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Worse?Gold loss on death would be idiotic, this game already has a number of issues with snowballing too hard. That would make it considerably worse.
Arpen is usually better but people get flat AD to last hit better or for spells that scale off of ADWhat is the finalized opinion on runes for AD carries? I saw a blog post on reign of elementz talking about how armor pen is surperior to flat ad if the other ad carry brings flat armour (which happens 99% of the time) and that flat ad hardly gives you a bonus early. But then earlier in this thread i read that armor pen gives you more early damage, so now im just really confused :/
AD to take advantage ofIt depends on the carry first of all. Corki benefits more from Flat AD hands down, same with Graves. Vayne probably does but you could make the case for armor pen to work with her ult bonus damage. Ashe it probably doesn't matter.
Snowballing better, as in there would be less of it? Or more of it?Worse?
Don't you mean better?
It's moronic that you can suck - SUCK - at laning and just shrug it off by playing Farmville.
Seems like most people are running wriggles now, which flat AD is better against than flat armor pen. If not for more varied last hit timings, and for better ad ability scaling, I'd get flat AD for that reason.What is the finalized opinion on runes for AD carries? I saw a blog post on reign of elementz talking about how armor pen is surperior to flat ad if the other ad carry brings flat armour (which happens 99% of the time) and that flat ad hardly gives you a bonus early. But then earlier in this thread i read that armor pen gives you more early damage, so now im just really confused :/
Press E to move fast and stun ****, press q to kill ****, press w to survive ****, press r to clear jungle stupid fast, press a lot of buttons to get more attack speed.udyr walkthrough gogogogo
(just bought udyr) have 1 ip remaining.
I'm gonna disagree, two presuppositions that this will rest on.Worse?
Don't you mean better?
It's moronic that you can suck - SUCK - at laning and just shrug it off by playing Farmville.
As a competitive Mario Kart player (lol yes, people do in fact play that game competitively), I can tell you right now that that isnt a Blue Shell mechanic. While I do agree with what you said as a whole, comparing it to Blue Shells is NOT a good comparison. The points of a Blue Shell are to either **** up the player who is currently doing the best or to hold it to have control/dominance, it does NOT correct mistakes. In Mario Kart, there are 11 other people in the race with you at the same time, and if you screw up, that sucks, and a Blue isnt going to help you in any way. Of those 11 other people, you're realistically only going to be hurting 1 of them (and thats implying that 1st place doesnt dodge it which isnt too hard to do), not to mention the 1 that is most likely the furthest away from you, and the other 10 racers are all unaffected. Really, getting a Blue Shell usually sucks because you could get other items instead, most of which would all actually help YOU out other than messing with someone probably nowhere near you.This is why blue shell mechanics exist
Was talking about it both in the sense of mechanics that punished the winner and those that helped the loser because the specific game we're talking about is 2 teams.As a competitive Mario Kart player (lol yes, people do in fact play that game competitively), I can tell you right now that that isnt a Blue Shell mechanic. While I do agree with what you said as a whole, comparing it to Blue Shells is NOT a good comparison. The points of a Blue Shell are to either **** up the player who is currently doing the best or to hold it to have control/dominance, it does NOT correct mistakes. In Mario Kart, there are 11 other people in the race with you at the same time, and if you screw up, that sucks, and a Blue isnt going to help you in any way. Of those 11 other people, you're realistically only going to be hurting 1 of them (and thats implying that 1st place doesnt dodge it which isnt too hard to do), not to mention the 1 that is most likely the furthest away from you, and the other 10 racers are all unaffected. Really, getting a Blue Shell usually sucks because you could get other items instead, most of which would all actually help YOU out other than messing with someone probably nowhere near you.
A comparison for your idea would be Mushrooms, they allow you to cut parts of the track or just move faster in order to get back into the game.
So yeah, I just thought Id point that out. Sorry for that random rant lol.
i have no clue and i have no brain so i want some nerd in this topic to calculate for meDoes that 10% work before or after armor?
