Thing heard in game or apply to things in game
b = back, fall back, they're coming for you
back = fall back, they're coming for you
care = be careful, they may be coming for you
oom = out of mana
focus = To target a player. Meaning that as a team you all will all focus on a specified hero to kill first.
top, mid, bottom = the lanes in LoL. With the flip camera option, the top and bottom may be switched for some people.
lane = the road like expanses that contain towers and lead to and from the bases
river = The river which cuts across the map diagonally
jungle = The mass of trees and paths that exist between the lanes
neutrals = The creep-enemies who live in the jungle
bp, pill, pilling = blue pilling, going back to base
base, basing = blue pilling, going back to base
shop,buy = To go back to base to go shopping
brush/grass = The large grass in LoL which causes your hero to be hidden to people outside of the brush
sigils = Temporary buffs granted to a player by defeating the Golem and the Elder Lizard. These buffs transfer to the killer in the event that the hero dies with the sigil.
buff = Typically a temporary increase to some stat(s)
passive = An ability which is not activated but helps a character. For example, Morgana's passive allows her to heal a small % of the damage her spells inflict. Passives usually apply only to the hero who has them.
aura = A 'passive' which applies not only to the hero who has it, but also to heroes within the given range for the aura. A shareable passive.
dd = direct damage ability. Typically DDs are unavoidable: Click ability, click target, profit. For example: Annie's Q fireball.
skillshot = an ability that fires a projectile that can be dodged. For example: Morgana's cage, Ashe's ultimate arrow
aoe = area of effect
pbaoe = point blank area of affect. The area of effect is centered around the caster such as Nunu's Ultimate or any aura.
backdoor= To attack the enemies towers and base without the cover of your creeps there
ult = ultimate ability. The R Ability.
unique = In LoL certain auras/passive are unique, meaning they do not stack.
last hit = Getting the very last hit, or killing blow.
AP = Ability Power. The stat which boosts the effectiveness of abilities.
miss, mia = Missing, missing in action. Commonly used to describe when a hero is missing from a lane and may indicate to the team that a gank may happen.
juke, juking = When being chased, juking is to fool your pursuers. Typically this happens in the jungle. A successful juke could range from eluding the enemy by exploiting line of sight, or could simply cause the enemy to mistarget a spell.
feed = A player who dies constantly feeds the other team (via the gold reward for killing someone). Being called a feeder is not a compliment. A player who is fed has a lot of kills.
gg = good game.
gj = good job.
ms = movement speed
Riven = the best character ever who is also an adorable bunny.
baron, nashor, worm = the big worm like boss that gives a noticeable buff to the whole team when killed.
gl hf - good luck, have fun, usually an encouraging sportsmanlike phrase said before a game, sometimes sarcastically used "gl solo baron"
push - to gather up a creep wave and attempt to destroy an enemy tower "I'm going to push bottom"
d, defend - to sit at a tower and/or inhibitor and attempt to avoid confrontation while stopping the enemy from killing the objective "I'm gonna d mid"
gank - to go (often with more than one player) to try and kill an enemy, often by surprise "lets gank bottom"
tp - summoner spell telleport used to traverse the map "Ill tp back in"
heal - either the summoner spell, a champion ability, or the act of returning to base to regenerate HP and mana "you should heal"
harass - to annoy the enemy with small bursts of non lethal damage, often forcing them to go heal or be set up for a gang.
bait - to deliberately appear in a position to be easily ganged so as to lure 1 or more players to be gangked by your team "go bait them in to the jungle"
Disable = A Disable is a debuff that usually prevents some kind of action on the player. Stuns, roots, silences are all examples of disables
Stun = A debuff which prevents any action by a champion (summoner spells excluded)
Root = A debuff which prevents any movement by a champion (summoner spells excluded)
Silence = A debuff which prevents any abilities being used by a champion (summoner spells excluded)
Farm = Farming involves the amassing of gold for player. This is usually best done by killing a lot of creeps and killing them very quickly. Certain Heroes like Ashe and Tristana are great farmers: The first has a +gold passive, and the latter has an AOE passive.
leash/pull - when someone other than the jungler attacks a jungle creep so that it comes towards them while the jungler attacks it; the leasher leaves the range so the jungle creep returns to the jungler; allowing several free hits/spells on the creep for the jungler.
