|
On July 22 2014 11:49 GolemMadness wrote:Janna Howling Gale ( Q ) has been reworded and now specifically mentions how powerful the spell gets as it charges. Howling Gale ( Q ) maximum knock up time is now 1.25 seconds for full charge up from 1. Howling Gale ( Q ) cooldown now starts as soon as it is cast. Tailwind ( Passive ) range increased to 1000 from 800
Oh OK, sorry I was blind.
I think another buff for Janna is the Talisman of Ascension changes. Now that it gives +20 movement speed, there is absolutely no reason for Janna to get boots anymore. This will free up an item slot for something better.
The 10% less CDR hurts, but not totally detrimental. You can still cap CDR with Ardent Censor and Athene's.
|
On July 22 2014 11:50 Ryuu314 wrote:longer knockup time plus shorter cooldown since the cd starts from when the spell is cast, as opposed to when it's released. Show nested quote +On July 22 2014 11:41 Gahlo wrote:On July 22 2014 11:33 Ryuu314 wrote:On July 22 2014 11:29 Gahlo wrote:On July 22 2014 11:16 Ryuu314 wrote:On July 22 2014 11:12 Gahlo wrote:On July 22 2014 08:24 Ryuu314 wrote:On July 22 2014 08:20 Capped wrote: Hey guys im not one for "unviable" champs (as in i think everything will work in yoloq) but how well does olaf fair in the current meta and recent buffs / nerfs to him? I know he saw some play a few months back, i just havent been following league / him very well. the biggest problem with Olaf is the fact that TP is so strong right now. Olaf really wants to run ghost unless you have a Sivir on your team. The fact that virtually all top laners are forced to run TP means that Olaf loses out on the versatility of having Flash or the mobility he needs from Ghost. Case in point, the last time Olaf was picked up reasonably often post-rework was when Sivir was also very popular and before Teleport got buffed. Baseless speculation: Now that more immobile carries are seeing more play (ie. Kog'maw), it's possible that Olaf will make a resurgence since his lack of a real gap closer isn't as punishing. Still, Sivir not being popular really really hurts him. Two words, say it with me. Ghost. Blade. so? Olaf really wants to run ghost unless you have a Sivir on your team. The fact that virtually all top laners are forced to run TP means that Olaf loses out on the versatility of having Flash or the mobility he needs from Ghost Buy ghostblade. Have TP. Don't rely on Sivir. Problem solved. Except you're still gimped in comparison to other popular top laners. Good job, you spent 2.7k gold on an inferior Ghost in order to cover your weaknesses.* Meanwhile, the Jaxes and Shyvanas and Renektons are getting way tankier than you or building better offensive items like Triforce or Bork. *Yes, ghostblade gives other stats/buffs besides the movespeed boost. But, those stats/buffs are generally inferior to stuff like Bork and Triforce when we're talking about a group of champions that only build 1~2 offensive items. Congrats, you spent 3k+ not fixing your biggest issue and made your champion reliant on a non-flash summoner spell or champion being favored by the meta. are you arguing against yourself? No, because me and myself would have agreed that Ghostblade is exactly what Olaf needs.
|
Wait a second.
Janna's Q used to knock up for how long when uncharged? It looks to me that the uncharged Q's knockup actually got nerfed.
|
On July 22 2014 09:36 Alaric wrote:From the Statikk Q&A regarding Alistar: Show nested quote +3) Alistar The W+Q combo is something that we never intended to exist, but it's something that Alistar players have gotten used to and is honestly integral to his current balance and gameplay. If we were to revisit him in a Reworks style approach, I think there's a high likelihood that we would remove the combo and instead give him more ways to create situations where he can W enemies into walls to setup a follow-up Q. This is probably a healthier version of his combo, but it's not something we'd do unless we supplemented the kit with ways to function and succeed without the combo. Granted, it's not new, it's exactly they kind of thing they did with Pantheon's ult. But when they're so much about "player satisfaction", "high moments", etc. then why would they remove a combo with such high potential for big plays, initiations, all-ins, etc. on a champion like Alistar intended to be aggressive? If I were to take a guess at why Riot probably doesn't like Alistar's combo very much, it would be because it is non-obvious to new players. Perhaps they could rework the interaction somewhat or at least add information to the ability tooltips to change this without breaking his combo, but right now most players would never even figure out that the combo is possible without being taught by someone or spending time reading about the game. Now I know a lot of people here probably don't think that this is a problem but from a pure game design viewpoint any major game features that are not easily discoverable in-game are clearly bad. Maybe a flashing icon + text along the lines of "Press Q to instantly knock-up your target" during the W animation would help.
