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She is basically zilean...
When is the last time you hard dive a Tristana who had a Zilean support and it worked out okay?
You guys just not paying against Raka right.
Don't turn this into riots official forum, I don't think you can say she is way too strong right now. If you are getting an event team with Raka and Trist you got out picked hard regardless.
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On September 26 2014 03:24 Jek wrote:Show nested quote +On September 26 2014 03:11 iCanada wrote: I think people just need to make Raka a higher priority target. She just as squishy as ever and has no where near the self healing abilities she had before. Before it didn't matter who you focused first in terms of raw team fighting healing, but now it makes a big difference.
You kill Raka first now I think. Currently 4-1 with new Soraka, she's essentially an AP utility carry (that requires basically no items), and should be treated as such by the enemy IMO. In other words she's bonkers. I dont know, doesnt look so op to me, her E cannot be used fully on its own and just silence is questionable vs adcs, also its harder to use it offensively to stop their combo before happening. Then her Q+W are nice but hardly protects soraka and she is even more vulnerable to ganks than before. I am not saying she is bad, I think she is more fun to play now and perhaps more useful but far from op
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I mean of course she is a good fighter now, but like now she can't protect herself. If they picked Raka, just pick like Zilean and have your mid pop raka suicide rango style, then win the transit 4v5. No one thinks that's op, so why is Raka ding the same thing op?
Raka now has no way of keeping herself safe.
You don't even have to pop her, have her hit with done collateral AoE and suddenly she isn't able to give her allied threats an infinite hp bar because she has no health to donate. Like having one ziggs bomb and ult hit her makes her a non factor.
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Soraka and Cassio are now legit bans I guess. Well, even Garen can be a legit ban. Rito plz.
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Czech Republic11293 Posts
On September 26 2014 02:54 iCanada wrote:Show nested quote +On September 26 2014 02:43 GettingIt wrote:On September 26 2014 02:37 DrunkenOne wrote: Love that the Garen buffs went through even if they don't fix his laning. I thought for sure those numbers wouldn't make it through PBE. Running some quick numbers at lvl 18 with a build of something like thornmail/randuins/visage/locket/LW/mercs he regens something like 100 hp/sec with 300+ armor and 230+ MR. Can just shrug off all harass and regen 600 hp in 10 secs afterwards If he regens 100 hp/sec how come it takes him 10 seconds to regen 600 hp? 4 s for passive to proc after poke. Show nested quote +On September 26 2014 02:46 Scip wrote:On September 26 2014 02:06 iCanada wrote:On September 26 2014 01:46 Scip wrote:On September 25 2014 23:29 iCanada wrote: No, Sej better than mummy imo.
Thing is that full tank jungles just don't farm as fast as their assassin counterparts, and have weaker early game, more prone to being harassed.
But Sej has a good early game if you play it right, just can't fight anything by yourself. Her first clear is suspect, and she clears much slower after the golem nerfs.
But by level 3 she is fine, and if an opponent overextended at all they dead. That's very contradictory Not at all. In a 2v2 with other teams jungle and an even lane Sej beats most jungles. In a 3v3, 4v4 etc sej is strong. Only big exception is fiddles, or getting massively outplayed. But if you fight early with sej1v1 you going to die. If a champion's early game talents are limited to "decent in a 2v2 and larger fights" (definitely not amongst the best though; Lee Sin and Elise are better, I personally wouldn't mind J4 or Rengar over Sejuani either for example), while the disadvantages include possibly the worst first clear (can't think of anyone worse? Naut, Rammus, Amumu all have way better) and awful 1v1 then you can't possibly claim to have "good early game", regardless of how you play. "Survivable" is probably the more accurate term here. Fair. I think you're underestimating sej' clear and lockdown abilities though. I am biased though, have always liked sej. I'm not underestimating her clear. Her 2nd and subsequent clears are on par with most other standard junglers like Elise, and while her lockdown is useful the slows and the brief knockup just aren't as useful as the skills of most other jungler at lvl3-5 in a 1v1 and aren't exceptional in 2v2 or larger fights either.