Things heard outside of the game or apply to outside of the game
vent = Ventrilo. It is voice communication software used to coordinate as a team. LoL has its own vent server: See the sticky in the beta general for more information.
build = how a champion and its summoner is built. For champions this may includes the items one buys on a champion, and the order one gets a champion's skills. For summoners, this refers to their masteries and rune selections.
carry = A character who, if played properly, wins late game fights for a team. Typically these heroes are weak early game and require a lot of farming.
tank = Character with a lot of HP and likely armor/resistance. Whose job is to initiate battles with the enemy players/turrets as to draw damage onto himself.
dps = Damage per second. Also referes to characters who job it is to deal damage (As opposed to support and tanks)
burst = A large volume of damage done quickly and typically then very little sustained follow up damage.
support = Characters who job it is to support other characters: Healers, buffers, etc
runes = Refers to LoL's rune system, however this term is overloaded and some players also refer to sigils as runes
talents = A non-canon term for masteries
mastery, masteries = The talent-tree system of LoL
DotA = Defense of the the Ancients. A mod for War3 that virtually launched the moba genre
HoN = Heroes of Newerth. Another moba game that is in direct competition with LoL.
moba = multiplayer online battle arena
elo = The score a person has in the Ranking system.
http://en.wikipedia.org/wiki/Elo_rating_system
leave, leaver = To quit a game before it is over.
raqequit = To quit a game in anger (Being killed, losing)
disc, dc = disconnect from a game.
adjudicator = Either an older beta tester, or a beta tester whose skill in game or feedback out of game have been noted.
skin = Items that give a Champion a new look (Costumes, clothes, etc)
champion = The particular character that you as the summoner control
hero = non-canon name for a champion
summoner = Your representation in the game. Essentially you are the puppet master of your selected Champion and you have your own summoner abilities along with the champion's abilities.
deny, denies= Basically last hitting your own creep.
This mechanic does not exist in LoL. In DotA, this would prevent the other from earning the gold and experience for killing the creep.
Posts
Vamp Scepter has AD on it?
Nah, but it's very cheap for a decent amount of lifesteal. I really do see a lot of my carries pick it soon no matter what item they're going for right after.
Nerfing lifesteal won't necessarily result in the changes you want. Sure damage will "stick" more, as you say, but then the problem is that people will just play more passively since the risk is so much greater. If you fail, you will be much further behind than you are currently, and you give up initiative and it will take longer for you to get back. The crux of the issue is, if you nerf sustain, then people will just be more cautious or find a way to mitigate the risk in lane otherwise. If you make sustain and healing really good, then the healing is too great and it's difficult to actually make anything happen.
Professional gamers, in my experience, are risk averse. They (especially consistently good ones) are going to go with relatively tried and true strategies and execute them perfectly, instead of trying something ridiculous. I'm not sure there's really anything you could do to make the lanes less passive aside from making the gold reward from champion kills enormous to the point where it's worth it to roam and dive and go for kills instead of CS. As long as CS remains so valuable relative to champion kills, it's going to be hard to make these people fight each other, especially in a game where one or two bad deaths in lane can have you stuck on the back foot.
ChaosHat.com - Twitter - Twitch Stream - Steam: ChaosHat - SC2: ChaosHat.444 ggtracker
dying doesn't mean shit in LoL compared to dying in dota, for instance
i'm not saying i want lifesteal removed, i just want it to be something players have to either sacrifice for, or at least think about
the mechanical ceiling for this game is so low compared to everything else in esports™ and i'd like to see it raised
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Poo.
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just ..
wow.
go bathe in some BBQ sauce why don't you.
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Ooooook, apparently stop and restart works.
3DS FC : 4270-0980-2372
K-Pop
Edit: My God. This music isn't that great. :\
Mute? Oh yeah...now I see what's so appealing. Even the guys look like girls.
