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On July 18 2013 17:23 Alaric wrote:Show nested quote +On July 18 2013 13:41 AsmodeusXI wrote: GALT FORCES OWB AND I INTO A 4V5 RUDE. C'mon, a TSM fan with 2 Curse fan? How could he resist the urge to make you feel how Curse was before Edward shaped up Cop in teamfights?  Or maybe he was imitating Dyrus rage quitting in solo queue?
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On July 18 2013 16:35 Mogwai wrote:Show nested quote +On July 18 2013 12:51 Craton wrote:On July 18 2013 12:35 wei2coolman wrote: But that free ward! The main issue is if you do go madreds, there's no incentive to go wriggles. It needs to build into something useful. All the other jungler items have a 'big' final item, while wriggles stops at low/mid size. wriggle's costs 2K, same as the other jungle items. I honestly think it's crowded out more by Acient Golem -> Cutlass being so strong on the guys who would want it than anything else. We're trying to figure out wtf to do with the thing nowadays, but suffice to say it's a lot harder to make this item work with vamp scepter @ 800 gold than it was at 450 gold.
The biggest issue I have with wriggles is that it's actually a terrible buy for an early-midgame transition without being fed because it lacks so much in the tank department, and when fed, you don't need the extra clear speed, and there are better items to buy. 25 armor really just does jack shit for keeping you alive midgame when magic burst relative to HP is the highest it will probably ever be for a jungler, and it makes ganks and counterganks all that much more scary. Madreds and a giant's belt, or a madreds and ruby+emblem/NMM towards aegis just makes you so much more tanky.
Could you just buff wriggles proc to some absurd level just to see what happens(like 200 damage per hit level). Unlike BotRK with a large damage cap, it's quite unlikely that there will be more than 1 wriggles per team.
Wriggles does need something though, because the item has a very weak transition against well balanced teams. Whether it is adding 200 to the cost and a NMM to the recipe or giving bonus exp on monster kill, or even taking out the vamp sceptre and putting in a proc that adds a monster sigil(the mana/health restore) to every monster you kill, and putting a useful component in it's place.
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ugh everyone in solo queue is banning tf now, i can never play him T_T
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Also: Udyr. Every. Fucking. Game.
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On July 18 2013 17:36 IMoperator wrote: ugh everyone in solo queue is banning tf now, i can never play him T_T Play lux. She's op'd in soloqueue.
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On July 18 2013 17:33 Amui wrote:Show nested quote +On July 18 2013 16:35 Mogwai wrote:On July 18 2013 12:51 Craton wrote:On July 18 2013 12:35 wei2coolman wrote: But that free ward! The main issue is if you do go madreds, there's no incentive to go wriggles. It needs to build into something useful. All the other jungler items have a 'big' final item, while wriggles stops at low/mid size. wriggle's costs 2K, same as the other jungle items. I honestly think it's crowded out more by Acient Golem -> Cutlass being so strong on the guys who would want it than anything else. We're trying to figure out wtf to do with the thing nowadays, but suffice to say it's a lot harder to make this item work with vamp scepter @ 800 gold than it was at 450 gold. The biggest issue I have with wriggles is that it's actually a terrible buy for an early-midgame transition without being fed because it lacks so much in the tank department, and when fed, you don't need the extra clear speed, and there are better items to buy. 25 armor really just does jack shit for keeping you alive midgame when magic burst relative to HP is the highest it will probably ever be for a jungler, and it makes ganks and counterganks all that much more scary. Madreds and a giant's belt, or a madreds and ruby+emblem/NMM towards aegis just makes you so much more tanky. Could you just buff wriggles proc to some absurd level just to see what happens(like 200 damage per hit level). Unlike BotRK with a large damage cap, it's quite unlikely that there will be more than 1 wriggles per team. Wriggles does need something though, because the item has a very weak transition against well balanced teams. Whether it is adding 200 to the cost and a NMM to the recipe or giving bonus exp on monster kill, or even taking out the vamp sceptre and putting in a proc that adds a monster sigil(the mana/health restore) to every monster you kill, and putting a useful component in it's place.
