Creep block is a valuable part of League of Legends that makes the game feel more interesting
Lol who am I kidding https://www.youtube.com/watch?v=57-62p8K1Qc https://www.youtube.com/watch?v=ZZDRKKXtv5o
Lol who am I kidding https://www.youtube.com/watch?v=57-62p8K1Qc https://www.youtube.com/watch?v=ZZDRKKXtv5o
Even Kennen feels bad for him in the first one :P
We all do
I once got minion blocked by a wall of my own minions as soraka, I had to ult and locket so the cait wouldn't kill me
Why do posts like this still get made and upvoted. riot has already said that they can't remove creep block without destroying the game.
What would "destroy" the game?
removing creep block. It's a bug in the game that's part of the physics engine. They can't just delete 4 lines of code and the problems solved, it's considerably more complex than that.
They could permaghost.
ID prefer everyone to be ghosted than have shit like this happen, especially late game when the fight game series is over because of it.
permaghost would be a tough way forward in champion balance. like hecarim used to be in top lane. he'd be able to just stroll through the wave at you with his q and not worry about having to be slowed down by pathing. if any champion could do that positioning would have to be totally rethought out
That was only an issue because it was an advantage he had over other players If the playing field was even it wouldn't be much of an issue
That same logic applies to the phrase "If everyone is OP, then no one is." Its this very phrase that you see more nerfs than buffs from Riot. It's just bad game design.
It's how Dota works and Dota is arguably as balanced or more balanced than league.
Well yeah, but it works in DotA2 because you can purchase items to shut down specific characters/pick characters to hard counter specific characters. DotA2 has ridiculous pick diversity as a result, because you can shut down/work against characters with the correct item/hero combination.
And that's a bad thing because LoL has shit pick diversity as a result of their lack of hard-counters?
Hard counters are shit and would encourage the "lose in Champion Select" outcomes, which nobody wants.
Actually what hes saying is they have items that allow people who get counterpicked to fight back instead of, "lost at the champ select screen" feelsbadman sit under turret for 20 min bs. Which create much more diversity instead of having the champ that shuts down the most other champs be "the meta", and champs that shut down the least be in the dumpster for several patches... or years...
There's still a quarter of a game where you don't get to do anything. Sure get your bkb or blink dagger or whatever, but you're still helpless until then.
I play Dota and this has never been a valid counter-argument to keeping hard-counters out of the game. The only time you ever see something like this actually happen is in low-skill pub games, and even in the case, it rarely matters in the end because someone let the hard carry farm all game and now it doesn't matter what anyone else even does. The thing about counterpicking is that both teams can do it, and since Dota's banning is woven into the pick phase rather than front-loading every ban like League does, you're more likely to sneak a counterpick to an enemy counterpick and offset things. None of this even mentions the item system.
Of course, Valve/IceFrog have no qualms in having heroes that are only good in specific circumstances or MMR levels, which contributes a lot to pick diversity. Some heroes are just easy to deal with once you understand game knowledge, but are your classic pubstomper when played in low rank games. Old Evelyn would have fallen into this category, if you want a League example.
As a one trick, I'd end up killing myself if I had to deal with hard counter after hard counter after hard counter.
That's the price you pay for being a "one-trick." There's a reason Grimorum never went pro, afterall.
Expand your roster and skillset, and this happens far less.
Don't really care about playing other champs.
Dota 2 is also balanced around the pros I believe, so you end up with heroes like Phantom Assassin having a 54% win rate and a 30% pick rate in normal play. And people are complaining about Lee Sin's 47% win rate and 27% pick rate.
So basically
nerf.
Which is never a bad thing ^^
Presumably he would get a new passive.
Well my friend you forgot Fizz is a post-overload era champ.
Naturally that's not his only passive.
Well naturally they would replace it with two passives and buff his core item at the same time.
permaghost would be a tough way forward in champion balance. like hecarim used to be in top lane. he'd be able to just stroll through the wave at you with his q and not worry about having to be slowed down by pathing. if any champion could do that positioning would have to be totally rethought out
Hecarim still can do that though and he's not stomping toplane. Lets not pretend that just moving through creeps was the reason a damage carry with cc chaining taking a flashless top build was popular.
it was though. sure, it wasn't the only reason bc yeah his kit was important for team fights but in the lane hecarim had that advantage of not having to worry about pathing. he wasn't slowed down by the state of the wave
There is a reason for creep block.
