[Patch 4.18] Sion Reborn General Discussion - Page 16
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miicah
Australia2470 Posts
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sylverfyre
United States8298 Posts
On October 10 2014 12:55 kongoline wrote: hes a tank with potential for infinite dmg and good cc + aoe, how the hell is he mediocre he outscales every single bruiser in game including jax,irelia,mao its not like hes squishy melee carry like trynd or yi which are shit in team fight and can only splitpush, nasus is a tank who can easily zone backline for a long time that by default means hes a good team fighter Because the support cleanses the wither while he gets kited. He brings very little initiation and doesn't do anything if he's being kited. His major weaknesses show because at some point, it doesn't matter that your Q does 1000+ damage if you struggle to resolve it on a squishy champion, and wither isn't as strong when the support has Crucible and there is more than one high damage threat on the enemy team. He particularly struggles against AD carries that have have multiple gap openers so they can keep him away during wither. He's strongest at 2-3 items, especially when it comes to securing objectives very quickly, and before the whole game is full items and he gets to leverage his solo lane high-farm style against others. I'd take a 6 item Kayle over a 6 item Nasus any day. That invulnerability ult is incredibly powerful in late game teamfights, and she does a shitload of damage extremely fast. | ||
Goumindong
United States3529 Posts
70% more scaling stats with no item compensation? Really? Neutral buffs that wander around the river and grant a speed shrine? Because holding the river on a baron/dragon fight wasn't powerful enough? But now we get to determine which side of this has the advantage depending on luck of the draw from when you arrive (if its a speed shrine that advantages the attackers/defenders basically) A jungle that is insanely opaque? Jungle items which turn smite into an enemy damaging ability, negating the ability to take roughly anything but those options because you will get 1v1'd by the other jungler if you don't? People weren't sweeping enough wards so they made it impossible to ward the enemy wraith camp. ZZ'rot portal just in general?! Its got armor and MR in a game where the design philosophy is to not have both because you should get health instead in that situation. It spawns creeps for you so you don't have to worry about lane manipulation. Mejai's starts with 5 stacks so there is literally no downside to buying it. Then on top of it all they nerf Janna's W because they hate fun. Just jesus christ who came up with this shit? | ||
Frolossus
United States4779 Posts
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sylverfyre
United States8298 Posts
On October 10 2014 13:23 Goumindong wrote: Almost all of these changes are really, really dumb. 70% more scaling stats with no item compensation? Really? Neutral buffs that wander around the river and grant a speed shrine? Because holding the river on a baron/dragon fight wasn't powerful enough? But now we get to determine which side of this has the advantage depending on luck of the draw from when you arrive (if its a speed shrine that advantages the attackers/defenders basically) A jungle that is insanely opaque? Jungle items which turn smite into an enemy damaging ability, negating the ability to take roughly anything but those options because you will get 1v1'd by the other jungler if you don't? People weren't sweeping enough wards so they made it impossible to ward the enemy wraith camp. ZZ'rot portal just in general?! Its got armor and MR in a game where the design philosophy is to not have both because you should get health instead in that situation. It spawns creeps for you so you don't have to worry about lane manipulation. Mejai's starts with 5 stacks so there is literally no downside to buying it. Then on top of it all they nerf Janna's W because they hate fun. Just jesus christ who came up with this shit? You're misreading it. Your final stats at 18 are only marginally different - 68% of your PER LEVEL gain in stats - approximately 50 more HP and <1 armor/MR. You aren't ending up with 70% more total scaling stats - you're ending up with 1700% stats gained over 17 levels, which is the same as current. The difference is, the gain from level 1-2 is smaller than the gain from 9 to 10 etc. The only difference is that those extra stats from level 1 are still there. Your level 1 stats are slightly higher. Your stats gained per level at pre-10 levels are lower. Your stats gained post-10 are higher. This means the levels with the biggest gaps in stats (eg:between level 1 and 2) is slightly smaller. | ||
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onlywonderboy
United States23745 Posts
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Ketara
United States15065 Posts
On October 10 2014 13:27 onlywonderboy wrote: Let's keep in mind they've been very clear a lot of these changes are experimental and might not make it into the actual Season 5 changes. Won't stop TLGD from calling them retarded before they're even on PBE. | ||
Zess
Adun Toridas!9144 Posts
On October 10 2014 13:30 Ketara wrote: Won't stop TLGD from calling them retarded before they're even on PBE. I think TLGD has a pretty good track record for calling things out on items. Less so on champion changes because there are a lot more numbers there and you have to also be actually good at the game to have better judgement of how a kit of a champion works. But item design is basically a numbers game on various dimension axes and so far playing the skeptic has worked pretty well on how "effective" Riot's jungle changes through forced itemization works out. | ||
RagequitBM
Canada2270 Posts
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wei2coolman
United States60033 Posts
On October 10 2014 13:30 Ketara wrote: Won't stop TLGD from calling them retarded before they're even on PBE. I don't like that they're completely changing the game. Again.... | ||
Gahlo
United States35144 Posts
Mostly dislike the "Everything is a cloth/null-magic item!" approach as well. Everything else I'm neutral or better about. | ||
iCanada
Canada10660 Posts
This also marks the return of like shy, mundo, etc to the jungle. Shy shy with that slow will be amazing. I'm actually so hyped. | ||
GhandiEAGLE
United States20754 Posts
On October 10 2014 13:41 xes wrote: I think TLGD has a pretty good track record for calling things out on items. Less so on champion changes because there are a lot more numbers there and you have to also be actually good at the game to have better judgement of how a kit of a champion works. But item design is basically a numbers game on various dimension axes and so far playing the skeptic has worked pretty well on how "effective" Riot's jungle changes through forced itemization works out. Idk if we're good at predicting item usefulness as much as we always assume they're going to be shitty, and lo and behold they items are always shitty. I think if a good item change rolled around we'd still call it shitty. | ||
Goumindong
United States3529 Posts
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Ketara
United States15065 Posts
TL thinks everything is going to be shitty all of the time. It's old and tired, and wrong most of the time. | ||
Gahlo
United States35144 Posts
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Ketara
United States15065 Posts
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sung_moon
United States10110 Posts
Like, am I blind and its somewhere in Interface or something? | ||
Ketara
United States15065 Posts
On October 10 2014 14:05 sung_moon wrote: Small pet peeve of mine, but does anyone know how to turn back from original -"Username" slains "Username"- from the "Ally" slains "Enemy"? Like, am I blind and its somewhere in Interface or something? They changed it in this patch because people complained that the old icons were taking up too much of the screen. | ||
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TheYango
United States47024 Posts
Having to learn Beam and Shielding as separate mechanics seems needlessly convoluted to me. The bonus MS/resistance in base is essentially analogous to high ground miss chance, but with the RNG component removed. A little boring, but not a bad direction to go. | ||
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