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Sam



Joined: 09 Jul 2006
Posts: 9674

PostPosted: Fri Jan 07, 2011 2:44 am    Post subject: Reply with quote

The change in my opinion was about as swift as the change in cait's meta. Usually, heroes are perceived as underpowered before someone really figures out how to finesse them, then it levels out. In this case, people figured out the animation timing on her only decent skill, which is pivotal to laning harassment. Suddenly, she becomes useless unless she's laning against melee heroes who can be plinked upon.

All of these last two days whenever I play ranked, someone always instantaneously queue dodges if someone locks in on their team with a caitlyn. Because they're really just not interested in having the game devolve to a 4v5 after the lanes break up.
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Set



Joined: 17 May 2007
Posts: 505
Location: On a bed on a shoreline

PostPosted: Fri Jan 07, 2011 6:10 am    Post subject: Reply with quote

yup, caits suck. in my constant struggle of evening out my losses (bouncing around 15-20 over now) today ive always managed to get a cait in one of my games that eventually became a loss. its so painful to watch my team just not cooperate, fuck up, and not give a shit. then if i have a super fucktard, they'll rage about it and say everybody else sucks. i mean seriously having an AD gragas feeding the enemy team then talking in /all that his team sucks is just giving the enemy team a win. i'm really getting to the point where ill just play for my first win of the day and not play again until the timer is up.
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The Victim Here



Joined: 09 Jul 2006
Posts: 2813
Location: Almost Not Trinity.

PostPosted: Fri Jan 07, 2011 1:02 pm    Post subject: Reply with quote

And therein lies the reason I stopped playing; I couldn't assemble a 5 man often enough to make a proper team, and I got far too frustrated with teams like that, dropping me from a low 1500 to 1380.
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Set



Joined: 17 May 2007
Posts: 505
Location: On a bed on a shoreline

PostPosted: Mon Jan 10, 2011 5:57 am    Post subject: Reply with quote

so i finally decided to quit. kept loosing because of idiots on my team. the game isnt fun anymore because of bad teammates. i uninstalled and ended my really bad loosing streak. fuck LoL.

edit: i have a strong urge to reinstall because i spent money on this stupid game, and still have a decent amount of RP and IP left. but its no fun constantly loosing, even with a premade team. i dont know what to do Sad
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The Victim Here



Joined: 09 Jul 2006
Posts: 2813
Location: Almost Not Trinity.

PostPosted: Mon Jan 10, 2011 6:29 am    Post subject: Reply with quote

Yup, sounds about right. Though I went through a "holier than thou" phase of doing 5 man pickups, until I realised they were ego stroking matches for cheesy guys who ran the thing. It then devolved into drama and died.

Drama. It's fuckin' everywhere....

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Keign



Joined: 22 Nov 2006
Posts: 2073
Location: The Blue Nowhere

PostPosted: Tue Jan 11, 2011 4:15 am    Post subject: Reply with quote

So... now I know where those Starcraft 2 custom maps came from. Dota freaks didn't have enough of it so they made SC2 into it, too. Huh.

Anyway I downloaded it and just finished the tutorial battle bull - if anyone would like to give me a friendly greeting you can track me down as Graesius. And now I'll go stalk the rest of the thread for names anyone else has mentioned.
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Set



Joined: 17 May 2007
Posts: 505
Location: On a bed on a shoreline

PostPosted: Tue Jan 11, 2011 4:37 am    Post subject: Reply with quote

so i did try reinstalling the game, to get cut off short because pando media booster is a piece of shit. it kept giving me some error about a corrupt image file or something, and the error would not go away, i thought i caught some virus or some bs. it started up like a shit ton of pando media processes. luckily its just their software that sucks. so that is the final nail in the coffin for me. good riddance.
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The Highlord



Joined: 09 Jul 2006
Posts: 551

PostPosted: Tue Jan 11, 2011 5:37 pm    Post subject: Reply with quote

Whoa. You people take losing way too seriously.
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Set



