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Proposed Ideas for Thresh nerfs:
1. When you hit his hook, the first hook does nothing but apply a "nice skillshot" mark to your target. You must then hit a seconds hook in order to actually pull and stun the enemy. The number of "nice skillshot" marks required may be adjusted to 3 or 4 as balance dictates.
2. Instead of flying to his enemy upon reactivation of the hook, Thresh must pull himself laboriously along the chain tug by tug while the enemy is free to move about.
3. Whenever Thresh throws out his lantern it is vulnerable to enemy attack. If the lantern is destroyed the souls escape, resetting him to zero stacks.
4. Using Thresh lantern to fly to Thresh is restricted to Yordles and other lightweight champions such as Annie.
6. If nobody breaks a wall of "The Box", Thresh is trapped inside it until an enemy sees fit to release him.
7. Instead of simply throwing his lantern, W drops it onto the ground, and he must then E it in order to launch it in a direction.
8. When an enemy is caught by Thresh's hook they may rapidly press Q to struggle and escape in a small quicktime event.
9. Allies hit by the backswing of Flay will take damage and be blinded for 1.5 seconds.
10. Allies clicking Thresh's lantern will occasionally be instantly killed and their souls harvested, instead of traveling to him.
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On April 22 2013 19:23 sob3k wrote: Proposed Ideas for Thresh nerfs:
1. When you hit his hook, the first hook does nothing but apply a "nice skillshot" mark to your target. You must then hit a seconds hook in order to actually pull and stun the enemy. The number of "nice skillshot" marks required may be adjusted to 3 or 4 as balance dictates.
2. Instead of flying to his enemy upon reactivation of the hook, Thresh must pull himself laboriously along the chain tug by tug while the enemy is free to move about.
3. Whenever Thresh throws out his lantern it is vulnerable to enemy attack. If the lantern is destroyed the souls escape, resetting him to zero stacks.
4. Using Thresh lantern to fly to Thresh is restricted to Yordles and other lightweight champions such as Annie.
6. If nobody breaks a wall of "The Box", Thresh is trapped inside it until an enemy sees fit to release him.
7. Instead of simply throwing his lantern, W drops it onto the ground, and he must then E it in order to launch it in a direction.
8. When an enemy is caught by Thresh's hook they may rapidly press Q to struggle and escape in a small quicktime event.
LOL
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United Kingdom20294 Posts
But #8 already happens when you play ad carry with cleanse =P
DDDDDDDDDDDDDDDDDDDDDDDD
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If tresh gets the kill reward for #10, that's actually a buff, huehue
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#7 actually sounds pretty fun to use lolz.
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On April 22 2013 20:30 nafta wrote: #7 actually sounds pretty fun to use lolz. Play Syndra.
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On April 22 2013 20:54 Alaric wrote:Show nested quote +On April 22 2013 20:30 nafta wrote: #7 actually sounds pretty fun to use lolz. Play Syndra.
Was about to say that lol
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I get mid too rarely.Also lux/zed/ori are pretty awesome too .Gotta get me a smurf so I can be fp every game I guess xD.
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Why would you be fp every game on a smurf? I think what you want is a duo-queue partner who's lower Elo.