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On September 25 2014 18:46 Promises wrote: Viktor feels.... strong actually ^^ at the early levels Q feels really weak, but damn does it feel strong later on... I've got to get some games in to see how it really works out, but I feel one of his main weaknesses; sustained late damage might have been helped by this change, plus the mana on the HexCore is quality of life change; not necesary but it does make him more pleasant. The W augment is negligible, the Q augment is pretty nice. I'm not quite sure when the best time would be to upgrade it; it might actually be best to just go E upgrade asap and then save the rest for last, but I havent done the math on how much the AP bonus is actually worth.
The AP bonuses are only worth it if you're 6 items. The only reason to upgrade the hex core is if you want the bonus ability. I mean compare it to sheen. Sheen is 25 AP, the bonus damage, and 250 mana. Hex core is 20 AP, 1 AP/level, 150 mana, and the ability. So before level 5 your abilities strictly do more damage with sheen, even without the sheen proc.
On September 25 2014 21:45 Alaric wrote: Viktor's not gonna be as good early on, maybe he'll catch up in the midgame, but a fuckton hinges on E augment and on PBE it sucked, but the video of the rework page seems to show it's been changed and is better. Gotta try it because with how E works (and the fuckton of glitches or just impractical stuff on his ult) it's much more complex than just numbers.
Testing with double dorans and the E augment(flat AP Quints, Scaling AP blues, 23 offense) you have to be level 9 in order to one shot melee minions with your laser. So you're roughly 2 levels behind where you were on the previous. (you had to be level 7 with 2 dorans to one shot melee minions)
Ironically the laser travel speed seems to be a bit faster in general. This is good and bad. Its good that it makes the first laser easier to hit enemies with. Its bad because if you start a laser on a non-stacked wave you used to be able to almost get the entire wave with one laser due to the slow speed(sometimes the entire thing). Now you will always leave 2 caster minions. This used to be no big deal you would just Q auto the last to finish it off(or just Q it) but you can't do that anymore when there are two of them since the individual Q damage isn't enough to kill the creep pretty much ever (auto, Q, Auto might do it if you have over 600 AP; auto, Q, auto will do it if you have lichbane proc'd on the first auto).
The speed of the E explosion is pretty fast. But it won't be fast enough to catch enemies who aren't in choke points and/or who aren't stunned. So expect an overall reduction in his damage.
They didn't change the smartcast behavior of E, so you're still boned if you're trying to shoot max range lasers while moving (in that if you're off the game will cancel your current move command).
From playing in a custom game the biggest thing is his auto attack. It doesn't suck anymore (in fact its pretty good). This could be enough to make him strong compared to pre-rework, just from increased early farming and harassing ability with the snappiness of his auto. It should be a lot easier to use the shield of his Q now to bully. His total E damage sucks if you level it up first compared to pre-rework. His E seems to have a smaller hit box
His Q will turn the physical damage proc of a sheen into magic, so an early sheen isn't a bad buy at all on him.
I am thinking that your optimal build order will be
Double Dorans -> Void -> Sheen -> Rylai/Cap -> Q augment -> Finish Lichbane -> Finish Augments
Alternately Double Dorans -> Guise ->Void ->Rylai/Cap -> Finish Augments
And your skill order should be Q,W,Q, R>E>Q>W. Two points in Q give you good trading early while still maxing E by 9 to clear caster minions.
edit: You don't get the e augment because you don't need it to clear caster minions, so you just clear casters with E and then Q auto melee's to clean them up. Its not worth spending the money on the unrelaible second damage portion until late game.
overall a massive reduction in his mid game power unless for some reason you finish the E augment early and also find yourself with 20+ extra AP for reasons unknown and also hit the E augments second damage portion.
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+ Show Spoiler +Yeah, E's width has totally been nerfed. Or it's a glitch, but since the base spell is untouched I doubt it. It makes his farming more awkward since you miss the minions before they're bunched up, and you can't hit all of them when they're in a circle either. What do they want of him if he can't even push anymore and his poke is nerfed? :/
His ult still as issues too. I've been using it on a single champion, but immediatly upon casting the ult rushes straight to me instead of following the enemy. I didn't count everything but it did it 2 times out of 3 thus far. Even with its speed buffed, losing so much ground as soon as you cast it means if your opponent runs you won't hit him again. Ult useless when that happens.
