which I never played, so yea.) As a player though, I just don't really like the concept of the 'carry'. A set of characters who scale harder then the rest just screams imbalance to me for some reason. I get the logic behind it, adds another layer of strategy and all that, just not a fan. Jax and Tryn are two of the scariest carries in the game that ive seen, If Ashe gets huge, you at least still have a respectable shot at killing her. I've seen Jax get so obnoxiously big that no one really has any hope of stopping him.
On the subject of carries - I've recently purchased Olaf and really have no idea how to build him, People seem to say any high HP/Damage items are the general way to go. Any suggestions? |
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In addition to Tensei's comment, note that hard carries in DotA/HoN can actively be kept without items by repeatedly ganking them, causing them to lose gold. If you think an AD carry without their Infinity Edge is terrible, imagine having to play with boots and nothing else because you went 0/6 early.
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This is one of the reasons im so excited for Dominion though, the faster pace and shorter games is something i'll be a huge fan of. |
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If it's fast pace and short games you want ya'll should play TF2.
Edit: And Bloodline Champions. |
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In that sense, even a dotalike with NO crowd control at all would still be based about 'denying your opponents the ability to play the game' by making sure you kill them more than they kill you. |
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dying (because somebody walked up to you and used a thing that made it so you could not move or act and then losing gold so as to make it so you will have an even shittier time dealing with the same thing a second time and so on and so forth until badda bing the game is already lost) and having to respawn is poor design |
exactly. it's crowd control, not death timers, that make DOTA-like games somewhat poor design.
now, it's FUN to make your opponent unable to do stuff, but since LoL's matchmaking system is so damned broken and doesn't take skill into account, just time investment and your recent string of wins or losses, more often than not your opponent's team is better at doing that than you are. |
I dunno, having played a ton of HoN I don't think the crowd control is a big deal at all. You guys are judging it harshly without putting any real time into it. Tensei, Bardic and I have all played a ton of both games.
The things that make HoN less fun (for me) are the gold loss on death, extremely slow regeneration (making even tiny bits of harass annoyingly powerful) and much lower HP/mana numbers with higher ability costs on average. On the other hand, the graphics are better, the engine is much smoother, teleport stones make it more of an active game and the champion design is better. |
I'm not sure about HoN having never played it, but I know that I never thought I'd be able to play a game at 6fps. Which I have with a fair amount of success.
Until lag freezes me and when it unfreezes me half my team is dead and all the enemy champions magically materialize on top of me. :P |
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I'm pretty sure that zircon refers to HoN champions having better design in terms of original skills and concepts (i.e. not a blinkstrike and a your-next-attack-does-something-extra skill on every new hero) I like LoLs champion design more on a visual level actually, and there are some cool concepts skillwise as well (Orianna). |
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What I was getting at before though - on the subject of taking away someones ability to play the game. I wasn't talking about death, respawning, or CC. I was talking about the fact that once a player (especially a newer player) gets killed a lot, the other players are essentially taking away his ability to fight back. He stops playing the same game and essentially needs to go farm in an attempt to build himself back up to a respectable state. In an FPS or Fighting Game, even if im at an extremely low health level, I still have the capacity to win, therefore i am contributing to the game. |
I have a hard time deciding what side to take on a discussion like this. On the one hand I'm one of those players that will absolutely shut down my opponent in a game like DotA/HoN and never give you a snowball's chance in hell to beat me. That being said I've also played with the pros like Jolly who will do the same to me and it's not fun to be on the receiving end. The only thing that kept me going with games like that was the knowledge that I could do that to other people...not so great for fostering good will but it was a thriving competitive environment which I really enjoy.
