Best game settings?

Pretty much as the title suggest, I wanted to get the communities opinions on which settings make for the most exciting games. By exciting I don't mean "And then with all that gold I bought an ash and deathbringer and AF ring and was critting for 4k~!". I mean what makes the games most competative and has the most natural pacing?

For instance I usually play the normal citadel kill mode. High grunts, high towers, normal rates. People usually assume that high grunts/towers will make the game longer but it actually puts a sort of floor and ceiling on the game time. With high settings the first team to get giants is likely going to win, games very rarely go longer then 30m. Likewise though with units and towers hitting so hard, the enviorment plays a large factor. No lvl 3 DG chasing you all the way to your citadel for a kill, and knowing when/how to kill and when to back off become very important decisions in the games.

1,767 views 9 replies
Reply #1 Top

With high creeps, anybody without a ranged AoE is going to be going back to the crystal for health fighting off creep waves. With high towers, demigods with heals/shields or have long ranged get a huge buff in power because hiding behind the tower goes from being a sound tactic to being the only tactic. It's not balanced. Even if the concept is better, which I'm not conceding, the game is balanced around the default settings.

Also, NOBODY at level 3 can chase you into towers, unless you are really, really low on health and they are really high on health, in which case you were probably styaing in your lane too long anyway or just deserve to get beat down. And knowing when to chase and when not to becomes even EASIER in high powered towers/creep games; it goes from having actual decisions to make to "wait until the towers are down or I have stacked tons of armor and health to chase."

Basically, with high creeps, it just makes the game blah because all melee DGs are out of luck and all range DGs without good AoEs are out of luck (which means Reg has to go with angelic fury since mines don't give him gold), and with high strength towers ranged DGs get an even more massive advantage, and Sedna, QoT, and Oak become god tier because they can hide behind the towers and recharge their shields.

Default settings are the best. Anything on low, and it becomes a joke (though Warscore low can make games less about rushing to giant, but then it just winds up being a longer game that ends with giant).

 

 

(and in my most recent game, I DID get an AF ring, Bulwark, Girdle of Giants, Mageslayer, Deathbringer, Orb of Veiled Storms, Cloak of Elvinkind, and Ashkandor combo. Long story short; my enemy hit level 19 before quitting, and neither of us had gotten to catas, so I just farmed for the hell of it.)

Reply #2 Top

Draconic Death Penalty, rest standard.

Reply #3 Top

[edit]: Ignore all this, I skipped over the word "don't" :rolleyes:

I was looking for the same thing and did a high tower, high creeps, high gold rate game on Brothers I think, the big 5vs5 one.

In the end it got me what I wanted, which was the time and gold to actually get more than one uberitem. I ended up getting 3 or 4, can't remember, and doing auto attack crits of over 2k. I was playing Rook by the way.

The thing I forgot though is that I had creeps on high, which was still there from a previous game I tried. Not knowing this, I charged into a group quite often thinking a hammer slam would help me out, but I ended up dying a couple of times because creeps can quite easy nuke you down the first 8 or so levels. I ended up going back to the health crystal a lot too. Other than that the game was quite fun, you just have to stick out the first couple of levels. I did feel a disadvantage towards ranged DGs though.

Reply #5 Top

Quoting Milskidasith, reply 1
which means Reg has to go with angelic fury since mines don't give him gold
End of Milskidasith's quote

 

Wrong. You get gold from them, but you don't get xp from them when you're not near.

For the rest I agree.

Reply #6 Top

In 4v4 or bigger, tower = strong, otherwise 3 or more DG take them down in seconds.

Reply #7 Top

Quoting ntropy, reply 6
In 4v4 or bigger, tower = strong, otherwise 3 or more DG take them down in seconds.
End of ntropy's quote

And? If four DGs are focusing on one tower in a four v four your team should be getting it's asses in gear and pushing and holding other lanes. There shouldn't be a penalty for the other team working together.

Reply #8 Top

Actually, I've recently been thinking along the same lines as ntropy.

I've played a few more 4v4 and 5v5 games recently, and the one thing I noticed is how trivial towers start becoming. Three people trying to snag a 'runner' who hid behind a tower? Not that big of a deal, when the tower damage could be split amongst three people.  Stuff like that kinda annoys me since it takes away a lot the early game.

And by early game, I mean that point where you can early on kinda hide near towers alone, even in a lane where you are outgunned.  With bigger games you often can't even get away with THAT. Kinda annoying.

Reply #9 Top

The thing is, if the enemy has a 3v1 or something, where towers become trivial, than your team should have one as well. If your guy is staying around to get outgunned early game by a pack big enough to smash a tower, he deserves to die. Anybody in the game, besides maybe Rook, can run into the towers once two+DGs get into LoS; if he got hit more than a couple of times, it's his fault.

Look, I can understand your point. But if the other team is organizing three DG ninja kills, then you have the opportunity to do the same. It isn't a technique that needs to be nerfed, because it means you have two open lanes to farm while they attempt it, or you could do the same and hit one of their DGs.