Q is super awkward. Its base damage is shit and the secondary part follows Riot's shitty curve of back-loaded values. It gains +5 at early levels, then +10, then +20. So it was only 230 damage at level 13 once maxed for example. There's absolutely no reason to max it first, it's painfully bad. There's also a huge range disconnect, prevously you could auto-Q-auto smoothly, now without the augment hitting Q doesn't mean you can auto. The auto part doesn't work on towers.
TL;DR: - harder to farm because E width reduced, laser speed increased means you can't hit the whole wave as it comes, and explosion doesn't hit well. Initial Q damage is pathetic and won't help last hitting either. - damage is backloaded because of how Q's second part works, same with the augment and its AP/level bonus. Add to it that his damage overall was nerfed early, and that he doesn't get his power spike from E augment anymore and it sucks. - he sucks at chasing people holy shit. He won't hit the augmented E if they run from him, and to hit his new Q he needs to stop twice (for the Q then for the auto), even with the augmented Q it's annoying as hell. - R is bugged and behaves weidly. I haven't managed to make it stick to a champion like they said it would for example. But that shouldn't surprise anyone.
- He can't power farm and shove like before, he can't poke nearly as well, he doesn't have clearly defined power spikes and his damage is geared toward lategame where he is by essence outscaled by a million other picks. So... what role is he supposed to fit, Riot?
Soraka on the other hand is stupid dumb, wow. Equinox is damn strong, and if she can kite the sustain+slow from her Q lets her shit on people without gap closers. I've seen a Soraka solo people like an Udyr that way, or a Zed when she had her ult up (she didn't kill him though).
Edit: Sion info out.
His passive looks interesting, original to say the least, and since he loses his cc abilities he can be kited and appears to die pretty fast in the video when he can't lifesteal. The ult looks fun. Q doesn't look like it can be hit without a setup, so either his E or allies. It's not the best frontline ability either it seems, plus if it's like others, if he's interrupted while charging it it won't go off, so the 5-man knock-up won't be easy.
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United Kingdom50293 Posts
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I'd personally just want URF enabled always.
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On September 26 2014 04:59 ketchup wrote: I'd personally just want URF enabled always. They really just need a custom game mode (don't add it to the queue) that's basically dev console mode so you can practice combos or test things
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Is Cassiopeia still considered trash? 40% winrate is pretty depressing although I believe that she's got easy farm in the earlygame and at 400 stacks she's very potent at dealing damage as well.
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What the fuck that was the worst intro video ever it was basically just a black screen.
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sion seems like he's gonna be a classic case of being overtuned on release to get people to play him and then nerfed out of existence. i don't see how you can make a slow melee ad champ with no gap closer and a self-root playable without making him so strong that everyone automatically loses every trade against him.
his ult does seem to have a bad ass earthshaking footsteps attack on titan kind of vibe though.
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Is that the official Riot video?
If so they spelled "Sion" wrong in the annotation.
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On September 26 2014 05:30 chalice wrote: sion seems like he's gonna be a classic case of being overtuned on release to get people to play him and then nerfed out of existence. i don't see how you can make a slow melee ad champ with no gap closer and a self-root playable without making him so strong that everyone automatically loses every trade against him.
his ult does seem to have a bad ass earthshaking footsteps attack on titan kind of vibe though. I think he lost his lifesteal but automatic Yorick ult is pretty good for teamfighting.
We thought Gnar and Azir would be overtuned too and I'm not sure about Azir but Gnar was a disappointment.
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His Q looks like it'll require at least a bit of setup to use efficiently. 1+ second charge with no movement or turning looks like it'll be clunky, to say the least. It will work well with his E and R, I suppose, but with his E you have to be pretty close already to get it off. BotRK will probably help too, free slow is free.
The more I think about it, the more this is clearly a jungle kit. Decent to good CC, free health (without hurting yourself now), speedup ult for ganks, etc. I'm pretty interested to try him.
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Bearded Elder29903 Posts
HOLY SHIT this new Sion rework :D
Seems pretty decent on paper, ult is pretty interesting, would be funny if you could actually charge half across the map, ganking machine :D
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