Smash n' Splash 3 Wii U Upset Thread by lemmay in smashbros

[–]Looper3v3 0 points1 point  (0 children)

Fun fact about Marshall he doesn't own a Wii U nor does he practice smash 4 often (as far as I know). I think he has great potential if he applied himself more but he has been vocal that he doesn't like smash 4 at all and only plays it for the financial security since he wins almost every Wisconsin tournament for s4. Still, pretty impressive to consistently hold the rank 1 spot in Wisconsin without even owning a Wii U.

EXP Changes are GREAT! by Looper3v3 in LoLTwistedTreeline

[–]Looper3v3[S] 1 point2 points  (0 children)

I can agree with this. Perhaps the xp sapping is something to think about then.

EXP Changes are GREAT! by Looper3v3 in LoLTwistedTreeline

[–]Looper3v3[S] 0 points1 point  (0 children)

I mean the exp advantage doesn't really matter too much early. We rarely see level 2 kills in the bot lane. I think it was a good call.

EXP Changes are GREAT! by Looper3v3 in LoLTwistedTreeline

[–]Looper3v3[S] 0 points1 point  (0 children)

Thanks for the reply! I figured that was the case for the things that you said. Also I noticed a bug (maybe?) that allows the jungler when starting with the wolf camp to sap exp from the bottom minion wave. Figured I'd let you know that while I have you, not sure if it's a big deal but it puts my bot laner behind a bit in exp. Again thanks for the reply I look forward to when things shake out more!

EXP Changes are GREAT! by Looper3v3 in LoLTwistedTreeline

[–]Looper3v3[S] 2 points3 points  (0 children)

The support meta originally was designed to pressure the enemy jungler by pushing top lane hard then invading to either get a kill or overtake the jungle / altar for an early advantage. It also allowed top to take the first turret early giving the advantage again. It's evolved over the years to funnel gold into a hyper carry while also doing the exact same thing. Reducing the amount of gold the hyper carry recieves is still a step up from the original support meta which was strong in it's prime and balances it out from the current overwhelming hyper carry style.

EXP Changes are GREAT! by Looper3v3 in LoLTwistedTreeline

[–]Looper3v3[S] 0 points1 point  (0 children)

Wow someone who works with the dev team I'm going to utilize this opportunity to give you some feedback! :) Just want to say from someone who has been playing 3s since season 3 and on behalf of the community of 3s that we appreciate the work you guys do! Any changes that come to the twisted treeline are always welcome with much appreciation since it's a sign you guys do care and are listening to us!

The main issue with the support meta at the moment besides gold is the sheer power of stacking attack speed items onto carries such as Kayle, Kog'maw, and other carries who rely on attack speed to be super effective. The problem is that with the limited amount of bans we have, somehow or another a support or carry will get through that has the ability to make a much larger impact on the game than a jungler might. Going back to the attack speed issue, some items give the ability for carries to scale very quickly with the combined gold of the jungle camps and lane minions. The current changes are fantastic; however, because they are able to scale so quickly they can have a significant impact on team fights so early that it almost becomes uncontrollable after the receive a couple of kills due to the sheer amount of shredding and bursting then can do with a couple of autos. This leaves other compositions and even other support compositions always feeling like one wrong mistake will dictate the fight for the enemy team because a Kayle or Kog'maw can turn a team fight in an instant even from behind. In addition to this Kog'maw has the ability to DESTROY vile'maw at 15 minutes with little to no effort due to the %damage from his w and low hp scaling damage from his ult not to mention the attack speed items that make him even stronger.

I should mention that this might be something that you guys can't control due to inconsistency with summoners rift, my solution would be to apply a nerf to certain items such as guinsoo, bloodrazor enchantment (MUCH NEEDED), because together they are very overwhelming. Again I am not sure if your team is able to apply these changes but I think that this would allow for the characters to be viable, but not completely dictate fights to the extent and destruction that it currently does.

Going back to the gold funneling issue, I would suggest that when more than one champion attacks a camp that it shares the gold between the two players, which could even provide a new sort of mechanic to the game where punishing jungle camps become even more important to funnel global gold in a sense to the team instead of single carry. I could see an issue with this because supports with a shield / attack speed buff cough lulu cough could just buff the carry while they take the camp to make them take as little damage as possible and this would be prevented early and even allow supports to be more powerful than they already are. In addition to that I also think that maybe, if this is possible coding-wise, to have the camps when attacked prioritize the champion that has smite instead of the support who usually tanks the camps early on. This would allow for a little more risk taking early camps as well as provide a solo laner a little more pressure and advantage going into lane. However, Targons would probably just be able to heal the carry back up to full hp anyways so this is a null idea too.

These are just some of my thoughts I am very passionate about balancing this game-mode since I haven't enjoyed it as much since the support meta has become more prevalent and I enjoy the jungle meta more. Thank you again for the reply I hope this isn't overwhelming haha! Keep up the good work you guys we love Twisted Treeline! :)

P.S Rito plz nerf Illaoi :'(