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[Patch 5.4] Wubwubwub General Discussion - Page 20

Forum Index > LoL General
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Fildun
Profile Joined December 2012
Netherlands4124 Posts
February 27 2015 22:57 GMT
#381
On February 28 2015 07:50 Scip wrote:
Show nested quote +
On February 28 2015 07:46 Fildun wrote:
Sejuani and Skarner buffs!
This is gonna be the best patch in ages. Diamond 1 here we go!

4 more dmg on Q
epicest skarner buff of all time

Well, since a 4 dmg nerf will make every champion ever completely useless, this obviously means he will be OP.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
Last Edited: 2015-02-27 23:46:48
February 27 2015 22:59 GMT
#382
On February 28 2015 07:08 oo_Wonderful_oo wrote:
Show nested quote +
On February 28 2015 06:56 obesechicken13 wrote:
On February 28 2015 05:21 oo_Wonderful_oo wrote:
Inb4 101toss goes to gp10 and writes articles about vision and gold efficiency.

Is gp10 liquidleague's gosugamer?


GP10 is site for everyone's first step if you want to get published somewhere with something correlated with League of Legends.
Gosugamers is kinda cool nowdays, their my primary results source for last 5 years, can't whine too much.


I say it jokingly. Gosugamers was always a good source for WC3 results and had at worst equal coverage as TL in terms of BW but there was a joke that when people got banned from TL they went to GG.

Btw how do you guys check your ping before a game starts? I used to use a windows gadget called ping monitor but recently it has broken and I can't get it to work again. It just shows a little stub where there used to be an application with charts.

I've tried LSI but it only gives ping.
Pingtest works showing packet loss but it's only for a period of time and has to be manually run all the time.
And pingplotter works but it uses a lot of packets and only tracks a short period of time.
Nvm found one called iping.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
cLutZ
Profile Joined November 2010
United States19574 Posts
February 27 2015 23:06 GMT
#383
On February 28 2015 06:47 Ryuu314 wrote:
Show nested quote +
On February 27 2015 16:52 cLutZ wrote:
On February 27 2015 15:12 Ryuu314 wrote:
On February 27 2015 11:56 cLutZ wrote:
On February 27 2015 11:18 chocorush wrote:
I don't really play LoL, but wouldn't just increasing cast point on Kassadin's skills have been a simple way to allow for counterplay without gutting his ultimate?



On February 27 2015 11:20 Slusher wrote:
I've always wondered what would be the result of him not getting unlimited mana through W

I'm not sure if it would have worked but it could have been worth a try maybe? idk


The problem with Kassadin is that he doesn't fit into the League of Legends that their balance team has imagined. Kassadin's problem is he is tanky, mobile, and (because of his kit) needs to do good damage to make the kit make sense.

This means, at some point of every game Kassadin will be overpowered, or he just won't make sense. Riot doesn't balance based on those kinds of champion curves, they explicitly disclaim that kind of curve at every point, even Kass's rework tried to bring him away from that, IMO it kinda did. They just need to kill his lategame uberness, or the champ won't fit the game, how they like it, because they sure as hell aren't going to let him have 10 CS at 7 minutes.

i feel like the whole "doesn't fit into League of Legends is a bullshit argument. After the removal of scaling MR, Kassadin is really not tanky at all; he can feel hard to kill because Zhonyas is an item, but that's a problem with Zhonyas, not the champion itself. The mobility argument is also pretty bullshit because there are plenty of champions that can almost rival Kassadin's mobility. As for damage, I don't understand why Riot didn't go through with their idea of moving his power onto W.

If Kassadin's poking power is too strong, give Q back its silence but nerf the shit out of the damage; I'm talking halving that shit. Then move the power onto W so Kassadin is forced to actually use his mobility to put himself in danger. If you're worried about bruiser Kassadin being a thing, make the ratios high, but keep the base damages really low.

Kassadin is a very difficult to balance champion and he probably did need another round of nerfs. I can't speak for everyone, but personally I absolutely loathe this change because it's the harshest and laziest way for Riot to nerf him and also completely removes what makes him unique.


I also dislike the change because I think there should be a Kassadin-like champion in the game. I just dont think Riot will nerf his 1-5, and really his 1-9 in the way it seems you need to. I'm sure there is a way to make the R-W on a backline less impactful, but that is no longer preserving the Kassadin that people want anyways.

I like old Trist, Ryze, Kassadin, Poppy, etc. The problem is the inherent balance choices necessary are ones Riot won't pick. Like, what Kassadin nerfs, that leave him less than 10 CS behind in the average matchup, at lvls 6 and 9 would you propose?

super late on this response but anyways

I have 0 problem with Riot wanting to nerf Kassadin into the ground. I have a problem with the way they did it. Riot takes the most iconic, unique, central portion of Kassadin's it and guts it and makes it one of the shittiest ults in the game. It's especially irking when their patch rundown says they wanted to "keep the fantasy of hyper mobility" or something like that to this this retarded change.