If everyone had permaghost, against anyone with skillshots, it would be childs play to just phase back through minions whenever they threw it at you. Right now you cant because of blocking.
Then make skill shots like leona's E
You both know exactly what I fucking meant.
Some skill shots are designed to ignore creeps (or are actually AoE skill shots, like Xeraths).
my point still fucking stands.
I was going to say u r a genius until u said "You both know..." lol
good point still
Why do posts like this still get made and upvoted. riot has already said that they can't remove creep block without destroying the game.
What you fail to understand is people don't want creeps unit collision removed. What people want is their rate of collision being nerfed back to what ti was before season 5 where it was made much bigger for no reason.
Stuff like this wasn't commonplace back then. Nowadays i regularly get caught on my own minion wave and dragged down the lane into the enemy when the minions walk in a straight line.
Ehh I don't particularly disagree with you but there were still some fringe cases back then https://www.youtube.com/watch?v=HvJYzQkO6W4
[{quoted}](name=Face The Win,realm=NA,application-id=3ErqAdtq,discussion-id=5VO2JJaG,comment-id=000100010000,timestamp=2017-06-11T14:23:58.269+0000)
Ehh I don't particularly disagree with you but there were still some fringe cases back then https://www.youtube.com/watch?v=HvJYzQkO6W4
yes, fringe cases. Notice how i said "wasn't commonplace"
Xin got punished for his choice. He got trapped in ENEMY minions which is completely ok.
Elise's case however is unacceptable they needed to make way for the champion.
But then you should be able to kill the enemy minion(s), but creep block stops you from doing anything.
League should have a "push" mechanic. Just like you can attack-move, you should be able to push-move. When you push-move in a direction, you move in a straight line towards where you clicked. If a minion or another champion is in the way, you slow down but push them a bit in the direction you are going and maybe push them out of the way. Larger champions (like chogath) push harder). Smaller champions (like teemo) push weaker, and are more easily pushed out of the way.
This would solve the creep-block glitches that are so frustrating without getting rid of the strategic value of creep block. Also, it could allow for tanks to provide additional value in teamfights, pushing enemy divers off their carries, for example.
Yes, and it could be done easily. The size of the character model should count. While I see Teemo's wonky movement when minions block him (you know, this funny Waltz dancing), it happens to my main -
- even more. I literally spin around in circles. Minions are 50% of my size and 30% of my width, and just because two minions decide to approach me from behind, I am supposed to walk all over the place around them?
When the environment outperforms the players you have a big problem.
Funny enough, DooM had this already in 1993 - Imps being blasted with a rocket fly down stairs and ledges, huge monsters just move a few pixels.
I have no idea why you're bring up that Doom thing, because if you tried to shove around monsters in that game by walking into them you'd just get torn to shreds as they stood their ground completely.
Unless you were doing it to a pain elemental. You could bully those to hell and back.
Minions on our own side should not be able to creep block us. If enemy minions creep block us, we should be able to shove them aside after a second or two, not get stuck eternally.
I feel bad for the guy in the second clip. Nothing is more frustrating then getting blocked by your own minions but the enemy minions are a different story.
The minions in the first clip are probably pretty frustrated though. Did all that work holding down Xin for the free kill and Kennen just lets him go. Poor guys never get the credit they deserve.
Like, I can see your problem and don't disagree with you, but I really don't appreciate the overall hostility and sarcasm of your delivery.
Click bait titles tho
How else do you get people to read your post? /s
Clickbait titties? Where? oh..
You got creep-blocked into a corner and died because there's nothing you could do.
Enemy player: "outplayed."
.................
But really though, it's very annoying, yes, but we also shouldn't just give everyone perma-ghost either. It's tricky aye.
At least fix the minion AI so that they won't randomly gank you into a wall, or at least when they do they would correct their pathing immediately or something, would be a good start.
minions need to ocuppy a space in the map so that a chempion cannot stand over them and deny farm to the enemy. The problem is that minions are too fat/random and sometimes cause problems
Oh, it already happens. As Tristana, I fired my sticky explosive on a minion UNDERNEATH Mundo('s model). The engine's pixel-exact methods and what we eventually see when polygones and textures are rendered are too different things -> see also Hitboxes.
Honestly it didn't used to be this bad, I am fine with minions being solid objects, but the hit box needs to be toned down.
Dont know how a balance team can sit and say thing belongs in a esport game prob cuz they just dont wanna remake kass passive