|
On July 22 2014 11:56 Sufficiency wrote:Show nested quote +On July 22 2014 11:49 GolemMadness wrote:On July 22 2014 11:45 Sufficiency wrote: How did Janna get buffed? Janna Howling Gale ( Q ) has been reworded and now specifically mentions how powerful the spell gets as it charges. Howling Gale ( Q ) maximum knock up time is now 1.25 seconds for full charge up from 1. Howling Gale ( Q ) cooldown now starts as soon as it is cast. Tailwind ( Passive ) range increased to 1000 from 800 Oh OK, sorry I was blind. I think another buff for Janna is the Talisman of Ascension changes. Now that it gives +20 movement speed, there is absolutely no reason for Janna to get boots anymore. This will free up an item slot for something better. The 10% less CDR hurts, but not totally detrimental. You can still cap CDR with Ardent Censor and Athene's.
You probably shouldn't be buying Ardent or Athene's. Certainly not together. If you're getting Censor you get Morellonomicon. If you're not getting censor you should get Twin Shadows or Banner of Command.
edit: if your plan is to stack AP and CDR
|
On July 22 2014 12:02 Sufficiency wrote: Wait a second.
Janna's Q used to knock up for how long when uncharged? It looks to me that the uncharged Q's knockup actually got nerfed. .8 seconds.
Edit: So yes it looks like they nerfed Janna again because they want people charging her Q the whole way so they make the thing weak whether or not you charge it
|
On July 22 2014 12:11 Goumindong wrote:Show nested quote +On July 22 2014 12:02 Sufficiency wrote: Wait a second.
Janna's Q used to knock up for how long when uncharged? It looks to me that the uncharged Q's knockup actually got nerfed. .8 seconds. Edit: So yes it looks like they nerfed Janna again because they want people charging her Q the whole way so they make the thing weak whether or not you charge it nm. it's not in the notes, but it's in the picture. + Show Spoiler +
|
On July 22 2014 10:31 cLutZ wrote:Show nested quote +On July 22 2014 07:48 Ryuu314 wrote:On July 22 2014 07:34 Fusilero wrote:
Lucian disabled in LCS it seems champions with big sweeping changes always get disabled for at least two weeks in LCS. i'm more curious as to whether Shen is enabled now since the red tracker suggests that the guy behind the Shen bug fixing might've found a fix. On July 22 2014 07:45 cLutZ wrote:On July 22 2014 07:08 kongoline wrote:On July 22 2014 06:54 cLutZ wrote:On July 22 2014 06:34 kongoline wrote: so they keep nerfing every offensive jungler to power level of tanks whats the point of playing them ?every single pro jungler said they dont want farming junglers to be strong cuz games are uneventful and boring riot jsut insist on making it happen Honestly, why do they care what pro junglers LIKE to play? What is important is what is balanced for pros, but what is fun for regular players. erm the whole point its more fun to play offensive junglers For some, yes. For others maybe not. Plus, it's not even about just farming jungles being weak, it's about how only 1 kind of jungler is strong, which is boring to watch even if pros like it. Personally, I think the issue with junglers is that in pro play, jungles will almost always be relegated to a support/low farm role due to how farm is distributed on the pro level. This means farming jungles will imo never be a thing unless something drastic about the game is changed (ie. pre-nerf Feral Flare). Talking about what is "fun" for regular players is a moot point imo. Almost every champion is perfectly playable in solo queue with a few, rare exceptions. Rarely does Riot's balancing significantly impact a champion's solo queue playability. That is actually a really silly attitude that just because things are viable that soloQ players shouldn't encourage Riot to make them optimal. I mean, there is really no reason junglers who prefer Hecarim/Maokai should be innately handicapped vs. Lee/Elise players regardless of rank. And, if Riot finds that the skill difference between the champions is so large that they cannot balance those champs for both pro and Diamond, then they need to redesign the champions. There's so many variables in soloqueue, champion select is rarely the determining factor in elo. I don't think there's a sine champion that is so bad that a person can't at least get to D1 with.