Personally, I think Riot's problem with Kassadin is that he provides a ton of burst that can't be responded to, even after the removal of his silence. Riftwalk+combo+zhonya's if necessary is really strong and can be really oppressive. However, there's essentially three parts of what makes Kassadin annoying right now: mobility+burst+catching potential on E. Riot choses to nerf mobility, which I find retarded and lazy balancing. IMO, I would nerf his burst: cut the base damage on his Q/E levels 2~5 by a significant margin and move some of that power to his W passive and active. Force Kassadin to get up close and stay up close in order to benefit from his kit. We have plenty of mobile assassins already (see Leblanc, Ahri, Zed).


I mean RE on the backline, but I think you got the gist. They needed to take the CC off of E and put it on W, so you had to auto a champion to slow them. The spammable slow on the backline is just silly. Its kinda like when Ez W was a really good trading tool because you couldn't hide behind minions, except the teamfight version of that.
Freeeeeeedom
Slayer91
Profile Joined February 2006
Ireland23460 Posts
Last Edited: 2015-02-27 23:18:07
February 27 2015 23:17 GMT
#384
On February 28 2015 07:27 Goumindong wrote:
Show nested quote +
On February 28 2015 07:02 Slayer91 wrote:
On February 28 2015 05:18 Goumindong wrote:
On February 28 2015 03:37 Slayer91 wrote:

if you' aren't selling sightstone for a 6th item you're pretty dumb, but lichbane isn't necessarily the right item, i just took an offhand example but on sona you probably want lichbane earlier if you're going mejais at least


No. Selling your sightstone brings you from 2 ward items +3 sweepers + 1 blue trinket to 2 sweepers. You're significantly reducing your overall ability to control vision on the map and that is integral to 5v5's.

There are cases where it might make sense, where you can swap back with no penalty because its beyond super lategame and you're 6 items + 800 gold and you or the enemy team just took baron and dragon and there are no outer towers left. But any time their are important neutral objectives on the map you NEED 6 instead of 5 vision items.


who cares about 2 sweepers or 3 sweepers nobody cares about vision control since its all just pushing mid at 6 items anyway, at least not enough that 1 sweeper or 2 sweepers makes a difference

wards matter by far the most in lane and roaming stages which is only early on when everyone is grouped wards only function for split pushing or stopping weird tps/flanks and dragon/baron control


No. You need wards for seeing over walls during sieges and you need sweepers and pinks to prevent the same.


its super fucking minor and 1 trinket isnt going to make a difference
aka Teutonica
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2015-02-27 23:25:26
February 27 2015 23:21 GMT
#385
What the fuck is that.

Nautilus actually runs himself oom really fast if he uses E on cooldown as is (and even with simple "frequent" usage), including in teamfights.
The cost of the changed ability is nowhere low enough to make up for the cd change and the slow nerf (it's also absurdly hard to hit without being in actual melee range of the target anyway because of Nautilus' big model and the atrocious cast time and animation of the spell).
And what do we get in exchange? Oh hey let's fucking gut Titan's Wrath again!
What a great idea, while the main reason he's so weak in the jungle is how the damage/HP is centered on a camp's big monster, the damage from W already took a huge hit (basically reduced by 30% at high levels) and it made his midgame ganks a lot weaker because he didn't provide much damage anymore and relied on the laner for it.

The Cinder Hulk thing is interesting, however there's a loss of Tenacity and CDR for the tanky route. Gotta have to figure it out.
I'm also not a fan of how they use an item as a proxy for all tanks. If the item is bonkers, then others will abuse it, and once the item doesn't work anymore (because reworked, jungle changes, or just nerfs) you're back to square one. I'd rather they make a tamer item (I mean, I'm waiting to see how these damage numbers pan out obviously) combined with buffs to tanks' clears or early damage/sustain, so they have more levers and things aren't as binary.

... who the heck al I kidding, this is Riot's design we're talking about.
Cant take LMS hipsters serious.
Fusilero
Profile Blog Joined July 2011
United Kingdom50293 Posts
February 27 2015 23:26 GMT
#386
All these tank buffs and no love for shen/elise, sad days :<
Glorious SEA doto
Slayer91
Profile Joined February 2006
Ireland23460 Posts
February 27 2015 23:28 GMT
#387
"Juggernaut (350 down from 500), but in the place of base stats, Cinderhulk now grants +25% bonus health. This means jungle tanks get more for their gold as they build tanky."
amazing, where did they get this idea from?!?
aka Teutonica
nafta
Profile Joined August 2010
Bulgaria18893 Posts
February 27 2015 23:33 GMT
#388
My butthole already hurts from the sivir/lulu sped up tanks with that item+sunfire+thornmail+smited frog.God have mercy
Goumindong
Profile Joined February 2013
United States3529 Posts
February 27 2015 23:34 GMT
#389
On February 28 2015 07:51 Slusher wrote:
I wish they would have introduced this cinder thing before nerfing warrior, if the numbers are good it seems like the items could easily compete

not sure about the naut changes, are they trying to discourage maxing shield???


