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His raise morale was always a passive with the active killing a creep and giving him double stats along with allies the passive. Now it's the same but without killing a minion. So gp basically gets a free BF sword whenever he wants (a minion/ward/etc is no longer needed to do this) and can give his team half of one + a movement speed buff.
The damage decrease on parley vs the damage increase on raise morale is too minor to make a real difference. You're talking about a ~10 AD discrepancy endgame, which is where GP is meant to really shine. The biggest problem will be his laning. GP laning used to be really strong thanks to the deny mechanic. With a heal + deny he just needed mana and some health regen and he can't be harassed out of lane ever (similar to poppy). It means now GP's need to play a bit safer and have a harder time in lane because creeps won't auto push to his tower, but I don't see him being post-nerf Garen status.
The ult change I love. I'm the unluckiest person alive and never get a single cannonball to hit. Ever. They could sit and make a cup of tea in his ult and not a single cannonball would hit. -_-
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On April 26 2011 14:40 Scipaeus121212 wrote: I think fiddle's drain had ratio of 0.4 and 0.48 is just a mistake. Or so say my sources. His ultimate was nerfed though, he needs 500 AP to match the original ultimate damage. Seems like kind of a nerf, I dont know? dark win having ridiculous amount of bounces seemed better... Alistar will be autoban/instapick now imoimo. Buffed after being one of the best roamers in the game? ok. Hopefully leapstrike will now always jump over walls, is kinda annoying when it doesnt. Xin Zhao might become one of the best bruisers around, Im definately buying him.
alistar buffed? his pulverize cooldown got increased -nerf his pulverize stun duration got decreased -nerf his insanely good hp and damage got decreased -nerf pulverize AND headbutt damage got decreased -nerf
they're trying to add DoT to an early game burster and remove the CC from a CC-based champ AND remove his lategame ability to mow down towers
i see that as a nerf not a pretty big buff
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Early game, your Q + W combo is a 1-shot deal. The cooldown is fairly irrelevant
Early game, trample somewhat makes up for the loss of damage on his spells.
Mid-late game, the cooldown reduction on his spells are very important for teamfights, allowing him to follow up with a second pulverize sooner than before.
Trample ignoring unit collision is pretty huge.
Pulverize hitting a bigger area is pretty big. Yes, having the stun duration nerfed sucks.
Alistar is suppose to be tower DPSer? He's not really bad in that regard but he was never really a solo pusher before except when his team is rolling or Alistar is trolling.
He can actually farm jungle creeps while roaming
The only way Alistar will be worse than before is if trample has a really bad uncancellable animation; I don't know whether it does yet.
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How long are they gonna keep tacking on little buffs to Caitlyn and Ezreal? Both champs aren't like, super great right now but they aren't awful either and I really don't want to see them get nerfed to hell because of constant buffs making them fotm. Luckily it's just been minor buffs but still, eventually those will add up.
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Glad they're making AP Ezreal have a small comeback. Might play around with AP or even Hybrid now that his Ult scales off both AP and AD.
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On April 26 2011 14:59 Juicyfruit wrote: Early game, your Q + W combo is a 1-shot deal. The cooldown is fairly irrelevant
yeah, and the -20 damage on each of them combined with the -base damage combined with the -stun duration (which means you won't be able to get in an auto attack between pulverize and headbutt) is going to add up to like -120 damage at level 2 gank... essentially nullifying the effectiveness of a level 2 gank
trample is anti-synergy with a spell that PUSHES THEM AWAY FROM YOU too so it won't matter either
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I have no idea how you ended up with -120 damage.
-4 damage on autoattacks -25 damage (?) on spells -1 autoattack (even though i doubt half a second of stun will result in 1 less autoattack, it just means your headbutt won't be lined up as nice. Only a really messy trample animation could mess up the autoattack).
+at least 2 tick of trample = +20 damage
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United States47024 Posts
On April 26 2011 15:32 Juicyfruit wrote: I have no idea how you ended up with -120 damage.
-4 damage on autoattacks -25 damage (?) on spells -1 autoattack (even though i doubt half a second of stun will result in 1 less autoattack, it just means your headbutt won't be lined up as nice. Only a really messy trample animation could mess up the autoattack).
+at least 2 tick of trample = +20 damage Not to mention, that's made up for by the fact that being able to walk through people makes it easier to line up Headbutts, so it probably works out the same.
