Author Topic: LoL-Mainstream.  (Read 2665 times)

To the old Lol players out there. When did lol become so mainstream/popular? And why do you think it did (personally I don't see the fun to it really : long games, too competitive atleast now it is, same format each game.) so yeah any old lol guys respond these questions I would like to know.

what the forget is this



is it free? that could be a reason

I blame E-Sports and the MOBA for the downfall of the RTS genre.

this is the most hipster thing I've seen today
is it free? that could be a reason
yeah, it is, but you can buy stuff(??? idk what)

the game looks boring. its a RTS game with 1 strategy every game. all the maps look and function exactly the same.
its kind of mmorpg-like in the sense you have a long term self compleationist goal. but games are like 40 min long and you are really just replaying over and over and over.
eh

League was always meant to be more accessible and "mainstream." It's been like way popular since its beta.


1 strategy every game

ok I know you generally don't play these kinds of games but this is completely untrue

the game looks boring. its a RTS game with 1 strategy every game. all the maps look and function exactly the same.
its kind of mmorpg-like in the sense you have a long term self compleationist goal. but games are like 40 min long and you are really just replaying over and over and over.
eh
Hockey sucks. All the hockey rinks look and function exactly the same.
Football sucks. All the football stadiums look and function exactly the same.
Soccer sucks. All the soccer fields look and function exactly the same.


The funny part is, all of the LoL maps are actually different. There's summoner's rift which is a three-lane map with the 'standard items' available. Twisted treeline being the most similar to summoner's rift is pretty much a two-lane map with items more suited for champions good for 3v3s. Crystal Scar is a completely different game mode, which doesn't even have lanes. It has 5 'control points' which are the main objective instead of plowing down rows of turrets till you get to the nexus like in the other maps. And then howling abyss is a single-lane map built for chaotic and intense combat, which is why it's made to be played random.

And maps aren't even the depth of the game. There's over 100 unique champions to play. None of them suck, and each of them have their own set of abilities. Yeah there may be some small similarities between a few of them, but there's over 100 of them so what can you really expect?

Same format for each game? Interesting, because I've seen things shift throughout playing, and reading, in all skill levels of play. I'm not sure where people get the idea that "everyone is going to and always will play: adc and support bottom, mage assassin mid, assassin or brawler jungle, and off-tank top and that's what's best and that's what has always been best."
Yes, it is the most common setup, but it's not the only one that's worked. I've seen matches with two players in the jungle. Matches with no adc or supports. No junglers. Duo bruiser tops. Two adcs bot. Adc top with bruiser and support bot. And plenty of other 'not the meta' setups.

There's also different ways of playing the setups as well. Like trying different builds with items that aren't just giving you flat stats.

yeah, it is, but you can buy stuff(??? idk what)
The only thing you can buy with cash that you can't buy with in-game currency is skins and exp/currency boosts. Exp boosts become quickly irrelevant. Currency boosts aren't worth it. Skins do not affect gameplay, aside from ones with sunglasses reducing the damage of one champion's passive by 1, which doesn't even trigger that often, and any champion will have over 1500 health at the end of the match.

lube of legends amiright?

Currency boosts are more than worth it if you play often (at least 5-10 matches a day) and you don't have all the champions, or need to buy some runes.

The only thing a player should ever spend RP on is skins and  currency boosts.

I'd find it hard to afford both RP and 5-10 matches a day comfortably.

DOTA started off as a map for Warcraft 3(RTS) which was based on Age of Strife. So the guys working on DOTA couldn't balance the map, so they passed it onto this guy named IceFrog who was able to balance the map and bring popularity to the map. Eventually the map clogged the server list and spawned a stuffty community that brought the downfall to Warcraft's online community. Anyway Fast forward to circa 2010 and Valve hires IceFrog to make Dota 2. This caused Blizzard to have a bitch fit and they forgeted up StarCraft 2 by making it so that had to approve every map and that hosted maps based on popularity rather than through individual lobbies. Meanwhile the two guys who suck at balancing got together and made League of Legends and expressed concerns that Valve not trademark the 3/4 lane game. They still suck at a balancing which is why they keep releasing overpowered characters each month to only nerf them later.

So the MOBA genre originated from the RTS genre and since then it has made things worse.

Dota is the only people play now, the community is full of starfishs that doesn't welcome newcomers, but doesn't want to admit their map is boring to play on.


The Icefrog drama caused Blizzard to forgeted over the modders


Rallied the hope of Westwood fanboys with the hopes for a real command and conquer successor with 74+ player battles, except the publisher fired the original dev team and made the game into a generic League of Legends type game.
« Last Edit: December 05, 2013, 11:53:57 PM by Harm94 »

They still suck at a balancing which is why they keep releasing overpowered characters each month to only nerf them later.
Looking at the last 15 released champions in order of release:
Diana: Was never OP, was actually buffed after release I believe.
Rengar: Broken OP, was nerfed.
Syndra: Was never OP, as far as I can remember, was never nerfed or buffed beyond tiny numbers. Just a lot of mechanic fixes.
Kha'Zix: Secretly OP, was considered underpowered around his release, but a new tactic was discovered which made him seem OP and then was reworked.
Elise: Not OP. Don't remember if there were any buffs or nerfs.
Zed: Was never OP. Don't remember if there were any buffs or nerfs.
Nami: Underpowered. I think she got buffed?
Vi: Not OP.
Thresh: Not OP however, has a really good support skill set. Almost as good as Janna's.
Quinn: Was never OP. In fact, may be considered underpowered.
Zac: Seems to only be strong early in the match while in the jungle. Only because of his long range jump. Any good player will know not to ward the usual spots when there's an enemy Zac.
Lissandra: Not OP.
Aatrox: May seem strong to unskilled players. But any debuff or CC can screw him over.
Lucian: Hilariously underpowered.
Jinx: Was slightly OP on release, was nerfed a little.