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On April 22 2013 16:23 Seuss wrote:Show nested quote +On April 22 2013 12:58 sylverfyre wrote:On April 22 2013 09:12 Gahlo wrote: Thresh is the support Irelia. This. He just has ALL THE THINGS. It's not any one thing that makes him OP, but the combination of his entire kit. He has an aoe shield (all other support shields are single target, except Lux and mantraKarma.) He has a long range hard CC move (which hitting causes death very often), He has good harass He has additional CC moves. He has this crazy utility feature that is hard to utilize at maximum effectiveness except at the pro level. As a support, he scales incredibly well into late game, not only due to the huge amount of free AP, Armor, and OnHit damage from souls, but also due to the fact that hooks are naturally amazing for late game because of pickoff potential. I feel like the Lantern's range/leash range should be reduced - it's basically something that makes him incredibly at the pro level and less OP at lower levels. With coordination, it allows for a team to take significantly bigger risks than they normally could, and create opportunities where there are none. As far as winrates, "Normal" supports are always going to have a high winrate because of this sampling bias: A lane with a normal support will have higher than 50% win rate a lane with someone who hates support and is picking garbage "not really supports" which happens in a LOT of low/mid games. This lends a natural advantage to supports, especially those who match well with most anything. (Janna Sona Thresh.) Also, another lovely thing about thresh's hook is that it gives your AD carry a "hey, lets fight!" before you go DIVING ON TOP OF THE ENEMY unlike Leona's gapclose. I don't feel like there's a lot of "how to counterplay" available, either. Like, there's "Don't get hooked" but even then, you can't just go rambo fighting just because hook is down (like you often can vs. Blitz) - he still does a lot of autoattack damage (Basically Lulu+Sona combined.) or counter the fighting with E/W. I feel like the only saving grace is that his W has travel time, so you can't interrupt shield very well the way you can with Janna or Lulu shields. Thresh has his weaknesses. The most important one is magic damage. He has no innate MR scaling, so while he'll slowly get ridiculously tanky against ADs like Draven, Caitlyn, or Graves, he's susceptible to being burst down when fighting ADs like Tristana or Corki. This also makes him relatively weak against supports with heavy magic damage or harass like Leona, Elise, and to an extent Lulu. He has other less potent weaknesses, such as a lack of tools to push/counter push and an inability to auto-harass long range ADs, but the former is effectively eliminated by the PBE change (shifting Q's passive to E just makes leveling E an effective laning strategy), and the later simply makes the lane almost exactly like a Blitzcrank lane except with better disengage.
Those aren't really weaknesses that open up options for counterplay.
No MR scaling on a ranged support is pretty normal. Shit, he tends to build lots of ruby crystal items. He's fine when it comes to magic damage. And in lane, the 42- 47 MR you get from base+runes+masteries isn't really much of a weakness at all. It's not until later on that this materializes as a weaknessses.
His autoattack is a fine reasonable tool to help your ADC push, certainly better off than Sona in this department, and safer than any melee support in helping push.
Nobody can auto harass Caitlyn. It's not really a weakness of the support to fail to autoharass caitlyn, it's a strength of Caitlyn. He can autoharass 550-575 range ADs pretty fine. Sure, you get hit once, but you have more armor than them AND your first hit is like being powerchorded and every future hit is like being pix-empowered
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On April 22 2013 21:41 EquilasH wrote: Why would you be fp every game on a smurf? I think what you want is a duo-queue partner who's lower Elo.
Dunno when I play on a friend's acc out of 30 games I have been fp 29.It may be coincidence though.
I know it makes no sense but it's just how the world works.When you drop a lot below your current division you are also fp really often.
Also the only friends lower than me are like gold 5 so that would just make for terrible games.
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isnt it totally random if ur first or 5th pick ? tbh im not sure myself think i was last pick like 5 times in last 100 games ( i play only solo though)
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It's not like bulwark and tons of support health items don't exist.
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On April 22 2013 22:23 kongoline wrote: isnt it totally random if ur first or 5th pick ? tbh im not sure myself think i was last pick like 5 times in last 100 games ( i play only solo though)
Talking just from experience.As I win I start going later picks otherwise fp.It should be random but meh.
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In ranked solo/duo iirc the pick order goes by your MMR (so if you duo queue with someone with a much lower MMR than you, you will almost always get first and they will get last). In normal drafts, your party leader takes all of the party's chances to be first pick and everything else is random. This is how it was in s2, don't know if it was changed in s3.
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s3 draft is full random now, otherwise stacks would give solos almost no chances of having first pick, which was deemed kinda unfair (and didn't help the whole "the premade coerced me into only playing what they wanted").
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It's still the same, although the duo queue will often be shoved into the later picks due to having a duo-queue automatically increasing your average MMR. So only if the mmr difference is really big will the duo get first and last pick.
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On April 22 2013 23:01 Alaric wrote: s3 draft is full random now, otherwise stacks would give solos almost no chances of having first pick, which was deemed kinda unfair (and didn't help the whole "the premade coerced me into only playing what they wanted").
Well, the chances of the premades inviter(??) are still number of members * 20%, if you got invited, you have zero chances of banning stuff. The non-preamde-players got 20% chance now, that's all.
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