Joined: 17 May 2007
Posts: 505
Location: On a bed on a shoreline

PostPosted: Tue Jan 11, 2011 9:37 pm    Post subject: Reply with quote

its not fun any more man, in a game where teamwork is essentially the entire basis for this style of game play, bad teammates = no fun. literally ive had games where our kill scores tripled the enemy teams, but nobody pushed the towers when theyre dead. end result? lose. teammates that just run off and blame the tank (me) for not following them to what would have been both our deaths. even with premades, if i have 4 people i guarantee that 5th random guy will either drop or fuck up our team somehow. and one of my last games, i had 5 people, one of them being a buddy of mine back in high school, and one person on my team was a friend of somebody on my friends list. well, simply put my friend's friend disconnected, after i told my friend i didnt want to play with that person because he disconnected the game prior and reconnected.

Like TVH said, theres too much drama, and not enough cooperation for a piece of shit straight forward game that relies entirely too much on teamwork that isnt there 90% of the time (for me).
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Sam



Joined: 09 Jul 2006
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PostPosted: Tue Jan 11, 2011 11:31 pm    Post subject: Reply with quote

lol. If you end up full of dramahate for the pubs at your ELO, stop playing solo queue. Friend goods after games, win or lose, and in a matter of days you have a whole cacophony of people you can play with in organized teams.

Although usually you can also fix that by switching over from normal to ranked play, once you have enough heroes and runes under your belt that you can swap roles from jungler to carry to cc to main tank and any other spare change. There's more tryhard and pings in ranked.
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Set



Joined: 17 May 2007
Posts: 505
Location: On a bed on a shoreline

PostPosted: Wed Jan 12, 2011 12:23 am    Post subject: Reply with quote

yeah but i havent played a ranked game yet, i have such a hard time in normal games with premades, that solo queue in ranked sounds ridiculous to try. if i have a hard time trying to even out my losses in normal, chances are im gonna have a hard time getting starting on the right foot with ranked.
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Sam



Joined: 09 Jul 2006
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PostPosted: Wed Jan 12, 2011 12:10 pm    Post subject: Reply with quote

If you can play three roles well and have a hero and rune page for each one, you are well beyond ready for ranked. You can even play ranked with just one main and one rune page, because you can always queue dodge if your role gets stacked, your hero gets banned, or one or more of your teammates looks like they are retarded. You'll also be in high demand if your main is a tank.

Duo queue ranked is probably the best overall way to play. Your ELO doesn't get really inflated to account for team cohesion; you and a buddy plan out a lane combo, then set out and do it.
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The Victim Here



Joined: 09 Jul 2006
Posts: 2813
Location: Almost Not Trinity.

PostPosted: Wed Jan 12, 2011 9:02 pm    Post subject: Reply with quote

What Sam said. Also, your ELO should inflate fairly rapidly if you duo queue with someone competent who's never rank game'd before, since it views two people queuing as individuals for their elo, and makes only minor boosts for the opposition.

If you're really feeling burnt out, or want to learn new heroes, I'd actually recommend ARAM in custom games, they're a good way to test out a hero. Don't treat them as anything but that though, since the game gets all kinds of wonky due to it's random team nature, super slow level gains, and the fact that the healer's role is super hyper duper important in it.

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cixelsyD



Joined: 09 Oct 2010
Posts: 1360

PostPosted: Tue Jan 18, 2011 2:01 pm    Post subject: Reply with quote

Wow Sam, your boy FINALLY got a buff!

Twitch

* Base attack range increased to 500 from 475
* Ambush duration reduced to 10/20/30/40/50 from 20/30/40/50/60
* Ambush's attack speed bonus now reaches its maximum duration twice as fast




League of Legends and PVP.net will be updated during scheduled maintenance from 1:30AM to 11AM PST.