I think they're tweaking him because the cinder item will be stronger for his kit
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
February 27 2015 23:38 GMT
#390
On February 28 2015 08:33 nafta wrote:
My butthole already hurts from the sivir/lulu sped up tanks with that item+sunfire+thornmail+smited frog.God have mercy

It's a unique passive so its almost certain sunfire will have the same passive name so they won't stack.
nafta
Profile Joined August 2010
Bulgaria18893 Posts
Last Edited: 2015-02-27 23:42:18
February 27 2015 23:39 GMT
#391
On February 28 2015 08:38 PrinceXizor wrote:
Show nested quote +
On February 28 2015 08:33 nafta wrote:
My butthole already hurts from the sivir/lulu sped up tanks with that item+sunfire+thornmail+smited frog.God have mercy

It's a unique passive so its almost certain sunfire will have the same passive name so they won't stack.

Yea didnt really pay attention first time I looked through praise jesus.

that ptsd from early s3 too strong
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
Last Edited: 2015-02-27 23:53:37
February 27 2015 23:49 GMT
#392
I was thinking they'd have to make sunfire cape's passive go on the jungle to make tanky junglers good again, but honestly this is the wrong way to do it. It makes tanks too powerful and you'll get a new meta with J4s and all the tank junglers building it like the SotAG on everyone meta.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
cLutZ
Profile Joined November 2010
United States19574 Posts
February 27 2015 23:51 GMT
#393
Why doesn't riot ever notice that they are putting duck tape and band aids all over the jungle? Maybe they should look at building a better foundation?
Freeeeeeedom
iCanada
Profile Joined August 2010
Canada10660 Posts
February 28 2015 00:10 GMT
#394
I ain't even mad, they duck taping my champs now.
Anakko
Profile Joined August 2012
France1934 Posts
February 28 2015 00:13 GMT
#395
I like the idea, gotta wait and see for that one. No nerfs for regular junglers, straight up buff for tanks junglers, things are looking up for the first time in a long while
TrAce/Cpt Jack for president (or both)
Kinie
Profile Joined December 2011
United States3106 Posts
February 28 2015 00:20 GMT
#396
Jungle is still going to suck. Why? Because the Cinderhulk enchantment will be added at (near) basically the time you'd finish up the original Juggernaut enchantment. It forces you to go back to get the item at a potentially awkward time (in theory, around the time dragon #1 or dragon #2 fights will occur) for a passive that is only going to help you clear camps for 2-4 more passes through the jungle before lane phase ends and the other laners start taking your minions for gold.

They need to give tank junglers more damage in their kit, and just bite the bullet on accepting the fact that one or two of them are going to turn into top laners like Maokai did.
JazzVortical
Profile Joined July 2013
Australia1825 Posts
February 28 2015 00:23 GMT
#397
On February 28 2015 09:20 Kinie wrote:
Jungle is still going to suck. Why? Because the Cinderhulk enchantment will be added at (near) basically the time you'd finish up the original Juggernaut enchantment. It forces you to go back to get the item at a potentially awkward time (in theory, around the time dragon #1 or dragon #2 fights will occur) for a passive that is only going to help you clear camps for 2-4 more passes through the jungle before lane phase ends and the other laners start taking your minions for gold.

They need to give tank junglers more damage in their kit, and just bite the bullet on accepting the fact that one or two of them are going to turn into top laners like Maokai did.

Which wouldn't be so bad IMO.
iCanada
Profile Joined August 2010
Canada10660 Posts
February 28 2015 00:24 GMT
#398
On February 28 2015 09:20 Kinie wrote:
Jungle is still going to suck. Why? Because the Cinderhulk enchantment will be added at (near) basically the time you'd finish up the original Juggernaut enchantment. It forces you to go back to get the item at a potentially awkward time (in theory, around the time dragon #1 or dragon #2 fights will occur) for a passive that is only going to help you clear camps for 2-4 more passes through the jungle before lane phase ends and the other laners start taking your minions for gold.

They need to give tank junglers more damage in their kit, and just bite the bullet on accepting the fact that one or two of them are going to turn into top laners like Maokai did.


should just give tank abilities +% damage to jungle monsters. Lol.
Kinie
Profile Joined December 2011
United States3106 Posts
February 28 2015 00:51 GMT
#399
My suggestion is to bring back Quill Coat for tank junglers and then let it turn into this Cinderhulk enchantment so that a tank jungler can turn his jungle item into something that's at least sort of useful for team fights (just like how Warrior, Arcane, and Devourer enchantments are meant to be used against champions).
iCanada
Profile Joined August 2010
Canada10660 Posts
February 28 2015 00:52 GMT
#400
On February 28 2015 09:51 Kinie wrote:
My suggestion is to bring back Quill Coat for tank junglers and then let it turn into this Cinderhulk enchantment so that a tank jungler can turn his jungle item into something that's at least sort of useful for team fights (just like how Warrior, Arcane, and Devourer enchantments are meant to be used against champions).


Quill coat actually just sucked though.

Like it kept you healthy but who cares you couldn't kill creeps in a reasonable time frame. Thats why no one used it competitively.
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