The easiest hero in the game is probably Sivir. All you really have to do is ricochet spam creeps - not much need to even worry about last hitting - spam the boomerang at heroes, and hit your ult in front of towers. For hero fights you just have to tag along sometimes to contribute damage but really just pushing all the time is plenty.
Yeah, she's easily the most "passive" of the heroes. There's some skill in using her boomerang to double hit, but it's damage isn't really noticeable unless you go AP (which is/was HILARIOUS when it had a .75 AP to damage ratio on ONE pass so basically 1.5 if you double hit) or it's early game.
Amazing pusher though.
aBlank on
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Custom SpecialI know I am, I'm sure I am,I'm Sounders 'til I die!Registered Userregular
Is there a way to stop the chat box from disappearing?
If you press 'z' the box reappears as long as you hold it (or maybe you press it and it fades back out?). Don't know if there's a proper setting to keep it up.
I play him very reactively and defensively. Yeah, you can play him where you'll get lots of kills by stacking AP as soon as possible but I prefer to play him modestly via defensive items and once I feel satisfied with my survivability, I start the AP stacking and the hurt begins.
Honestly, the hurt is there without AP stacking items, as the Snowball is a skill you can't ignore for long at all. If it's any non-blinking champ he's not getting near you and if it's a ranged champ you can either go in for the kill or run away at your leisure. You add the ult on top of the snowball and you can kill most any squishy and help in any teambattle as well.
My really rough build:
Skills: Snowball maxed first, Consume second, and level Ult when possible. The ally helping skill, while very awesome late-game isn't as hot in the early. Get that last.
Items:
(if facing 3/more spell-using champs)
Meki Pendant -> Boots -> Null-Magic Mantle -> Chalice of Harmony -> boot upgrade (boots are very dependant on matchup imo) -> Blasting Wand -> Amplifying Tome -> Lich-Bane
I'm pretty frustrated from the games we've been playing. Its just poor teamwork on our part that constitutes to most of our losses. I hope to lay out some thoughts for new players and old. Let me know what you think. Here are some of the things I've noticed we aren't doing consistently:
There are generally 3 phases to any game: Early, Mid and Late. Early game, you and your opponents are stuck to one lane, trying to level up. Harass them and try to hit creeps when they have a sliver of health for the extra gold or better yet, get an early kill.
Mid game happens when either a hero on your side or theirs leave their original lane. At this point, its always nice to have at least one hero on each lane to maximize xp gain but its nicer still to deny opponents their share of xp by killing them.
Late game is where most of the pushing occurs and its usually 5v5 battles from here on out. The thing about pushing: Push when you outnumber the enemy. Tower = 1 hero, unless its really low hp. So when you kill an enemy hero, you are on even ground at the tower (4 heroes + 1 tower vs 5 of our heroes). Please DO NOT split into 2s and 3s and try to take another tower unless you are certain you can kill either one. Keep track of the dead hero (Hit tab for the scoreboard) and make sure that he stays dead while you kill the tower. If you see them hugging their tower with 5 heroes, try to lure them out or head to a different tower, or go creeping.
The same goes for enemy pushes, if you see them coming down a lane in full force, go defend it or make a quick decision to abandon it if there is noone nearby and congregate by the next tower. Don't chase them unless you are at least on par with their numbers and by all means let the people with decently high HP initiate battles. Leaving your tower to chase a low HP enemy down alone is a horrible idea, especially when you can't see where they are heading (It might be a trap!)
If you are low on HP or mana, let your teammates know and head back to base or go creeping. Don't linger around behind your teammates hoping to help then kill some enemy hero, you won't. After a successful push, having map control, the rest can kill the neutral creeps on their side of the map and deny them gold while they stand around their tower like idiots. Killing neutral creeps at the right time is just as important as killing towers, especially the dragon because it gives and additional 100+ gold to every member of your team.
Of course, the only way to know when you're at an advantage or not is to always, ALWAYS take notice of the minimap. You can never be too sure or rely entirely on your teammates to tell you where the enemy is.
Lastly, please please please hunt down the jungling warrick at all times. Its an easy kill, there are only two spots on the map that make jungling worthwhile (Elder Lizard / Elder Golem) and if you split the teams into twos, guarding on each end, its really not that hard to kill another level 1 character.
