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New Turret Range?

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Memira ?? Senior Member
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07-19-2012

I hope in a video or something they actually show the range of the turrets, like pinpoint it or cicrle it ebcause in game I think the line is invisible so I have no Idea now because thats a HUGE range difference

 
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TheSoulPunisher ?? Senior Member
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07-19-2012

Quote:
Originally Posted by Memira View Post
I hope in a video or something they actually show the range of the turrets, like pinpoint it or cicrle it ebcause in game I think the line is invisible so I have no Idea now because thats a HUGE range difference
http://na.leagueoflegends.com/board/...8&d=1342476298

This is the new range. It says "New Stealth detection range" but I believe it is the vision range as well .

Quote:
Originally Posted by Crash44 View Post
does the increased turret range mean that they'll hit you at that range? or just that they can see you from there?
Immediately as you are seen, the warning sound goes off and then the turret targets you, if minions aren't nearby

 
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Xypherous Xypherous's Avatar ?? Technical Designer
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1 of 8 Riot Posts
07-19-2012

Increased range is vision only - so their attack range shouldn't have increased.

 
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lolnameistaken ?? Senior Member
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07-19-2012

Quote:
Originally Posted by Xypherous View Post
Increased range is vision only - so their attack range shouldn't have increased.
Was this done with the new Eve in mind or was there some other design concept we simply haven't seen?

 
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WalkTheNikasaur ?? Member
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07-19-2012

I'm curious as to why this was done too. Thanks for clearing that up though, I was a little worried when I first saw it.

 
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TheSoulPunisher ?? Senior Member
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07-19-2012

Quote:
Originally Posted by Xypherous View Post
Increased range is vision only - so their attack range shouldn't have increased.
Ok, if that is the case, it just means junglers won't take damage before being detected more easily now...

Xyph, why did the range increase? I haven't seen anyone or any Rioter explain the change, even in the PBE forums.

 
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Taria05 ?? Senior Member
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07-19-2012

I think this was done to counteract eve, but yeah it also makes it harder on all the other junglers too. Won't this mean the same for bot's tri bush as well?

 
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Xypherous Xypherous's Avatar ?? Technical Designer
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2 of 8 Riot Posts
07-19-2012

Quote:
Was this done with the new Eve in mind or was there some other design concept we simply haven't seen?
There's a couple reasons outside of Evelynn that I can delve into -

The strategic value of that gank path approach is the superior positioning it offers - as you directly cut off the opponent's retreat path in top and bottom lane;

Having the path with superior positioning *also* being the path with a higher cost to detect was somewhat negative overall as this led to lanes needing to be overdefensive and overward to compensate. Warding will still heavily counter this path - but the advantages of having this path uncountered will be slightly lower. There's three main gank paths that all junglers have, each with their various tradeoffs: Straight down the river is the fastest, but most easily countered. Running along with your minion wave is the slowest but most undetectable. The tribrush gank path gives you superior positioning so the decision here was whether it also needed the hide potential that it did to be a viable gank path.

Currently, if the path is uncountered - there is enough Fog of War presence for a Tribrush gank to actually slip into your near brush - this makes aggressive plays in lane fairly impossible without a ward and causes a lot of stagnation around safety.

The reason this was done for mid-lane was so that aggressive mages could have the option to 'lean' on one side of their lane for safety. Because the two towers are skewed in terms of positioning, extending the tower vision range allows them to clear the intake from side river path to center. This means that with a single ward - a mid mage can cover 50% of their lane and thus have the appropriate playing space to play aggressive if desired.

 
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lolnameistaken ?? Senior Member
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07-19-2012

Quote:
Originally Posted by Xypherous View Post
There's a couple reasons outside of Evelynn that I can delve into -

The strategic value of that gank path approach is the superior positioning it offers - as you directly cut off the opponent's retreat path in top and bottom lane;

Having the path with superior positioning *also* being the path with a higher cost to detect was somewhat negative overall as this led to lanes needing to be overdefensive and overward to compensate. Warding will still heavily counter this path - but the advantages of having this path uncountered will be slightly lower. There's three main gank paths that all junglers have, each with their various tradeoffs: Straight down the river is the fastest, but most easily countered. Running along with your minion wave is the slowest but most undetectable. The tribrush gank path gives you superior positioning so the decision here was whether it also needed the hide potential that it did to be a viable gank path.

Currently, if the path is uncountered - there is enough Fog of War presence for a Tribrush gank to actually slip into your near brush - this makes aggressive plays in lane fairly impossible without a ward and causes a lot of stagnation around safety.

The reason this was done for mid-lane was so that aggressive mages could have the option to 'lean' on one side of their lane for safety. Because the two towers are skewed in terms of positioning, extending the tower vision range allows them to clear the intake from side river path to center. This means that with a single ward - a mid mage can cover 50% of their lane and thus have the appropriate playing space to play aggressive if desired.
I actually agree with you whole heartedly, and feel kinda dumb I had to ask that question. >.> Thank you for the clarity, Kudos on the change then, Lets hope it leads to more thoughtful jungle ganks.

 
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TheSoulPunisher ?? Senior Member
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07-19-2012

Quote:
Originally Posted by Xypherous View Post
There's a couple reasons outside of Evelynn that I can delve into -

The strategic value of that gank path approach is the superior positioning it offers - as you directly cut off the opponent's retreat path in top and bottom lane;

Having the path with superior positioning *also* being the path with a higher cost to detect was somewhat negative overall as this led to lanes needing to be overdefensive and overward to compensate. Warding will still heavily counter this path - but the advantages of having this path uncountered will be slightly lower.

Currently, if the path is uncountered - there is enough Fog of War presence for a Tribrush gank to actually slip into your near brush - this makes aggressive plays in lane fairly impossible without a ward and causes a lot of stagnation around safety.
Then what way is there for a jungler to gank? Unless your Noc, I believe it will make a jungler's overall job harder.

I understand that top purple or bot blue would sometimes ward the tribush, but this change makes it easier for them, not the jungler.

I mean, most of the time the river is warded and so, that gank path is closed off unless a team buys vision wards or an oracle to counteract it. What path can a jungler take now? The tribush gank I believe was far more reliable, but now they have no paths they can take to do their job.

I'm just assuming things here, but that's my opinion