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GrandInquisitor
New York City13113 Posts
On April 16 2016 02:56 Goumindong wrote: Yea but would you tolerate a passive that was "your team does 33% more damage to turrets"? Because that is how it reads right now. At the very least the tower trade strategies employed in pro games would force ziggs bans because the tower damage advantage would near guarantee secondary objectives on the back side. I think that's very different, in the same way that Relic Shield is not the same as "do x% more damage to minions". My hypothesis is that it has a very big effect in a reasonably rare scenario, instead of a small effect in a very common scenario, though I guess I'm just curious how often turrets stay standing with 25% or less health.
On April 16 2016 03:43 JimmiC wrote: I would be kind of funny if they added a passive that was op in pro and useless in solo q, thereby needing to tone down numbers and driving a guy into complete obscurity.
Or would people play him simply because he was high ban in pro even if he was no better for solo q? Rek'Sai?
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Tower aggro juggle nerf is pretty big. This patch could be turtle city.
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GrandInquisitor
New York City13113 Posts
Devourer gone from the game (!!!)
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United States11390 Posts
On April 20 2016 05:59 GrandInquisitor wrote: Devourer gone from the game (!!!) They just moved it to rageblade.
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![[image loading]](http://puu.sh/oovjJ/03e934d93e.jpg)
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I thought dragon stats were way up in lck this spring?
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GrandInquisitor
New York City13113 Posts
On April 20 2016 06:01 Harem wrote:Show nested quote +On April 20 2016 05:59 GrandInquisitor wrote: Devourer gone from the game (!!!) They just moved it to rageblade. Not really - the point I was making is that the "stacking" jungle item is now gone.
Also, wow at new Rift Herald. Complete role reversal - now an assassin's buff and not a pushing buff:
Now Grants "Superbuff"" Lasts 20 minute and persists through Death While alone, you gain damage reduction vs champions. While alone, attacks build corruption charges: At 100 stacks, your next attack discharges all Coruptions to deal bonus magic damage (works on minions and towers too, reduced damage for ranged attacks) Corruption stack rate and discharge damage scale with champion level.
Does this mean that you'll actually see when their buff is about to respawn if you didn't have vision of it when it died the first time? It's not clear - if it is, that's a moderately significant change, if it isn't, well, whatever, it's basically the same argument that jungle timers were going to ruin the game.
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On April 20 2016 06:20 GrandInquisitor wrote: Does this mean that you'll actually see when their buff is about to respawn if you didn't have vision of it when it died the first time? It's not clear - if it is, that's a moderately significant change, if it isn't, well, whatever, it's basically the same argument that jungle timers were going to ruin the game.
"ts timer is revealed to both teams (regardless of their vision of the camp), and an “about to spawn” icon appears in the minimap"
I'd say that's pretty clear. Everyone gets the timer, even if they didn't see it die. Terrible change and literally the thing everyone was afraid of when timers first got implemented.
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inb4 Voidlings do reduced damage to monsters.
Gone without a Trace.
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United States11390 Posts
twitter.com
QSS only removes crowd control debuffs now
Z U C K F E D
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Trandle and Fifi opie opie
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On April 20 2016 06:34 Cyraknoss wrote:Show nested quote +On April 20 2016 06:20 GrandInquisitor wrote: Does this mean that you'll actually see when their buff is about to respawn if you didn't have vision of it when it died the first time? It's not clear - if it is, that's a moderately significant change, if it isn't, well, whatever, it's basically the same argument that jungle timers were going to ruin the game. Show nested quote +"ts timer is revealed to both teams (regardless of their vision of the camp), and an “about to spawn” icon appears in the minimap" I'd say that's pretty clear. Everyone gets the timer, even if they didn't see it die. Terrible change and literally the thing everyone was afraid of when timers first got implemented. Teams with a jungle-aware (and who listen to him) shouldn't notice the change too hard early game, others will know where the jungler is/was just by tabbing from time to time and checking the timer. Helps against buff for level 6 -> gank patterns. Dunno how impactful it'd be later in the game, say if you know enemy blue's about to pop when dragon's too, so if they go there you know you've got a free drake.
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GrandInquisitor
New York City13113 Posts
I'm a little skeptical it's going to ruin the game because Dragon/Baron used to be like this, if you remember. You didn't have the timer on it unless you had vision of it dying. When it got changed to its current state, there was a lot of doomsayers, but ultimately it was a non-issue and now it'd seem weird to go back to not knowing when Dragon is going to spawn.
So if it isn't a big deal for Dragon/Baron, it surely isn't going to be a big deal for red buff/blue buff. It'll obviously penalize junglers who keep on top of this stuff, unfortunately, and it will definitely lead to more contested buffs, but I don't think that's bad for the game.
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I don't think it's going to 'ruin the game' but I think steps towards the game playing itself for you like the manamune change a while back are unhealthy as they remove ways to improve or develop mastery. This change is also an indirect buff to vision as you will have pseudo vision of all 4 buffs and both epic monsters at all times reguardless of ward placement.
I think we can agree the ladder is unneeded at this time.
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