I agree with CC being a flawed concept in general. It's just that considering how old this game is (DotA-type as a whole) I simply cannot see it being any other way. There's no solid substitute. Removing CC would make every normal carry into a hyper carry like Twitch or Kog'Maw (way back before when things like Innervating Locket (RIP <3) still existed) or like Razor or Viper back in....5.XX I think. A big part of getting into DotA back in the old days was using the old school gaming mentality: You're given a setting, tools, and constraints. Make it work. This mentality still holds to an extent today and this is definitely what Bleck is seeing. He's just less ready to accept it as it's his nature when he sees something he doesn't like. (Not calling you out just pointing it out.) Personally I tend to overlook flaws as long as I personally can overcome them or know that at some point I can. Also I've really come to like HoN's art direction less and less. This is partly why I'm super excited for DotA 2. You can clearly see Valve's influence in some of the character design and detail and I really enjoy that. There is no arguing that HoN's graphical engine is much better than LoL's though. It's much prettier to look at. Edit: Sidenote: In terms of seniority with these games I think I take the cake by far. Just sayin' :P |
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I think the biggest issue is that it is already structured really well for competitive play (DotA/HoN) but that makes it inherently less forgiving. That's also what makes it aggravating when you get super fed and lose while still going 12-1-15. That's going to happen in LoL because it's a more forgiving game and people "less worthy" are going to be able to match you and win a game. I honestly feel that if LoL wants to break into the same echelon that DotA (maybe HoN but definitely DotA 2) holds in competitive play then Dominion will be its ticket there. DotA is an old flawed game based on archaic mechanic that is well beloved. Too many changes and you won't have the same game (LoL is close but it's definitely not the real deal). The best way to develop the genre is to change the map, change the objective, and then make new mechanics to offset the old mechanics that are probably permanent fixtures. Dominion is about point capture. Carrying and CC have a place but they aren't the main draw. The main draws are balance between offense and defense, less required CC (smaller engagements less targets overall), and an even greater emphasis on teamwork and getting people to locations where you truly need them. It's a step in the right direction I think.
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i think this extends to other genres as well, similar to your analogy as well. strategy games like SC2 at their basis are fundamentally flawed because some humans physically and mentally cannot keep up in terms of APM to other people who are simply wired differently. for FPSes, there's always some asshole with the noob cannon grenading the whole level and getting to tenth prestige without doing really anything. most gametypes have a fundamental flaw, the difference is that most try and hide that flaw behind some sort of balancing mechanic. DOTA doesn't...they promotes that as the way to win games. |
Btw, if you like the idea of Dominion, you should totally pick up Dawn of War 2: Retribution off of Steam whenever it's on sale because it's literally LoL Dominion (hero units with active skills, control points) with a bit less emphasis on the hero and a bit more on being able to build controllable units.
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i've played DoW II and the expansions. retribution doesn't feel like DoW II that much, but it's definitely fun =)
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i am 4-1 in ranked games. my ELO - which only displays to others obviously - is 1337.
A SIGN. http://prophetikmusic.net/132/1337.png edit - i am averaging 1.4-4.5-10.4 per game with four of five games coming as a tank, so i'm doing ok. the three games i played with rammus and udyr i'm averaging 2-3-11 with tons of farm and several awesome taunts/stuns to protect teammates, so i feel good. |
one time I thought about playing a ranked game but then I realized I didn't actually hate myself that much
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I played a bunch of ranked games when I first hit 30.
...lemme tell you, playing ranked when you first hit 30 is NOT a good time to play ranked. When you hit 30 for the first time, you don't know shit about the game, even if you think you do. Those first ten matches in ranked, where you get double ELO loss and gains? Losing all ten of those hurts something awful.. :? |
i'm enjoying ranked games more than non-ranked. people don't leave, your team is mostly try-hards, people buy wards, they usually don't do ridiculous things, they ping for ganks early enough that the jungler can get over there, etc.
as a tank who never, ever will carry a team to victory, i appreciate having smart AD and AP carries. it makes the game so much more fun. i've only had one really mean idiot in a ranked game so far, and it wasn't in the loss (which i went 1-6-8 in, really bad time...never tank jungle warwick. blame my team for forcing it on me). i played with a sion who talked crap all game, starting in the first few minutes when he didn't leash properly and i lost it, and subsequently couldn't get blue until almost ten minutes in as fiddles (who is hyper-dependent on mana regen early-game). i didn't play well, for what it's worth - i think i went 2-7-15 or so, mostly as a result of being underleveled and asked to cover turrets from enemies four and five levels higher than me - and annie ate me a few times when she was 12 and i was 7 (which is totally my fault, right? when i have full health under a tower and she can spike me to nothing almost instantly). we got two aces late game solely because of my pulling the team's asses out of the fire, though, and we pushed and got three towers and baron from each, so we won it no problem. sion spent the entire time after the game berating me for being terrible, and to enjoy my shitty life, while everyone from both teams told him to shut up. it was frustrating that we had won and that guy still felt he needed to just complain the whole time. beyond that? ranked has been fun. |
i miss playing this game i'll be home on friday and play a few games and then i'll probably be gone for another month or so
after looking around mobafire and whatnot i really want to try trundle he seems sweet |
Trundle is the best jungler that isn't easy-mode or overpowered.
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