Winning is fun. Lets do that more often. LoL is srs biznes.
I'm pretty frustrated from the games we've been playing. Its just poor teamwork on our part that constitutes to most of our losses. I hope to lay out some thoughts for new players and old. Let me know what you think. Here are some of the things I've noticed we aren't doing consistently:
There are generally 3 phases to any game: Early, Mid and Late. Early game, you and your opponents are stuck to one lane, trying to level up. Harass them and try to hit creeps when they have a sliver of health for the extra gold or better yet, get an early kill.
Mid game happens when either a hero on your side or theirs leave their original lane. At this point, its always nice to have at least one hero on each lane to maximize xp gain but its nicer still to deny opponents their share of xp by killing them.
Late game is where most of the pushing occurs and its usually 5v5 battles from here on out. The thing about pushing: Push when you outnumber the enemy. Tower = 1 hero, unless its really low hp. So when you kill an enemy hero, you are on even ground at the tower (4 heroes + 1 tower vs 5 of our heroes). Please DO NOT split into 2s and 3s and try to take another tower unless you are certain you can kill either one. Keep track of the dead hero (Hit tab for the scoreboard) and make sure that he stays dead while you kill the tower. If you see them hugging their tower with 5 heroes, try to lure them out or head to a different tower, or go creeping.
The same goes for enemy pushes, if you see them coming down a lane in full force, go defend it or make a quick decision to abandon it if there is noone nearby and congregate by the next tower. Don't chase them unless you are at least on par with their numbers and by all means let the people with decently high HP initiate battles. Leaving your tower to chase a low HP enemy down alone is a horrible idea, especially when you can't see where they are heading (It might be a trap!)
If you are low on HP or mana, let your teammates know and head back to base or go creeping. Don't linger around behind your teammates hoping to help then kill some enemy hero, you won't. After a successful push, having map control, the rest can kill the neutral creeps on their side of the map and deny them gold while they stand around their tower like idiots. Killing neutral creeps at the right time is just as important as killing towers, especially the dragon because it gives and additional 100+ gold to every member of your team.
Of course, the only way to know when you're at an advantage or not is to always, ALWAYS take notice of the minimap. You can never be too sure or rely entirely on your teammates to tell you where the enemy is.
Lastly, please please please hunt down the jungling warrick at all times. Its an easy kill, there are only two spots on the map that make jungling worthwhile (Elder Lizard / Elder Golem) and if you split the teams into twos, guarding on each end, its really not that hard to kill another level 1 character.
Winning is fun. Lets do that more often. LoL is srs biznes.
I agree with this. It's very frustrating seeing a team do well in early game, where individual skill is the most important, but then lose in late game because of some bad group decisions. Equally frustrating is seeing a team lose in late game because some Master Yi or Warwick on the other team jungled and became a freaking monster while everyone else was stalemated.
I think one thing that helps is having a leader instead of trying to do some hive mind decision-making shit. Get one guy who is skilled and comfortable with making decisions to be dictator and bark out orders. This makes sure that everyone is doing the same strategy and on the same page. Of course the other players can shout out information (e.g. bot mia) and make suggestions (e.g. my ult is up we should go gank top), but that dictator should make the final call; LoL really isn't the place for democracy. Of course, if the leader is sucking, you can always get a new one :-P.
I've actually gotten to the point where I am consistently winning with what ever character I use. I'm working on a rune build for mundo which is going to be interesting if I can get him working right.
Just tried out this game and I don't get it. The art and controls felt so childish. There didn't seem to be an attack-move function and my hero had a free TP anywhere and a TP to base ability. Thats basically making it easy for people for no reason other than to hand-hold.
Also the art is too childish for my tastes. I'll try it again later but damn it does not look like a good game yet.
Do I really have to right click enemies constantly?!
I'm pretty frustrated from the games we've been playing. Its just poor teamwork on our part that constitutes to most of our losses. I hope to lay out some thoughts for new players and old. Let me know what you think. Here are some of the things I've noticed we aren't doing consistently:
There are generally 3 phases to any game: Early, Mid and Late. Early game, you and your opponents are stuck to one lane, trying to level up. Harass them and try to hit creeps when they have a sliver of health for the extra gold or better yet, get an early kill.
