07-25-2014
I'mma put up my stream here where I guess I'll answer any more questions today, since I have nothing better to do. twitch.tv/hashinshin follow if I'm not on, but I should be on for preeeetty much all night. I don't really make any money off streaming so don't think this is some money making play here.
In hopefully a meaningful order:
Quote:
Originally Posted by Ghostcrawler View Post
Which is?
Overall, I find that forum posters frequently spend a little too much effort being upset and not enough effort in explaining their position. YMMV.
Okay.
Quote:
Originally Posted by Ghostcrawler View Post
Yes, this is what I was trying to say. Apologies if that did not come across. I wasn't trying to say that melee players had no skill or that managing minions in top is boring. I wasn't trying to say it's a good thing for ranged champs to invade top lane.
I will say that I've seen several players say that they completely agree with the wet noodle / slap fight situation of a melee vs. melee duel, but they are totally okay with it. That wasn't feedback I expected to hear and the context is useful.
Did you ever play Dawn of War 2? Or hell, Dawn of War 1? The Dawn of War series really. Melee vs. Melee often came down to positioning, who had the greater strength, who had more money to invest in reinforcements, a lot of RNG, but was largely a game of chicken. You look at it and you say "yup those are two forces beating down on each other" I look at it and say "oh man, he's really losing this trade, he has to spend way more on reinforcements, but I guess holding this position is worth it to him."
End result? Just sitting there beating on each other means more than a slap fight. Even the slappiest of fights, Shyvana vs. Mundo MEANS something. Is Mundo vying for position? Is Shyvana trying to force him off the turret? How much health is Mundo willing to lose? Will he use his ult? Will he have enough health to teleport? Is shyvana using the fight to clear the creep wave so she can get back to the jungle to farm more CS while Mundo has to farm under turret? So when people say "we like the slap fight" they aren't saying "I like it when I press W and go AFK as Warwick" They're saying it's just not a slap fight. And that is the SLAPPIEST fight in the game.
Quote:
Originally Posted by Ghostcrawler View Post
Yes. Totally agree. This is exactly the problem IMO.
Since this quote is a bit contextual, I'll try to set it up: Ghostcrawler effectively says that melee are only good for diving the back line and dying, and the best one at that is the winner. He says the laning phase doesn't matter. If that was true why wouldn't everyone just go Malphite? LAning phase doesn't matter, Malphite is the best at diving the back line and living, so why not Malphite every game?
The obvious retort is: "That's an extreme, he's so bad at the laning phase that it DOES matter now!" Which is fine... except then why is Renekton so popular (or was popular)? Now you say "That's an extreme too, he's SO GOOD at the laning phase that it does matter!" So the laning phase doesn't matter unless you're good at it, or you're bad at it... sounds like the laning phase matters huh?
Now you're gonna say "that's not fair, you strawmanned me!" to which I reply that if I didn't strawman you that you're the idiot that just said the laning phase doesn't matter top, probably in your best interests to let me strawman you so you're not.
More over, this just sounds like "rogue and warrior are both melee that slow and apply MS, so they're basically the same thing."
Quote:
Originally Posted by Ghostcrawler View Post
Another way to consider it is like this:
-- What tools can a ranged champion potentially have? Range, heals, disengage, steroids, AE, disables, survivability, etc. etc.
-- What tools can a melee champion potentially have? Well, pretty much all of the same tools the ranged have except for the range. They are already down one mechanic. If a ranged champion has 20 possible mechanics, the melee has 20 - 1. Does that make sense?
I'll phrase it in terms of an RTS game:
-- Archers have range.
-- Cavalry have speed.
-- Infantry don't have a lot, but often they are cheap or maybe sturdy. Cheap can work in an RTS. It can't as well in a MOBA. Sturdy works okay, but sturdy dude vs. sturdy dude fights can be slow and boring.
Now we could just work twice as hard on melee champs to make sure they end up just as interesting, and in some cases, that is successful. We could also potentially identify some mechanic that melee own and ranged champs rarely have. This would require potentially reworking a lot of champs, but it's totally on the table.
What is this 1997? (The year of the first Age of Empires.) What ever happened to Dawn of War? Dawn of War had ninjas (ork assassins, lictors, etc.) it had ultra tanky death machines (terminators, walkers, etc.) it had ultra fast glass cannons (Howling Banshees being the best example) and it still retained spammy infantry (Orks.) In fact DoW2 had a real problem with Tyranid Warrior spam. A tanky melee unit that spammed gap closers which knocked down enemies. Their solution? Keep warriors just strong enough to 1v1, but give them AoE buffs so in the later game large scale battles they remained useful. Is that REALLY an alien concept? Jarvan has been doing that for years.