|
On July 22 2014 12:08 Goumindong wrote:Show nested quote +On July 22 2014 11:56 Sufficiency wrote:On July 22 2014 11:49 GolemMadness wrote:On July 22 2014 11:45 Sufficiency wrote: How did Janna get buffed? Janna Howling Gale ( Q ) has been reworded and now specifically mentions how powerful the spell gets as it charges. Howling Gale ( Q ) maximum knock up time is now 1.25 seconds for full charge up from 1. Howling Gale ( Q ) cooldown now starts as soon as it is cast. Tailwind ( Passive ) range increased to 1000 from 800 Oh OK, sorry I was blind. I think another buff for Janna is the Talisman of Ascension changes. Now that it gives +20 movement speed, there is absolutely no reason for Janna to get boots anymore. This will free up an item slot for something better. The 10% less CDR hurts, but not totally detrimental. You can still cap CDR with Ardent Censor and Athene's. You probably shouldn't be buying Ardent or Athene's. Certainly not together. If you're getting Censor you get Morellonomicon. If you're not getting censor you should get Twin Shadows or Banner of Command. edit: if your plan is to stack AP and CDR
I think you are right, Banner is a lot cheaper. Athene's isn't awful though - it depends on the match ups.
|
On July 22 2014 12:17 Ryuu314 wrote:Show nested quote +On July 22 2014 12:11 Goumindong wrote:On July 22 2014 12:02 Sufficiency wrote: Wait a second.
Janna's Q used to knock up for how long when uncharged? It looks to me that the uncharged Q's knockup actually got nerfed. .8 seconds. Edit: So yes it looks like they nerfed Janna again because they want people charging her Q the whole way so they make the thing weak whether or not you charge it nm. it's not in the notes, but it's in the picture. + Show Spoiler +
Yeah, this is saying the Q starts at 0.5 and ramps up to 1.25.
Now I think about it (and what other people mentioned), it used to be 0.8 seconds without charge, and 0.1 seconds more for each second of charge, to a cap of 1.1 seconds. This was changed back in S2 from 1 seconds flat (but for the most part it was bugged after the change and it was 0.8 seconds regardless of the charge).
This sounds like a huge nerf to me unless they changed her Q's speed too.
|
On July 22 2014 12:21 Sufficiency wrote:Show nested quote +On July 22 2014 12:08 Goumindong wrote:On July 22 2014 11:56 Sufficiency wrote:On July 22 2014 11:49 GolemMadness wrote:On July 22 2014 11:45 Sufficiency wrote: How did Janna get buffed? Janna Howling Gale ( Q ) has been reworded and now specifically mentions how powerful the spell gets as it charges. Howling Gale ( Q ) maximum knock up time is now 1.25 seconds for full charge up from 1. Howling Gale ( Q ) cooldown now starts as soon as it is cast. Tailwind ( Passive ) range increased to 1000 from 800 Oh OK, sorry I was blind. I think another buff for Janna is the Talisman of Ascension changes. Now that it gives +20 movement speed, there is absolutely no reason for Janna to get boots anymore. This will free up an item slot for something better. The 10% less CDR hurts, but not totally detrimental. You can still cap CDR with Ardent Censor and Athene's. You probably shouldn't be buying Ardent or Athene's. Certainly not together. If you're getting Censor you get Morellonomicon. If you're not getting censor you should get Twin Shadows or Banner of Command. edit: if your plan is to stack AP and CDR I think you are right, Banner is a lot cheaper. Athene's isn't awful though - it depends on the match ups.
Eh, if you're going AP janna support then no amount of MR is going to save you if you get caught from a mid laner. Generally you only live by not getting caught. The mana is nice... but every support item has mana, you won't run out if you have Morello and Talisman, so the passive is wasted. And the MR is more or less wasted so... Might as well go for the raw AP and CDR.
E.G. Talisman has 15 MP/5. Morello has 10 MP/5. Censor has 10 MP/5. So if you have all three you have +35 MP/5. Way more than enough to sustain in an extended engagement.
|
I miss Janna's passive being global. Having a Janna on your team then was so great. Especially since I mained Singed.
|
On July 22 2014 13:13 GolemMadness wrote: I miss Janna's passive being global. Having a Janna on your team then was so great. Especially since I mained Singed. It was sort of amusing when the time right before they nerfed her passive. She had insane solo queue winrates but was never picked in competitive. Probably one of the few instance of a champion being a solo queue monster with very little pro play
|
On July 22 2014 11:40 GolemMadness wrote: When Olaf was kind of popular after the Sivir rework, wasn't he always played in the jungle anyway?