Mid game happens when either a hero on your side or theirs leave their original lane. At this point, its always nice to have at least one hero on each lane to maximize xp gain but its nicer still to deny opponents their share of xp by killing them.
Late game is where most of the pushing occurs and its usually 5v5 battles from here on out. The thing about pushing: Push when you outnumber the enemy. Tower = 1 hero, unless its really low hp. So when you kill an enemy hero, you are on even ground at the tower (4 heroes + 1 tower vs 5 of our heroes). Please DO NOT split into 2s and 3s and try to take another tower unless you are certain you can kill either one. Keep track of the dead hero (Hit tab for the scoreboard) and make sure that he stays dead while you kill the tower. If you see them hugging their tower with 5 heroes, try to lure them out or head to a different tower, or go creeping.
The same goes for enemy pushes, if you see them coming down a lane in full force, go defend it or make a quick decision to abandon it if there is noone nearby and congregate by the next tower. Don't chase them unless you are at least on par with their numbers and by all means let the people with decently high HP initiate battles. Leaving your tower to chase a low HP enemy down alone is a horrible idea, especially when you can't see where they are heading (It might be a trap!)
If you are low on HP or mana, let your teammates know and head back to base or go creeping. Don't linger around behind your teammates hoping to help then kill some enemy hero, you won't. After a successful push, having map control, the rest can kill the neutral creeps on their side of the map and deny them gold while they stand around their tower like idiots. Killing neutral creeps at the right time is just as important as killing towers, especially the dragon because it gives and additional 100+ gold to every member of your team.
Of course, the only way to know when you're at an advantage or not is to always, ALWAYS take notice of the minimap. You can never be too sure or rely entirely on your teammates to tell you where the enemy is.
Lastly, please please please hunt down the jungling warrick at all times. Its an easy kill, there are only two spots on the map that make jungling worthwhile (Elder Lizard / Elder Golem) and if you split the teams into twos, guarding on each end, its really not that hard to kill another level 1 character.
Winning is fun. Lets do that more often. LoL is srs biznes.
I agree with this. It's very frustrating seeing a team do well in early game, where individual skill is the most important, but then lose in late game because of some bad group decisions. Equally frustrating is seeing a team lose in late game because some Master Yi or Warwick on the other team jungled and became a freaking monster while everyone else was stalemated.
I think one thing that helps is having a leader instead of trying to do some hive mind decision-making shit. Get one guy who is skilled and comfortable with making decisions to be dictator and bark out orders. This makes sure that everyone is doing the same strategy and on the same page. Of course the other players can shout out information (e.g. bot mia) and make suggestions (e.g. my ult is up we should go gank top), but that dictator should make the final call; LoL really isn't the place for democracy. Of course, if the leader is sucking, you can always get a new one :-P.
Just tried out this game and I don't get it. The art and controls felt so childish. There didn't seem to be an attack-move function and my hero had a free TP anywhere and a TP to base ability. Thats basically making it easy for people for no reason other than to hand-hold.
Also the art is too childish for my tastes. I'll try it again later but damn it does not look like a good game yet.
Do I really have to right click enemies constantly?!
Controls felt childish? What does that mean? I believe they're going to add keymapping to the game in the future (still beta).
Attack move is X by the way. Attack move isn't a smart choice in many cases (due to you not getting the gold from the last hit, or pushing the minions back to the enemy tower when you don't want to .. and you don't always want to) so I'm glad they didn't make it default.
There's a summoner ability to teleport to any friendly minion or turret with a hefty cooldown, and a 6 second, very interruptable teleport that sends you back to the base. They're giving you meaningful choices to make when you pick summoner abilities (fighting a champion with heal and flash means they have lots of escape options, for example) and not holding your hand for the sake of it.
This game is hard because the people you face are hard, not because you have to fight the game or UI to do the things you want. This game is also easy because of those same things. Arbitrary barriers to entry suck and make me mad. This game doesn't suck and make me mad.