That's always been a factor with buying wriggles though - you ran the risk of getting blown up by midlane. It's just much less aggressively statted than it used to be and it's competition consists entirely of tier one items like ancient golem spirit and botrk. Botrk especially is going to be a problem (in a lot of ways I bet, but especially in this context). I think that's covered up right now because golem is such a compelling choice, but if it ever gets nerfed (and it will) blade is going to be the big go-to solo queue jungle item.
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On July 18 2013 12:17 obesechicken13 wrote: Wut. DBlade starts? Is this with like utility pot? from what i've seen its more of pro tactic to counter 1v2, they do their buffs and no other camps with dblade, base buy boots/pots wards and go directly to 1v2 lane which is already pushed to the tower then they stay there helping, they buy machete later anyway but having dblade+ boots is much stronger option than having useless madred/philo stone in 2v2 skirmishes
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On July 18 2013 17:41 wei2coolman wrote:Show nested quote +On July 18 2013 17:36 IMoperator wrote: ugh everyone in solo queue is banning tf now, i can never play him T_T Play lux. She's op'd in soloqueue. meh, I get really bored playing lux. All you have to do is hit your Q and you basically get a free kill and won teamfight.
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On July 18 2013 18:08 kongoline wrote:Show nested quote +On July 18 2013 12:17 obesechicken13 wrote: Wut. DBlade starts? Is this with like utility pot? from what i've seen its more of pro tactic to counter 1v2, they do their buffs and no other camps with dblade, base buy boots/pots wards and go directly to 1v2 lane which is already pushed to the tower then they stay there helping, they buy machete later anyway but having dblade+ boots is much stronger option than having useless madred/philo stone in 2v2 skirmishes
After the initial pushing wave clears, if your solo didn't take too much damage, and you know where the opposing jungler is, you should be stronger than the duo. A dblade+pots along with a cloth 5 or mass potion top laner is enough to go for kills. Jungler should be a level higher than the duo with double buffs, and that more than makes up for the summoner disadvantage.
As for wriggles, I think the cost increase along with stats went in the wrong direction. The 1600 pricepoint was already really far to go without many defensive stats. Given that in an average game, around the time a wriggles could be completed on only farm, the jungler is 2 levels below the midlaner(9 v 7 is roughly the timing), the armor on it really doesn't help much. I would much rather see riot either reduce the cost of wriggles(it's hamstrung by the vamp sceptre, maybe there's another way?), or else add defensive stats, preferably HP.
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Why am I so bad at this game when I'm not playing Riven.
I need to stop playing easy-mode champions
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What wriggles need is obviously a hand of Midas like active that consumes a creep for bonus gold and go. But that only works on lane creeps. Always lane tax, never not lane tax.
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On July 18 2013 16:35 Mogwai wrote: wriggle's costs 2K, same as the other jungle items. I honestly think it's crowded out more by Acient Golem -> Cutlass being so strong on the guys who would want it than anything else. We're trying to figure out wtf to do with the thing nowadays, but suffice to say it's a lot harder to make this item work with vamp scepter @ 800 gold than it was at 450 gold.
Wriggles niche was primarily for the autoattacking, low AoE junglers when health was more evenly distributed among creeps in the jungle to help them clear in times close to what the heavy AoE junglers could. As the little wraiths/wolves got weaker and weaker, most junglers with one AoE skill (nocturne, xin zhao, J4) quickly get to the point where a single AoE spell and maybe an autoattack kills any small creep (wraith/wolf) with both a spirit stone or a razor for the early-mid game, giving these junglers little incentive to ever build a madreds/wriggles.
Right now, the only champions that'll ever build a madreds are the manaless junglers (lee/shyv etc), warwick and shaco.
I would honestly wager that most of those champions would prefer having an elder lizard over a wriggles since elder lizard gives a faster clear for any champion that has any sort of AoE along with far and away more damage to champions.
Since wriggles isn't going to outtank a golem stone or outdps a lizard stone right now, it might be useful to buff one of the two or add more utility to it.