"I want the game to be more aggressive with more kills. Damage is too low, and sustain is too high."
If you increase damage, people will play more passively because there is more risk involved in trades.
If you decrease sustain, people will play more passively because there is more risk involved in trades.
The problem here is risk.
People are only going to risk so much to gain an advantage, and trying to get kills in LoL is extremely risky business. If I get into a situation (a 1v1, 2v1, 3v3, etc) and lose, not only am I not going to be able to win that situation the next time it comes up, I'm going to lose other situation because they're 300-1500 gold up on us now, and they get to take whatever resource we were fighting over.
Now, if you reduce the risk for dying, you'll also end up reducing the benefits for killing (eg reducing respawn timers or gold for kills). A good example of this kind of game is a FPS, lots of kills and aggression with few penalties for death.
If you really want to increase aggression, you'd have to increase the penalties for not being aggressive. How to do that is up to someone else to think about.
Reduce CS gold, increase champion kill gold/assist gold. Make it so if someone dies to a tower/minions and there isn't a champion within X radius of the death then they only get assist gold, so an aggressor wins a tower dive even if he trades kills. You need to make killing people more powerful than farming kills. Right now if you kill someone, then lose a ton of health and have to back, you pretty much just broke even because of all the CS you lost in the time you spent killing someone, going back, and returning to lane.
ChaosHat.com - Twitter - Twitch Stream - Steam: ChaosHat - SC2: ChaosHat.444 ggtracker
Well, if you kill someone and then have to go back to base, that's only 8 seconds for recall plus two seconds to run to a bush. If their respawn timer is above 10 seconds, you'll be at lane faster with your 300g and experience bonus.
I feel like I'm the only person who likes the game where it is.
Steam: DigitalArcanist | XBoxLive: DigitalArcanist | PSN: DigitalArcanist | Backloggery: Houn
I'm tired of people bitching about Dignitas running that awesome support team.
Pointed out before, playing for money is like being caught in a street fight. You fight to win, not for show. It's not UFC. There are no 'rules'...well, not once you're in-game, that is.
Wouldn't you play your most OP champ to win money? And if you think that composition is such BS, then why not ban part of it? Are you more worried about losing to a support team, or Udyr and Ree Sin?
HOUN JOIN US (and then we'll shave later).
3DS FC : 4270-0980-2372
The point isn't necessarily the exact numbers, but more so that if you had just spent the time farming the lane and getting all the CS for that duration, you'd be at roughly the same spot except with zero risk.
ChaosHat.com - Twitter - Twitch Stream - Steam: ChaosHat - SC2: ChaosHat.444 ggtracker
I think there are different sentiments.
I consider Dignitas awesome for coming up with a new strategy that wins. Woo dignitas.
I do not want to ever play or play against that strategy. Riot plz nerf that shit asap.
Decided to buy Cassiopeia.
First game, enemy team bans Cass.
*shakes fist*
Wasn't as strong because graves was their carry and they did not have lulu. We won pretty handily and would have won harder if our mid wasn't a dick
Yes, this is a thing that can happen.
Is it enough to encourage aggression in this game? Obviously not.
ChaosHat.com - Twitter - Twitch Stream - Steam: ChaosHat - SC2: ChaosHat.444 ggtracker
this game is over
Sorry, had to steal mid, so I can roll dunk Morgana.
You can see me here playing stuff: http://www.twitchtv/mynameiskog
I'm level 17. When can I start jungling?
ALL WILL SOON CHANGE
Why would it? If you lose the engagement the other person does the same to you and you are way behind.
The game in terms of risk is symmetric since each team can go in at the same time (so even if there is an advantage in initiating you have to risk getting initiated on to initiate)
The only way you could really make aggression matter more would be if dying and killing didn't get you as much. Dying in lane would not set you back and so killing in lane can't give you an advantage.
Ironically this means that in order to enable aggression in the early game you would have to set it up so that aggression did not matter. You might as well farm (since engaging won't get you anything)
But if we have a game like that then why do we have an early game at all, why not just put champions at level 18 and team fight it out until one team wins?