As far as the art goes.. it reminds me a lot of Warcraft3 but that's not exactly a bad thing. I agree, it's not my favorite thing about the game but it's not so bad that I won't keep playing the shit out of it.
4rch3nemy on
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Custom SpecialI know I am, I'm sure I am,I'm Sounders 'til I die!Registered Userregular
edited September 2009
I actually like the colorful art style as well as the simple cel-shading.
I tried Heroes of Newerth last weeked, and EVERYTHING WAS BROWN. The ground was brown, the trees were dead and brown, the water was brown, the creeps were brown, half the heroes were brown...I couldn't see squat. Not so with LoL. Everything is very easy to see and it's easy to click on creeps or heroes as you choose.
Also, teleport is a 4 minute cooldown and I think recall is 8s? Maybe I'm wrong.
I tend to get tunnel vision a lot when I play games. Doesn't matter what it is. I do it in TF2 just as much. I get focused on a singular task, whether it's pushing a lane, creeping for an aura/effect, killing a specific hero etc and sometimes don't stay very aware of what's going on elsewhere. Voice chat helps immensely for that, but it's a thing I've always done so I know I'm guilty of what Urquan is talking about at least some of the time.
Sometimes I need someone to tell me to stop fucking around and pay better attention, just so I can snap out of whatever it was I was focusing on so hard.
Controls felt childish? What does that mean? I believe they're going to add keymapping to the game in the future (still beta).
Theres already key mapping in the game actually, just no interface for it. Theres a guide on beta forums that tells you how to map keys with a text editor. Lemme find the link...
I actually like the colorful art style as well as the simple cel-shading.
I tried Heroes of Newerth last weeked, and EVERYTHING WAS BROWN. The ground was brown, the trees were dead and brown, the water was brown, the creeps were brown, half the heroes were brown...I couldn't see squat. Not so with LoL. Everything is very easy to see and it's easy to click on creeps or heroes as you choose.
Also, teleport is a 4 minute cooldown and I think recall is 8s? Maybe I'm wrong.
I find HoN's art to be great. I really love some of the character designs. Pestilence and Andromeda in particular.
I find HoN to be plenty colorful but not saturated like LoL looks.
I really need to give LoL a decent shot but I just don't like how it looks and feels.
I tend to get tunnel vision a lot when I play games. Doesn't matter what it is. I do it in TF2 just as much. I get focused on a singular task, whether it's pushing a lane, creeping for an aura/effect, killing a specific hero etc and sometimes don't stay very aware of what's going on elsewhere. Voice chat helps immensely for that, but it's a thing I've always done so I know I'm guilty of what Urquan is talking about at least some of the time.
You and I should never lane together, cause I do the exact same thing :P
king awesome on
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Listen to our podcast, read our articles, tell us how much you hate it and how to make it better
If we're going to vote in team leaders at the beginning of matches, then we need to go the entire way and start mapping out the characters that have good synergy. If we're playing to win - We play hard - Or go home. This is if we want to break out of our casual boundries.
I don't think it's only our tactics/gameplay strategy. Sometimes we just don't have a well balanced party.
One game yesterday I played with some folks we had 4 tanks and me as Teemo. That didn't go too well.
Now that our collective ELO is rising, we have to tighten up the graphics on level 4.
Yeah composition is an issue but honestly I have not been too worried about it cause there is a lot of room for improvement before we narrow down to the blitz/morgana/malphite/ashe/____ high ELO team. I mostly play with PA people just to have fun, so I try not to be overly serious about it.
Also I think a lot of the people who are just starting playing can't really accurately evaluate the heros without more time and knowledge of each hero. For example if you listened to a lot of the PA chatter on balance you'd think that every high ELO team has to be running a Ryze cause hes just that OP right? Not really. He is just way too easily countered, you don't even need a specific hero, just a banshees veil or not letting him catch you alone.
I really need to give LoL a decent shot but I just don't like how it looks and feels.
The controls do need some getting-use-to but overall I think the action in LoL is more intense than DotA. Right clicking one creep usually makes your hero automatically target the next one once your target is dead.