New Skins in the Store

* Galactic Renekton
* Outback Renekton
* Dreadknight Garen
* Commando Galio


PVP.net v1.27.47

* Fixed a bug where selecting a Skin late in the countdown process would produce an error
* Fixed a bug where players that had been disconnected from chat could not enter the Matchmaking queue


League of Legends v1.0.0.109
Renekton, the Butcher of the Sands

* Renekton uses a new resource system called Fury. Renekton gains Fury by attacking or dealing damage with spells. When he has gathered enough Fury, the resource will be expended to empower his skills with bonus effects.
* Cull the Meek: Renekton swing his blade, dealing damage to nearby enemies and healing for a portion of the life dealt. Fury Bonus: Heal amount raised dramatically.
* Ruthless Predator: Renekton's next attack swings twice, dealing a portion of his weapon damage, stunning his target briefly and applying on-hits each time. Fury Bonus: Renekton's next attack swings three times, dealing a huge portion of his weapon damage, stunning his target greatly and applying on-hits each time.
* Slice and Dice: Renekton dashes forward, dealing physical damage to targets along the way. If he hits a target, he can use Dice for a brief period of time for the same effect. Dice Fury Bonus: Renekton deals 50% increased damage and reduces the armor of units hit.
* Dominus (Ultimate): Renekton empowers himself with dark energy, gaining size and bonus health. He deals periodic damage to enemies around him and rapidly gains Fury.
* Reign of Anger (Passive): Renekton gains 5 Fury per autoattack. Having sufficient fury empowers Renekton’s abilities with bonus effects, but this drains Fury. Out of combat, Renekton loses 5 Fury per second.


Caitlyn

* Piltover Peacemaker
o Base damage changed to 20/65/110/155/200 from 40/70/100/130/160
o Attack damage ratio increased to 1.3 from 1
o Damage loss per unit increased to 10% from 6%
o Maximum damage loss increased to 50% from 30%
* Ace in the Hole
o Base damage increased to 250/475/700 from 250/400/550
o Now provides vision on the target for the duration and thus is not canceled when the target leaves line of sight
o Fixed a bug where Ace in the Hole didn't scale from the Havoc mastery
o Damage is now treated as a spell instead of an attack
o No longer triggers hit effects like Blessing of the Lizard Elder
o Now triggers spell hit effects like Rylai's Crystal Scepter
o Cannot be dodged or blocked by Pantheon's Aegis Protection


Cho'Gath

* Feast now loses half stacks (rounded up) instead of 3 stacks on death


Evelynn

* Base mana reduced to 180 from 212
* Mana per level increased to 42 from 38
* Base damage reduced to 48 from 53
* Damage per level increased to 3.3 from 2.9
* Base armor reduced to 12.5 from 14.75
* Hate Spike mana cost increased to 12/15/18/21/24 from 8/10/12/14/16
* Shadow Walk duration reduced to 10/20/30/40/50 from 20/30/40/50/60
* Shadow Walk cooldown reduced to 12/11/10/9/8 from 12 at all ranks upon breaking stealth
* Malice and Spite duration reduced to 10 seconds from 15


Garen

* Judgement bonus attack damage scaling increased to 1.2 from 1.0 per second


Heimerdinger

* H28G Evolution Turret
o Improved Turret AI so they will prioritize attacking Champions that attack Heimerdinger
o Turrets now work on an ammo system (25 second ammo cooldown)
o 1 second placement cooldown
o Levelup progression changed:
+ Rank 2 - places green turrets
+ Rank 3 - places 2 turrets
+ Rank 4 - +150 Health
+ Rank 5 - places red turrets
o Fixed a bug where Upgraded!!! turrets would stop firing resistance piercing and area-effect shots
o Turrets now gain 15 health per Heimerdinger level down from 21
o Turret magic resistance increased to 80 from 60
o Tooltip now references 'turrets' rather than 'towers.'
* Upgrade!!!
o Now increases number of Hextech Micro Rockets to 5 while active
o Now increases missile speed on Ch-1 Concussion Grenade to 1000 from 750 while active
* Fixed a bug where Techmaturgical Repair Bots provided less health regeneration than stated


