[Patch 1.0.0.152: Preseason 3] General Discussion - Page 4
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RouaF
France4120 Posts
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TSBspartacus
England1046 Posts
Edit: I guess the new machete or vamp is nice, but I always struggled early game with Noc, especially starting boots. | ||
Parnage
United States7414 Posts
On December 04 2012 19:48 TSBspartacus wrote: seems like that this has killed Nocturnes jungling, he doesn't have enough sustain or base hp to deal with this new jungle imo. Will try it out later tonight though. I am actually really hopeful that won't be a huge problem if it was it'd essentially push out numerous other "squishy" junglers. | ||
Amui
Canada10558 Posts
On December 04 2012 19:48 TSBspartacus wrote: seems like that this has killed Nocturnes jungling start, he doesn't have enough sustain or base hp to deal with this new jungle imo. Will try it out later tonight though. Edit: I guess the new machete or vamp is nice, but I always struggled early game with Noc, especially starting boots. What path are you using, and what kind of leash do you get currently. Noct doesn't really have issues with doing a full clear so long as he gets an okay leash opening boots. If you get a good leash you should be hitting level 4 at around 65-75%, which is high enough to gank, or you can just go back. Are you running something like 21/9 without taking reduced minion damage? because if you are that would be your problem. With a machete opening(5 pots), he could probably full clear without dropping below 70%. Sustain is non-issue. His base sustain is higher than a lot of other junglers that are also completely viable with boots openings. | ||
Dark_Chill
Canada3353 Posts
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Sponkz
Denmark4564 Posts
On December 04 2012 20:14 Dark_Chill wrote: Am I reading the notes right? Rammus with 25 base armor? My guess would be, that it's a buff to compensate for the W-nerf they made some time ago. | ||
TSBspartacus
England1046 Posts
On December 04 2012 20:04 Amui wrote: What path are you using, and what kind of leash do you get currently. Noct doesn't really have issues with doing a full clear so long as he gets an okay leash opening boots. If you get a good leash you should be hitting level 4 at around 65-75%, which is high enough to gank, or you can just go back. Are you running something like 21/9 without taking reduced minion damage? because if you are that would be your problem. With a machete opening(5 pots), he could probably full clear without dropping below 70%. Sustain is non-issue. His base sustain is higher than a lot of other junglers that are also completely viable with boots openings. I used to open boots 3pots, and starting blue. My masteries were 9-21. I think without any good leash I struggled too much, it's just getting a good leash in the new jungle is going to be tough in soloQ to convince someone to stick around to help you out and miss out on xp/cs. I did find I had to start cloth 5pots, but now will doubtless be going machete. | ||
Vlanitak
Norway3045 Posts
Base Armor increased to 24 from 21 Northern Winds duration increased to 6 seconds from 5 this makes me happy maybe i can play sejuani without being called a troll now | ||
clickrush
Switzerland3257 Posts
Why in the hell are riot increasing the base gold/time gain and reducing farming gold gain? This seems a ridiculous change that makes farming and lasthitting easyer for no reason. I don't get that change. I see that Riot wants to improve the fun for supports but that is not a way to achieve that. You do not have more fun when you are getting more gold for free. You have more fun when you can improve your skills and compete. If they wanted to improve the support role then they should remove oracles and make wards more expensive, so counterwarding requires actual skill and awareness. With this change they just make the game a little easyer, which I find 100% ok but they are lowering the skill ceiling as well, which is not ok. It also indirectly buffs gold gain passives such as Ashe's E (good thing, she is underplayed anyways) and TF's passive (bad thing, overplayed). | ||
Scip
Czech Republic11293 Posts
Having higher passive gold gain encourages aggression and being active on the map which is arguably more skill demanding than killing NPCs with predictable behavior. Jungle isn't made more active, because the banking mechanic got took out, but all other lanes are. | ||
Sponkz
Denmark4564 Posts