The art is kind of unsettling to manly men who don't play childish games, not to mention the voices of many of the child-like heroes (I WANNA SHOOT SOMETHING), but its hard to be too concerned about art during battles. The models are distinguishable and thats all I care about during team battles (no more lol I can't click on BH crap)
You should really give LoL a chance. I like the customization and the way they try to make the game accessible to everyone. There are somethings that might need more work but that is what the beta is for. The devs communicate A LOT with the community.
The only thing that bugs me is teammates who are oblivious to the minimap. You should be glancing at the minimap every few seconds to keep an eye on where the enemy heroes are, and if you can't identify the position of ALL of them, you should ALWAYS assume whoever is missing is about to show up behind you.
I don't remember if it was a solo queue or a PA game but yesterday some guy was laning in the south alone, I noticed a few heroes missing, told him this while he was by the river junction, and he continues to press up and attack the tower. Of course 30 seconds later he gets ganked. That's dumb.
My personal problem is in 5v5 battles I can't tell what the fuck is going on. There are so many health bars and spell effects and dudes running around and knockbacks and pulls half the time I lose track of where I even am.
An overall problem is usually hero composition. Any team without Taric vs any team with Taric is at a big disadvantage. Taric is the only hero I find to be a complete game changer. And I haven't played a PA game with a Taric in weeks since Mooman gave him up.
Also target shifting. It's all well and good to mark/call out who to attack, but with flash and knockbacks and stuns it's difficult to stay on one person until they're dead. And once the target gets out then everyone just freaks out and splits DPS again.
An overall problem is usually hero composition. Any team without Taric vs any team with Taric is at a big disadvantage. Taric is the only hero I find to be a complete game changer. And I haven't played a PA game with a Taric in weeks since Mooman gave him up.
Woo that second game I was in tonight was great. It was looking bleak in the beginning, but Zoelef = one man army. Nisi = pro grabs. Mooman = great walls. Wombat = tearing shit up. That was one of the few games I play where I felt like the opponents were really good, but we just out-played them.
Hrm. If I start the game right now the launcher just hangs and I have to kill it. I would usually assume it was patching but it pops up saying Online, as does the status page.
Posts
Yeah, she's easily the most "passive" of the heroes. There's some skill in using her boomerang to double hit, but it's damage isn't really noticeable unless you go AP (which is/was HILARIOUS when it had a .75 AP to damage ratio on ONE pass so basically 1.5 if you double hit) or it's early game.
Amazing pusher though.
If you press 'z' the box reappears as long as you hold it (or maybe you press it and it fades back out?). Don't know if there's a proper setting to keep it up.
I play him very reactively and defensively. Yeah, you can play him where you'll get lots of kills by stacking AP as soon as possible but I prefer to play him modestly via defensive items and once I feel satisfied with my survivability, I start the AP stacking and the hurt begins.
Honestly, the hurt is there without AP stacking items, as the Snowball is a skill you can't ignore for long at all. If it's any non-blinking champ he's not getting near you and if it's a ranged champ you can either go in for the kill or run away at your leisure. You add the ult on top of the snowball and you can kill most any squishy and help in any teambattle as well.
My really rough build:
Skills: Snowball maxed first, Consume second, and level Ult when possible. The ally helping skill, while very awesome late-game isn't as hot in the early. Get that last.
Items:
(if facing 3/more spell-using champs)
Meki Pendant -> Boots -> Null-Magic Mantle -> Chalice of Harmony -> boot upgrade (boots are very dependant on matchup imo) -> Blasting Wand -> Amplifying Tome -> Lich-Bane
GTG. Complete later.
There are generally 3 phases to any game: Early, Mid and Late. Early game, you and your opponents are stuck to one lane, trying to level up. Harass them and try to hit creeps when they have a sliver of health for the extra gold or better yet, get an early kill.
Mid game happens when either a hero on your side or theirs leave their original lane. At this point, its always nice to have at least one hero on each lane to maximize xp gain but its nicer still to deny opponents their share of xp by killing them.