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On April 26 2011 14:40 Scipaeus121212 wrote: I think fiddle's drain had ratio of 0.4 and 0.48 is just a mistake. Or so say my sources. His ultimate was nerfed though, he needs 500 AP to match the original ultimate damage. Seems like kind of a nerf, I dont know? dark win having ridiculous amount of bounces seemed better... Alistar will be autoban/instapick now imoimo. Buffed after being one of the best roamers in the game? ok. Hopefully leapstrike will now always jump over walls, is kinda annoying when it doesnt. Xin Zhao might become one of the best bruisers around, Im definately buying him.
Small changes on Fiddle's drain make pretty big changes since his ratio ticks 5 times.
A 0.4 ratio is actually a 2.0 ratio.
A 0.48 ratio is actually a 2.4 ratio.
A 0.5 ratio is actually a 2.5 ratio.
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-25 damage from skills -66 damage from auto attack, there is literally 0 chance you'll get an auto with the stun duration being halfed, it was hard enough as it was. if you try to get in an auto you will fuck up your headbutt, fucking up the gank +10 for one tick of trample
-81 damage overall for level 2 gank
plus the +5 MS was a slap in the face. not needing flash or ghost any more? yeah, 5 MS really gamebreaking
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United States2822 Posts
On April 26 2011 15:48 gtrsrs wrote: -25 damage from skills -66 damage from auto attack, there is literally 0 chance you'll get an auto with the stun duration being halfed, it was hard enough as it was. if you try to get in an auto you will fuck up your headbutt, fucking up the gank +10 for one tick of trample
-81 damage overall for level 2 gank
plus the +5 MS was a slap in the face. not needing flash or ghost any more? yeah, 5 MS really gamebreaking You can get an auto while walking through the enemy champ easily.
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Trample simply makes me think of an ultralisk. o_o
And yeah with you being able to walk through creeps I'm sure you can fit in a single auto in there. So you only lose ~20 damage on your burst.
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On April 26 2011 17:06 BlackPaladin wrote: Trample simply makes me think of an ultralisk. o_o
And yeah with you being able to walk through creeps I'm sure you can fit in a single auto in there. So you only lose ~20 damage on your burst. Ultralisks don't ignore unit collision, what are you thinking?
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On April 26 2011 18:10 spinesheath wrote:Show nested quote +On April 26 2011 17:06 BlackPaladin wrote: Trample simply makes me think of an ultralisk. o_o
And yeah with you being able to walk through creeps I'm sure you can fit in a single auto in there. So you only lose ~20 damage on your burst. Ultralisks don't ignore unit collision, what are you thinking?
"Unit collision" is from MtG Trample mechanic :D
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Well, those changes didn't really do much to Alistar's reliance on summoners... At least flash. I feel ghost was just about exchangeable with CV. Unit collision is situational and 5msp is silly, when he is still on the slower side. Pulverize has 35 more range, which I can't accurately picture in my head, but your opponents still won't stay put and wait for you to get in range. I'm not sure how I feel about that new passive, and how much it actually gives him, but we'll see.
Easier to get multiple enemies pulverized (still with flash/ghost), easier to steal farm, but higher cooldowns early, and less damage+stats. Doesn't really feel like autoban status to me. Still probably roams like no one else, though.
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Yeah, I'm not sure how much the changes will actually effect him- I doubt it will really be that much. I'm most excited for the headbutt fix so you won't hit them at stupid angles (hopefully), and trample seems pretty decent.
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On April 26 2011 13:54 Shikyo wrote: Wow, so what makes Gangplank ulti better than MF E now? Nothing, right? And it's an ultimate on a gigantic cooldown. GG. His parrrley change also was totally opposite of what he needed, it needed higher base damage and more gold to compensate for lack of deny.
FIddle, a mediocre champion, was made completely useless. "We decided to buff the ap ratio on his drain" real troll by riot, 0.48 to 0.5.
Caitlyn was already a useful champion, definitely didn't deserve to be buffed in comparison to many many champions. Fiddle and Gangplank for instance(and cassiopeia).
Overall, the patch is only saved by the buff to Randuins omen. Still an awful patch.
"Tiger Stance's hit particle no longer plays on turrets" Riot really dropped the ball here I really dont like the whole "in exchange for CDR.." It loses 1 second on its CD and gets nerfed into the fucking ground
And Gangplank was my favorite champion to play they should have just messed with raise morale and left the parley alone its a sad day for me -_-
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Alistars roaming and very earlygame was definetly nerfed (propably still the best though). I like that he actually needs and utilises gold and XP now. Trample definetly is a buff outside of silly specialized backdooring builds.
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On April 26 2011 15:48 gtrsrs wrote: plus the +5 MS was a slap in the face. not needing flash or ghost any more? yeah, 5 MS really gamebreaking WTF are you smoking. +5 MS is great on any champion, especially one who spends half the game walking around while roaming.
On a side note, Ryze nerf was pretty significant.
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