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On December 17 2013 07:31 wei2coolman wrote: I want to know why Riot wamts to nerf SV? Was it because it was too prevalent of an item? Or do they think the item itself offered op'd stats? The main issue is top lane only has 2 major choices for MR, and it's BV or SV, and even with this round of SV nerfs. SV still better than BV 99% of the time. We won't see any dropage of SV usage, and the 10% cdr removal isn't going to change how top lane plays out, because currently in this meta top lane is super isolated, so the 10% cdr is mirrored in lane. Essentially Riot nerfed something that won't change anything. Because the SV/SF was too strong in relation to the rest of the map. It also makes it less punishing to be behind on the combine timing.
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On December 17 2013 05:49 JonnyLaw wrote: Is orb still a flaming baby like in sc2?
On a more serious note, I like the cdr change on visage. I buy that item nearly every game. It's so broken good. Randuins and sunfire can be interchanged depending on the timing but how often do you see bv vs visage? Cdr, hp and mr = awesome stats. The passive is just a nice bonus.
Reason for this has little to do with Visage CDR being too strong and everything to do with Veil being useless for a tank. What good does blocking a single spell do for the beefy guy standing in front when he can shrug off any single spell damage anyways. Veil can only ever really be good for squishy carries.
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I agree I don't think the SV nerf changes much of anything, even if Riot does think the unkillable tank top meta is bad for the game this isn't going to really fix that much, but nerfing their core items is a start, and if you are going to nerf them this is the ONLY stat that people actually care about on SV, as evidenced by the fact that veil is unpopular.
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Perhaps changing the MR to 50 and HP to 380 and making the HP regen conditional(20 hp regen for 10 seconds upon taking damage from a champion), increasing Banshee's Veil MR to 60 would have been better. If you don't increase Banshee Veil's MR to 60, then keeping it at 55 and lowering Spirit Visage's to 45 would be fine.
Now it's a total pain trying to get 40% CDR on a manaless tanky champion.
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Imo riot should reintroduce FoN. FoN way cooler of an item than BV and SV
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On December 17 2013 07:39 wei2coolman wrote: Imo riot should reintroduce FoN. FoN way cooler of an item than BV and SV Am I on reddit?
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Riot in general needs to revamp defensive itemization to be more situational and based on combined effectiveness, rather than every resist item also providing HP.
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On December 17 2013 07:42 Gahlo wrote:Show nested quote +On December 17 2013 07:39 wei2coolman wrote: Imo riot should reintroduce FoN. FoN way cooler of an item than BV and SV Am I on reddit?
There are a few hardcore FoN fans here that have been pining for FoN ever since it was removed. And by a few I think I mean just one.
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On December 17 2013 07:42 NotYango wrote: Riot in general needs to revamp defensive itemization to be more situational and based on combined effectiveness, rather than every resist item also providing HP. 6 item defensive tanks scale too well into lategame cuz of this. I liked it better when tank stats only strong in midgame, and were much weaker in lategame.On December 17 2013 07:44 phyvo wrote:Show nested quote +On December 17 2013 07:42 Gahlo wrote:On December 17 2013 07:39 wei2coolman wrote: Imo riot should reintroduce FoN. FoN way cooler of an item than BV and SV Am I on reddit? There are a few hardcore FoN fans here that have been pining for FoN ever since it was removed. And by a few I think I mean just one. There were people who didn't like FoN? Sick combination of unique stats.
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every resist item coming with some hp is a completely different conversation from late game tanks, not even related.
in other news, yay plat 1.
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On December 17 2013 07:39 wei2coolman wrote: Imo riot should reintroduce FoN. FoN way cooler of an item than BV and SV It fit tanks much better as the big MR item(would make Spirit Visage a more of a situational buy like it should) and was like my favorite tanky item, so I definitely agree.
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On December 17 2013 07:46 wei2coolman wrote:Show nested quote +On December 17 2013 07:42 NotYango wrote: Riot in general needs to revamp defensive itemization to be more situational and based on combined effectiveness, rather than every resist item also providing HP. 6 item defensive tanks scale too well into lategame cuz of this. I liked it better when tank stats only strong in midgame, and were much weaker in lategame.
thats not 100% true, 6 item adc can kill mundo but it takes 6 items, the problem isn't late, the problem is being unkillable from 2 item timing until 6 item timing. ( I mean technically you could kill him with 5 but if you don't go defensive item 4th or 5th he'll just kill you first.)
