[Patch 4.20] Blaze It ◯0o。(ー。ー)y~~ - Pag…
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Sufficiency
Canada23833 Posts
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Vaporized
United States1471 Posts
On November 22 2014 11:11 Gahlo wrote: If the changes that going to the PBE on monday go through, Sejuani is dead. Why does Riot refuse this champion to ever be in meta? took me a minute to parse these changes. e does less damage, but the cooldown is nearly halved. not sure thats a nerf. % damage moved to w, aoe damage lowered. this skill should do more damage to single targets now. not sure how i feel about this one tbh. q does flat damage instead of % health. i always thought having % damage on q felt weird. i guess im okay with this. id love to see the reasoning behind these changes. i dont THINK its a straight nerf, they just are moving her power around in strange, somewhat incomprehensible ways. | ||
PrinceXizor
United States17713 Posts
On November 22 2014 11:24 Sufficiency wrote: Riot is pretty good at anticipating OP champions and nerfing them preemptively. Then Kalista was released. People say a lot of things about riot, i don't think i've ever seen someone say that riot does a good job figuring out balance internally before. On November 22 2014 11:26 Vaporized wrote: took me a minute to parse these changes. e does less damage, but the cooldown is nearly halved. not sure thats a nerf. % damage moved to w, aoe damage lowered. this skill should do more damage to single targets now. not sure how i feel about this one tbh. q does flat damage instead of % health. i always thought having % damage on q felt weird. i guess im okay with this. id love to see the reasoning behind these changes. i dont THINK its a straight nerf, they just are moving her power around in strange, somewhat incomprehensible ways. Well, the duration of the slow on E is cut almost in half, thats a big nerf no matter how you cut it considering she relies on that a lot. the way it looks. it really looks like two things: riot is trying to cut out as much laning sejuani as possible by moving power onto her worst laning skill and away from her good ones, and encourage jungle sejuani to max flail rather than permafrost. though if you could somehow get magus DFG and deathcap on jungle sejuani you'd be looking at a 50% max hp burst before any other numbers on her DFG+W. | ||
Sufficiency
Canada23833 Posts
On November 22 2014 11:26 Vaporized wrote: took me a minute to parse these changes. e does less damage, but the cooldown is nearly halved. not sure thats a nerf. % damage moved to w, aoe damage lowered. this skill should do more damage to single targets now. not sure how i feel about this one tbh. q does flat damage instead of % health. i always thought having % damage on q felt weird. i guess im okay with this. id love to see the reasoning behind these changes. i dont THINK its a straight nerf, they just are moving her power around in strange, somewhat incomprehensible ways. OK my bad I didn't see the % max health damage on her W. I think that's a pretty big step up. It'll help her clear while a bit and very likely make her a better version of Amumu. | ||
Sufficiency
Canada23833 Posts
On November 22 2014 11:28 PrinceXizor wrote: People say a lot of things about riot, i don't think i've ever seen someone say that riot does a good job figuring out balance internally before. Well, the duration of the slow on E is cut almost in half, thats a big nerf no matter how you cut it considering she relies on that a lot. the way it looks. it really looks like two things: riot is trying to cut out as much laning sejuani as possible by moving power onto her worst laning skill and away from her good ones, and encourage jungle sejuani to max flail rather than permafrost. though if you could somehow get magus DFG and deathcap on jungle sejuani you'd be looking at a 50% max hp burst before any other numbers on her DFG+W. I am fairly sure she still needs to max E first. The cooldown goes down pretty quick and at rank 5 she will actually do more damage / slow more than before, barring the extra mana cost. Moving her % max health damage to her W gives her more reasons to max it last. | ||
Vaporized
United States1471 Posts
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MidnightGladius
China1214 Posts
And of course, anything that helps her first clear is a godsend. If my numbers are right, with maxed E you can W and E twice, which will help her farm a lot. | ||
Gahlo
United States35118 Posts
