He can't one hit big creeps anymore with jungle changes,his auto is even more abysmal now with BB nerfs and ganking top is pretty meh.idk
Think we're about to see more why nunu why
Forum Index > LoL General |
Shadowpostin
Germany798 Posts
He can't one hit big creeps anymore with jungle changes,his auto is even more abysmal now with BB nerfs and ganking top is pretty meh.idk Think we're about to see more why nunu why | ||
Scip
Czech Republic11293 Posts
Idk if they removed hp5 from items that previously had it? Shurelyas hp5 got nerfed, true that, but Aegis and Locket gained some, to me it seems that hp5 is more abundant than ever (maybe it's only because I play jungle though) | ||
Alaric
France45622 Posts
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Badboyrune
Sweden2247 Posts
On January 25 2013 20:18 Scip wrote: Yeah, Nunu won't be jungle worthy anymore, no doubt about that. He is really really really damn borderline as it is, he is useable because no one else really fills his niche, but yeah, I am not gonna be taking him into the jungle anymore. Idk if they removed hp5 from items that previously had it? Shurelyas hp5 got nerfed, true that, but Aegis and Locket gained some, to me it seems that hp5 is more abundant than ever (maybe it's only because I play jungle though) or maybe because warmogs. warmogs everywhere | ||
BlueSpace
Germany2182 Posts
On January 25 2013 19:49 Alaric wrote: Xypherous on health over resistances: Show nested quote + I'm actually a fan of health being the primary defensive stat - mostly because health has severely intrinsic features that resistances don't, that lets it be more easily controlled. For example: 1. Health doesn't reduce the effectiveness of lifesteal type effects - or the secondary effects of an opponent's abilities. 2. Raw health isn't multiplicative with other healing or regeneration effects - allowing it to be effective without drastically multiplying in value with other effects (self heals, shields and the like.) 3. Health is a more obvious indicator of high durability than resistances - just due to how basic UIs work. 4. Because of high health per level gains, the relative effectiveness of health is far more temporary than resistances - This is just a natural fallout of our stat per level gains, not an intrinsic advantage of health. The hell? How is 2. a bad thing? It allows champs to favor one kind of itemization over the other and gives more diversity to builds and stuff if anything. 3. I can get from a user standpoint, but as a designer you shouldn't quote that as a major reason for how you wish to balance the game. Or, you know, you should remove stuff like Poppy because attacks deal less damage to her as she loses health so the UI is deceptive regarding her. Also yeah, why not try to "Nunu gets full buff, ally gets a % of it"? And what does Riot try to achieve, gutting regenerations across the board? The destroyed health regen (mainly by removing it from most items it appeared on) going into s3, are they trying to do the same to mp5 now? That is actually funny. His answer boils down to, I like health, it's easier to balance, because you don't have to multiply shit. You just need to add stuff. Also makes me a sad panda... no more focussing rammus because he got no health... huehuehue | ||
Alaric
France45622 Posts
It's not "assassins are OP" like you can hear everywhere. It's "AP scaling took a right to the face", especially bursty ones, because they can void staff/flat MPen their way through a GA/bulwark/etc. but they'll never get the AP to burst through warmogs, unless they do silly stuff like SE/deathcap/DFG and other high-end AP items. (Noticed it first hand playing Viktor, who's a burst mage with low AP scaling on his instant burst, but when thinking about it it makes sense as a whole.) | ||
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Chexx
Korea (South)11232 Posts
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clickrush
Switzerland3257 Posts
- bork deals more damage and steals more life than bt as a first / second item + has some added utility. - hurricane loses about 10-20% (depending if you have IE) single target damage compared to PD but gives 80 - 90% more overall damage if you hit 3 targets with it, 30-40% on 2 targets. - if you combine bork and hurricane you deal more than 50% on each side target because about half the damage from bork is an on-hit effect. - the on-hit from bork scale with attackspeed and arpen, the arpen on-hit from cleaver is applied with every hurricane attack. never tried it but based on guessing i think you can do an adc build with those three items that works very well given the right circumstances. | ||
arb
Noobville17920 Posts
On January 25 2013 19:14 Cr4zyH0r5e wrote: ^In regards to the yi nerf, They're reducing the ap ratio on meditate by half, but increasing the base heal by 60(+10per rank). and decreasing the mana cost at lower levels. I guess it won't be as broken lategame. Edit possible upcoming patch notes here http://www.surrenderat20.net/2013/01/124-pbe-update-2.html#more It's still going to be stupid. He still gets what 300/300 armor/magic resist on use? | ||
Dandel Ion
Austria17960 Posts
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Schnake
Germany2819 Posts
