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11-10-2011 , 11:14 AM
Assists are a sign of weakness. Take it upon yourself to see your enemy die.

edit: is kog the only hero on which Hamkels doesn't rush S. Reverie? lol

Last edited by Punch Dancer; 11-10-2011 at 11:23 AM.
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11-10-2011 , 11:34 AM
is solomid.net down?
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11-10-2011 , 12:25 PM
he doesn't build philo on kassadin which is weird since thats the only ap hero that people build philo on
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11-10-2011 , 12:32 PM
After getting decent with Udyr I don't think I can ever go back to WW

Unfortunately I still keep trying to play udyr like I'm playing ww and initiating with flash stuns
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11-10-2011 , 01:43 PM
i just tried a league on a friends computer which ran at 25 fps. wow is the game more enjoyable than ~12 fps its like night and day
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11-10-2011 , 01:45 PM
u play w/ 12 fps? defriending when i get home
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11-10-2011 , 03:45 PM
Is there anything like a competitive RPG?

I've decided what I should be spending my time playing is something with elements of a DoTA game, but not an actual MOBA game as they currently exist. I just suck too hard, and I'll never get competitive at them, no matter how much I try.

I want the feel of a DotA: selecting your character, starting fresh each battle, leveling your character, making strategic choices about how you assign your skills and which gear you purchase, working in a team, tournament-appropriate PvP, making tactical combat decisions, and so forth, but without the RTS-reflexes-clickspam aspect of the gameplay. Preferably something with more strategic depth than the MOBA's as they currently exist.

And I'm talking any format: videogame, tabletop, boardgame, card game, whatever.
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11-10-2011 , 03:58 PM
Warhammer, maybe?

Last edited by anononon; 11-10-2011 at 03:58 PM. Reason: the board game
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11-10-2011 , 03:58 PM
Plus you could always play Magic again. They have Planeswalker Points and it's like a giant grind to make it to the PT rather than winning a PTQ or doing well in a GP/PT.
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11-10-2011 , 05:07 PM
M:tG, while a fine competitive game with deep strategy/tactics, has almost none of those features, and several features I hate:

1) I never liked the mana system and I never will. I don't buy all those arguments that manascrew is a necessary part of the game because it lets a bad player beat Finkel every once in a while. I want drawing a land vs. drawing a spell to be a strategic choice. I'm content with some games being won via "I draw my Awesome Card and you didn't", and feel that's a sufficient amount of luck for that type of game.

2) It has a ridiculous financial barrier to entry. They push out sets way too often. The evolution of the game is driven by profit, rather than a natural evolution of the mechanics, or the strategic skill of the player base. You shouldn't be forced to spend hundreds of dollars every 4 months to maintain playing at a competitive level. And I feel like a great deal of your hard-earned knowledge and experience is flushed when they rotate, which is also too often.

EDIT: I agree with sirlin in his blog entry, and his first comment therein, here: http://www.sirlin.net/blog/2011/10/2...-x-tekken.html

Last edited by ddubois; 11-10-2011 at 05:14 PM.
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11-10-2011 , 05:19 PM
1) I understand.
2) This is the business model.

I am surprised you have those qualms about the game. You played on a handful of PTs, right? I remember you at them, anyway...

But you can try Warhammer/Warhammer 40k. I enjoyed those games, though they aren't "RPG" in the sense that you level up over time. Games Workshop had Necromunda, which was basically Warhammer 40k + a leveling system over time (XP gained by battling people at the store), which was really awesome. But I think it died 10+ years ago.

Huh, just googled it. Looks like it might still be around.

http://en.wikipedia.org/wiki/Necromunda

It was really fun.
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11-10-2011 , 05:42 PM
Yes, you're right. I've become less tolerant/more enlightened over time. (And by virtue of having a family man, I suppose.)

I love the RPG experience of min-maxing your toon, pouring over gear, theory-crafting over skill trees and potential interactions of a game's mechanics, but not the aspect of an MMORPG where a player who plays 40 hours a week has an insurmountable advantage over a guy who plays 10 hours a week. I'm OK with investments of time/study yielding an experience and skill advantage that can manifest itself in an isolated competition, but not an investment of time that yields an unfair XP or otherwise numerical superiority before the competition begins. Also, I'm not OK with the guy who owns a Starter Deck having no chance against Mr. Suitcase.

Basically, I want my competition to be both a of a 'pure' form, and using a skillset that I'm actually good at.
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11-10-2011 , 05:47 PM
I think you've described the Holy Grail of gaming, no?

How we've solved this problem in the PacNW is that there are a group of players who are capable but unwilling to try and play Magic at the highest levels for various reasons. We've constructed a few cubes for drafting, and we get together and draft them 3v3 with random teams all the time. The competition is super high and I'm developing an Elo/TrueSkill system for it so we can have internal rankings, which will be fun.

There's no denying that Magic is simply one of the greatest games out there; it's just the PT model (especially lately) is terribly flawed. We've modified it so we spend little to no money, the competition is really high, and it's still a lot of fun.
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11-10-2011 , 05:48 PM
anyone on EU east wanna play today?
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11-10-2011 , 06:12 PM
dd, have you heard of the board game Dominion?
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11-10-2011 , 06:26 PM
I quit MTGO after they started whoring multilands every expansion set. It was really redic, if you didn't have $200 worth of lands you were limited to 1-2 competitive standard decks. Shame for them too. I used to spend a lot of money on that bull****.
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11-10-2011 , 06:27 PM
They fixed that problem; "dual" lands are at rare while planeswalkers are at mythic rare, so the multilands are $2-4.
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11-10-2011 , 06:29 PM
It wasn't really the problem itself, as much as they knew they were doing it and kept doing it. They broke my trust about keeping the game affordable.
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11-10-2011 , 06:45 PM
ddubois,

ever try roguelikes? They have the rpg element without the grind and they're really skillful. You're not competing against a human being however.
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11-10-2011 , 06:57 PM
Quote:
Originally Posted by Priptonite
dd, have you heard of the board game Dominion?
Heh. Yes, yes, I have.

Quote:
Originally Posted by kyleb
They fixed that problem; "dual" lands are at rare while planeswalkers are at mythic rare, so the multilands are $2-4.
If I hadn't had already quit before they made mythic rares, I certainly would have rage-quit when they were introduced. $300 or whatever for a playset of Jace?

Quote:
Originally Posted by Wolfram
ever try roguelikes? They have the rpg element without the grind and they're really skillful. You're not competing against a human being however.
Yeah, they're great. They don't obviously get the competitive juices flowing though. I think they are a bit rote too, being a bit more about patience and caution that strategy, per se.

Meh, I really just want, like, turn-based DotA.
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11-10-2011 , 07:12 PM
Quote:
Originally Posted by kyleb
They fixed that problem; "dual" lands are at rare while planeswalkers are at mythic rare, so the multilands are $2-4.
lol no they are not. The most annoying part in T2 is actually looking for somebody selling the cards you need.
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11-10-2011 , 07:18 PM
Well fine, but they're not $20 for Polluted Delta and Flooded Strand during standard (plus all the Rav duals) like they used to be.
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11-10-2011 , 07:38 PM
STFU NERDS

Last edited by imrealhungry; 11-10-2011 at 07:38 PM. Reason: I realize the irony, so don't bother pointing it out.
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11-10-2011 , 07:41 PM
Quote:
Meh, I really just want, like, turn-based DotA.
Just play champs that require the least mouse-wrangling.

I'm old and slow so I play tanks. That seems to work.
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11-10-2011 , 07:52 PM


too soon?

Last edited by Nonfiction; 11-10-2011 at 07:59 PM.
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