On November 22 2014 11:40 Vaporized wrote: somewhere in that twitter feed he says its not intended to be a nerf. they also have the new skin coming out soon, it would be weird timing to kick her to the curb now. *cough* Pantheon *cough* | ||
Sufficiency
Canada23833 Posts
On November 22 2014 11:41 MidnightGladius wrote: I like the Sej changes, I think the idea is to keep people in W so you can re-apply the E slow instead of being able to get one good E off and calling it a day. Doubling E cast frequency will put more pressure on her mana pool, but Frozen Heart is such a natural buy that it shouldn't be too much of a problem. And of course, anything that helps her first clear is a godsend. I actually think she needs a Rod of Ages with these changes. In any case, it looks deceptive but I believe this is an incredible buff for her. | ||
Alaric
France45622 Posts
E is a nerf especially to her ganks because the burst (and cc) has been reduced. Easier to apply in teamfights, sure, but early on, when it counts to secure kills, losing almost half the slow's duration is brutal. | ||
PrinceXizor
United States17713 Posts
On November 22 2014 11:43 Sufficiency wrote: I actually think she needs a Rod of Ages with these changes. In any case, it looks deceptive but I believe this is an incredible buff for her. she'll deal a lot more damage over time, but be much more reliant on her ultimate for ganks to be successful. and she'll be significantly worse at laning. only slowing a target for a second at best if they build tenacity really hurts a champ that will rely on being in melee range for a bunch of damage. | ||
MidnightGladius
China1214 Posts
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iCanada
Canada10660 Posts
ROFL. | ||
JazzVortical
Australia1825 Posts
Looks like they are just shuffling things around... | ||
Gahlo
United States35118 Posts
On November 22 2014 12:31 JazzVortical wrote: Her W also has a total HP ratio, rather than bonus HP, which is a bit more damage as well. Looks like they are just shuffling things around... And gutting her nonult ganks. | ||
Vaporized
United States1471 Posts
i think the e changes will work in her favor overall. imagine those e's coming out every 3.6s (with 40% cdr). that sounds ridiculous. she always was extremely dependent on her team tho. even early ganks. you can knock up, slow, and w someone, but you arent going to kill them without your laner helping. i dont see that changing much with these adjustments. | ||
Gahlo
United States35118 Posts
On November 22 2014 12:51 Vaporized wrote: oh shit. i didnt even notice her w is total health now. i think the e changes will work in her favor overall. imagine those e's coming out every 3.6s (with 40% cdr). that sounds ridiculous. she always was extremely dependent on her team tho. even early ganks. you can knock up, slow, and w someone, but you arent going to kill them without your laner helping. i dont see that changing much with these adjustments. The timing on her ganks will be even more crucial. The only thing that made her non ult ganks decent was the slow from her E, which you maxed, was a hefty amount and increasing duration. | ||
iCanada
Canada10660 Posts
Kalista is literally the anti melee. She does way too much damage for the mobility she has. That is ridiculous. Kalista in conjunction with the big inhib / nexus tower slows... I bet S6 Preseason Rito will announce that people that pick melee champions get a 1-month temp ban from the servers. | ||
Amui
Canada10567 Posts
On November 22 2014 13:58 iCanada wrote: Oh my god. Kalista is literally the anti melee. She does way too much damage for the mobility she has. That is ridiculous. Kalista in conjunction with the big inhib / nexus tower slows... I bet S6 Preseason Rito will announce that people that pick melee champions get a 1-month temp ban from the servers. Yep. Any melee without a gap closer might as well not be in the game unless they can powerfarm jungle and get enough gold to make up for it(udyr). IMO her jump distance needs to be reduced by slows. That at least would make it possible for a melee to close(not really). | ||
wei2coolman
United States60033 Posts
On November 22 2014 14:07 Amui wrote: Yep. Any melee without a gap closer might as well not be in the game unless they can powerfarm jungle and get enough gold to make up for it(udyr). IMO her jump distance needs to be reduced by slows. That at least would make it possible for a melee to close(not really). Her mobility is severely hampered by AS slows. Imo I would rather see a range reduction, to compensate for her mobility and make it so she's more vulnerable to spells. | ||
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