But lately Riot just wants melee to be armored death machines like Shyvana. They nerfed Jax, Aatrox, Yorick, Darius, Gangplank, Garen, everything that was deemed unfun. Then they plopped down Shyvana and Mundo on us and proceeded to lament how unfun melee were. What the ****? You guys were the ones that did that to melee, you can't make a decision to remove all the fun damaging melee champions then go back and lament how there are no more fun damaging melee champions!
Quote:
Originally Posted by Ghostcrawler View Post
We're talking about two different things (actually three different things). I'm talking about when a melee fights another melee in an encounter that lasts a few seconds. We think we can make those engagements more, well, engaging.
Many of you are talking about how you enjoy laning with melee, especially against another melee. That's cool. It's not my intention to challenge that.
Some of the rest of you are talking about ranged versus melee. I'm less interested in who is dominant at the moment and more interested in how to solve the underlying challenges for how melee can survive against ranged without always overwhelming them, which relates really strongly to how melee interact in combat with each other.
Once again Riot does it backwards. Ranged came first. Melee were not always like this. They became like this as a RESPONSE to ranged champions being so overpowered. The original melee champions were like Master Yi and Gangplank. High damage, low mobility. Fights between Olaf and Udyr are death matches, not slap fights, and they both have issues getting in to range. Riot decided, on their own free will, to start adding gap closers and CC, to start adding tankiness and removing damage.
You guys blame melee for EVERYTHING and it's insane. Why do all melee have gap closers? Because they needed them to deal with red buff and Ashe. Now they all have gap closers and you say "but now ranged champions need escape moves!" So then they get escape moves which means melee need to be barbarically tanky to ever get in to range, and need multiple entries and gap closers to have a hope. If you want to go back further it's because Riot removed turn speed which allows perfect kiting. DotA does not allow perfect kiting which is why they have so few issues. DotA also doesn't give every ranged champion a 15% perma ranged slow, they actively discourage slows. DotA also handles slows very delicately, rather than handing them out to every support and then lamenting how melee can't get in range.
I think basically where this all comes from. Every time ranged champions get new kiting power, more damage, more survivability, more escape moves, more CC... Riot responds by adding tankiness to melee. It's always the same thing. In season 2 ADC damage was actually lower despite what people say due to the fact that ADCs back then were like Ashe or MF. Nowadays we have Tristana who has been SUBSTANTIALLY buffed in the damage department ripping people apart in 1.5 seconds. Riot's response? Better beef up melee again.
CoH made their shorter ranged Americans able to suppress, bomb tanks, and do general utility options.
DoW gave their melee high damage, high survivability, high mobility, or high CC/utility, or just AoE buffs for their team. Howling Banshees could insta break morale.
WoW had frost mages.
Starcraft's range are just straight up worse 1v1 than a melee, and many melee and quasi-melee late game champions get cleaves or substantial upgrades.
Many games give melee AoE resist/immunity, and AoEs themselves so their effect in team fights is multiplied to make up for being melee.
AoE had useless melee as ranged cavalry/archers/knights just ended up being the triangle of balance. In fact, that triangle of balace was in every RTS of the 2000s as well (Empires Dawn of the Modern World, Empire Earth, Age of Empires, etc.)
Hint, GC worked on the two games I mentioned here where ranged won.
You're telling me you guys with your millions of dollars in salary in your balancing department can't come up with solutions to this problem more complex than the following:
If melee > range, increase range damage.
If range > melee, increase melee survivability.
Because you've done that 500 times now, and it's gotten to the point where Trist is murdering anyone who isn't a melee tank in 1.5 seconds.
This game needs the following:
A massive overhaul of slows. Slows should be short and to the point, or the central power of an ability. NOT spammy, NOT tacked on. Why does Thresh's E slow? Why does Lulu get a 2 seconds 80% slow on top of a massive ranged AoE nuke? Why does Red buff slow?
A reduction in the power in defensive items, in return for the outright removal of LW/VS. No more mid game "welp tanks are now dead, hope you have 3 armor items."
Quote:
Originally Posted by Ghostcrawler View Post
The question