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It's not really a matter of 6 item lategame, it's that if every single item you buy is a well-rounded package, you have no weak timings because there's never a point in the game where you lack a necessary multiplicative stat. It's unlike how offensive stats need to be paired (AD item needs an AS item to be well-rounded, then needs an ArPen item, etc).
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On December 17 2013 07:47 turdburgler wrote: every resist item coming with some hp is a completely different conversation from late game tanks, not even related.
in other news, yay plat 1. Resists with health scales EHP so well, not only that. Building things like SV or SF lets you scale against both physical and magic damage no matter which item you get as well. Can build SF without any real repercussion for magic damage.
Most adc only gunna have 4 offensive items at 6 items, it simply takes too long for them to melt 5 defensive item tank with randuins, sunfire, thornmail, warmogs and 400 hp from SV. Plus whatever bonus resists/hp they get from ult.
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Look at how offensive items are balanced. Cost-effective items are lopsided (e.g. Infinity Edge). Well-rounded items like Triforce are balanced through non-scaling components (e.g. the Triforce proc) that compensate the strong 1-item timing with a weaker timing later since the item doesn't pair as well with other multiplicative stat items. Well-rounded items can also be compensated for by being slot-inefficient early items, or cost-inefficient lategame capstone items.
For the most part, the common defensive items right now are cost-effective well-rounded defensive stats with very little of the aforementioned drawbacks.
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On December 17 2013 07:51 wei2coolman wrote:Show nested quote +On December 17 2013 07:47 turdburgler wrote: every resist item coming with some hp is a completely different conversation from late game tanks, not even related.
in other news, yay plat 1. Resists with health scales EHP so well, not only that. Building things like SV or SF lets you scale against both physical and magic damage no matter which item you get as well. Can build SF without any real repercussion for magic damage. Most adc only gunna have 4 offensive items at 6 items, it simply takes too long for them to melt 5 defensive item tank with randuins, sunfire, thornmail, warmogs and 400 hp from SV. Plus whatever bonus resists/hp they get from ult.
naw you can do it once IE is done, you just can't safely get IE till 6th right now, perhaps I worded it wrong.
I've been playing a lot of adc lately, stalling losing games out for 6 items has won me a handful of games.
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On December 17 2013 07:59 Slusher wrote:Show nested quote +On December 17 2013 07:51 wei2coolman wrote:On December 17 2013 07:47 turdburgler wrote: every resist item coming with some hp is a completely different conversation from late game tanks, not even related.
in other news, yay plat 1. Resists with health scales EHP so well, not only that. Building things like SV or SF lets you scale against both physical and magic damage no matter which item you get as well. Can build SF without any real repercussion for magic damage. Most adc only gunna have 4 offensive items at 6 items, it simply takes too long for them to melt 5 defensive item tank with randuins, sunfire, thornmail, warmogs and 400 hp from SV. Plus whatever bonus resists/hp they get from ult. naw you can do it once IE is done, you just can't safely get IE till 6th right now, perhaps I worded it wrong. I've been playing a lot of adc lately, stalling losing games out for 6 items has won me a handful of games. Price reduction pls.
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United States3106 Posts
On December 17 2013 08:02 Gahlo wrote:Show nested quote +On December 17 2013 07:59 Slusher wrote:On December 17 2013 07:51 wei2coolman wrote:On December 17 2013 07:47 turdburgler wrote: every resist item coming with some hp is a completely different conversation from late game tanks, not even related.
in other news, yay plat 1. Resists with health scales EHP so well, not only that. Building things like SV or SF lets you scale against both physical and magic damage no matter which item you get as well. Can build SF without any real repercussion for magic damage. Most adc only gunna have 4 offensive items at 6 items, it simply takes too long for them to melt 5 defensive item tank with randuins, sunfire, thornmail, warmogs and 400 hp from SV. Plus whatever bonus resists/hp they get from ult. naw you can do it once IE is done, you just can't safely get IE till 6th right now, perhaps I worded it wrong. I've been playing a lot of adc lately, stalling losing games out for 6 items has won me a handful of games. Price reduction pls.
Honestly I want to see BF Sword and NLR be a build-up item that builds into from Pickaxe and Blasting Wand respectively, with their costs being the same.
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that wouldn't really change much outside of being a stealth buff to snowballing supports like Leona and Annie, BF money is pretty easy to come by when you are going for your 6th item I can't imagine ever buying a cloak first. so you'd still have to sit on 2200 gold even if BF was a combine item.
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