Starting Gold Quints? What would happen?

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LordanHollos

Junior Member

09-07-2013

Imagine they implement quints that gave you extra starting gold. How much gold could they give without being imbalanced? Would anyone use them? What about starting gold Marks/Seals/Glyphs?


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FreshFuhrer

Senior Member

09-07-2013

Quote:
Originally Posted by TheAugmentRevolt View Post
Can't tell if trolling or not lol but they have gold quints and seals


I personally use 3 quints and 4 seals because I feel they help me get my Kage and Philo very early and sustain the gold.


A lot don't.
It means flat gold, not gold per second.

It'd be overpowered or useless, I think. Better left untouched.


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Mecha KhaZix

Senior Member

09-07-2013

Quote:
Originally Posted by TheAugmentRevolt View Post
Can't tell if trolling or not lol but they have gold quints and seals


I personally use 3 quints and 4 seals because I feel they help me get my Kage and Philo very early and sustain the gold.


A lot don't.
Your reading comprehension skills are lower than Olaf's winrate

How much starting gold are we talking, op?


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tempname8796

Member

09-07-2013

+25 starting gold per quint


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QuickDash

Senior Member

09-07-2013

Quote:
Originally Posted by tempname8796 View Post
+25 starting gold per quint
support gets nerfed for having 1 extra ward


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Irelia PhD

Senior Member

09-07-2013

You're correct I totally misread that I apoloize sorry a bit tired and at work

I think it might be a noob trap or useless. Or everyone uses it if its good enough. It all comes down to numbers.


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Devack The Holy

Senior Member

09-07-2013

They may sound good at first, but then they'd be useless. Besides, there's already starting gold masteries in the Utility tree.

I'd still rather have gp/10 runes over starting gold runes anyday.


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xvshanevx

Senior Member

09-07-2013

Seeing that there is a Mastery skill that starts you with 50 extra gold, it would most likely be under powered. Because if the match moves into late game, you will be at a slighter disadvantage than, say, someone with 3G/10s. Lets do the simple math real fast:

//3 Quints of GP per 10
Every 10 seconds, you receive 3 gold. That calculates to 1 gold about every 3.3 seconds.

//3 Quints of GP per 10 Breakdown
1 gold at every 3.3 seconds of the game. Let's go with the 20 minute mark. 20 minutes is a total of 1200 seconds. We then divide 1200 by 3.3 (1200/3.3:1), which gives us 363.6. So, After the 20 minute mark we will have over 300 gold. Now, if we look at the 10 minute mark, all we need to do is divide by 2 ((1200/2)/3.3):1, which gives us 181.8 gold at the 10 minute mark. And of course, cutting it down against, half the time would be half the gold giving us 91 gold.

//3 Quints of Starting GP at 25
Start the match with an extra 75 gold.

Let's say these new quints give an extra 25 gold each at the start (75 gold total). The GP/10s would out pace these Quints at around the 4 minute mark.

Now, one thing to keep in mind though, having the extra gold might help your AD off to a good start, but I still feel they would be completely underpowered (unless my math is way off).


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Zephyreal

Player Support Specialist

09-07-2013
1 of 4 Riot Posts

Interesting idea but I think the only thing it'd accomplish is make the first 2-3 minutes of the game more passive (not that this would be a bad thing). In a team scenario it would mean more wards which causes the first route of the jungler to be mapped out, or it would create 1-2 more pots in laning phase so the tactic of bursting someone at level 2-3 not to kill but to force them out of lane would be delayed until around level 5 after you force someone to use those extra pots with harass.

I guess it wouldn't be overpowered in the sense that you would basically be trading mid-game power from other quints for the early game. I could see solo lane tanks/fighters and junglers using it, but even then it feels more like a niche pick in the jungle than anything. Movement speed for tank junglers is huge as it gives them that power for the entire game, and AD for fighter junglers helps them clear camps faster, which means less damage taken and less of a need for those extra pots. Maybe it helps with some mage junglers like Diana since she has long cooldowns so running AP quints won't make that much of an impact in the first few camps? I think marksmen/mages/assassins will stick with their current quints. It would be interesting to see what supports would do if it was +25 gold per quint... frontload your gold for that extra ward in the enemy jungle, or stick with the steady income of gp5 for a free ward every 125 seconds earlier (or earlier sightstone/philo stone for an even stronger passive gold income). Personally I'm all about long term investments so I'd stick with GP5 quints.

The one thing I'd keep an eye on is how much more powerful it would make builds that start with a flask, since that item was extremely powerful before the gold cost was increased.

TL;DR - interesting idea but not sure it would see much use in the current state of the game.


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tempname8796

Member

09-07-2013

1st after red post


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