If it's after armor, you're better off with a different item.
lets play (:Trolled a late game by having like 5 different kinds of boots once.
I would like this post if I could.i have no clue and i have no brain so i want some nerd in this topic to calculate for me
Which is why you make items cost more gold. If one or two kills does not get you an item, then the weight of the mistakes is much lower. Consequently the lane comes down more to who is better at their champ / the MU rather than who simply has more items. If Shyvana scores an early kill and comes back to lane with you at dorans + pots and her with a wriggles, you're more or less already done in that lane. Increasing the cost of items and putting a gold loss on death would increase snowballing for consistent strong lane play, and reduce it for morons that simply pick characters that scale better and killtrade all day.Yes, aggregated in this situation the stronger player SHOULD win the majority of games, but the reason why you wanna avoid giving singular mistakes too much weight in a competitive game is you don't wanna create a situation where a single early mistake ends the game unless the game is quick enough that you can run many sets.
Yes and no. It would encourage better ganking and push strategies. However, the general get a carry farmed strategy would be a longer game.wouldn't increasing the cost of items increase game length?
Not by much. Laning might last a bit longer but it would increase the strength of roamers / gankers and post laning the game would generally end faster because one strong teamfight for a team would give a very large gold advantage to the team that won the fight.wouldn't increasing the cost of items increase game length?
The Unique Passives on both should function, it's just that the flat movement bonuses do not stack.question #2 for you nerdz
if you get mobility boots first, then get ninja tabi later, do you keep the 5 movement speed boost from mobility and get the 10% damage reduction?
If one or two kills does not get you an item, then farming matters more. Unless you mean teh gold cost goes up SO much the game inevitably lasts longer, which will never happen.Which is why you make items cost more gold. If one or two kills does not get you an item, then the weight of the mistakes is much lower. Consequently the lane comes down more to who is better at their champ / the MU rather than who simply has more items. If Shyvana scores an early kill and comes back to lane with you at dorans + pots and her with a wriggles, you're more or less already done in that lane.
You act like killtrading with a character who scales well (and is therefore bad in the earlier non-scaled gameplay stages) is easy to do, espicially at high levels of play.Increasing the cost of items and putting a gold loss on death would increase snowballing for consistent strong lane play, and reduce it for morons that simply pick characters that scale better and killtrade all day.
Which means ganking matters more, which encourages roamers.If one or two kills does not get you an item, then farming matters more.
I really doubt any intelligent, experienced, competitive game designer would ever agree with you on this point. The mechanics are there for 'fun.' That's how every mechanic that doesn't focus on player skill comes about.This is why blue shell mechanics exist, to make mistakes not overly punishing so that a single early mistake will not destroy a generally stronger player, merely disadvantage the player.
its more of a hypothetical idea than anything, but as you go way too high in armor that additional armor barely does again that 10% from tabi might be better (if you got mercs/ mobility)johnny only one repping unique thought process lol
dont matter how ******** it is, if you find one good thing its worth it
btw at what point would 10% auto attack reduction be more useful than like.. a chain vest for example
btw i always thought flad ad >> arpen
ganking matters more in solo q only. cuz negative nancys will destroy the other team not bc of the gank itself. 1 gank is next to meaningless in the scope of the whole game
This so hard.I really doubt any intelligent, experienced, competitive game designer would ever agree with you on this point. The mechanics are there for 'fun.' That's how every mechanic that doesn't focus on player skill come about.
For example, the design team felt League needed a draw for new players to play it in early, early beta. RNG and arbitary comeback mechanics appeal to casuals. Then when they get people hooked and it becomes popular, they begin appealing to the esport community by phasing out the anti-competitive, lazy bull**** they introduced earlier in favor of promoting consistent play instead. It's definitely possible to make comebacks more plausible, and snowballing less prominent without rewarding failure, and have a fun, interesting game at the same time. That's the challenge.