On January 25 2013 21:17 clickrush wrote: thoughts on some of the new adc items: - bork deals more damage and steals more life than bt as a first / second item + has some added utility. - hurricane loses about 10-20% (depending if you have IE) single target damage compared to PD but gives 80 - 90% more overall damage if you hit 3 targets with it, 30-40% on 2 targets. - if you combine bork and hurricane you deal more than 50% on each side target because about half the damage from bork is an on-hit effect. - the on-hit from bork scale with attackspeed and arpen, the arpen on-hit from cleaver is applied with every hurricane attack. never tried it but based on guessing i think you can do an adc build with those three items that works very well given the right circumstances. Nice thought! I think I am gonna try these three items on a couple of champs. Kennen seems like a good fit due to his w and his mediocre aa range (I got the feeling that you need to be relatively close to the enemy champs to use hurricane effectively). | ||
Numy
South Africa35471 Posts
On January 25 2013 19:31 TheYango wrote: If that Triforce buff stays, that will be the most ridiculously cost-effective recipe ever, rofl. Locket got a minor nerf, Sunfire and Warmogs got gutted. League of Warmogs -> League of Locket I thought it was already meant to be league of Locket just that people saw Warmogs and tunnel visioned it. Isn't that partly how Gambit managed to own so hard because they were rushing locket? | ||
Gahlo
United States35097 Posts
On January 25 2013 19:31 TheYango wrote: If that Triforce buff stays, that will be the most ridiculously cost-effective recipe ever, rofl. Locket got a minor nerf, Sunfire and Warmogs got gutted. League of Warmogs -> League of Locket Am I missing something here? How is 180 gold "gutted"? Also, Triforce price change intentional. http://na.leagueoflegends.com/board/showthread.php?p=33877588#33877588 | ||
arb
Noobville17920 Posts
On January 25 2013 22:04 Gahlo wrote: Show nested quote + On January 25 2013 19:31 TheYango wrote: If that Triforce buff stays, that will be the most ridiculously cost-effective recipe ever, rofl. Locket got a minor nerf, Sunfire and Warmogs got gutted. League of Warmogs -> League of Locket Am I missing something here? How is 180 gold "gutted"? Also, Triforce price change intentional. http://na.leagueoflegends.com/board/showthread.php?p=33877588#33877588 Yeah im failing to see 180 gold being gutted too. | ||
Sermokala
United States13754 Posts
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Alaric
France45622 Posts
![]() Also it's Yango who said that Warmogs is "gutted", so hearing his detailed opinion on it should be interesting. | ||
upperbound
United States2300 Posts
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Alaric
France45622 Posts
On January 25 2013 22:49 upperbound wrote: This seeker's arm guard thing seems pretty strong for ap mids; glad to see that you get something decent for stacking those cloth armors now instead of just selling them later. Don't stack them, lose 90 gold for selling one and surviving through laning phase? It's weaker than a chain vest if all you want is defenses, and you get it later. Then you have to stack it to make it worth it. I already spammed quite a bit about it, but cloth wasn't required in any way to survive an AP vs AD/bruiser lane mid, and I really dislike how Riot screwed over the chain vest option just so people could "not feel bad" about getting a cloth and not turning it into anything. Hey, you dislike cloth? Why do you buy doran rings then? You lose even more money when selling them back! Or "oh, no, chain vest doesn't provide AP, I can't buy that item at all, my damage would suffer from it!" but Seeker gives you some AP for a big initial price and then ramp-up time to make it cost-effective, and people think it's a goddamn buff because they'll have less armour but more AP than currently at a given time. So you whine because you can't do without armour, but you call having less armour than usual "a buff"? Fuck you, ignorant masses. | ||
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NeoIllusions
United States37500 Posts
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Alaric
France45622 Posts
But contrary to BC talks I've managed to keep it under 5k characters this time. ![]() To be clearer, it's less the "nerf" that makes me mad, than the fact that a "if it ain't broken, ain't no fixing it" situation (laning against AD and armour items) gets to be "fixed" because most people, or at least the vocal minority, don't know what to make of it. Case in point, Riot's stance that it's bad for players to have trade-off, even at a positive rate (if cloth makes you survive lane, it's worth way more than the 90 gold net loss you get from selling it back) and that it's "unfun" and "not intuitive". (The other part is the fact that seeker's actually constrains you*, while Riot's reason for creating it is that starting cloth is a constraint. But you can lane without using this start, you can sell cloth later, and you can also turn it into items like locket, tabi or aegis that will still benefit you in one way or another. * Currently, cloth is an "option", with chain vest the "mandatory" item because of its build path to the slot-efficient, staple armour item for AP champs. Seeker's switches this around making chain vest the "option" if you want a quick boost of armour, and cloth the "mandatory", staple armour item. Making the mandatory part cheaper allows you to get it earlier, but having the "option" a lot more expensive also means that you can't use it as an early padding (eg. not unlike a doran item) and you have a lot less control over your itemization and timings because it all involves bigger sums, hence longer to farm, harder to hold on.) | ||
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