Late game is where most of the pushing occurs and its usually 5v5 battles from here on out. The thing about pushing: Push when you outnumber the enemy. Tower = 1 hero, unless its really low hp. So when you kill an enemy hero, you are on even ground at the tower (4 heroes + 1 tower vs 5 of our heroes). Please DO NOT split into 2s and 3s and try to take another tower unless you are certain you can kill either one. Keep track of the dead hero (Hit tab for the scoreboard) and make sure that he stays dead while you kill the tower. If you see them hugging their tower with 5 heroes, try to lure them out or head to a different tower, or go creeping.
The same goes for enemy pushes, if you see them coming down a lane in full force, go defend it or make a quick decision to abandon it if there is noone nearby and congregate by the next tower. Don't chase them unless you are at least on par with their numbers and by all means let the people with decently high HP initiate battles. Leaving your tower to chase a low HP enemy down alone is a horrible idea, especially when you can't see where they are heading (It might be a trap!)
If you are low on HP or mana, let your teammates know and head back to base or go creeping. Don't linger around behind your teammates hoping to help then kill some enemy hero, you won't. After a successful push, having map control, the rest can kill the neutral creeps on their side of the map and deny them gold while they stand around their tower like idiots. Killing neutral creeps at the right time is just as important as killing towers, especially the dragon because it gives and additional 100+ gold to every member of your team.
Of course, the only way to know when you're at an advantage or not is to always, ALWAYS take notice of the minimap. You can never be too sure or rely entirely on your teammates to tell you where the enemy is.
Lastly, please please please hunt down the jungling warrick at all times. Its an easy kill, there are only two spots on the map that make jungling worthwhile (Elder Lizard / Elder Golem) and if you split the teams into twos, guarding on each end, its really not that hard to kill another level 1 character.
Winning is fun. Lets do that more often. LoL is srs biznes.
Streaming 8PST on weeknights
I agree with this. It's very frustrating seeing a team do well in early game, where individual skill is the most important, but then lose in late game because of some bad group decisions. Equally frustrating is seeing a team lose in late game because some Master Yi or Warwick on the other team jungled and became a freaking monster while everyone else was stalemated.
I think one thing that helps is having a leader instead of trying to do some hive mind decision-making shit. Get one guy who is skilled and comfortable with making decisions to be dictator and bark out orders. This makes sure that everyone is doing the same strategy and on the same page. Of course the other players can shout out information (e.g. bot mia) and make suggestions (e.g. my ult is up we should go gank top), but that dictator should make the final call; LoL really isn't the place for democracy. Of course, if the leader is sucking, you can always get a new one :-P.
Also the art is too childish for my tastes. I'll try it again later but damn it does not look like a good game yet.
Do I really have to right click enemies constantly?!
I vote Nisi.
Controls felt childish? What does that mean? I believe they're going to add keymapping to the game in the future (still beta).
Attack move is X by the way. Attack move isn't a smart choice in many cases (due to you not getting the gold from the last hit, or pushing the minions back to the enemy tower when you don't want to .. and you don't always want to) so I'm glad they didn't make it default.
There's a summoner ability to teleport to any friendly minion or turret with a hefty cooldown, and a 6 second, very interruptable teleport that sends you back to the base. They're giving you meaningful choices to make when you pick summoner abilities (fighting a champion with heal and flash means they have lots of escape options, for example) and not holding your hand for the sake of it.
This game is hard because the people you face are hard, not because you have to fight the game or UI to do the things you want. This game is also easy because of those same things. Arbitrary barriers to entry suck and make me mad. This game doesn't suck and make me mad.
As far as the art goes.. it reminds me a lot of Warcraft3 but that's not exactly a bad thing. I agree, it's not my favorite thing about the game but it's not so bad that I won't keep playing the shit out of it.
I tried Heroes of Newerth last weeked, and EVERYTHING WAS BROWN. The ground was brown, the trees were dead and brown, the water was brown, the creeps were brown, half the heroes were brown...I couldn't see squat. Not so with LoL. Everything is very easy to see and it's easy to click on creeps or heroes as you choose.
Also, teleport is a 4 minute cooldown and I think recall is 8s? Maybe I'm wrong.
I vote me, and will fight Nisi to the death.