Mostly. I recall 1 competitive game with a toplane Olaf that did mediocre (in comparison to just picking a regular toplane).
On July 22 2014 11:43 Slusher wrote:Show nested quote +On July 22 2014 11:40 GolemMadness wrote: When Olaf was kind of popular after the Sivir rework, wasn't he always played in the jungle anyway? shurelya was core on him at the time, and you can't really buy it now er, when he first came back post rework, not sure if he still got one when with Sivir
Shurelia didnt exist post-Olaf Rework.
Also Ghostblade on a Olaf doesnt work because his kit doesn't work at the moment (unless it is OP).
|
so... supposedly TSM lustboy is actually a likely possibility.
|
On July 22 2014 12:05 Goragoth wrote:Show nested quote +On July 22 2014 09:36 Alaric wrote:From the Statikk Q&A regarding Alistar: 3) Alistar The W+Q combo is something that we never intended to exist, but it's something that Alistar players have gotten used to and is honestly integral to his current balance and gameplay. If we were to revisit him in a Reworks style approach, I think there's a high likelihood that we would remove the combo and instead give him more ways to create situations where he can W enemies into walls to setup a follow-up Q. This is probably a healthier version of his combo, but it's not something we'd do unless we supplemented the kit with ways to function and succeed without the combo. Granted, it's not new, it's exactly they kind of thing they did with Pantheon's ult. But when they're so much about "player satisfaction", "high moments", etc. then why would they remove a combo with such high potential for big plays, initiations, all-ins, etc. on a champion like Alistar intended to be aggressive? If I were to take a guess at why Riot probably doesn't like Alistar's combo very much, it would be because it is non-obvious to new players. Perhaps they could rework the interaction somewhat or at least add information to the ability tooltips to change this without breaking his combo, but right now most players would never even figure out that the combo is possible without being taught by someone or spending time reading about the game. Now I know a lot of people here probably don't think that this is a problem but from a pure game design viewpoint any major game features that are not easily discoverable in-game are clearly bad. Maybe a flashing icon + text along the lines of "Press Q to instantly knock-up your target" during the W animation would help.
A list of 'non obvious' to new players(if we're saying that Alistar's combo is non-obvious) combos would probably be really, really, really long. Also I disagree that it's a major game feature(specifically in the context of your comment, not that it isn't important to Alistar and how he plays), and that it's not easily discoverable. Even if it was initially 'difficult' to find out(it wasn't), it's not pretty much common knowledge, or will be within 5 minutes of you playing against an Alistar that isn't also brand new.
|
I wouldn't read too much into it, one Rioter not realizing unintended features often end up making games a lot more interesting and complex isn't too surprising. If they actually change it, I'll be ready with my pitchfork though.
|
There are a lot of nuances in the game that add skill though. Even Annie, Tibbers and W are instant cast, so if you want to stun, it's better to cast those vs. Q. For some champs with multiple CC's and a gap closer, while it's intuitive to use the gap closer first, it's often better to flash for guaranteed CC, and save the gap closer for when they flash because it prevents a flash juke.
These things are learned through playing, not through tooltip.
|
On July 22 2014 09:36 Alaric wrote:From the Statikk Q&A regarding Alistar: Show nested quote +3) Alistar The W+Q combo is something that we never intended to exist, but it's something that Alistar players have gotten used to and is honestly integral to his current balance and gameplay. If we were to revisit him in a Reworks style approach, I think there's a high likelihood that we would remove the combo and instead give him more ways to create situations where he can W enemies into walls to setup a follow-up Q. This is probably a healthier version of his combo, but it's not something we'd do unless we supplemented the kit with ways to function and succeed without the combo. Granted, it's not new, it's exactly they kind of thing they did with Pantheon's ult. But when they're so much about "player satisfaction", "high moments", etc. then why would they remove a combo with such high potential for big plays, initiations, all-ins, etc. on a champion like Alistar intended to be aggressive?
There are two reasons im not a pro player.
1. im terrible at this game.
2. I would never put myself in a position where my income comes from the hands that deliver this balance logic in riot.
|
That's really going out of their way to take a dump on the cow.
|
|
|
|