On December 04 2012 21:01 clickrush wrote: I can agree with all the changes on paper except one: Why in the hell are riot increasing the base gold/time gain and reducing farming gold gain? This seems a ridiculous change that makes farming and lasthitting easyer for no reason. I don't get that change. I see that Riot wants to improve the fun for supports but that is not a way to achieve that. You do not have more fun when you are getting more gold for free. You have more fun when you can improve your skills and compete. If they wanted to improve the support role then they should remove oracles and make wards more expensive, so counterwarding requires actual skill and awareness. With this change they just make the game a little easyer, which I find 100% ok but they are lowering the skill ceiling as well, which is not ok. It also indirectly buffs gold gain passives such as Ashe's E (good thing, she is underplayed anyways) and TF's passive (bad thing, overplayed). My spider sense is telling me that ashe and MF will become fotm in the nearby future. | ||
samthesaluki
914 Posts
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Scip
Czech Republic11293 Posts
not anymore though. | ||
Rookie6
Brazil583 Posts
On December 04 2012 21:01 clickrush wrote: I can agree with all the changes on paper except one: Why in the hell are riot increasing the base gold/time gain and reducing farming gold gain? This seems a ridiculous change that makes farming and lasthitting easyer for no reason. I don't get that change. I see that Riot wants to improve the fun for supports but that is not a way to achieve that. You do not have more fun when you are getting more gold for free. You have more fun when you can improve your skills and compete. If they wanted to improve the support role then they should remove oracles and make wards more expensive, so counterwarding requires actual skill and awareness. With this change they just make the game a little easyer, which I find 100% ok but they are lowering the skill ceiling as well, which is not ok. It also indirectly buffs gold gain passives such as Ashe's E (good thing, she is underplayed anyways) and TF's passive (bad thing, overplayed). I think it has to do with helping supports gain more gold without the need of gold per 10 itens, especially after the heart of gold removal. | ||
qanik
Denmark1899 Posts
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Sermokala
United States13542 Posts
http://www.finalesfunkeln.com/s3/ These should probably be put in the op to show people what the new normal is now. On December 04 2012 17:02 chalice wrote: i don't see how anyone's jungle got buffed, camps straight up take longer to clear for the same gold and you start at a -300g disadvantage having to open with machete instead of boots, by the time the increased gold scaling comes into play you'll be lucky to get half the camps that spawn. and to top it all off the changes have made early ganks more difficult so you'll have less gold from that avenue as well. oh and they also shifted a decent amount of gold from wraiths to double golems which is both out of the way travel time wise and a pain in the ass to clear for the majority of junglers. Everyone really got nerfed in the new jungle... except draven who got a huge boost. Hes the only viable jungler now that can still use a leash and gank at level 2 with almost all of his health. going from lizzard camp to red camp with 2 axes is really fast with the butcher passive. On December 04 2012 17:16 UniversalSnip wrote: couple things I want to give a whirl are - support and a melee carry (eg fiora) - ghost/flash roaming/support ali with distortion boots Fiora isn't the one your looking for she still can't farm much when getting poked to hell and back. Nami+ panth/jarvan/tiger udyr(strech but bear with me)/shaco(I saw it happen and it was beautiful) is where you're going to see a lot of fun and success. On December 04 2012 18:05 foxmeep wrote: Runaan's Hurricane is actually going to break the game :/ It works with kogs passive and caits passive. You want gamebreaking you got game breaking. Not to mention the insanity synergy with BC malady hurricane kog. | ||
Tobberoth
Sweden6375 Posts
On December 04 2012 22:43 Sermokala wrote: http://s3.microtony.com/ http://www.finalesfunkeln.com/s3/ These should probably be put in the op to show people what the new normal is now. Man, does the new shop work exactly like the one on that microtony page? If it does, that's a RIDICULOUS improvement, though it's still inferior to Dota 2s shop IMO. | ||
JonnyLaw
United States3482 Posts
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Dandel Ion
Austria17960 Posts
Also, hybrid pen runes now. on everybody that even remotely does mixed damage. | ||
Chrispy
Canada5871 Posts
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