Jax

* Leap Strike cooldown reduced to 13/11/9/7/5 from 17/14/11/8/5.
* Counter Strike now shows a brighter particle when Jax has recently dodged an attack and Counter Strike is ready


Katarina

* Shunpo damage changed to 80/120/160/200/240 from 90/120/150/180/210


Kennen

* Mark of the Storm duration reduced to 8 seconds from 12
* Electrical Surge range decreased to 800 from 825


Lux

* Fixed a bug that caused Lux to have 0 base mana regen


Mordekaiser

* Shield decay reduced to 3% from 5%


Nasus

* Base movement speed increased to 325 from 320
* Siphoning Strike damage bonus per kill increased to 3 from 2


Olaf

* Undertow
* Fixed a bug where Undertow was dealing too much damage
* Attack damage scaling increased to 0.5 from 0.3
* Base damage reduced to 50/90/130/170/210 from 65/110/155/200/245


Pantheon

* Aegis of Zeonia stun duration reduced to 0.7/0.9/1.1/1.3/1.5 from 1/1.25/1.5/1.75/2 seconds


Rammus

* Puncturing Taunt cooldown increased to 12 from 9


Sivir

* Ricochet bounce radius reduced to 450 from 500
* Ricochet damage loss per bounce increased to 25% from 22%


Taric

* Fixed a bug with Radiance where it would cause performance issues while on


Tryndamere

* Undying Rage duration reduced to 5 seconds from 6
* Battle Fury passive critical chance increased to 10-50% from 0-50%


Twitch

* Base attack range increased to 500 from 475
* Ambush duration reduced to 10/20/30/40/50 from 20/30/40/50/60
* Ambush's attack speed bonus now reaches its maximum duration twice as fast


Warwick

* Blood Scent now properly remembers toggle state when you respawn


Xin Zhao

* Three Talon Strike cooldown changed to 10 from 12/11/10/9/8
* Crescent Sweep base damage reduced to 125/225/325 from 125/250/375


Zilean

* Chronoshift duration reduced to 10 seconds from 13


Items

* Chain Vest now shows 6 items it builds into instead of 5
* Longsword upgrade paths updated
* Wards no longer grant experience on death
* Vision Ward cost reduced to 125 from 150
* Rabadon's Deathcap cost increased to 3400 from 3300
* Black Cleaver now appears in the Attack Speed tab


Masteries

* Ardor
o Now provides all of its benefit at level 1 rather than half at level 1 and the other half scaling up to level 18
o Fixed bugs where Ardor was not counting Ability Power and Attack Speed from many sources - essentially anything that wasn't an item
o Fixed a bug where Ardor and Zhonya's Ring/Rabadon's Deathcap were double multiplicative
o Clarified the tooltip


General

* We have changed how critical strike and dodge chance work. You will now get fewer ‘lucky’ or ‘unlucky’ streaks where you get no critical hits/dodges in a row, or a lot of them in a row. Your average chance to get a crit is the same as before though – if you have a 50% crit rate, and you make 100 attacks, you’ll still crit about 50 times.
* Baron's Wrath of the Ancients spell no longer targets stealthed units
* Jungle monsters that previously had negative magic resistance now have magic resistance of zero
* Monster camps will now properly updated when scouted with vision
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The Highlord



Joined: 09 Jul 2006
Posts: 551

PostPosted: Wed Jan 19, 2011 1:50 pm    Post subject: Reply with quote

The nerf to Evelynn jungling doesn't seem warranted. Caitlyn's still eh. Heimer's makeover is long overdue, but I'm not sure if it'll make him competitive instead of simply not hilariously bad.

Honestly the biggest change to me would be proper monster camp clearing. So annoying not being able to steal enemy buffs due to your minimap showing a false monster presence.
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