[Patch 4.20] Blaze It ◯0o。(ー。ー)y~~ - Pag…
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Alaric
France45622 Posts
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Zdrastochye
Ivory Coast6262 Posts
WW is going to get gutted next patch/start of season 5. He's simply too good right now. | ||
GettingIt
1656 Posts
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Alaric
France45622 Posts
So Riot guts his ult (base damage and cd) so that lanewick has his damage severely hampered at 6 (there's still the ratio and he still applies on-hit including his passive but the base damage is pretty much halved at level 1). | ||
Seuss
United States10536 Posts
Just off the top of my head here's a bunch of consequences of the mechanic:
Either there are going to be huge restrictions on this or it's never going live. | ||
M2
Bulgaria4116 Posts
On December 04 2014 00:21 Seuss wrote: Granted the Double Smite change is tooltip-only at the moment, but still. Just off the top of my head here's a bunch of consequences of the mechanic:
Either there are going to be huge restrictions on this or it's never going live. This. Exactly my thoughts. Double smite will probably affect laners more than junglers | ||
Seuss
United States10536 Posts
Currently Lane-Smite is inhibited by its opportunity cost. Up until you finish Machete + Upgrade + Enchantment you're behind. Either your opponent has a combat summoner over you, or they're 750g ahead in combat stats/items. Even for champions who can quickly and easily clear a small camp using Smite for a fast level 2 that's a steep hill to climb. However, with more champions being able to do that easy clear and with Smite upgrades creating a stronger, more spammable combat summoner Lane-Smite will totally be a thing. | ||
phyvo
United States5635 Posts
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Osmoses
Sweden5302 Posts
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wei2coolman
United States60033 Posts
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Seuss
United States10536 Posts
I'd be surprised if we actually see Double Smite hit the PBE without those sorts of restrictions, if it hits the PBE at all (I like phyvo's theory). | ||
Amui
Canada10567 Posts
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Kinie
United States3106 Posts
Also, has any other jungles been having MP sustain issues since new jungle came out? Like I'm trying to use the not OP junglers atm (WW, Panth, and Fiddles) because they are banned, and I seem to do ok HP-wise after the first back, but I'm running out of MP, or are so low that I can't gank lanes unless I sit and wait for 10-20s to let natural regen catch me up. | ||
TheHumanSensation
Canada1210 Posts
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GolemMadness
Canada11044 Posts
On December 04 2014 03:40 Kinie wrote: Were any of the OGN preseason games worth watching? Also, has any other jungles been having MP sustain issues since new jungle came out? Like I'm trying to use the not OP junglers atm (WW, Panth, and Fiddles) because they are banned, and I seem to do ok HP-wise after the first back, but I'm running out of MP, or are so low that I can't gank lanes unless I sit and wait for 10-20s to let natural regen catch me up. You should be fine with ranger's. | ||
Amui
Canada10567 Posts
On December 04 2014 03:40 Kinie wrote: Were any of the OGN preseason games worth watching? Also, has any other jungles been having MP sustain issues since new jungle came out? Like I'm trying to use the not OP junglers atm (WW, Panth, and Fiddles) because they are banned, and I seem to do ok HP-wise after the first back, but I'm running out of MP, or are so low that I can't gank lanes unless I sit and wait for 10-20s to let natural regen catch me up. I liked them because liss is finally seeing a lot more play. Pretty stompy, but fun to see. | ||
krndandaman
Mozambique16569 Posts
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the p00n
Netherlands615 Posts
Additionally the 3 highest winrate champions are junglers (ww/panth/fidd) whereas the overwhelming majority of other junglers have below 50% winrate (diamond+ statistics that is but probably isn't much different in the hell elos). So far for 'diversifying' the jungle I guess. Trailblazers is also getting nerfed (or well, there is a nerf on the PBE right now)... I'd rather just have them buff other stuff up to the level of the strong stuff instead of nerfing strong stuff to the level of shitty stuff. | ||
cLutZ
United States19574 Posts
On December 04 2014 09:09 the p00n wrote: I think Fiora is pretty strong right now, less jungle pressure means that her lack of escapes matter less and the elixir of wrath is pretty strong on her due to the massive amount of leech you get. Went 24-5-9 in a ranked master tier game and even got a pentakill without snowballing from lane (game is here). Additionally the 3 highest winrate champions are junglers (ww/panth/fidd) whereas the overwhelming majority of other junglers have below 50% winrate (diamond+ statistics that is but probably isn't much different in the hell elos). So far for 'diversifying' the jungle I guess. Trailblazers is also getting nerfed (or well, there is a nerf on the PBE right now)... I'd rather just have them buff other stuff up to the level of the strong stuff instead of nerfing strong stuff to the level of shitty stuff. Still confused why people (including Riot) expected the changes to diversify the jungle. Harder jungle monsters = fewer viable junglers. More jungle items = fewer optimal junglers. S3 and S4 taught us this. The best way to diversify the jungle is to make it really easy (you can make it take a long time, but if you do so it has to be about equally long for everyone) to clear, but make the camps fairly far away from the lanes. This way the tradeoff is time spent clearing vs. time spent ganking. The issue with S2 was not the jungle being too easy (perhaps mid could take wraiths/wolves too quickly). It was that denying EXP/gold from enemy laners was effective even with a crappy gank, that the jungle provided too little gold for junglers, and that oracles was really expensive, but necessary (and set you terribly behind if you died with it). Problem 1 was partially addressed with other changes to lane minions, 2 was fixed (kinda), 3 was removed entirely, and the laners taxing junglers was not really fixed anyways, but probably could have, and should have, been fixed by moving the camps away from the lanes (which would have helped fix #1 as well). | ||
droserin
127 Posts
On December 04 2014 09:25 cLutZ wrote: Still confused why people (including Riot) expected the changes to diversify the jungle. Harder jungle monsters = fewer viable junglers. More jungle items = fewer optimal junglers. S3 and S4 taught us this. The best way to diversify the jungle is to make it really easy (you can make it take a long time, but if you do so it has to be about equally long for everyone) to clear, but make the camps fairly far away from the lanes. This way the tradeoff is time spent clearing vs. time spent ganking. The issue with S2 was not the jungle being too easy (perhaps mid could take wraiths/wolves too quickly). It was that denying EXP/gold from enemy laners was effective even with a crappy gank, that the jungle provided too little gold for junglers, and that oracles was really expensive, but necessary (and set you terribly behind if you died with it). Problem 1 was partially addressed with other changes to lane minions, 2 was fixed (kinda), 3 was removed entirely, and the laners taxing junglers was not really fixed anyways, but probably could have, and should have, been fixed by moving the camps away from the lanes (which would have helped fix #1 as well). There is a difference between "this champion can clear the jungle" and "this champion is a good jungler". Making it possible for more champions to clear doesn't mean that there are more good junglers. The problem was that the jungle was so easy to clear that the only thing that really determined if a champion was a good jungler or not was how good their ganks were. The idea is to make it so that having sustain or not is an tradeoff that you have to consider when choosing a jungler. Of course, there are champions like Elise who have good sustain and ganks, so I'm not sure how well it will work out. | ||
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