Remove the vamp, give doubled or hell, even tripled effectiveness of jungle sigils which gives you more room to play in terms of combat stats/utility? Shaco/Shyv especially have this problem where in the past, they needed the lifesteal to not go seriously health negative just by clearing camps that the 450g vamp helped out with.
It may also be worthwhile to explore moving the passive from spectral wraith (-20% CD on smite) to wriggles and tweaking spectral wraith since it honestly isn't being built much by anyone not named vladimir or fiddlesticks.
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man i hate playing against anivia such a obnoxious champion
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On July 18 2013 19:24 Lmui wrote:Show nested quote +On July 18 2013 16:35 Mogwai wrote: wriggle's costs 2K, same as the other jungle items. I honestly think it's crowded out more by Acient Golem -> Cutlass being so strong on the guys who would want it than anything else. We're trying to figure out wtf to do with the thing nowadays, but suffice to say it's a lot harder to make this item work with vamp scepter @ 800 gold than it was at 450 gold.
Wriggles niche was primarily for the autoattacking, low AoE junglers when health was more evenly distributed among creeps in the jungle to help them clear in times close to what the heavy AoE junglers could. As the little wraiths/wolves got weaker and weaker, most junglers with one AoE skill (nocturne, xin zhao, J4) quickly get to the point where a single AoE spell and maybe an autoattack kills any small creep (wraith/wolf) with both a spirit stone or a razor for the early-mid game, giving these junglers little incentive to ever build a madreds/wriggles. Right now, the only champions that'll ever build a madreds are the manaless junglers (lee/shyv etc), warwick and shaco. I would honestly wager that most of those champions would prefer having an elder lizard over a wriggles since elder lizard gives a faster clear for any champion that has any sort of AoE along with far and away more damage to champions. Since wriggles isn't going to outtank a golem stone or outdps a lizard stone right now, it might be useful to buff one of the two or add more utility to it. Remove the vamp, give doubled or hell, even tripled effectiveness of jungle sigils which gives you more room to play in terms of combat stats/utility? Shaco/Shyv especially have this problem where in the past, they needed the lifesteal to not go seriously health negative just by clearing camps that the 450g vamp helped out with. It may also be worthwhile to explore moving the passive from spectral wraith (-20% CD on smite) to wriggles and tweaking spectral wraith since it honestly isn't being built much by anyone not named vladimir or fiddlesticks. Wow wow wow stop right there.
Wriggles good on WW ? I call bullshit, he doesn't need it to clear big camps fast, elder Golem is way better since CDR is so key with him.
Spectral wraith on Fiddle ? It's pretty terribad. Spectral Wraith is very good atm, and built by nearly any mage wanting early spellvamp and jungle control. Vlad, Kennen, Morde, Ryze, Cassio, all are very good users of it. The item is fin atm.
Wriggle atm is good but lifesteal is a wasted stat if you don't have high AD + high AS naturally... Tbh, I only see Trundle using this stat efficiently while building tanky.
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You could just go cutlass+spirit stone instead of wriggle if you want ad/ls that much.It outclases it pretty hard.
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Riot, just make Wriggles Sightstone + Madreds and just be done with it. -.-
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problem with wriggles is lifesteal is mostly an adc carry stat unless it comes really efficiently later on in items like botrk almost all jungles have to build really tanky so building lifesteal doesnt make much sense (except some laners get it because of how dominant lifesteal is in lane, especially with the ravenous hydra being so cost effective and payback because of extra farm)
meanwhile spending 2k gold on an item with 0 hp on a guy who gets into lots of fights early sucks as well
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They should make it build out of a Dblade instead of vamp. Gives life on hit and HP
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They could just buff Wriggle's and give Madred's a second build path using a Ruby Crystal instead of the Scepter. Makes Wriggle's better and provides some more variety.
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I vote just remove Wriggles from the game. I like Spirit Stone being the jungle item and you get to choose AD/AP/Tank as the 3 build paths. Wriggles doesn't really do anything for the game as a whole, even its ward gimmick is being occupied by Sightstone (Insec Lee Sin's).
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