I tend to get tunnel vision a lot when I play games. Doesn't matter what it is. I do it in TF2 just as much. I get focused on a singular task, whether it's pushing a lane, creeping for an aura/effect, killing a specific hero etc and sometimes don't stay very aware of what's going on elsewhere. Voice chat helps immensely for that, but it's a thing I've always done so I know I'm guilty of what Urquan is talking about at least some of the time.
Sometimes I need someone to tell me to stop fucking around and pay better attention, just so I can snap out of whatever it was I was focusing on so hard.
I basically need a woman to tell me what to do.
Theres already key mapping in the game actually, just no interface for it. Theres a guide on beta forums that tells you how to map keys with a text editor. Lemme find the link...
http://beta.leagueoflegends.com/board/showthread.php?t=3212
Anyways the guides and strategy forums have a ton of info and you really should check them out if you haven't. Here is a starting point http://beta.leagueoflegends.com/board/showthread.php?t=4373
And as far as strategy goes, based on our recent losses I think our biggest problem is not staying together in the late game.
Also as your dictator I declare Teemo the cutest hero ever.
i hat you urquan =/
ur so bad
One game yesterday I played with some folks we had 4 tanks and me as Teemo. That didn't go too well.
Now that our collective ELO is rising, we have to tighten up the graphics on level 4.
8-)
I find HoN's art to be great. I really love some of the character designs. Pestilence and Andromeda in particular.
I find HoN to be plenty colorful but not saturated like LoL looks.
I really need to give LoL a decent shot but I just don't like how it looks and feels.
You and I should never lane together, cause I do the exact same thing :P
Listen to our podcast, read our articles, tell us how much you hate it and how to make it better
Yeah composition is an issue but honestly I have not been too worried about it cause there is a lot of room for improvement before we narrow down to the blitz/morgana/malphite/ashe/____ high ELO team. I mostly play with PA people just to have fun, so I try not to be overly serious about it.
Also I think a lot of the people who are just starting playing can't really accurately evaluate the heros without more time and knowledge of each hero. For example if you listened to a lot of the PA chatter on balance you'd think that every high ELO team has to be running a Ryze cause hes just that OP right? Not really. He is just way too easily countered, you don't even need a specific hero, just a banshees veil or not letting him catch you alone.
The controls do need some getting-use-to but overall I think the action in LoL is more intense than DotA. Right clicking one creep usually makes your hero automatically target the next one once your target is dead.
The art is kind of unsettling to manly men who don't play childish games, not to mention the voices of many of the child-like heroes (I WANNA SHOOT SOMETHING), but its hard to be too concerned about art during battles. The models are distinguishable and thats all I care about during team battles (no more lol I can't click on BH crap)
You should really give LoL a chance. I like the customization and the way they try to make the game accessible to everyone. There are somethings that might need more work but that is what the beta is for. The devs communicate A LOT with the community.
P.S
Streaming 8PST on weeknights
I don't remember if it was a solo queue or a PA game but yesterday some guy was laning in the south alone, I noticed a few heroes missing, told him this while he was by the river junction, and he continues to press up and attack the tower. Of course 30 seconds later he gets ganked. That's dumb.
My personal problem is in 5v5 battles I can't tell what the fuck is going on. There are so many health bars and spell effects and dudes running around and knockbacks and pulls half the time I lose track of where I even am.
An overall problem is usually hero composition. Any team without Taric vs any team with Taric is at a big disadvantage. Taric is the only hero I find to be a complete game changer. And I haven't played a PA game with a Taric in weeks since Mooman gave him up.
Also target shifting. It's all well and good to mark/call out who to attack, but with flash and knockbacks and stuns it's difficult to stay on one person until they're dead. And once the target gets out then everyone just freaks out and splits DPS again.
It's all about the W right? Drunken Cho'Gath feeder. :P
just for that i may be picking up some beer on my way home
that'll show 'em.
I'll play Blitz or Morgana
the trick to taric is to put a malady on him
...
hell, i put malady on everyone.
PA vent!
My vote for dictator is Luny.
Now sleep.
He's so much fun to play with. The shrooms are so addictive.
This will be here until I receive an apology or Weedlordvegeta get any consequences for being a bully
God Bless YOU!
:^:
I find nothing more satisfying when I get a kill off a mushroom that's on the other side of the map.
Are they doing something atm or is it just me?